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MaxyBoii

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31 comments

  1. martinwarawanisha
    martinwarawanisha
    • member
    • 1 kudos
    any plans on adding some preview videos so i can check out the quality of work before installing ? sorry to be a hassle :)
  2. TrickyTrack00
    TrickyTrack00
    • supporter
    • 81 kudos
    2023 review:
    Nice short quests with lore-friendly narrative for additional 15-20 minutes (if you found Big Town and Springvale earlier in your playthrough).
    Very simple. but appropriate and immersive side stories for you to participate in. Some stages can be completed by speech, perk and other checks, also there are some options for roleplaying different karma characters (major plus from me, because many mod creators just don't care about providing dialogue lines and choices for "evil" playthrough).
    Another good side of this mod is that you actually can have very different endings, depending on your choices even in such little and, at first glance, "straight forward" quests like in this project.  Nothing "too deep" like some other quest mods, but this is exactly "optional side quests", which felt like they can be a part of vanilla content without any inconsistency, compared to base game side quests.
    As for the technical side of things: no conflicts with popular quest/dungeon mods encountered, everything worked as intended. One minor issue is that, even after completing all three quests, first "informational" quest which gives you point arrows to all necessary locations to start quests, remained "uncompleted". Nothing too "game breaking", but still I want to warn potential players.
    Should you try this mod in 2023? Yes, it's another "quality over quantity" type of mod, which does what it says. Little adventures to bring more life for vanilla locations with choices to be made by player. Also it would be best to try this mod early on in your playthrough, before you visited all these locations and acquired powerful gear. But even in the late game, these stories will provide light narrative with stable work in most of the plugins load-out.
    Endorsement from me, good job.
    1. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      Thanks for the review man, good to see people still playing it years later haha Also, glad the mod seemed to do what I had intended it to! Sorry about the quest completion bug on the Highlighter/Information quest, it was something I should've fixed but never did.
    2. TrickyTrack00
      TrickyTrack00
      • supporter
      • 81 kudos
      And thank you for your well-made quests, it was a nice experience :)
  3. CMButch
    CMButch
    • member
    • 0 kudos
    I cant seem to progress and finish the quests( finished 2) couldn't finish third and my quest( which literally stated finish quests( see the note) seems not to be working. Oh well.
    1. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      Yeah sorry, that was something I should've fixed at the time but never did :/
  4. KresoX
    KresoX
    • member
    • 37 kudos
    Excellent mod! Can't believe I'm the first one bothered to comment after 2014
    - The quests are nicely scripted and, though relatively simple, there's an interesting story to all of them
    - One of the quests turns a small raider outpost NE of Big Town into a friendly outpost, i.e. though the guys are still raiders they're not unfriendly which is actually quite interesting and made me leave the mod in the game, as it's refreshing that not all the raiders are murderous drug addicts
    - You get a simple follower which can also be deployed as a guard where needed
    - No bugs found
    All in all, certainly worth the time and the endorsement.
    1. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      Whoa, thx for the input man! Glad to see people still downloading the mod such a time after its release! I do miss the days of modding this game :P
  5. schaedelhoergler
    schaedelhoergler
    • member
    • 8 kudos
    Love your FNV quest mod = tracked
  6. Duster45
    Duster45
    • supporter
    • 4 kudos
    Did anyone else have any trouble in the GNR plaza? When I got to it in my game there were some 'invisible walls' keeping the attacking muties from getting close to the steps to the GNR building. They were all clustered around the ruined metro station entrance. There also seemed to be a wall between the ruined school building where I was and the muties - no matter how many times I shot at/grenaded them they didn't get hurt and the BoS guys didn't seem to make any impressions on them either. Just to make things more confusing, when the behemoth showed up the muties attacked him and he couldn't get close to the steps.

    After removing the mod from my load order the GNR plaza played out normally. The only part of the mod I had played was turning down the first guy - the kid that wanted to be a raider.
    1. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      I didn't touch that area, so I wouldn't have the slightest why it'd affect it. It doesn't matter though, as you said you removed the mod and that fixed it.
    2. ghostnull
      ghostnull
      • supporter
      • 24 kudos
      While you may not have touched GNR Plaza you did completely alter a vanilla script that handles the disabling of invisible walls ( or other things ) to suit your own needs, a very bad thing to do. The script in question was "TrigPlayerDisableSCRIPT" which you had altered and renamed to "WAQuestOneStage10TrigScript".

      This means the invisible walls in GNR Plaza and elsewhere won't ever be disabled because the script the activators use to disable the walls was changed.

    3. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      Ah I remember now, I was creating a trigger and it overwrote that one. Damn it, oh well I'll just scrap the mod anyway because I'm not really learning anything new and it' tedious. However, Thanks for pointing it out though, damn triggers

      (I doubt I'd be able to copy the script when running no mods in the geck and re apply it? )
    4. ghostnull
      ghostnull
      • supporter
      • 24 kudos
      Well first you'd have to remove your edit to "TrigPlayerDisableSCRIPT" with FO3Edit, don't forget to copy your script to text file first so you don't have to re-write it.

      Then you'd just have to fire up the GECK and simply create a new script from the one you copied.

      After that just re-attach the new "WAQuestOneStage10TrigScript" to whatever activator you had it attached to before, by removing your edit to "TrigPlayerDisableSCRIPT" it will also remove it from the activator it was attached to.
    5. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      Oh right, cheers mate, will give it a go. Such a dumb mistake :/

      EDIT- Yeah, all done. Cheers for that
  7. johnsson19
    johnsson19
    • member
    • 0 kudos
    Hey, I dont know if you do suggestions but i would love to see this idea becomeing a mod here it is: http://forums.nexusmods.com/index.php?/topic/2028623-scavanger-mission/
    Please reply
    1. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      I'll see what I can do (Once I've finished helping out someone else's mod )
  8. johnsson19
    johnsson19
    • member
    • 0 kudos
    How many quests are you thinking of making?
    1. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      I'm not sure. I'm always on and off for quest making, but I sometimes like going on the geck and trying new scripts out and such. I hope to add some more during August (perhaps three more), and sort of work like that (3 more per month until I completely run out of things to do and end up making 20 fetch quests )
  9. gymbeer
    gymbeer
    • member
    • 0 kudos
    Please post the quest's id. I also searched for the note extensively and can't find it
    1. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      It's on the Henchman's body after killing him in the old house next to springvale during the " Dr.Salvador" quest (There's a map marker after you speak to the merchant to start the quest) It spawned on the henchman's body for me.

      Here's the quest id's if you want to look in the GECK-
      WastelandAdventuresQuestOne (Dr.Salvador)
      WastelandAdventuresQuestTwo (So you wanna be a raider)
      WastelandAdventuresQuestThree (Raider no more.)

      I've provided all of them just in case other things decide not to work.
    2. gymbeer
      gymbeer
      • member
      • 0 kudos
      I have gone to the house several times and the henchman doesn't spawn. There are no other mods conflicting with this mod.
    3. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      I really cannot explain! It seems to work for some and not others? Like I said to the original person who found the problem, I play tested it originally, and even downloaded the mod from here, replaced everything and tested again. All I can say is go into the geck and spawn the note, or open the console (either `/~ keys) and type "gbo" on the Henchman (without speech marks), locate the note's ID and add it to your inventory.
  10. gymbeer
    gymbeer
    • member
    • 0 kudos
    Where is this henchman's note?
    1. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      It's on the Henchman's body after killing him in the old house next to springvale during the " Dr.Salvador" quest (There's a map marker after you speak to the merchant to start the quest) It spawned on the henchman's body for me.