Have you (or anyone else reading that's interested) thought about making a patch for this to work on the bestiary entries in Mutant Menagerie? I imagine it would be a lot of work but I think it would be an amazing addition to to that mod.
After installing the mod, when you start a new game or load a save file for the first time, it scans for specific items that meet predefined conditions and adds them to a quest collection. Whenever an item from this collection loads (OnLoad), it sets up a Distance event. This event then triggers a quest marker when the player enters its range. I was initially concerned about the performance impact of the Distance event, so I tested it with over 50 items being tracked simultaneously. However, I observed no noticeable performance drops. In a typical playthrough, there would usually be only 2–3 active events at most, so the impact on performance should be minimal.
Thank you for the detailed response! I am running Random Valuables Redux (https://www.nexusmods.com/fallout4/mods/60097) and while it's fun to find magazines and bobbleheads in random locations, it does create the need to check every square inch of every building, which can get a bit tiring at times. Thus, I am a big fan of quality of life mods that can quickly scan an environment and highlight or mark specific items. I was using Loot Detector (https://www.nexusmods.com/fallout4/mods/4380) for a while, and while it's a wonderful mod, I found its always on scanner a bit too taxing for my mod setup and eventually switched over to Clean up your Corpses (https://www.nexusmods.com/fallout4/mods/63672); as the name suggests the latter doesn't scan for nearly as wide a range of items, but what nonetheless made it an improvement was the fact that it gave the player control over when to scan (via either a hotkey or equipping a particular item). I have been looking for something similar when it comes to magazines and bobbleheads - ideally a mod that allows the player to trigger the scans themselves and thus doesn't use any script resources otherwise.
Most of the performance cost in this type of mod comes from the process of scanning for items. Of course, it is possible to create a new mod using Papyrus scripts or F4SE to scan for items at the moment of map transition or whenever the player desires. However, I don't think this approach would necessarily be lighter than the current method.
I can't remove markers on 'Massachusetts Surgical journal #13 Finding Your Funny Bone' at Boston Public Library. Even after I got the book, there are markers on the floor where I stand in front of the book return machine. I'm playing it on PC and I can use console commands, what should I do? setstage XX00080D 100 would end this problem?
edit: If the player is not in the Boston Library, the "Purchase the magazine with tokens at the terminal" notification will not appear in the quest log. In that case, enter the following command in the console: stopquest IAM_NonItemQuest_BostonLibrary Make sure to enter this command only when this objective is not listed in the quest log.
I can't make this work with any of TurntLogics mods adding magazines, i.e. VDSG and Classic skill books. In Fo4Edit all the magazines added by the mods have the follwing KeyWords: FeaturedItem [KYWD:001B3FAC] and PerkMagKeyword [KYWD:001D4A70]. It does work with the magazines added by LAER and I can't make out any differences between the magazines. I can't seem to embed images so here is a link to compare a magazine from LAER and one from Classic skill books, both found in Maddens gym. One is recognized in game the other isn't. :( LAER vs classic skill book Fo4Edit
Edit: All mods were present when starting a new game.
Yes, that's correct. Due to the way this mod functions, a new game must be started to detect mods added after the installation. This is a workaround to address the slow performance of Papyrus, so I hope you understand.
I did start a new game. That's the problem. There must be something specific about TurntLogics mods because none of the magazines from his mods gets recognized.
If the mod is using ESM or ESL files, I believe the magazines' information cannot be read. Originally, temporary data from ESP files should not be readable either, but due to some peculiarities in the game's optimization, the mod works by taking advantage of this unintended behavior. Since this is an issue with the game itself, addressing it would require an overly complex solution, making it difficult to resolve.
Excellent information! I just renamed TurntLogics mods to .esp instead of .esl, started a new game and it works like a charm! You should put that info in the description. Great work man! Thanks
I'm glad to hear it's working well. It’s difficult to mention this because it involves modifying another modder's file. Some mods rely on the file name itself to function properly. I hope you understand.
The weapon needs to have the "quickgun" keyword, which I believe is already attached to most weapons. If multiple instances of the same weapon are placed, only one of them will be marked. For some unknown reason, certain weapons may not be marked at all.
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Mod:ADD-ON - Pin-Up Card Series at Fallout 4 Nexus - Mods and community
I was initially concerned about the performance impact of the Distance event, so I tested it with over 50 items being tracked simultaneously. However, I observed no noticeable performance drops. In a typical playthrough, there would usually be only 2–3 active events at most, so the impact on performance should be minimal.
In that case, enter the following command in the console:
stopquest IAM_NonItemQuest_BostonLibrary
Make sure to enter this command only when this objective is not listed in the quest log.
I can't seem to embed images so here is a link to compare a magazine from LAER and one from Classic skill books, both found in Maddens gym. One is recognized in game the other isn't. :(
LAER vs classic skill book Fo4Edit
Edit: All mods were present when starting a new game.
I just renamed TurntLogics mods to .esp instead of .esl, started a new game and it works like a charm! You should put that info in the description. Great work man! Thanks
it is work well with this??
MINIMAL MINIMAP
One question though, what keyword does a modded weapon need to have so this mod properly marks it in the world?
Thank you!
thanks & endorsed ^^