Keeping an eye out to see whether this conflicts with the new Watchtower mod. I saw Temple scenes in the trailer and was concerned about whether that mod assumes the main quest is unaltered.
At least for NG temples aren't part of the watchtower quest. Haven't gone through the Unity yet with the mod, it is supposed to give you some new dialogue options there but i don't think it'll change anything major.
Hello! While doing the Into the Unknown Quest and talking to Vlad for the second time it's supposed to send me to a temple. But the quest says "Go to [...]".
Do I have a conflict somewhere or did I miss something?
Anyone know a workaround if Sarah and everyone in the lodge stops talking to you after the first main quest? Literally after the tour from Noel... they just give me generic barks and I can't talk to any of them.
I picked the "I have a life to get back to" option... this is a fresh game... I have no idea why this is happening.
Just a quick question: there are two artifacts that—due to what seems like a questionable quest design choice by Bethesda—end up being located in the same recycled cavern. Would it be possible to change that? Maybe place one of the artifacts in a different cavern to make the experience feel more original?
Hi! Love the idea of your mod but am having trouble getting it to fully work. Can you help? I tried reading the other comments but none answer what's going on in mine.. I installed your mod before starting a new game, but there may have been another mod conflicting at the time. The first temple (Eta) gave me like 6 powers, so thought it was working correctly but then I got sent to Temple Alpha and acquired anti-grav ii... so clearly something didn't work.
I un-installed a few mods on Xbox that seem like they might affect it like Apotheosis Powers Overhaul, Summoning StarPower, Sense Dead Stuff, and then went back to an early save a re-loaded without those mods.
I've gone back to just after the initial Kreet Research lab when I deliver the first artifact to Constellation and get introduced. My current quest log just started The Old Neighborhood automatically (If that's helpful).
The repeated temples are literally why I stopped playing when it was released and I realllly want to make your mod work bc it fixes my main annoyance with the game! But I don't want to get 10 hrs in again and realize it's still not working 😅 are there any other mods you know if that conflict or would cause issues? Im on the xbox. Thanks so much in advance!
Question, I am starting a NG+ universe. Does Vlad not send me to the temple anymore? Your description page said you took 240 temples and made it just 1, which I assume is the base, non-BG+ timeline. So, in NG+, what happens to the Vlad quest if I decide to play main quest over again? If I skip main quest I think I don't get sent to temples, but I might if I play Main Quest over?
Sorry for the questions, just trying to fully understand the mod before I start my NG+ so I am aware of what is happening.
I would love to see this, or a mod, that allows you to say 'No' to the unity and have it matter. Currently the story stalls at 'everyone waits for you to enter the unity' un-choice. I think it should be a choice to say no. And when you say no, you give the artifacts to the starborn of your choosing. "Take your toys and get out of my universe." sort of vibe. This would remove all starborn encounters and let the player choose that universe. This would end the unity game-play loop but give more merit to the choice of saying 'no' and building up the world. <3
I have been toying with building out such a mod. But since you asked for suggestions. ^_^
Maybe u get some kind of star born bounty on ur head and star born assaults happen more often even on ground, they could sneak up on u in the middle of a fight or even buff the enemies revive them, etc, or just make all star born fights 10x harder or something.
I have a hope that this might actually be one of the DLC plans from Bethesda, but if not it would be fun to see someone modify the game to make saying no to the Unity a more interesting choice.
That is exactly what wanted to happen with my first character. I felt so cheated when all my companions just stood there complaining I didn't leave them behind. My choice should matter.
As others point out, this is a great idea, and is basically what I wanted.
For me when the quest didnt end when you decide to exit out of the Unity was just so annoying.
I generally hated the whole Unity concept tbh, the weakest part of the game for me is the MQ..
Let alone that oh exiting temple-puzzle.. man ding ding ding doong go to middle. 1 of them I think you have to touch those anomolies 16 times before it opens up.
I feel that alot of the things with the MQ is left abit unresolved on purpose, so they can do it in a dlc - which dont exactly made me happy if its the case.
Hey! Been using your mod for a while now, I got say, you fixed most of the issues with the main quest so simply that it's downright impressive just how little Bethesda really did to make it interesting. Anyway, the only issue I have now is that I can't seem to find much Caelumite as the temples were the biggest source of them as planets with those temples would have loads of grav anomalies with a good amount of the ore per POI. I'd ask you to at least make the ore more available via vendors, or add it to some caves or something. I know Caelumite is common in artifact locations in NG+ too but I managed to somehow run out of them lol. Another solution would be to remove the quest reward but keep the temple locations still there, or just the anomalies as random POIs.
164 comments
"Go to [...]".
Do I have a conflict somewhere or did I miss something?
setstage 000160A9 600
I picked the "I have a life to get back to" option... this is a fresh game... I have no idea why this is happening.
Just a quick question: there are two artifacts that—due to what seems like a questionable quest design choice by Bethesda—end up being located in the same recycled cavern. Would it be possible to change that? Maybe place one of the artifacts in a different cavern to make the experience feel more original?
I un-installed a few mods on Xbox that seem like they might affect it like Apotheosis Powers Overhaul, Summoning StarPower, Sense Dead Stuff, and then went back to an early save a re-loaded without those mods.
I've gone back to just after the initial Kreet Research lab when I deliver the first artifact to Constellation and get introduced. My current quest log just started The Old Neighborhood automatically (If that's helpful).
The repeated temples are literally why I stopped playing when it was released and I realllly want to make your mod work bc it fixes my main annoyance with the game! But I don't want to get 10 hrs in again and realize it's still not working 😅 are there any other mods you know if that conflict or would cause issues? Im on the xbox. Thanks so much in advance!
Sorry for the questions, just trying to fully understand the mod before I start my NG+ so I am aware of what is happening.
Thank yoU!~
I have been toying with building out such a mod. But since you asked for suggestions. ^_^
For me when the quest didnt end when you decide to exit out of the Unity was just so annoying.
I generally hated the whole Unity concept tbh, the weakest part of the game for me is the MQ..
Let alone that oh exiting temple-puzzle.. man ding ding ding doong go to middle.
1 of them I think you have to touch those anomolies 16 times before it opens up.
I feel that alot of the things with the MQ is left abit unresolved on purpose, so they can do it in a dlc - which dont exactly made me happy if its the case.
Anyway, the only issue I have now is that I can't seem to find much Caelumite as the temples were the biggest source of them as planets with those temples would have loads of grav anomalies with a good amount of the ore per POI. I'd ask you to at least make the ore more available via vendors, or add it to some caves or something. I know Caelumite is common in artifact locations in NG+ too but I managed to somehow run out of them lol.
Another solution would be to remove the quest reward but keep the temple locations still there, or just the anomalies as random POIs.