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cadero2

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Makes Porter Gage not become an enemy if you turn against the Nuka-World raiders in Open Season.

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This mod makes it so that when you start killing gang leaders in the Quest Open Season and free Nuka-World from the raider gangs, companion Porter Gage will not turn into an enemy, instead remaining loyal to the player and acting as a normal companion even after the gangs have been removed.

UPDATE VERSION 0.2: I have additionally removed the raider gangs from being Gages allies in his files, which I hope will prevent at least some of the issues where he goes hostile anyway when fighting Nuka-World raiders during or after Open Season. At least when I tested this in my game, I saw no problem from Gage even when he accompanied me during Open Season. This could cause its own inconsistencies, but logically nothing should be noticed until you take hostile action against Nuka-World raiders.

UPDATE VERSION 0.1: I have tested to dismiss Gage and let him wait at Nuka-Town before beginning Open Season. Some may have thought of this as an obvious strategy, but it seems that not having Gage with you when you kill the gang bosses might avoid the known issue where he sometimes turns hostile anyway.

I have tested this mod myself, and with the exception of some temporary issues, it made it so Porter Gage acted as if nothing had happened even when the quest Open Season hade finished. I could dismiss him, ask him to follow me again, ask him to barter, and when I asked another companion to follow me, Gage simply started to go back to Nuka-World USA. Of course, because nothing else has changed, he probably will make comments or say things that goes against the game events (like commenting as if Nuka-World is still a raider nest).

HOW I DID THIS MOD: This mod is essentially an modification of one of the scripts for the quest Open Season, specifically removing the lines of code that instructs Porter Gage to become an enemy of the player, unavailable as a companion forever, and sets affinity to -5000 (ouch). In version 0.1, this is all this mod does. In version 0.2, I also removed the Nuka-World raider gangs from Gages list of allies to try to prevent some known issues. As it is only a 0.2 version, it means there could be countless unintended bugs with Gage that hasn't been accounted for; I could never find them alone by myself however, other players will probably give information that allows the evolution of this mod or another one like it.

KNOWN ISSUES VERSION 0.1: When I went into the Bradberton Amphitheater to kill Mason of the Pack, I noticed as I had killed Mason that Gage hade become an enemy and shooting at me. When I reloaded the auto-save, he was a normal companion, but a bit into the fight with Mason, he turned enemy again. This pattern repeated a couple of times when reloading. Finally, I went in and killed Mason quickly with a Fat Man. When I checked, Gage was normal. I went back to the trader who had started the quest Open Season and completed it. Gage remained normal. Best guess, to avoid Gage becoming an enemy while performing Open Season, Mason (or maybe all the gang leaders) must be killed quickly to prevent scripting that my mod currently doesn't guard against. Version 0.2 might have prevented this issue, or it might depend upon the specific game session.

UPDATE VERSION 0.1: I have tested to dismiss Gage and let him wait at Nuka-Town before beginning Open Season. After I had killed the gang bosses, I returned to his waiting spot. He wasn't hostile, and when I initiated dialogue, he followed me when I asked and helped me kill the nameless raiders around Nuka-Town without problem. Some may have thought of this as an obvious strategy, but it seems that not having Gage with you when you kill the gang bosses might avoid the known issue where he sometimes turns hostile anyway. I then completed the quest by speaking with the trader who gave me the quest.

SIDENOTE: Interestingly, when I completed Open Season again I noticed the affinity message "Gage hated that" after the conversation with the trader. I can see the logic, but does that mean that Bethseda prepared Gage to hate an event that plays out AFTER he turns irrevocably hostile and has to be killed in the unmodded Nuka-World DLC?

I tested this mod while having completed Power Play with the Disciples as enemies, while using a mod that allows one to skip the quest Home Sweet Home to prevent making Preston and the Minutemen ones enemies; I only had to kill Mason and the Blacks, Nisha was already dead. The quest Open Season should however work independently of the number of gang leaders left (working both before and after Power Play); I make no guarantees, however, since I haven't studied every bit of script in the Nuka-World DLC.

IN THE FUTURE: This is still a primitive 0.2 version, to show that it can be done. I would like to safeguard against the known issues I mentioned, but I have no idea what caused it.
Also, currently, Gage remain loyal whatever affinity he has with the player. I would like the mod to only prevent Gage becoming an enemy if affinity is 1000 or over (enough for the last conversation and getting the perk). Lore-wise, it would make more sense if Gage only remains loyal to the player, against the rest of Nuka-World, if they have become something like best friends. I couldn't figure out how to check the affinity level in the script for an if statement, however (I'm new to this).
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