Fallout 4
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Magicockerel

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Magicockerel

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41 comments

  1. Magicockerel
    Magicockerel
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    Please leave any questions under the POSTS section, and any bugs under the BUGS section.
  2. cell943
    cell943
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    I really only wanted to get rid of the "lost" message. For anyone looking for an explanation on how to do that, just load the mod in FO4Edit (always the best place to start) and copy the value from the fallout esm to this mod. It can also be done for the "found message." It can also be done for both messages, but why you would do that is thinking on a level beyond my small mind.
  3. Trazibol
    Trazibol
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    It doesn't work at all.
    Your mod seems to reset on every save load or something.
    It's a shame because these messages are a real pain.

    My F4SE & MCM installation is fully operational on all mods that use it.

    Edit :

    One of the Railroad members, whose name I cannot reveal,
    informed me that my MCM might have been hacked by a Synth,
    he recommended that I install the firewalled version without an MCM.
    And it just works

    No more message
    Great !

    I now have to unmask this pirate.... I'll let you know
  4. Idiotekque
    Idiotekque
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    On a completely new, updated build, I should note that this does work, but only once you go into MCM upon game load, turn notifications to "ON", then back to "OFF". It works, but it certainly isn't ideal having to reset the mod in MCM each load.
  5. Soundtrack2chaos
    Soundtrack2chaos
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    This is just not working for me for whatever reason and I don't understand. I still get notifications for the silver shroud, etc when I'm near it. It works properly for everyone else tho. Idk. I'm using the MCM version too and have notifications set to off.
    1. kanekas
      kanekas
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      I had the same issue. I'm using the most up to date versions of F4SE and MCM. Switched to the non-MCM version and now it is working fine.
    2. Magicockerel
      Magicockerel
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      All I can suggest is that you make sure that F4SE, MCM and NRSN are correctly installed. You could try performing a "clean-save" as well to reset the stored property, where you uninstall the mod, create a save, and then reinstall the mod and continue from that save. This is a very simple mod, so there are only so many problems that you could be experiencing.

      The only other potential problem I see is if another mod also touches the relevant game-settings, but I don't see why they would need to. The MCM version edits the game-setting at runtime and so should have greater compatibility with any mod that does this anyway, hence why it is most likely that you simply have something installed incorrectly.
  6. fayescarlet64
    fayescarlet64
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    I've been looking for this mod! Google never knows what I'm talking about. Thank god for this mod. :D
  7. bretton
    bretton
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    So glad I found this gem.
  8. Haggs
    Haggs
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    Thank you for the mod! I now have a cleaner and more immersive hud.
  9. midgard9
    midgard9
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    What about quests, will they still added to my list, like "Curtain Call" to find Strong?
    1. Magicockerel
      Magicockerel
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      I'm not exactly sure what you're referring to, sorry. All this mod does is remove the notifications you receive in the top left of your screen when you either find or lose a radio signal. You can still see your available radio stations if you open up your pip-boy.
    2. midgard9
      midgard9
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      I don't remember how FO4 handles the radio-related actual quests and would rather not want to miss them, like to help Danse or to find Strong.
      To make it clear, everything's fine if the quest starts automatically.
      But if I have to turn on the radio first to receive any hint for the quest and your mod hides the notification that there's a radio station, then I'd never know that such quests exist.

      Hope you get my complicated question.

      edit:

      I've been googling, wikia says "listen to it [Military Frequency AF95] and find out what the broadcast is transmitting."
      (source http://fallout.wikia.com/wiki/Fire_Support)
      The quests should start automatically to turn on the radio and it seems that my worry was without reason, pardon me.
    3. Magicockerel
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      Technically, you're still sent the notifications. I've just wiped the game setting string text that you're sent, so the game chooses not to notify you (rather than display a blank notification). It doesn't stop you in any way from actually listening to the station to start the quest.

      Given that this mod stops you from receiving these notifications, you would have to manually check your pip-boy to see whether or not you're within range of a new radio station. If you've played through the game before, then it's likely that you already know where these radio signals come from in the first place. So, you'd either know when to check your pip-boy or where to head already.

      I agree that if you haven't played the game before, that you could very well miss these radio stations. However, you're likely to stumble across their origin at some point by accident anyway.

  10. spacefiddle
    spacefiddle
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    Grats on the Staff Pick!
    1. Magicockerel
      Magicockerel
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      Thanks for letting me know . I only have my phone with me while I'm away, and I'm only intermittently checking up on the Nexus to reply to the comments on my file pages, so I would have missed it if not for this comment.
  11. cardmaster
    cardmaster
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    Thanks for the game setting! Just copied it over into my merged patch so I can remove the esp again.
    1. Magicockerel
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      No worries mate, I'm glad you were able to save an .esp slot.