I am not sure, why it is not working anymore. In my last playtrough it has worked fine. But in my new playtrough - after taking the castle - Preston gives settlement quests. The only difference I am aware, I installed it in my last game after I (or the Minutemen) already owned all settlements. Maybe it prevents only the radiant quest, which happens "settler related", like Synth in Settlement, Kidnapping ... But not the quests to take over the settlement itself? The actual quest is to clean a place and start a settlement, because this place is not unlocked yet.
Despite many comments saying this does not work, it was working for me now. I had two such radiant quests I went to turn in, and for each, Preston had that line saying something like "you know what I'm gonna say, another trouble spot", but then he stopped talking and no new quest was added. If it matters, I just activated the mod after having completed the main story with the Minutemen (so all is already done regarding the Institute, Castle, etc).
Been using this since I started a new game a couple months ago and it's been working fine for me :)
I'm using the UFO4P compatibility patch version of this mod alongside Keep Radiants in the Commonwealth (with its own UFO4P compatibility patch) and Configurable Minutement Radiant Quest Limits and Fixes (with its Keep Radiants patch). All great mods related to Minutemen quests that work well together.
It does work you have a conflict and just need to change your load order. Its importnat to not randomly blame a mod and do some digging first. Looking at the .esp in xedit its a pretty simple mod that just kills off the radient quest it will always work unless you have a mod conflicting with this one.
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The only difference I am aware, I installed it in my last game after I (or the Minutemen) already owned all settlements. Maybe it prevents only the radiant quest, which happens "settler related", like Synth in Settlement, Kidnapping ... But not the quests to take over the settlement itself?
The actual quest is to clean a place and start a settlement, because this place is not unlocked yet.
If it matters, I just activated the mod after having completed the main story with the Minutemen (so all is already done regarding the Institute, Castle, etc).
I'm using the UFO4P compatibility patch version of this mod alongside Keep Radiants in the Commonwealth (with its own UFO4P compatibility patch) and Configurable Minutement Radiant Quest Limits and Fixes (with its Keep Radiants patch). All great mods related to Minutemen quests that work well together.