Hey all! I'm working on documentation with quest IDs and quest stages, and eventually character IDs and equipment. It's slow going since I'm also working on bugfixes - but all quests are currently on: https://wiki.otellinomods.com/AmericaRising2-LegacyOfTheEnclave
A PSA since this seems to have affected a few different people: the Complex Sorter mod can break dialogue in certain dialogue-heavy mods like Sim Settlements 2 as well as America Rising 2, if you have it configured to sort quests/scenes. If you use the Complex Sorter and find some dialogue loops forever, that's the reason. I recommend disabling it for that conversation, and re-enabling it after. This isn't an issue with America Rising 2, but rather something caused by how sorter mods work and there's nothing I can do about it on my side. Hope this helps!
Excellent mod! Really enjoy playing through a questline that should have had a chance to shine in Fallout 3, amazing. With that out of the way, I hate the "Short barrel" for the plasma guns in Fallout 4, always have. It looks as if someone at Bethesda worked on it for half a day and said "....yeah, that's fine" when we can all agree that it is awful.
I found this mod (https://www.nexusmods.com/fallout4/mods/13618) to resolve this issue but it does not affect the Enclave Plasma guns that are added in this mod. Is this because they are technically a separate weapon with the same overall skin? (Apologies if that doesnt make sense, I am not wise in the ways of mod-making).
Is there a patch out for this that I have yet to find, and if not, could this be done?
I like that this mod actually makes sense for fallout 4 since you're a pre-war American that is not a ghoul, which means that you fit their criteria to be American even better than themselves.
Wished I knew more about modding then a few things, would have liked to made a combo patch of AR2E with Nuclear Winter and Frost. Give the wasteland a lawless hellish frozen wasteland make over while putting together the enclave together.
my only issue with this mod is every time i try to do a playthrough the game always and i mean always CTD's when i get to the part of the story where i either kill the ghouls on that ship or the other option, either option leads to a CTD, so i end up having to play with the vanilla factions instead.
i don't believe there has ever been a time when that quest didn't cause or lead to a CTD, it just happens so often that i feel like it's a bug, i would put this in the bug section, but that seems to not exist on this page for some reason.
and before you ask, yes it's at the bottom of my load order and yes it's it's done with a clean save, i always run into this CTD issue no matter what i do, i always end up destroying them in my game.
i normally don't go over 200 but yeah i suppose that makes sense, the fewer mods the fewer the issues, well sometimes, sometimes the bugfix mods pile up and performance mods also pile up, and i try to make my game run as efficient as possible.
Hey, I got stuck on this safe puzzle. Can someone tell me the code, please? I have been up all night trying to think of the code. Remember asking about this before.
After troubleshooting, I found something; this specific mod is causing a rare runtime error code: R065 when activated. I saved at the tunnel going into the satellite quest and since then, after attempting to load, I consistently CTD with a C++ runtime error flagging the Fallout4.executable itself despite running it via F4SE. When testing on Fallout 4 without script extender, I just get a consistent CTD.
I ran a manual systems check with no corruption detected and repaired C++ distributed and the symptoms remains the same. The symptom disappeared after disabling this specific mod.
I suspect something is up with either that cell and/or the scripts of this mod. Cool quest, but I can not continue with the mod.
so.. i just had this error when first time entering the vault 111 government facility cell still no solution? edit: after some windows and gpu driver update then rollback my saves the issue is gone
I'm playing survival mode.... I had the old version of this mod. I liked it but gave up because I couldn't find my way around the oil rig. I hate mazes, like at Nuka world safari park. That's been fixed with the signs in this version. Great. But I tried this mod three times... one was borked because of a totally different mod stopped the progression from "Hunter Hunted" to Molecular relay. So, I fixed that. Started again. Lots of walking because survival mode. Still has the walk out to the vertibird refueling station and get told to "come back tomorrow". grrr.. Anyway, two more tries and I'm probably ready to start the mod again, but I just can't bring myself to do it all over again.
So, since I'm not going to do it, how about someone passing a spoiler to me on what the story is. In the first version it looked like we were gonna gas the commonwealth and get rid of all the mutants? Is that still on?
3623 comments
I found this mod (https://www.nexusmods.com/fallout4/mods/13618) to resolve this issue but it does not affect the Enclave Plasma guns that are added in this mod. Is this because they are technically a separate weapon with the same overall skin? (Apologies if that doesnt make sense, I am not wise in the ways of mod-making).
Is there a patch out for this that I have yet to find, and if not, could this be done?
Excellent mod regardless!
Give the wasteland a lawless hellish frozen wasteland make over while putting together the enclave together.
i don't believe there has ever been a time when that quest didn't cause or lead to a CTD, it just happens so often that i feel like it's a bug, i would put this in the bug section, but that seems to not exist on this page for some reason.
and before you ask, yes it's at the bottom of my load order and yes it's it's done with a clean save, i always run into this CTD issue no matter what i do, i always end up destroying them in my game.
After troubleshooting, I found something; this specific mod is causing a rare runtime error code: R065 when activated. I saved at the tunnel going into the satellite quest and since then, after attempting to load, I consistently CTD with a C++ runtime error flagging the Fallout4.executable itself despite running it via F4SE. When testing on Fallout 4 without script extender, I just get a consistent CTD.
I ran a manual systems check with no corruption detected and repaired C++ distributed and the symptoms remains the same. The symptom disappeared after disabling this specific mod.
I suspect something is up with either that cell and/or the scripts of this mod. Cool quest, but I can not continue with the mod.
still no solution?
edit: after some windows and gpu driver update then rollback my saves the issue is gone
I had the old version of this mod. I liked it but gave up because I couldn't find my way around the oil rig. I hate mazes, like at Nuka world safari park.
That's been fixed with the signs in this version. Great. But I tried this mod three times... one was borked because of a totally different mod stopped the progression from "Hunter Hunted" to Molecular relay. So, I fixed that. Started again. Lots of walking because survival mode. Still has the walk out to the vertibird refueling station and get told to "come back tomorrow". grrr..
Anyway, two more tries and I'm probably ready to start the mod again, but I just can't bring myself to do it all over again.
So, since I'm not going to do it, how about someone passing a spoiler to me on what the story is. In the first version it looked like we were gonna gas the commonwealth and get rid of all the mutants? Is that still on?