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  1. chucksteel
    chucksteel
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    Drunken Gnomes - The Gnomepocolypse v1.3.2a (12/27/17)
     
    Update v1.3.2a
     
    • Actually fixed the gnome that prevented the completion of the Minutegnome quest "Pay Backs",
     


    Update v1.3.2

     

    • Fixes a bug that prevented the completion of the Minutegnome quest "Pay Backs"
    • Added Gnomepocolyps menu art icon
    • Added menu art icons for all gnomes.

     

    Update v1.3.1

     

    • Fixes Issues with the character Colonel Klink being added to your inventory at the start of Pay Backs,
    • Fixes Pay Backs notes using the Holotape icon instead of scrap of paper,
    • Fixes issues with the GoS Sargent (Atom cats) Paint job scrapping into oblivion,

    Sorry for the quick update but the bugs bugged me and I had to squash them! 

     

    Update v1.3

     

    Two New Quests,

    • Drunken Gnomes - Reunions a Nick the Gnome Quest,
    • Drunken Gnomes - Pay Backs A Minutegnome  Quest,
    Other changes,

    • Adds a script inject Gnomepocolyps Menu and Gnomepocolyps uninstall chem,
    • Fixes one gnome that accidentally required a jetpack to get to,
    • Fixes Power Armor Gnome crafting requirements for paint jobs, 
    • Changed gnome sorting pre-fix from (DRGN) to (DRGN-NP) for better clarification of which mod the gnomes come from. (done for those who use the light version along with Beantown Interiors)
    • Other minor bug fixes. 
    !!!!! Important !!!!!

     

    As of v1.3 You'll need to use the "Uninstall Chem" that can be crafted at any chemistry station before removing this mod. If you don't you'll break your 

  2. chucksteel
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    Greetings All

    I would like to apologize for my long absence from this site and my mods. At first I just had some personal issues and real life stuff to deal with, keeping me away. Then there was this global pandemic which you may or may not have noticed. After that I started a new job, all of that kept me away for so long. 

    Now I am in the process of reinstalling all of the needed modding utilities, applications and updating my games.

    I would like to thank all of you for your continued interest and support of my mods and projects.  However I will not be answering any of the many PM’s stacked up during my absence, there are just to many to go through. I’ve cleared out my mailbox but feel free to send me a new PM and I will respond.

    Sorry again for my long absence, 

    Chuck
  3. BladeRunin
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    I love this mod, but I wish I knew what things in the game causes the non-quest gnomes to spawn in.  For instance, Beer Goggles is not spawned in at his known location, nor is Sergeant Schlitz at his known location either.  Would be nice if this information was provided in the 'description' tab.

    What do I need to do to cause these other gnomes to spawn in???  

    Thanks

    EDITED:  Removed the names of the known locations of the 2 gnomes that I mention above.  Sorry if that was a spoiler for somebody!
    1. BladeRunin
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      A month later and I still don't know what causes the non-quest gnomes to spawn in like they use to!  So, I decided to do an item search in the console for them just to make sure they're still in the updated mod, and they are, but I still have no idea what makes them spawn in or IF they even spawn in at all.   🙄  Do the non-quest gnomes still spawn in, or are they part of the Beantown Interiors Project???
  4. deeyourelf
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    I LOVE GNOOOOOOOOOMES
  5. Cyrillegod
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    Hello I have the 35 main gnomes + the 3 under Goodneighbord. I also finished all the quests for the other gnomes but the main quest says 30, only 5 left to locate. Find a hiding place.What is the red button on the wall for?
    Help me...
  6. wanderinghobo13
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    Great mod but i have one question. Gnomes wont be in buildable settlements right? Otherwise this would create many problems. Just want to make sure. Thanks
    1. chucksteel
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      They are buildable in settlements but, I don't inject menus or anything that could cause issues.

      To craft a gnome you've found,

      1. have at least one gnome in your inventory
      2. Go into workshop mode,
      3. Under the "Special" Menu you'll see the Gnomes
      4. place them on the ground, Table, Shelf and a static version is created.

      Note: You can only craft one gnome for each one you find you can not craft hundreds of them. Their crafting materials are the gnome in your inventory not random junk.

      Scrapping a Gnome.

      1. Scrap the gnome like you would any other object
      2. the Misc. item gnome is returned to the Workbench and you can retrieve him to place him again or move him to another settlement.

      Note: Scrapping a gnome does not turn him into random junk to build other stuff with. They are only for crafting Gnomes.
    2. wanderinghobo13
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      Thanks for the reply. I dont think i worded the question very well. What i meant was if gnomes could be FOUND in player settlements such as Bunker hill or Red Rocket while searching for them? Sorry for the confusion and thanks again
    3. chucksteel
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      I didn't hide any in settlement locations.
    4. wanderinghobo13
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      Okay thanks, i just didnt want to destroy my settlements is all. My best guess now is in major towns. Brilliant mod btw, i enjoyed completing it back in F3, If the prize is similar then i cant wait to complete it this time. Cheers
    5. chucksteel
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      The Gnome quest in Beantown Interiors works just like my ones from FO3/NV. Gnomepocolypse is a bit different and I still don't know where it's going to end. I to plan on sort of mirroring the vanilla main story with Gnome Quests.

      I'm currently working on a Nick the Gnome quest where you have to go and track down "General Mills" (Kellogg Gnome). After capturing him you to to see Dr. Comparri in the memory den and get sent to find the Vergil Gnome (I still need a name for him)

      Finally you "Hunt the Hunter" by tracking down a Courser gnome to get access to GIT. (The Gnome Institute of Technology.)

      It's still very much WIP at this point because I want to try to do things like having the Gnomewin fly in after you capture General Mills with custom radio announcements and 99 bottles of Beer on the wall playing in the background.
    6. wanderinghobo13
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      That all sounds really awesome, im looking forward to all of it. You've done a great job so far, its good to see a modder put so much time and work into their mod and i can tell you enjoy it as much as the rest of us. Brilliant work. Also, congratulations on your Beantown interiors mod, i hold the Titters magazine proudly in my 'rack'
    7. Cyrillegod
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      they can be created in all colonies with spawndupe.
  7. Cyrillegod
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    Hello I have the 35 gnomes but it says 30, only 5 more to locate. find hideout.Please help me...
  8. Pakuska1
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    Dear chuck, I saw your new sticky. I hope you are doing okay and dont feel any pressure. Your beantown interior mod and drunken gnome mod were a permanent addition to my mod list, but I came to like drunken gnome appocolypse more and more as beantown started to interfere with more mods I added.

    I sincerely hope you will continue to work on this mod to add that extra few touches to complete it. I love your creativity, and im a sucker for collectable mods.

    Thank you for the enjoyment through the years. :)
  9. iriemk
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    @chucksteel : What is the difference between FULL and LITE?

    I went with the full version; now it has been a while since I went on any gnome hunt (back in the Capital Wasteland in your FO3 mod), and I don't recall wether that even had a real quest for them gnomes, but I suppose it is on purpose there are no quest markers, correct?
  10. Anra1
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    After a long, long hunt I think I got them all and finished the quests.  How about a final message like "That's all folks"?
  11. WoodiePL
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    Hello everyone.
    Just wanted to share something: when I start a new game with this mod I seemingly get an infinite loading screen.
    That is not the case!!!
    In reality the message box added by this mod shows up underneath the loading screen, before the intro can play. Simply waiting a few seconds for the game to load and then pressing 'E' or whatever button you have 'activate' mapped to, will end the loading screen and start the intro movie.
    You could also edit the mod file and remove the 'message box' flag from the message in question, though in my heavily modded case this resulted in CTDs.
    Apparently by introducing this weird bug, this mod also gives my game the extra time it needs to load it's files, effectively preventing the CTD. Go figure.
  12. BladeRunin
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    I love this mod, but I wish there were more directions on what's needed for each quest that unlocks the gnomes.  Also, a list of all the names of the gnomes with a picture for reference would be awesome.  Right now I'm trying to find (DRGN) Cap'n Morgan, but he's not where he's supposed to be, so I'm not sure if I have the corresponding quest started or not.  If there was a list of all drunken gnomes for each quest then I would know if he was available for me to find or not. 

    UPDATE:  I figured out why I couldn't find Cap'n Morgan.  For some unknown reason they didn't add him to the Drunken Gnomes - The Gnomepocolypse mod.  He's only in The Beantown Interiors Project mod which kinda sucks because Iv'e had issues with it.  I wonder why they didn't include all the drunken gnomes in this mod. 
    1. alanq64
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      I'm having the same issue. Have been for some time now. It's not been updated in almost 4 years so I'm sure it's conflicting with several things. Too bad.