Do I need to worry about repurcussions or use a specific version to run with Subversion? I used v1.02 of this mod and v3.0B of Subversion in an older playthrough and don't remember having any issues with RR quests after triggering Kells to calm-tf-down. Going to try v1.02 with the new 4.0B of Subversion and see how things go... Sounds like the latest version here might end up worse off? My end goal is to have the Institute and RR buddy up and destroy the BoS before they attack the RR and kill Glory. Using the Subversion Tweaks add-on as well.
The mod is pretty finicky - for some, the latest version works better, but for others, the previous version does. I think it depends if you have the unofficial patch, if you do, best to have the latest version.
Using OG with UFO4P 2.1.5, I'll see how it goes. I can always start my playthrough over from the beginning if it explodes on me. I'm rebuilding my load in a GOG install for Windows 10 on a new SSD so I'm definitely experiencing some different issues compared to my old Steam/Win7 setup. Slow going but so far so good. Will post my results when I get there, I'm going to power through the main story a bit when I'm ready to start up so I can make sure things are working properly.
Very nice idea, but bad realisation. It removes too many quests in the game and jumps immediately to Mass Fusion. For example, I had an open quest Underground Undercover in process, which was failed by this mod. Why? In my opinion, there is a much better solution:
CompleteQuest 00107A1C
This will just move Tactical Thinking to complete quests without any repercussions to other quests.
The previous version had the force complete quest, as you said. But the Railroad's dialogue has been magically shut down and the radio still says they're destroyed. Given the issues people have with the latest version, I'm thinking of deleting that and risking the bugs with the previous verison.
Decompiling the QF_BoS304_00107A1C script, found out that just like the vanilla version of the same script, the fragment function Fragment_Stage_0255_Item_00 sets the global PlayerRailroad_Destroyed (formID 000B42DB) to 1, among other things (this fragment is triggered when the quest is complete, I think) (at the very least, stage 255 (which is marked as completes quest) triggers it)
If the player also has the unofficial patch, the UFO4P has 2 custom quests that only do stuff if it detects that global is set to 1 when the player loads the game, and i think it cleans up the rail road, as well as stop all its quests, so it's impossible to do anything.
Just some insights that may help you make a better version to avoid stuff like that
Right, that's why the Railroad's dialogue and quests were shut down. I decided that the quest will have a separate stage and not set the global to 1, in the hopes that it would resolve the issue, but it seems to have introduced a bunch of bugs in the process.
Not sure with the ways things are set up, that a better version can be made, in all honesty.
What kind of conflict? Does it break either one? I'm looking to get both working myself, if it's one or the other i'd rather use this to save the Railroad and just a faction edit to save me and Danse from BoS troubles after sparing his life.
This would explain some of my concerns. Maxson is insufferable though... So I'd leaning more towards Danse Dillema than this. I wish I could have both though, since I don't -always- want to keep Danse with the brotherhood, in my alt faction play-through.
I know both overwrite the script fragment for Tactical Thinking(SCRIPTS\Fragments\Quests\QF_BoS304_00107A1C.pex) I'd have to decompile both scripts to look into it further.
Excuse me but I need help about how to start spoils of war quest, I try to speak with Ingram but I can't start the quest maybe I already failed this quest by using this mod if anyone in here can help me on this trouble it gonna be great #problem solved#
No matter what option I choose I get kicked out of the Railroad. I get the screen from a follower mod that they are no longer eligible to be follower and Ive been removed from the group.
Ad Victoriam won't start if not finishing Spoils of War first with this mod installed. Two dialogues appear to talk to Proctor Ingram in Spoils of War instead, and talking to her finishes Spoils of War and nothing happens anymore.
And Tactical Thinking is failing with this mod even if convincing Kells to not attack the Railroad. Also Kells will always try to move away in the middle of the dialogue, before reaching the speech check. That didn't happen with the older 2016 versions of the mod.
I don't edit Ad Victoriam in any version, so that can't be this mod. Maybe an alias refused to fill on your end?
Failing Tactical Thinking was intentional, as some said that if I complete it, the Railroad won't talk to you anymore. And I didn't change the AI package across versions - characters can still move even when they have an AI package to tell them to stay still.
The mod is great but It changes too much for me. Can you make a mod that makes Tactical Thinking start by talking tò Kells and not immediately After blind Betrayal?
Hello, Thank you for this good mod, if I use it will PAM and Kells continue to give me radiant quests afterwards? Also can I use this mod and end the game with the MM? Thanks again
I'm actually at Mass Fusion quest for the Institute and I've read that I need to inform BoS about the Institute's plan to get banished from the Institute and trigger Spoils of War, so which method should I do first, failing Tactical Thinking, or failing Mass Fusion?
149 comments
CompleteQuest 00107A1C
This will just move Tactical Thinking to complete quests without any repercussions to other quests.
fragment is triggered when the quest is complete, I think) (at the very least, stage 255 (which is marked as completes quest) triggers it)
If the player also has the unofficial patch, the UFO4P has 2 custom quests that only do stuff if it detects that global is set to 1 when the player loads the game, and i think it cleans up the rail road, as well as stop all its quests, so it's impossible to do anything.
Just some insights that may help you make a better version to avoid stuff like that
Not sure with the ways things are set up, that a better version can be made, in all honesty.
I'd have to decompile both scripts to look into it further.
Do
SetStage BoS303 10
And Tactical Thinking is failing with this mod even if convincing Kells to not attack the Railroad. Also Kells will always try to move away in the middle of the dialogue, before reaching the speech check. That didn't happen with the older 2016 versions of the mod.
Failing Tactical Thinking was intentional, as some said that if I complete it, the Railroad won't talk to you anymore. And I didn't change the AI package across versions - characters can still move even when they have an AI package to tell them to stay still.
Can you make a mod that makes Tactical Thinking start by talking tò Kells and not immediately After blind Betrayal?
I'd love to ask the reverse version if you want to do it, for sure (sparing BOS while siding with Railroad).
Thanks!
Thank you for this good mod, if I use it will PAM and Kells continue to give me radiant quests afterwards? Also can I use this mod and end the game with the MM?
Thanks again