Version 1.3 is out! Check the 'What's New?" section of the description for a breakdown of what's been added.
Now that I've got companions and radiant quests in, I'm relatively happy with the content side of things. That said, as you all know, voice acting and lip sync is going to be crucial to really make this mod fit with the rest of the game. So let me thank all of you who have offered your help already, and make a renewed plea to anyone with time and a microphone: please check out the 'Voice Acting' section of the mod description, which has a full list of the all the lines that have not yet been voiced. In particular, the Contractors and Beast Hunters are in desperate need of some love.
Thanks for your continued support - keep an eye out for V1.4, where I hope to bring in more voices, more radiant quests besides killing things, and maybe even a larger, unique Gunner quest!
I'm an Xbox player who would like to bring this mod to the community's attention to find a modder who can port it to bethesda.net?thanks in advance for the reply
Could use a new version of this mod. The Gunners dont become hostile when they should (For example, if you dont pay a toll to them or even after you've killed about 50 of them)
I made it to a gunner outpost (on one of the highway areas) and I could still get from the containers there as normal. Rest of the mod seems to work just fine tho.
just an fyi for anyone who uses this mod and either uses, or is thinking of using, sim settlements 2/c.2:
Spoiler:
Show
after you help preston garvey retake the castle, the gunners will immediately turn hostile, overriding this mod, as sim settlements chapter 2 is all about the gunners being the new big bad.
reason is put in spoiler tag, as it's kinda a big spoiler, but it's also literally posted on the ss2c2 mod page
It'll happen even without Sim Settlements 2. In this mod, due to the bad blood between Gunners and Minutemen, once you've taken the Castle then all Gunners turn hostile towards you for bringing back the Minutemen.
Yeah I got the notification when I retook the castle, but gunners are still indifferent towards me. And I've killed probably about 40 now due to.....misunderstandings.
but its not like there's incompatibilities where the game will crash due to a conflict with the 2 mods? one of the other replies said they're still neutral even after the retaking, is that true?
Installed and played for a bit. Was fine for a while but then I recieved a quest from a gunner to kill a behemoth. The quest insta-failed when I got to the location and was stuck in a "try to lure out the behemoth". This also caused alot of npcs, including companions, to get stuck in a loop of not wanting to talk to me, but telling me "dont show your face until you complete the contract". there was also some texture issues where named gunner npcs were missing hands or feet. Uninstalled and everything is back to normal.
What about using console commands to force the damn quest to complete…..Saw this solution someone posted on a completely different mod. It might help ??????????????? I’m also debating if disabling the mod all together might fix this bug we’re having.
Ok I found out. It will require some effort to get the Quest ID.
Open your console and typ: "sqt" This will show a list of current active quests. They are listed by who assigned them to you. For example, Min02 for minuteman. For me the Weathervane quests start with RRR. So look for that.
Next: type in "help <current quest> 0" For example: "help min02 0" This will show the quest ID.
Next use the ID to complete the quest. Type: "completequest <QuestID>" For example: "completequest 000B926A"
(000B926A was the id for Weathervane: Mass Bay medical center quest)
Found the solution, nearby where you "fail the quest", there is a small car with a Jangles the Moon Monkey inside. Once I picked the doll up, the behemoth came out and I was able to fight it and finish this quest.
making my first post here because i feel so passionately for this mod, ive never spent hours trying to get a mod to work like i have for this one, i want this to work so bad! i was able to make the gunners friendly with a console command but was considered trespassing walking into gunners plaza, any one else run into this problem?
Offer the other a "donation" for updating his mod? or find a modder through the NexusForums that is willing to take a commission & either update this {if allowed} or create a new one.
I'm a little late to the party on this, and I apologize if these questions have already been answered.
But, I have a few questions.
1. Does this mod have any effect on the Cait Affinity Quests "Benign Intervention"? (You specifically, NEED to go into vault 75 to cure her Psycho addiction).
2. Is this compatible with the following Mods; "Outcasts and Remnants", "Project Valkyrie", and Fusion city Rising"
They deal with the gunners a lot. And also how does this Mod affect the Section of Quincy.
Sorry for the barrage; it's just that I TOTALLY agree with you that they really missed an opportunity to do something great with the whole gunner faction. And in particular YOUR mod adds a whole new spin on the encounter in Quincy! "What Really happened in Quincy"!? "Who hired the Gunners to attack and take over Quincy"? And Why!? This mod would merge nicely with Outcasts & Remnant's to answer that very question.
Since they Would not attack without a reason and WITHOUT getting paid so it would beg the question... 'Who was paying the bills'? Thanks for your time and I look forward to the answers.
I am running the Mods "Depravity, Outcasts and Remnants, Project Valkyrie and Fusion City Rising". I have run into getting a bounty due to a quest that causes the Gunners to become unfriendly, like one of the starting quests with the Depravity mod. I just use console using the code in the description to make the Gunners friendly again or I go to one of the contractors to clear my bounty. Other than that I really like this mod no other problems.
CAIT QUEST FIX: To fix the Detox Room bug where Gunners become hostile remove the gunner ownership from the locked terminal refID 0009766A and the Linked Door refID 000DFDDD in xEdit (FO4Edit).
Secondly remove the ownership from the other Door refID 0013096E and the other terminal redID 001309AD this should prevent the registration of a crime by the Gunner faction and allow you to complete the quest without agitating the Gunners.
447 comments
Now that I've got companions and radiant quests in, I'm relatively happy with the content side of things. That said, as you all know, voice acting and lip sync is going to be crucial to really make this mod fit with the rest of the game. So let me thank all of you who have offered your help already, and make a renewed plea to anyone with time and a microphone: please check out the 'Voice Acting' section of the mod description, which has a full list of the all the lines that have not yet been voiced. In particular, the Contractors and Beast Hunters are in desperate need of some love.
Thanks for your continued support - keep an eye out for V1.4, where I hope to bring in more voices, more radiant quests besides killing things, and maybe even a larger, unique Gunner quest!
(Edit): Have tested it and it works! Just look for friendly gunners, there are very few mods with that name.
Faction Maintenance
Faction Maintenance
reason is put in spoiler tag, as it's kinda a big spoiler, but it's also literally posted on the ss2c2 mod page
I am too far in to just load a previous save and I’m getting frustrated because I can’t progress story wise which I need to.
did you find a solution?
Ok I found out. It will require some effort to get the Quest ID.
Open your console and typ:
"sqt"
This will show a list of current active quests. They are listed by who assigned them to you. For example, Min02 for minuteman. For me the Weathervane quests start with RRR. So look for that.
Next: type in
"help <current quest> 0"
For example:
"help min02 0"
This will show the quest ID.
Next use the ID to complete the quest. Type:
"completequest <QuestID>"
For example:
"completequest 000B926A"
(000B926A was the id for Weathervane: Mass Bay medical center quest)
But, I have a few questions.
1. Does this mod have any effect on the Cait Affinity Quests "Benign Intervention"? (You specifically, NEED to go into vault 75 to cure her Psycho addiction).
2. Is this compatible with the following Mods; "Outcasts and Remnants", "Project Valkyrie", and Fusion city Rising"
They deal with the gunners a lot. And also how does this Mod affect the Section of Quincy.
Sorry for the barrage; it's just that I TOTALLY agree with you that they really missed an opportunity to do something great with the whole gunner faction. And in particular YOUR mod adds a whole new spin on the encounter in Quincy! "What Really happened in Quincy"!? "Who hired the Gunners to attack and take over Quincy"? And Why!? This mod would merge nicely with Outcasts & Remnant's to answer that very question.
Since they Would not attack without a reason and WITHOUT getting paid so it would beg the question... 'Who was paying the bills'?
Thanks for your time and I look forward to the answers.
That is good to hear.
Secondly remove the ownership from the other Door refID 0013096E and the other terminal redID 001309AD this should prevent the registration of a crime by the Gunner faction and allow you to complete the quest without agitating the Gunners.