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SoleVaultBoy

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SoleVaultBoy

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60 comments

  1. mcleod777
    mcleod777
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    does this mod work for v 1.10.163?  I downgraded.
    1. SoleVaultBoy
      SoleVaultBoy
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      It works for Old and Next Gen.
    2. streetyson
      streetyson
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      Nevermind - I was going to point out this wouldn't apply to all Old Gen because GOG's version doesn't contain any active CC content nor can it later access CC content (new or "old" gen), but then I doubt GOG users would be seeking this CC-delaying mod anyway...
    3. figaro341
      figaro341
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      CC content working in the GOG version Fallout 4)
  2. Tyddy
    Tyddy
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    For those, who get CTD even if you did everything correct - try simply to close and open again Mod Organizer 2 or Vortex when you finished with downgrading.
    UPD. Also, re-install Buffout.
    1. SoleVaultBoy
      SoleVaultBoy
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      There's no way that this mod is responsible for this. It rather seems like another mod in your modlist is causing that.
  3. Wkhitey
    Wkhitey
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    So, I did Echoes of the Past and picked up Hellfire PA from one of the troopers. Just killed Pyro and no quest popped up nor did I complete it beforehand. The quest didn't pop up either as I got close to him like it had done before on another character. I don't know if it's a bug or what. I know I could use console commands but haven't had to so far. I don't really mind not having a quest completed or not, but was wondering if picking up the set before was what bugged it.

    Edit: went back to the body and the chest piece is missing. Only picked up helmet and arms and legs.
    1. SoleVaultBoy
      SoleVaultBoy
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      The quest is still there, but is has been basically hidden. You will now only get the XP from completing it (150).
      As for the missing chest piece, it is appearing for me on a test save in a mostly vanilla game. See whether you have any mods which edit Pyro's leveled list or mess around with any of the NG CC quests.
    2. Wkhitey
      Wkhitey
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      I ended up having the chest piece but it only showed up when I was trying to equip other power armor pieces. The only mods I have that edit level lists are gun mods, though I will double check and see if any affect it. Thank you for the response. I had gotten other quests from NG CC to start and was wondering why this one didn't.
  4. rextable
    rextable
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    Ignore post. I was a silly billy :-P
  5. whateverg
    whateverg
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    Does this affect all CC content? I'm still picking up a bunch of CC items like the the Hand-made Shotgun, Doom Armor, etc
    1. SoleVaultBoy
      SoleVaultBoy
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      Only the content that comes with the Next Gen update is covered.
    2. KennethElliot2015
      KennethElliot2015
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      You will need to us this mod and Creation Club Delayed if you want all the creation club auto starts quest to stop
  6. zoev862007
    zoev862007
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    ¿hay alguna posibilidad de traducciones? al español por ejemplo xD... ¿o no es necesario traducir este mod?
    1. SoleVaultBoy
      SoleVaultBoy
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      I don't speak Spanish fluently, nor do I have the game installed on that language.
      Though it should be relatively easy to do so, you would need to load the plugin in xEdit and translate/overwrite any of the English strings.
  7. jmegalos
    jmegalos
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    I'm not sure if this is a bug or not but after triggering Best of Three and listening to the radio I have no destination or quest marker set. Any idea why that might happen?
    1. SoleVaultBoy
      SoleVaultBoy
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      I tested it on a new playthrough and listening to the radio signal correctly progressed the quest.
      Check whether you have any conflicts with the mod, ideally by looking for it via xEdit.
      If this still doesn't help, you can use the console command:
      Spoiler:  
      Show
      SetStage ccBGSFO4046_BestOfThree 5
    2. jmegalos
      jmegalos
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      Thanks for checking. I checked with the "getstage" command an it was reading as at stage 5, just not doing any stage five-y things. It's worked fine at least twice before so I'm going to chalk it up to random glitching.

      FWIW I looked in xEdit and the only thing flagged in red is fragment in the unofficial patch that seems to reference a stage 32 that nothing else does.
    3. SoleVaultBoy
      SoleVaultBoy
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      As long as no record is overwriting any of the records from the mod, it should be fine.
      Maybe another mod is conflicting with it on a scripting level or via a F4SE plugin, nothing you can really diagnose.
      You should probably load an earlier save to see whether it consistently happens.
      If it does re-occur then I don't know what else to try.
  8. CosmicCrisis69
    CosmicCrisis69
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    hell yeah exactly what I was looking for :3 thanks solevaultboy
    1. SoleVaultBoy
      SoleVaultBoy
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      :)
  9. swhatley09
    swhatley09
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    Just to clarify,as I am slightly confused. Under notes in the description it says must use on new game before the CC content is installed. Is that suppose to mean a new game before the quests have started?
    1. SoleVaultBoy
      SoleVaultBoy
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      Yes, but also before they have been installed/enabled on the save.
    2. swhatley09
      swhatley09
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      How am I suppose to uninstall or disable the CC content? It is already installed and enabled automatically by the update.Guess I'm more confused and not understanding what your saying.
    3. SoleVaultBoy
      SoleVaultBoy
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      You should never uninstall such mods. You only need to know whether the Creation Club content has been enabled/installed at some point on your save. You can most likely notice this by checking whether any of the quests have started.
    4. swhatley09
      swhatley09
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      The quest scrips start as soon as I exit Vault 111. I use SKKMods fast start. I was planning to delete the save I'm playing now and start a new playthrough,with your mod,as I hate having to wait for all those quests to finish firing. So I assume the CC content isn't active until you leave the vault.
    5. Qrsr
      Qrsr
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      So I assume the CC content isn't active until you leave the vault.
      Quests can be set to start on new game / new save or to trigger based on condition.
      - If the quest was set to "Start Game Enabled" and you remove or alter the quest record mid-game most of the changes will NOT work mid-game
      - If the quest was NOT set to "Start Game Enabled" the quest will fire first when a certain condition was met it will also slighty less bloat your save, since any started quest or script not finished is kept in your save game file ...
      Since you added the mod mid-game it will not work fully in certain condition vanilla will win totally over the mod alteration. So start a new game.
    6. swhatley09
      swhatley09
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      I haven't installed the mod yet. I am going to change out some mods and start a new game with this mod active.
  10. Qrsr
    Qrsr
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    Hey SoleVaultBoy this is great. If you dont mind i would like to include it here: Fixes for Fallout 4
    1. SoleVaultBoy
      SoleVaultBoy
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      It would be probably better if both mods remain separate, as the integration wouldn't really fit your mod.
    2. Qrsr
      Qrsr
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      No matter where it should belong to. I really think the integration fits to fixes, since NG broke some things - besides it has very good content. The vanilla game iirc never had such annoying quest prompts long before being close to the actual quest start. The way you did it is top notch. I see it as fix to restore a non-spoiler like game play to a roleplay heavy game, like Fallout.

      EDIT: I have linked to your mod in the requiement tab.
    3. Diakyuto
      Diakyuto
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      >Gets politely told to keep the mods separate
      >Includes it anyway
      Incredible!
    4. Qrsr
      Qrsr
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      @Diakyuto that is incorrect! Incredible is what you say and how you say it!

      My question was concerning this mod, which is called "Simple Creation Club Delayed NG". Removing a script fragment which triggers the radio transmitter has nothing todo with this mod!

      Fyi, SoleVaultBoy injected a complex yet superior and immersive way to start and trigger the CC / NG quests. The Story Manager Quest Nodes SMQN changes with some quest specific addition and alteration in genreal is the way to go and exlusively used here. Therefore i have asked if it would be possible to merge.

      Fyi (extended version); I made some experiments in past to trigger and start the quest similar but without any success i could live with. So i finally decided to remove the quest startup trigger which i had done in past on my end long before any release. Its very simple todo, search for
      CreationClub:StartAfterCharGenScriptremove the script fragment. You can do this in a similar way for the Vault 88 quest startup and else. Fyi, i did this also for the Minutemen and other quest remover mods in past.

      My changes do not inject anything special from this mod and this one here is still referenced as soft requirement for a reason.