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DeepBlueFrog

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  1. DeepBlueFrog
    DeepBlueFrog
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    Update for 2025-01-25: TESTED WITH 2.21

    Update for 2025-01-19:

    - Swapped references to Apartments with Safe Houses

    Update for 2025-01-02:
    - Updated Russian translation of LiveALittle PL (thanks Le0n0r)
    - LiveALIttle and LiveALIttlePL: Added Czech translation (thanks starfis)

    About quest delays for some NPC phone calls

    - Give the mod time. It will feel like things are not working at first but trust me, the quests will trigger eventually. We are just not used to that kind of pace from playing the base game :)
    - The timing will not change if your quest timer is already engaged. For example, if you install the mod after Takemura has left Tom's diner, he will still call you in 6 hours and not the new 48 hours.

    Does the mod support multiple languages?

    The quest objectives changes are in an english-us localization file inside the mod archive, so it is possible to extract it, edit it for another language and pack it again. Right now the mod is English only, but I am happy to add translations if anyone is interested. I can even provide the source JSON file if you need it.
  2. DeepBlueFrog
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    Today's update replaces 'Apartments for Rent' with 'Safe Houses to buy' (check out the new pictures in the gallery for a preview).

    It never sat well with me that V would rent apartments all over town... but it just occurred to me that as Safe Houses, that made total sense.
    El Capitan has a choom over at EZStates who deals with a special side of their catalog - top of the line safe houses for 'his people'.
    Available for a wide range of applications and prices.. no question asked.
  3. helahelfire
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    It's been working with Takemura so far, but Panam is still calling and texting me without delays. I only got the mod so she would stop bothering me for a while 😂
  4. Mikex88
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    "ghost town: complete more jobs for regina and wokako to raise your reputation before going to the afterlife"<- Is this from your mod? What happens when I get high rep and go to rogue? When do I have high rep.. how many gigs do I have to do and what do I get for it when I go to rogue then?
    1. DeepBlueFrog
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      It is from this mod yes.. and for now, it is merely a suggestion for role play.
      You can go straight to her if you want.
      The amount of gigs and rep you want to put in before seeing her is entirely up to you.
    2. Mikex88
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      Good to know, thanks man
    3. Kill4Trinity
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      f*#@ me wish I new this sooner
    4. JonnesTT
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      I think the wording there may be a bit misleading.
    5. DeepBlueFrog
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      Any idea how I can improve it?
    6. PlumHuntress
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      I think it should specify that it's a suggestion in some way
      For example, splitting the objective in two and adding an [OPTIONAL] on the first one, like this:
      - [OPTIONAL] Complete more jobs for Regina and Wokako to raise your reputation
      - Go to the Afterlife
      As it's written right now, it feels like you have to keep doing jobs until the objective changes
  5. Keitsoru
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    Hey, DeepBlueFrog, love the mod! There is a recent mod that came out, called OPLI - Overhauled PL Integration. It basically moves PL to after Tapeworm, but there are reports of conflicts. Was curious if you might take a look and consider working with the author on a patch?
    1. DeepBlueFrog
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      That looks like an interesting mod.
      Can you share more details about how the conflict with Live A Little Timers manifests itself?
      At first glance it looks like the two mods should coexist as long as OPLI wins in term of priority.
    2. Keitsoru
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      I admittedly don't know enough about how they conflict on a technical level, and haven't progressed far enough to test yet. I'm just going off of other comments on the mod.

      I would assume, that potentially if quest IDs are different or if both mods edit the same quests, that may be where the issue arises, but I'm just taking a shot in the dark. Sorry I don't have more insight.

      I do however have both installed. I will make sure OPLI wins the priority and report back if I encounter any issues.

      EDIT: Just glancing over the translation file (I personally use timers only not the main PL file), I can see where the edit to the initial quest's objectives might be the issue.

      EDIT 2: Asked the commenters for more detail, will report back.
    3. OrikonTheModder
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      I'll speak with Alphanine and let you know.

      Edit: "I guess he could patch quest node directly via Codeware resource callback." - Alphanine
    4. Keitsoru
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      Oh, hey, thanks for hopping on this, Orikon. And thank you to DeepBlueFrog for whatever comes of it on his end.
    5. mrj0j0e
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      just checking in to see of there is any update on this yet? Would love to try both your mods together without issue.
  6. MooTheCowFrank
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    Great mod! I am just wondering how I can use the edited amounts for money without the changes to the quest texts?
    1. DeepBlueFrog
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      Look at the r6/tweaks/LiveALittle.yaml file.. it should have what you are looking for.
      You could even just install that file without changing anything else if that is what you are asking.
  7. Nomedyk
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    Hey, is there a list which quests were edited or can you tell me if one of the first heist quests was edited?

    Having issues with the "The Pickup" Quest with Maelstrom at All Foods. Basically the quest is blank except there is the optional call for stout while Jacky is waiting in front of All Foods without his bike. Havent had this issue with my mod list before, recently updated to 2.21 and now i am already soft locked in one of the first missions.. I swear, there is no other mission that has been as buggy as this one on my pc.

    Since you have experience with the whole quest trigger system, maybe you have some idea where i should search for a solution. I've tried triggering other objectives of the Quest via CET Console, but there is no progression.
    1. InsidiousGhoul
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      heyy having the Exact same issue but for Ma'p en (whatever its called) so i cant even start phantom liberty but im pretty sure the  updated version of the mod fixes it
    2. alexleeb
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      I'm having the same issue, I met Meredith, and Jackie is standing in front of All foods with his arms crossed and no bike
    3. DeepBlueFrog
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      That looks like an issue with another mod.
      Live A Little only changes quest titles.
      The Timer add-on doesn't touch The Pickup.
    4. Nomedyk
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      Yo, i have in the meantime found the issue. Before my new playthrough i installed a mod called "Jackie's Garage" and that basically breaks the quest. Just took me 6h to find it, because i never suspected this one to be the culprit :').
    5. DeepBlueFrog
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      Nice find. Thanks for sharing.
  8. Kevin5264
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    Hello! I'd like to ask how this mod works with timescale mods. I'm using Game Time Tweaks to make my days and nights 2x longer. Will this mod still work on the normal schedule, or will it be delayed further due to the time change? Also, is it even recommended to use them together? With a much longer time on waiting, I almost wonder if it's possible to do all of the content in the game and still have to wait for quest timers, unless I pass time by sleeping.
    1. DeepBlueFrog
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      I don't know to be honest.
      I am changing values of quest timers from minutes/hours to days.
      I assume this would work with any time scale mod but I can't tell for sure.
  9. zZParabellumZz
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    Can you make it so Hanako doesn't call you at all, but you have to call her for the quest to start?
    1. DeepBlueFrog
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      It's almost the case now... I added 10 days before Hanako calls you.
      You should be able to call her anytime before that.
      Maybe I should make that 100 days.
    2. zZParabellumZz
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      Is it hard to edit that number? I'd like to make it 10000 days so she never calls
    3. DeepBlueFrog
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      I won't make a separate version but if enough people comment on this, I could make 100 days the default.
    4. zZParabellumZz
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      I know how to open the files on wolvenkit, i just don't know which one it is
    5. zZParabellumZz
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      Is it ok if i change it?
    6. DeepBlueFrog
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      The one to edit would be:

      source\raw\base\quest\main_quests\part1\q115\phases\q115_00_hanako.questphase.json

      Look for 'Days' and you will find one set to 7 or 10 days.
      That should be the right timer.

      I just checked.. there is only one Days to look for :)
    7. zZParabellumZz
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      Thank you very much!! :D
    8. zZParabellumZz
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      I opened the file and searched for the word Days but it didn't find any, It is the q115_00_hanako.questphase.json one right?
    9. zZParabellumZz
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      ah...nvm. I was opening the original file thinking it was there too. oops
    10. DeepBlueFrog
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      I like the idea of setting an extreme limit for Hanako and force you to call her when ready.
      That will be part of the next update anyway :)
    11. zZParabellumZz
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      Right!? It always bugged me that she calls us with this ultimatum that we have to go right after her call. It makes me feel like i have to drop all other missions and go there right away, or she never talks to us again lol
    12. MrVetaLL
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      Hope youll release update soon :D Essential to finally stop the Meet Hanako at Embers madness, haha xD
    13. 1992toyotaCamry
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      i think 10 days is good, and lore accurate w V's limited lifespan. as an alternative you could change the in-game timescale to 1, you'd need to play 10 whole real days to get the call (if you wait/sleep a lot this will go faster ofc).
  10. sirrus233
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    Love this mod!

    Question: I am using Immersive Fixers - but I think the delay before Mr. Hands calls you back with Voodoo Boys details is too short. I realize this mod removed the delay to be compatible with Immersive Fixers, but I was thinking I might be able to hack it back in on my personal copy. Do you know which file controls the pause?

    I thought q_105_mr_hands_call.questphase, but that doesn't look quite right to me. Unless it's the 60 second timer condition? But in that case, why is it OR compared with the mr_hands_met fact?

    Any guidance would be much appreciated :)
    1. DeepBlueFrog
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      I don't have the exact quest change anymore but my notes point to a q_100 questphase instead of q_105.
    2. sirrus233
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      I assume you mean q110, since there is no q100. That looks like it's it, thanks!
    3. DeepBlueFrog
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      Yes.. that one.. 110 :)
    4. sirrus233
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      Hey! Thanks again for the help earlier! I've tried and failed to re-edit the quest file - mostly just being too unfamiliar with the tools to know what I'm doing :)

      Would it be possible to make available a previous version of the mod that contained the Mr. Hands delay, so I can compare/contrast (and maybe learn something in the process)?
    5. DeepBlueFrog
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      I restored version 2024-04-06, under Old files.
      It should have the timer for Mr Hands.
    6. sirrus233
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      You're the best! Thank you!
    7. sirrus233
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      Sorry to keep on this, but I have another question! I took a look at the 2024-04-06 version of the archive you provided, and although it does contain the q110_01_fixer.questphase file in question - it seems that the file is exactly identical to the vanilla file. I would expect to see some sort of GameTimeDelay PauseCondition node, but nothing of the sort is present.

      Is it possible this is a version of the file where the Mr. Hands change was planned but not implemented yet, or perhaps reverted? Or is there something else I could be missing?
    8. DeepBlueFrog
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      I found another version that mentions Mr Hands in the notes. This one was before I split timers into their own file.
      Look at version 2024-03-11 in Old versions.
    9. sirrus233
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      I got it! And in fairness - the original file you offered also did have the change. As expected, I just didn't really understand what I was looking at. Missed it because I didn't realize (until I looked at the raw JSON) that nodes can contain sub-graphs. Live and learn :)

      Anyway, I patched my file with the timer for Mr. Hands and it works great! Thank you so much for your help in supplying the pointers and old file versions. Cheers!
    10. DeepBlueFrog
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      Glad it worked out!
  11. Platinumkiz
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  12. Mk99Tr
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    I like the other changes, but from an in-world perspective 10k for clouds is absurd man, you hear two random dudes talking about whether using their services counts as prostitution or not  (implying both can afford it, since they are debating the morality of using the place's services) and both of those NPC's are ordinary workers living in a megabuilding
    1. TimeForNever
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      Agree, I think maybe 2500-5000 eddies would be a reasonable middle ground between being lore-friendly and a high enough price that it actually might make one think about committing to the entrance fee at that point. Pricy enough that not just anybody could waltz in and book an appointment, but not so expensive that a typical NC citizen couldn't save up a couple months for a visit. 

      Is there anyway to modify this value in the files? I don't see it in the LiveaLittle.yaml file, though I can see the edits to Viktor and Rogue's fees.
    2. DeepBlueFrog
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      The clouds fee is hardcoded in the quest, unlike Rogue's fee which depend on a tweakdb key.