Fallout 4

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EijiroTono and Purpleeni

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  1. EijiroTono
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    Support for this mod has now ended. Due to a lack of time and interest on my part issues you may experience will no longer be addressed.

    Please read the compatibility and known issues sections in the mod's description along with visiting the Bugs tab. It may be worth reading through the comment section to see if your question has been answered previously as well.
  2. el2mador
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    The Code [mini guide, review, and bug workarounds]
     
     
    Starting Up:

    - LOOT automatically sorted my load order so this mod (The Code) is somewhere in the middle of my 240+ plugin list.
    - I also have Amazing Follower Tweaks (for companion management) which I manually placed at the bottom of my load order as recommended by its author, Dheuster.

    Starting the quest for this mod, I didn't hear any sound from the Odd Broadcast, so I just traveled to the first area (Plum Grove) to progress with the quest.

    This will be a mini walkthrough/guide based on the choices I made, the bugs I encountered, and the workarounds I did. You don't necessarily need to follow what I did since there are multiple ways for you to many of the quests.
     
    ---------------------------------

    Quests/Areas

    Plum Grove - Apartment/Tower

    You'll meet a Reaver (Farnsworth) and his robot pal (Bussard) who need to get to the top floor of the apartment. These guys merely follow you around and will not be automatically recruited or managed by AFT yet.

    The apartment itself has several npcs who offer mini quests that give you keys to get up each floor; there's probably one or two ways you can get a key for each floor so pick an option.

    Issue: I made it to the top of the apartment complex but a scene would not fire; that was because Bussard got stuck in the apartment (fat robot, crampy apartment hallways).

    Workaround: Click Bussard via the console to get his ID; note it down as well in case you need to use it later for the 'prid' command. Then use 'moveto player'.

    Farnsworth and Bussard talk to another Reaver named Weizman, so all three of them accompany you. Head back down the apartment's lobby and use the elevator.
     
    ---------------------------------

    Rusty Rails - Subway Tunnels

    You'll fight several radscorpions and then arrive at the tunnels.

    There are several turrets and traps here. Once you get past them, you'll find a group of npcs.

    An npc will give you a quest to deal with some super mutants, but the super mutants you encounter aren't hostile. You can talk to them to repair a train. After that, use the train to get to the next area.

    Issue: Again an issue with Bussard but it's a minor one. When speaking to the super mutant leader, Bussard's interjection takes longer to fire since he can get stuck.

    Workaround: So yep - use 'prid' then his ID from before, and teleport him to you.

    Head outside to the next area with your pals.
     
    ---------------------------------
    Spencer - Town

    You'll have a new quest: "Don't Fear the Reavers". Follow the Reaver group when they enter the theater complex, this will be their base of operations - if you dismiss your Reaver companion, they will go here by default.

    At this point, you can fully recruit Farnsworth and Weizman as companions. If you're using AFT, it will auto-manage them and you can both have them active at the same time.

    Issue: And, of course, it's Bussard once more. This time, he no longer speaks to you when you try to talk. This prevents certain npcs and quests from progressing.

    Workaround: Use the following console commands one after the other:

    SetStage RVR_DontFeartheReavers 11
    SetStage RVR_DontFeartheReavers 14
    SetStage RVR_DontFeartheReavers 15
    SetStage RVR_DontFeartheReavers 17; this last one will give you a prompt to talk to Bussard

    You can then speak to him to progress the main quest and give you a big notification of the area. If he still does not speak to you:

    SetStage RVR_DontFeartheReavers 20

    It will then give you that big notification and tell you to help the npcs in Spencer town. There are five side quests here which you can get from npcs, but you only need to do one for completion of the "Don't Fear the Reavers Quest".
     
    ---------------------------------
    Spencer - Tower and Mines

    With that done, go to the Tower (big manor) further away from the town center, past the farms; there should be an npc there guarding a gate (this npc will NOT spawn and you can't progress further if in case you did not do the 'setstage' commands earlier or you weren't able to speak to Bussard).

    You'll get a quest from the npc inside the manor, so head on over to the mines area. Speak to the npc - Uncle Sam (a potential companion).

    Your next main quest is called [High Voltage] - you can choose to go to the Power Station, or to the Prometheus Mines in order to complete this. I chose the former.
     
    ---------------------------------
    Power Station [High Voltage] quest

    The place is filled with protectrons. There are also 5 terminals which have some math-type questions. You'll need to answer each question for the terminals in order; if you give the wrong answer, you'll have to go back to the first terminal - so just save your game before each terminal in case you mess up.

    After this, head back to Sam. You'll then be told to speak to Morse again, as well as do a quest that allows Sam to be a companion - [Rock Lobster].

    A quick romp inside the mine to kill a lot of mirelurks and you'll be able to complete [Rock Lobster]. Sam will tell you to speak to him outside, so just head back to his shack (if he's not there, or doesn't follow you, just wait a couple of hours).

    Sam will then ask you to speak to either of two Spencer town npcs to be the new leader of the mine once he leaves. I chose the farmer npc and got him to agree by helping out his daughter. With that done, Sam becomes a companion. As usual, AFT will auto manage him and you can bring him along with the other two companions at the same time.

    Next up, when you speak to Morse, he'll ask you to activate the PA system at the mine - so just look at the outside area (Quarry) for a steel shack and activate the radio there. Speak to Morse again and [High Voltage] is completed.

    Issues: The quest markers are all over the place because certain quest steps, even though they get completed already, will not auto-complete, so their markers are still there.

    Workaround: Just follow the steps as outlined here (which is what I did):

    - speak to Sam [High Voltage quest]
    - go to Power Station; kill protectrons; answer all 5 Terminal questions; reroute power
    - go back to Sam [Rock Lobster quest]; kill mirelurks inside mine; speak to Sam
    - go back to Sam's shack/outside quarry and speak to him
    - speak to unique farm npc's daughter to help her; speak to the farmer (Jim) to get him to take the job at the mine
    - speak to Sam to get him as a companion
    - speak to Morse; activate the PA system at the quarry (large console at the steel shack)
    - speak to Morse again and the quest is done
     
    ---------------------------------
    [Communication Breakdown] - once you're done with [High Voltage], this will be the next quest (and is also the last main quest for the mod; it's a simple "pass the message" quest, going back and forth.

    Simply speak to Morse about it who gives you instructions to speak to Bussard. Head back to the theater and speak to Bussard. He will then tell you to speak to Morse... so go back to him... and then he'll tell you to talk to Bussard again... who will tell you to escort him to Morse.

    When you bring Bussard to Morse, the two will have a conversation, which finishes the quest (and you'll have some funny comments from Morse's followers as well). I chose the friendly dialogue options so as not to kill Morse.

    You can find Bussard and Morse both in the theater once that's done.

    Issues/Workaround just in case: None that I experienced; although again, if Bussard does not follow you around, just use the 'moveto player' command.

    That's it. Main questline is done.
     
    You can choose to do some of the side quests that the mod has. Or you can use the motorcycle in front of the Theater building to transport back to the Commonwealth right in front of the Plum Grove apartment area.
     
    ---------------------------------
    Side Quests

    There are several side quests in Plum Grove in order to get the keys. The Rusty Rail subway area can also be returned to later on to have new interactions with the npcs. Spencer town has several side quests as well.
     
    ---------------------------------

    The Code Companions/NPCs

    Farnsworth, Weizman, and Uncle Sam are fully voice acted and have their own perks.

    However, only Weizman and Uncle Sam will have related companion quests.

    Testing: I've used the console on Weizman to proc a quick like/dislike, and to get the quest, and it's working.

    When you dismiss one in favor of another, they'll also have a dismiss dialogue/interjection with another companion from The Code which is cool.

    All npcs are voice acted nicely, and some are really funny as well - Bussard (for all his faults), Morse (peevishly annoying), and for a short while, an npc named Tusk (f*** off!)

    My planned setup:

    Farnsworth = hunting rifle with Ghillie wrap/camo; some survivalist-esque armor pieces to make him look like a techy scavenger apparently Farnsworth is like Nick so there's no way to change his outfit (save for the helmet) - which is fine because it looks thematic and cool
    Weizman = gamma gun; CBBE-modified armor pieces, engineer-esque look, NAVI pilotsuit, NAVi power armor
    Uncle Sam = Cross fireworks launcher; US-themed armor and clothing pieces, tophat

    With AFT, you can have all three of them active and following you at the same time.

    Here's a screenshot just outside Morse's manor (and yep, Heather's tagging along): https://imgur.com/a/D03JS

    ================
     
    OVERALL

    This is a pretty well-done mod which has distinct ways of completing quests and multiple options on how to achieve your goal. It's also a bit rough on the edges with some bugs - however, the workarounds here, as well as those I've posted if you're following this specific playthrough, should get you past these problems.

    The voice acting is great and the companions all feel unique and thematic. There are also additional side quests for you to do in each area, as well as some unique weapons to obtain.

    Give this one a go, and endorse it as well! Cheers!
    1. swthrxos
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      I really love you right now mate. Thank you.
    2. LPlates
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      Thanks for taking the time to post this info. :)
  3. dethkult
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    Has anyone had a problem when they get to Plum grove and none of the dialogue works? Using fo4se. It just says one line "dialogueinterface" or some such. Tried reloading it without fo4se and a white window popped up saying that fo4se is not installed.

    Fixed my own issue. It was Extended Dialogue Interface that was the problem. had the same problem with the Machine and Her mod. Had to disable that plug in.
  4. Batea
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    If you have XDI installed and you want to play this excellent mod, you can refer to the following content

    https://www.nexusmods.com/fallout4/mods/27216/?tab=forum&topic_id=6057778&BH=0
    MrTroubleMaker:
    Wolfmark has been adding this to each of the releases - a very long chain of comments
    https://forums.nexusmods.com/index.php?/topic/6056503-extended-dialogue-interface/page-140#entry75079678
    Hopefully registrator2000 could you please add this optional feature in a future update. Thanks! 

    V1.3.4
    https://forums.nexusmods.com/index.php?/topic/6056503-extended-dialogue-interface/page-140#entry75079678

    V1.3.6
    https://forums.nexusmods.com/index.php?/topic/6056503-extended-dialogue-interface/page-147#entry77875778

    This patch allows your XDI to present short and complete conversations at the same time.
    1. DickyDee
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      I'm not sure how this is supposed to work? Please explain the process here.
    2. Muddy1971
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      Follow one of the the links provided above, acording to the version of XDI you have installed. Chances are will be the last one, version V1.3.6. Download the apropriate file from the Google Drive and follow the instalation procedures described in the readme contained in the zipped file. Worked like a charm to me. I can play the mod with subtlies and XDI installed
    3. Fekalsson
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      Didn't work for me, all i see is a dialogue window saying "dialogueentry" as always
  5. Wolfenclave
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    The best way I can describe this mod is that it's a breath of fresh air.  This mod plays more like an interactive movie and it leans more into dialogue and interactions with well made characters than it does combat.  Sure, it's nowhere near as grand in scale as something like SS2 or The Bleachers/Fen's Sherriff's dep. among other big projects but that's honestly part of it's charm.  It's a nice slice of something unique.  It has a  feel to it that is very organic and lore friendly.  The voice acting and the unique situations/environments is where this mod really shines.    The characters were also pretty cool and even though I'm personally more of an action guy myself (combat) I really enjoyed this.  The second half of the mod drags a bit simply because for me, some of my quest markers were not updating properly and I was a bit confused on where to go/who to talk to next.  The abrupt ending is very disappointing but despite that, I would still recommend it.     
  6. Skadedyr
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    Ok. This mod is awesome.

    I've had it in my modlist for three years now and finally did a full playthrough.

    - Yes, it's a little dated.
    - Yes, it's a bit buggy sometimes (although I mostly had a smooth playthrough).
    - Yes, sometimes you have to think for yourself instead of following a quest pip.
    - Yes, the ending can be a little bit underwhelming (although I liked it).

    But this mod has heart, and lots of it. Plus it comes from a time period where things like The Bleachers and SS2 didn't even exist yet. For a 2017 mod this thing has to be one of the best quest mods that came out that year. Imho.

    +1 Endorsement. Would recommend.

    Edit: and I didn't even mention it has fully voiced and fleshed out companions (yes, multiple). Which have quests. And Affinity. And can be romanced.
  7. CKBene
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    It's quite good Mod. It's exciting and interesting. However as you progress the Story more and more it slowly goes downhill in some Parts. As for Bugs, i only had two Bugs, in which a got attacked by a NPC for no Reason and a Side-Quest i couldn't complete in one way.

    Good:
    - Nearly every Quest in the Mod has multiple Options and different Outcomes, which actually matter and change things around you and many NPCs will react to it. A lot of them are really creative, hidden and well thought
    - Top notch Voice Acting with a lot of great Characters
    - Some really cool Armor Pieces and neat Weapons. But nearly all of the stuff can only be obtained via Rank 3 and 4 in Pickpocket or by killing the NPCs.
    - Three fully fleshed out and completly voiced Companions with well thought Backstory, Companion-Quests (exept for one) and balanced bugfree Perks.
    - It's semi lore-friendly. It has a lot of references to Fallout Tactics and Factions from it appear in the Mod.

    Bad:
    - There are some Parts in that you just need to Fight your way through Giant Waves of Vanilla-Enemies in 100% vanilla-like Locations
    - The Story Ending(s) seem rushed. It builds up Hype, but it just ends with a "Wait, that's it?!" with no Aftermath and there's no "Evil" Ending to help Morse. He just suddenly wanna join the Reavers again and completly dropped the whole Cult out of nowhere.
    - There's no music in the whole Town of Spancer and the Spancer itself is empty and boring.
    - Why isn't the the Theatre a Player Home? A Room with a Workshop for the Player would've been fantastic and would've so much to the "Personality" of the Mod, since the Theatre is advertised as "Your Big Operating Base"
    - It adds a new Worldspace, but there isn't anything to explore, except for one Building with nothing but Gulpers in it. All the other stuff is Part of a Quest.
    - The Last Quest in the Storyline is horrible.
  8. markpatong
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    Really enjoyed the mod. Spencer was somewhat glitched with the NPC at the gate not spawning at all. So had to unlock the  temple door with the console. Also the motor bike to travel back never appeared at all. So I had to re trace my journey via the train station etc. to get back to the commonwealth.  
  9. Dashboarderian
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    This mod is surprisingly well-voiced for its age and a relatively short support duration. It's hilariously tongue-in-cheek yet everything that's happening is still conceivably plausible for Fallout-style storytelling.

    Damn, I do love the concept of the Reavers (Yes, I know they're from Fallout Tactics) - Hope Bethesda would revisit them someday.
  10. PunkArseBlackPal
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    Any idea what the advertising shop (inaccesible door near the pond in Spencer) is for? The cell is fully developed or so it seems, but I haven't found how to actually access it without console

    Edit: I think I've found the answer, it seems to be Weizmann's companion affinity quest
  11. replingham153
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    Hey wiezmann seems to have vanished from the theatre. Does anyone know what the code is for her so i can zip em to me via cc?
    1. LPlates
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      Replace AD with your load order...
      Id BaseId
      AD0ACA4C AD075B64Bussard The Codehttps://www.nexusmods.com/fallout4/mods/23274
      AD13428B AD004B83Weizmann The Codehttps://www.nexusmods.com/fallout4/mods/23274
      AD0ACA4D AD004B86Farnsworth The Codehttps://www.nexusmods.com/fallout4/mods/23274
    2. replingham153
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      how do i find the load order? Is that located in the files of fallout 4?
    3. SolidusArgentum
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      Your load order is in the NMM; click the "Plugins" Tab in the left corner next to your "Mods" Tab, there is your load order, and pull this mod here down to the very end/bottom from the list. Should work ;)
    4. PunkArseBlackPal
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      try reloading a save where he is present, opening console, clicking him, then loading your nomal save and do [weizmann's ID you've clicked].moveto player
  12. se7enraven
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      A well made mod!  I thought the story and characters where interesting.  I only had one minor bug through the whole playthrough (Bussard getting stuck).  Overall, well done!  Thank you!