New update is out sooner than I had originally thought all thanks to Jokerine's assistance. The change log is on the description page if you are looking for that.
A quick run down of the changes are the Noah issue fixed by using a work around Jokerine suggested. The house terminal being fixed. And a few new things being added around the house.
I do not anticipate any more update for this mod unless there is something that catches my eye and I have to update. If there are any suggestions I could take a look and see if it is feasible with my current skill set.
To everyone who is having an issue with getting Noah (the dead NPC behind the car) to spawn, I have no idea what the issue is with him not spawning.
EDIT: Try the new 3.0 update and see if that can allow you to get past the first stage of the quest before trying the below.
Below I will have put a code that will give you the key for the front and back doors, also a reminder that the key for the basement is on the desk in the bedroom.
player.additem XX006628 1
The XX is the number in the load order where the mod is placed.
I'm not sure if this will break the quest or not but the custom armor that I have included in here will not be available because of the way I set up the spawning, so sorry about that.
New Update will be coming in the next few weeks. The update will include more decorations thanks to Jokerine updating the Misc Resources mod page with some new fancy models. The whole house will have a few new items about primarily in front of the bedroom door, needs more things and probably a few things in the bedroom. Basement will also have a few new things in there as well. So be on the look out for the new update!
Also still no idea what the issue with old man Noah is so don't expect a change with that.
Did you try deleting the body, placing it again, setting it as a persistent reference and a making it a quest item? Maybe that would help. Worth a shot
Well the thing is I don't have the issue, many others below have it. I have started a few new games with it and each time he was able to spawn.
The way I got him to trigger to spawn is when the player activates the door the quest starts and shows in the players menu. At the first stage it activates the body and there is a note on the body which is essential to advance the quest. In early stages of the quest I set it up to so the note would be next to the body and they would spawn at the quest start. I found out the note would keep reappearing for some odd reason so just went with note on dead body.
You could make the note an activator/"harvestable" (so to speak) so you can leave it next to the body. This way you can prevent the disappearing body bug, and you'll be sure the note won't respawn.
Make a new activator with the holotape mesh (I'd recommend you make it a static mesh instead of havoked so it doesn't go flying around - I made one for you in Nifskope here). Put your new holotape activator in the world where you want it to be, make it a persistent reference and give it a ref ID. Set it as initially disabled and enable it through the script that fires up when the player activates the door (so if your holotape activator ref ID is "NoteActivatorREF", make the script line NoteActivatorREF.enable)
The script for the static holotape activator should be like below.
Begin OnActivate if IsActionRef Player ;only when the player activates it Player.AddNote MyNote ;make "MyNote" the actual note that will be added to the Pipboy Disable;hide activator from gameworld MarkForDelete ;completely remove activator from gameworld endif End ==================================
This way, when the player activates the holotape on the ground, the note will be added to their inventory and the "harvestable" will disappear, never to be seen again.
Let me know if you have any more questions and I'll be happy to give you a hand Just make sure you hit the "reply" button there in the corner of my message so the Nexus notifies me. Otherwise I'll miss your response
Thanks a bunch Jokerine. I went through and updated the quest and items for that (and fixed an issue with the terminal). I will now start putting a few of your new resources in and spruce more of it up. If I can get cracking I can probably get it done in a few hours.
EDIT: I believe I did press the reply button on your last post, who knows though.
I didn't get the notification again but meh. Glad you got them in! Hit me up with a PM if you have any more questions. These response notifications don't seem to be very reliable
I don't think there is any more questions for this. I keep coming up with ideas for quests for other mods like a cowboy orientated mod so I may try to make that one of these days, perhaps in june or july I will start. So if I have questions about any of that I will be sure to bug you.
Decided to give this one a try as it looked very nice and wasn't overloaded with stuff, downloaded it and sortamatic 1.3, installed using nmm , house is there, quest is active, but no body behind car, I am using latest version of NVSE, this mod is only one I am using to add a house. Not sure what to look for now. I do have MMUE and FOOK running, but don't think those are causing any issues.
I'm very sorry I haven't replied sooner, never got any notification of there being a new comment.
So the issue with the body not appearing seems to be common among the commentors. I cannot for the life of me figure out why this issue persists. I haven't had this issue at all in my various testing. I will put a sticky at the top with the item code and console command to get the key.
This mod has just been updated! I went ahead and finished the basement for the companions. It contains 6 beds for everyone you want to shove down there. It is also full navmeshed so you don't need to worry about those companions of yours not being able to use the detailed basement. The key to the basement is in the house itself on top of the desk in the bedroom and the hatch to the basement is outside on the right side of the house.
The house has also been updated with many static objects created by Jokerine. If you are updating, you do not need to create a clean save as I have not messed with any of the containers within the house itself.
Have you started the quest yet? To start the quest you must activate either the front door or back door. After the quest starts have a look around the house for someone.
You're joking right? You have to start the quest first, quest is called Runaway's Retreat. Once you start the quest go to the left of the door when you are facing the front door. You will see a dead man, get a note from his body and follow from there.
I am deeply sorry but I cannot find why he would not be spawning correctly. I am just using a enable Ref script function which is there in the GECK from the get go.
I'd just like to note that I too am missing a dead guy near the vehicle you mentioned and showed us in your screens. I am using the sortomatic version of this mod with sortomatic installed.
I am also running many other mods, but none that add locations other than this one (not sure if that helps to know or not) I'm afraid that saving/reloading/restarting hasn't solved the issue.
Man I cannot seem to track this issue down. Never happens for me and I am using the same versions I put up here. I have started a new game without my mod enabled, then enabled after playing a bit. Went to the house and got him to spawn.
Also Chuck is hidden, he is there. He is actually there from the beginning. Noah is only enabled after you start the quest.
As for follower beds, I didn't have enough room in the main house to include it in there so that's why there is no follower beds. I was thinking for a later release have a basement kinda thing that would be the followers room.
31 comments
A quick run down of the changes are the Noah issue fixed by using a work around Jokerine suggested. The house terminal being fixed. And a few new things being added around the house.
I do not anticipate any more update for this mod unless there is something that catches my eye and I have to update. If there are any suggestions I could take a look and see if it is feasible with my current skill set.
EDIT: Try the new 3.0 update and see if that can allow you to get past the first stage of the quest before trying the below.
Below I will have put a code that will give you the key for the front and back doors, also a reminder that the key for the basement is on the desk in the bedroom.
player.additem XX006628 1
The XX is the number in the load order where the mod is placed.
I'm not sure if this will break the quest or not but the custom armor that I have included in here will not be available because of the way I set up the spawning, so sorry about that.
Also still no idea what the issue with old man Noah is so don't expect a change with that.
The way I got him to trigger to spawn is when the player activates the door the quest starts and shows in the players menu. At the first stage it activates the body and there is a note on the body which is essential to advance the quest. In early stages of the quest I set it up to so the note would be next to the body and they would spawn at the quest start. I found out the note would keep reappearing for some odd reason so just went with note on dead body.
Make a new activator with the holotape mesh (I'd recommend you make it a static mesh instead of havoked so it doesn't go flying around - I made one for you in Nifskope here). Put your new holotape activator in the world where you want it to be, make it a persistent reference and give it a ref ID. Set it as initially disabled and enable it through the script that fires up when the player activates the door (so if your holotape activator ref ID is "NoteActivatorREF", make the script line NoteActivatorREF.enable)
The script for the static holotape activator should be like below.
==================================
scn NoteActivatorScript ;simple "harvestable" note script
Begin OnActivate
if IsActionRef Player ;only when the player activates it
Player.AddNote MyNote ;make "MyNote" the actual note that will be added to the Pipboy
Disable;hide activator from gameworld
MarkForDelete ;completely remove activator from gameworld
endif
End
==================================
This way, when the player activates the holotape on the ground, the note will be added to their inventory and the "harvestable" will disappear, never to be seen again.
Let me know if you have any more questions and I'll be happy to give you a hand Just make sure you hit the "reply" button there in the corner of my message so the Nexus notifies me. Otherwise I'll miss your response
EDIT: I believe I did press the reply button on your last post, who knows though.
I don't think there is any more questions for this. I keep coming up with ideas for quests for other mods like a cowboy orientated mod so I may try to make that one of these days, perhaps in june or july I will start. So if I have questions about any of that I will be sure to bug you.
So the issue with the body not appearing seems to be common among the commentors. I cannot for the life of me figure out why this issue persists. I haven't had this issue at all in my various testing. I will put a sticky at the top with the item code and console command to get the key.
The house has also been updated with many static objects created by Jokerine. If you are updating, you do not need to create a clean save as I have not messed with any of the containers within the house itself.
Also there are sit-able toilets!
I decided to console command it and have a look inside. Nice, cozy little place.
I'd just like to note that I too am missing a dead guy near the vehicle you mentioned and showed us in your screens. I am using the sortomatic version of this mod with sortomatic installed.
I am also running many other mods, but none that add locations other than this one (not sure if that helps to know or not) I'm afraid that saving/reloading/restarting hasn't solved the issue.
I'll keep trying though!
Then I went looking for his friend, also a no-show. Spawned him. Got the next task.
This one was there, everything went well, got the key.
Yes, I use NVSE. And a lot of other things.
I like the house, especially the way you chose to display the sorted items.
There's an issue that I'm going to try to screenshot, because I really am at a loss of words to describe it.
If you have plans to do further work on this mod, please try and find a way to include a couple beds for followers.
Also Chuck is hidden, he is there. He is actually there from the beginning. Noah is only enabled after you start the quest.
As for follower beds, I didn't have enough room in the main house to include it in there so that's why there is no follower beds. I was thinking for a later release have a basement kinda thing that would be the followers room.