Fallout 4
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SilentNightxxx

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  1. SilentNightxxx
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    As of version 2.1 the Unofficial Fallout 4 Patch is no longer a requirement. The new FOMOD installer will allow you to choose between the standard version and a UFO4P version. It also allows you to use this mod without all the DLC again.
  2. rayhne
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    How would this work with Quest Tags?
    1. SilentNightxxx
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      I just tested it and they work great together actually. I didn't think they would so I never bothered until you said that so thank you!
  3. davoker
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    I have noticed that "sometimes" a mission could get stuck on your "miscellaneous" mission list, it happened to me today, it must be said that it is the first time that happens to me, I have nothing in conflict.

    The solution was easy, I simply deactivated the mod and loaded a game prior to the moment they gave me the mission, I took the mission (with the mod already deactivated), I did that mission, I completed it and everything was fine, then I reactivated this mod.

    It is an easy solution and after hundreds of hours it is the first time that happens to me, but it seems to happen.

    This is an essential mod for me, having an easy solution there is no problem, I just inform you of that error, it could be just chance, an isolated case and nothing more.

    Edit: Ok, there seems to be an error that I can confirm, I don't know if it happened to anyone else, but I don't have any mods in conflict with it.

    I made the solution that I told you before and everything was fine, when activating the mod again and entering the game, the mission to deliver and "talk with preston" comes out again, it is done and with the mod off this does not happen.

    "I think" that mission stays in "miscellaneous" but it should be in "missions completed", because it gets dark and you can't interact with it, it's the same as with the list of completed missions, so I think There is something wrong.

    Edit2: Ok xD I can confirm that after completing the mission that you are asked (to end up with some looters), when you turn in the mission it is completed, then it says "talk to Preston Garvey" to finish it definitively, because that mission is never completed, it appears in the Missions list completed, but "talk to Preston" is not marked as finished.

    Therefore, when activating the mod, that part of the mission continues to appear, the mission is done but the part that says you talk to Preston never gets marked as finished, so it appears with the activated mod.

    I hope I have explained myself well, basically if I activate the mod, that "talk to Preston" mission remains permanent, you cannot interact with it because it should be on the list of missions done, without the mod, even if it is not marked as complete, appears in the list of missions done equally.

    PS: I had never had this problem, use We are the Minutemen, could it be a cause of the error? I am using it for a short time, I do not see conflicts in FO4Edit but who knows xD
    1. SilentNightxxx
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      I've heard of this happening in general before but I've never experienced it. Thanks for reporting though. I'll check that specific mission when I get a chance.
    2. davoker
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      The problem comes with the mission of vanilla, your mod only makes this problem more evident but it is not caused by your mod (I think), if we remove the mod that mission appears in the finished missions section because the main mission is complete.

      The problem is that it does not put the symbol that indicates that part of the mission is finished, that symbol that is like a "v" that marks it as done, without the mod nothing happens because the complete mission with all its parts is in the finished missions section, but with your mod, that part of the mission continues to appear in the new menu for that mission, just because it is not marked, it is silly xD

      The same can be solved, I do not know, but it is a problem of vanilla I think, your mod only brings it to light hehe
  4. Xz0mb13killaX
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    getting the "Mercenary" achievement is actually possible now......so yeah thanks for that!
    1. SilentNightxxx
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      Glad! I'm a completionist myself.
  5. deleted9860219
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    Sorry if this has been asked before, but is there any chance you can include Tinker Tom's Weathervane quests into your mod? This has to be the most tedious and unnecessarily long chain of quests in the whole game. It wouldn't bother me if there were only four or five of these quests, but eleven of them is crazy, especially considering there's really no reward at all at the end; they make a royal mess of my quest journal, and to make matters worse there's not even the option to put off or altogether refuse doing these quests. I could simply avoid talking to Tom, but it turns out I can't unlock the Ballistic weave mods or start the Randolph Safehouse quests without him giving me his blasted MILA toys, plus he's the only NPC that sells Stealth Boys. I was actually looking for a mod that would merge all these quests into a single one as Bethesda should have done in the first place, but I haven't had any luck and I'm not really sure such mod even exists.
    1. SilentNightxxx
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      That's a good idea, about combining them, but that's outside the scope of this mod. Since that quest is a numbered quest chain I'm not going to mark it. But that is by far the most annoying unmarked one.
  6. deleted37800645
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    The Institute should create the next generation of Synths with the DNA from this mod, for it would create a genetically superior breed.

    Seriously, who at Bethesda though clogging up the quest list with tedious hit jobs and fetch quests would be a good idea? Probably the same people who pitched Fallout 76.
    1. SilentNightxxx
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      LOL agreed. I hope future Bethedsa games abandon this practice. It's almost like they did it to make the game look like it had more content than it really did at first glance which was entirely unnecessary because there is a lot of hand crafted content there already.
  7. davoker
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    In the mission update, have you added the MILA missions of the Railroad? they are also inifinitas missions but it is not marked in your mod and neither does it move to the "miscelania" menu.

    Edit: Ok, the MILA missions of the Railroad are not included, they are missions in which you have to place an antenna on top of the buildings, they are also infinite missions and they stay in the main missions menu.

    It would be possible that you marked this mission also and that you move it to the "miscellaneous" menu like the other missions please?

    Edit: Oops, these missions are not endless, sorry.
    1. SilentNightxxx
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      It's okay. Yeah there are a couple that are repetitive like that and appear to be endless but really aren't and those ones I've left alone.
  8. leroy1985
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    Brilliant mate, I detest these stupid quests, I cannot believe they haven't tagged them, some misc quests are actually better than side quests, proper ones, you'd think all misc quests would be radiant. But alot of radiants appear just like proper side quests.

    Thx. Im worried Bethesda thinks this is a good thing, I don't mind the odd one or two, if not just to explore unexplored locations, they should never send you to allready explired places
    1. SilentNightxxx
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      Yeah that was another one of my problems with their implementation. Sometimes they will send you to a place you already cleared which unclears it and respawns enemies making it look like you hadn't been there before even though you've already looted the whole place. Also on a related note, sometimes cleared areas unclear themselves even without radiants. There's a highly underrated mod I highly recommend called Longer Area Respawn that addresses that one.
  9. deleted9860219
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    Very useful mod, thank you. I don't mind doing a few radiant quests every now and then, but I prefer to start those quests myself when I feel like it instead of the game shoving one after another into my quest journal whether I like it or not, namely after retaking The Castle and activating Radio Freedom. I'm always putting off the Minutemen questline up to that point because that damn broadcast won't stop pestering me with settlement quests.
    1. SilentNightxxx
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      Glad it helped. It seems I wasn't the only one annoyed with the lack of quest info. Before making this I found myself realizing in the middle of quests that I had already done them before because they were one of those infinitely repeatable ones. I personally wasted hours on these repeats completely by accident. I mean what kind of sadistic person decided to not tell players what quests are endlessly repeatable??
  10. davoker
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    It would be interesting to have an option to "hide" the missions directly, hide them and make them visible whenever you want, instead of moving them to miscellaneous, even if having them in that menu is appreciated, at least the main quest list is not littered by all those radiant missions, I hate radiant missions xD

    By the way, is it compatible with the current version of the unofficial patch and the current version of the game?
    1. SilentNightxxx
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      That's a good idea however it's not a planned addition since something like that would probably not work on consoles. I plan to push an update of this mod to consoles very soon and I wish to have PC and console versions unified.

      And yep it's fully compatible.
  11. Hexoduen
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    Thank you for this! I hate radiant quests in Fallout, neverending respawns that break immersion (how many times can they possibly need my help!?). Now I know which indefinite quests to avoid :D
    1. SilentNightxxx
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      No problem! Glad you like. :D
  12. themeen
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    A Must have for any modlist. Thanks to you, we can get the fallout features we always asked for.
    1. SilentNightxxx
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      Thanks for the kind words themeen! :)