Fallout 4
Ignore the image - read the description

Image information

Added on

Uploaded by

villings

About this image

The image upload is a lie. What I actually wanna do is ask a question to anyone out there with more-than-basic knowledge of modding. I got these mods, weapon mods, tons of them, which are very good but sadly add their own little quests. You start a game, get a little pop-up, then another.. then another.. go here, go there, pick up that, and so on. Very funny (the first time) but I'm always starting new games (because I'm trying new mods or setups or whatever) and the force-clicking gets very annoying, very fast. So, I want to know -- is there a way to make a quick edit in the mods to remove the little quests and jump straight to the "add to leveled lists" parts? I'm sure there are ways to do it. I've done the most basic of edits with some mods (like removing cell edits and stuff like that) but when it comes to multiple pop-ups, that's something else.

So, please, if you know of a way, let me know here or via DM. Thanks in advance!

12 comments

  1. YusufPN
    YusufPN
    • member
    • 52 posts
    • 7 kudos
    I just deleted quest startup only with fo4edit, and so far it's works...
  2. avel6216
    avel6216
    • member
    • 178 posts
    • 0 kudos
    I've found that, when starting new games, to make yourself a little sandwich with chips while the quests load in. It takes a bit, so maybe start a lite hallmarks movie until it finishes. :D
  3. 0nelazyBattlemaga
    0nelazyBattlemaga
    • premium
    • 16,046 posts
    • 232 kudos
    I seem to remember a level list tutorial, didn't read it. What you describe sounds like RU-556 mod progression, maybe it is a commonly used script. Maybe also ask in the forum.
    1. villings
      villings
      • member
      • 1,693 posts
      • 36 kudos
      half the mods by FX0x01 and some mods by Utherien.. I know it's nice to learn to do that and be able to come up/make a mini quest and all that, but sometimes you gotta consider replayability..
  4. jayruinstheeffinday
    jayruinstheeffinday
    • member
    • 45 posts
    • 0 kudos
    A little tinkering around in FO4Edit can do all of that except for the LL part - as far as I know the safest way to do that is with an injection script of sort, and I have pretty much no idea about scripting. Sometimes I'll just settle with popping the CK open and place an exclusive version of those items in the game world, or maybe adding custom crafting recipe for those using just FO4Edit, should they fit my intended sense of immersion.
    1. villings
      villings
      • member
      • 1,693 posts
      • 36 kudos
      *thumbsup* all good tips
  5. a1racer
    a1racer
    • premium
    • 144 posts
    • 3 kudos
    Exactly the mods are great I use a few weapon replacer that rely on them and every game start I get like 6 pop up screens followed by another 12 asking questions and stuff. The newer stuff has options for skipping the quests at least but still min of 2 pop up windows. It’s all good though I’m just used to 20 mins of pop ups and selections and looking for stuff. 
    1. villings
      villings
      • member
      • 1,693 posts
      • 36 kudos
      I merge weapon mods and I dread the part with the 20 pop-ups showing up every time..
  6. ThatMrSmile
    ThatMrSmile
    • premium
    • 9,642 posts
    • 182 kudos
    Never, tried editing quests before, but I suppuse it can be done via xEdit.

    Try deleting the entire "Quest" category, and edit the records that reference it (see "referenced by" tab). Records that reference deleted quest stuff will have <error, could not be resolved> line somewhere in them. Just remove those lines completely. An example: weapon customizationss may requre certain quest progress to be unlocked. In this case, in the "constructable object" section, records will have the required components and quest conditions (you'll see <error, could not be resolved> instead, if the quest record has been deleted). Remove this line entirely. Now you have a weapon customization that no longer requires quest progression. But again - this is just one example and a very abstract one. Different mods have different structure, but this looks like a good place to start.

    1. cormell
      cormell
      • premium
      • 30,487 posts
      • 269 kudos
      Ditto on the quest removal with F4Edit.
    2. villings
      villings
      • member
      • 1,693 posts
      • 36 kudos
      funny that you mention the service rifle because that's the one mod with such a.. non-intrusive quest. I actually did that and it's easier because the actual "quest" is about the uniques, not the weapon itself or the leveled-list integration. like 0nelazyBattlemaga mentioned before, mods like the ru556 start with the pop-up *after* you pick up the weapon. and I did look at the "referenced by" part, but it can get a bit tricky (just a bit, but I'm already learning other software for my own projects and I'll admit I don't really feel like sitting down and learning about this......for now! haha)
    3. villings
      villings
      • member
      • 1,693 posts
      • 36 kudos
      and again, the service rifle mod has the quest and leveled-list parts separated, which is always a plus. other mods by FX0x01 have the LL part "inside" the quest part.. I don't know. needs more digging. thanks for the tips, though! I new that bit but I'm sure someone else will find them useful.