I'm still hoping to find an even simpler way of delaying the Creation Club. I'm hoping for the Skyrim approach.
This is one thing that Skyrim did well. It gave you a note and the quest didn't exist unless you read the note. If you chose not to read the note, then you could completely ignore the CC content.
Admittedly, the Skyrim notes were horribly labelled ("An Anonymous Letter"? Really?) and I would prefer something that was far more clear (eg "Notice: Undead Rising" is better than An Anonymous Letter).
The idea doesn't sound too bad, but doing it isn't worth it anymore. I will probably keep it as it currently is. If you want a good alternative integration mod, I recommend Integrated Addons.
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?
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.
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.
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.
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.
i removed all cc content from data folder, installed this mod and started a new game, then re-added the cc content back to the data folder and when i load in, all the quests pop up. what am i missing?
You don't have to remove anything for a new save game. The Next-Gen Creation Club just need to be installed and enabled. Then you can use this mod and start a new game or use an existing save where the quests haven't started yet.
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.
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...
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.
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.
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.
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.
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?
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:
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.
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.