Having problem installing this mod with MO2? Look at the helpful image posted by raybo01 in Images section.
Ported to XB1 by Chucksteel - Full version: https://bethesda.net/en/mods/fallout4/mod-detail/4065902 - Alternative version: https://bethesda.net/en/mods/fallout4/mod-detail/4065887
Your post got deleted? call the police! Trying to keep the comments compact and to the point, i occasionally delete some posts which in my opinion do not have much value for both myself (as a modder) and others (as users of this mod). This also includes dedicated "thank you" posts, which i do appreciate - it is very nice to see that my efforts are appreciated and i am not trying to discourage anyone from posting their thanks :), but i will keep deleting them after i read them. In any case, if i deleted your post and you think it was a mistake, PM me and say so.
OPTIONAL ESL plugin variants uploaded (for details regarding what ESL plugins are: https://www.creationkit.com/fallout4/index.php?title=Data_File#Light_Master) If you are switching to use these ESL files after you were already usign the ESP variants, make sure to follow these steps:
1. Uninstall the ESP variant 2. Load game and make a save without the mod 3. Install the ESL variant (same process applies when switching from ESL back to ESP)
NOTE: some mod managers may not recognize and activate the ESL plugin, so you might have to activate it manually by editing the plugins.txt file!
at first i thought this mod wasn't working lol, so you try to open the door, and if you don't try again immediately, you don't know that your player does the kicking animation lol and the door opens lol.
if i didn't try the second time i would have thought the mod was broken or something lol.
Yeah, that is on purpose. Mainly because opening the door right away felt a bit weird, considering nobody was able to open them for 200 years. Secondly because i also though it may help to prevent players opening the door unless they really want to use the shortcut. And i was too lazy to implement any more advanced means (like via a new terminal, or something more complicated like that), so this felt like a good and simple compromise. btw. the requirement of activating the door twice, is mentioned on the description page in bold letters, but looks like that isn't enough :)
yeah, i didn't read that, sometimes i like surprises in the mods i play, ya know where you find things by accident or experimenting. i mean i just downloaded a bunch of mods from the author that goes by the name of Zorkaz, and he's got a crazy amount of mods some very simple and some very big and mysterious, but the names he chooses often confuse because he even makes his bigger mods sound like simple mods lol.
btw, i really like the kick animation being added to your mod.
I'm using the alternate version of this mod and I'm glad that it fixes a serious design flaw in the vanilla game. Even after the player learns about the memory loungers, Bethesda refuses to give the player an option to even ASK about help for Curie...
I know this is an older mod but just wanted to post and say Curie is always a highlight of every playthrough for me and I wish I had found this mod sooner.
Initially I had an issue where once I got Curie following me, I went and did the vault tour and then went to give the Dr. a blood sample he was bugged out and would just walk in circles not completing the animation and it wouldn't let me up from the chair. Thankfully I saved before I went to his office so I just pushed it further down my load order and that corrected the issue and let me finish giving him the blood sample.
Then I went and accepted the quest to save the cat, slept for 24 hours and went back to the vault and I was able to go straight to the clinic and give them the cure. Was even able to share the story of killing the Deathclaw with 3 bullets with the kids after another 24hr nap. Didn't have to go down near the mole rats at all cause who wants a permanent debuff anyways??
The vault is a cool questline (the first 15 times) but if it wasn't for Curie I'd probably always skip it. Just getting to bypass the mole rats completely made me enjoy visiting them for once!
Don't know if anyone mentioned this but you can't set the ESL vers of the Main to load after Player Comments as it is Not saved as an ESL correctly, it is marked as an ESM so will NOT load after Playercomments which is an ESP .
And here is another kicker... it is actually mentioned on the description page. Isn't it a bit funny that you yourself didn't bother reading the description page, but at the same time you expect other people to read your post? :)
After I take the shortcut to Curie, the part where Bobby goes to kick the door keeps going. It doesn't skip and I'm stuck with the doctor asking for the cure when I have it. Only mod I have that adds to the area is SS2 when you have to go talk to Mansfield. Wonder if this quest is conflicting?
Possibly dumb question, but i have to ask: Are you sure you are NOT using the alternative version of this mod? Because the Alt version does not change how the quest in Vault 81 works, it only makes possible to turn Curie into a synth without having to hunt for Kellog first.
If you are using the normal version: Yes, it could be a conflict with the quest (should be visible in xEdit), or with any of its scripts. You can try moving "Mors Shortcut to Curie.esp" plugin lower in your load order (place it under any of the SS2 plugins, or as low as you can if you want to be sure). Additionally, also make sure this mod has a high "overwrite/override priority" in your mod organizer - the normal version of this mod has to modify some scripts related to the quest in Vault 81, and the modified versions of those scripts are bundled as loose files, so if you have another mod that would modify some of the same scripts and also has them as loose files, you need to make sure my mod has a higher overwrite priority, so the loose files from my mod overwrite any loose files from any other mod.
Of course, if this will be successful, it will likely in turn break the other mod that was clashing with mine. You could try to uninstall the normal version of my mod after you finish with the quest in Vault 81 (and make a save anywhere except in Vault 81), and install the alternative version of my mod in its place (place it at the same spot in your load order), which may or may not fix the other mod again.
No, I didn't install the alt version. I'm using Vortex so I took your suggestion and moved the plugin further down the load order. I put it in the group "Late fixes & changes". Then, to be on the safe side, before taking the shortcut, I went and met Austin and denied the tour, then visited Dr. Forsythe and gave him my "pound of flesh", and then took the missing cat quest. I left the vault, found the cat, and came back to Vault 81. I took the shortcut to Curie and then went to the doctors office and everything progressed as your mod dictated. Also, I never took the SS2 quest beforehand.
Ultimately I think moving the plugin down the load order was the solution. Thanks for your help and support. Grateful for this mod so I don't have to get the molerat disease. :P
absolutely nothing against this mod, but you can get to curie if you use the Remote Hacking mod and blow up the door in the memory den with Breakable Doors.
The alternative version of this mod is extremely simple and doesn't modify Curie in any way (actually none of the versions of this mod modify her, or anything related to her behavior). If something makes your Curie behave in a weird way, it simply cannot be this mod.
You can try using xEdit to see if anything in your load order is overwriting any data changes from this mod, but that still may not help finding the mod responsible for your problems (this mod makes very few small changes to the game data, so other mods can change all kinds of things that can absolutely screw up your game without even conflicting with this mod), so maybe just try to use xEdit to find which plugin changes any data related to Curie, her quests, factions Curie may be part of, packages Curie may be using, any magic effects or perks she may have or which may be added to her by any mod, or go over your mods to see if any of them overrides any scripts related to Curie/packages/quests.
Think hard about all mods in your load order, what are they doing and how, trying to estimate if any of them could be causing your problem (a mod doesn't need to create any visible conflict by overriding scripts or game data. Things can break simply by messing with things using scripts at run-time - modifying faction relationships, adding/removing actors from factions, adding perks, effects, or packages to actors, changing quest stages, and many many other things - none of which is something you can ever see as any kind of conflict visible in xEdit or your Mod Manager, so you must use your own wits).
If you're using the "more smarter companions mod" or "Start me up" those might or could be your problem, I had an issue once where Godsworth would run from the botflies screaming in sanctuary it was hilarious so I tinkered with the mods disable enable and load order and fixed the problem, but I had to restart the game luckily I was at the start of the game. If using start me up, you should always disable it once it's complete.
or when you get the window prompt telling the file is wrong just drag the content inside the data directory of the mod to the data folder of mod manager like this > https://imgur.com/8aratEF > https://imgur.com/n0uv822
Actually I was having the same issue, only when I downloaded I had forgotten I had downloaded the variant so I removed the mod and downloaded the version that bypassed the "hole in the wall" and as Nanogirl mentioned once you receive the popup window within MO2 "data error" just drag the fomod folder into the data folder then right click the data folder and make it the primary data folder and all should be good.
116 comments
Look at the helpful image posted by raybo01 in Images section.
Ported to XB1 by Chucksteel
- Full version: https://bethesda.net/en/mods/fallout4/mod-detail/4065902
- Alternative version: https://bethesda.net/en/mods/fallout4/mod-detail/4065887
Your post got deleted? call the police!
Trying to keep the comments compact and to the point, i occasionally delete some posts which in my opinion do not have much value for both myself (as a modder) and others (as users of this mod).
This also includes dedicated "thank you" posts, which i do appreciate - it is very nice to see that my efforts are appreciated and i am not trying to discourage anyone from posting their thanks :), but i will keep deleting them after i read them.
In any case, if i deleted your post and you think it was a mistake, PM me and say so.
OPTIONAL ESL plugin variants uploaded
(for details regarding what ESL plugins are: https://www.creationkit.com/fallout4/index.php?title=Data_File#Light_Master)
If you are switching to use these ESL files after you were already usign the ESP variants, make sure to follow these steps:
1. Uninstall the ESP variant
2. Load game and make a save without the mod
3. Install the ESL variant
(same process applies when switching from ESL back to ESP)
NOTE: some mod managers may not recognize and activate the ESL plugin, so you might have to activate it manually by editing the plugins.txt file!
if i didn't try the second time i would have thought the mod was broken or something lol.
Mainly because opening the door right away felt a bit weird, considering nobody was able to open them for 200 years.
Secondly because i also though it may help to prevent players opening the door unless they really want to use the shortcut.
And i was too lazy to implement any more advanced means (like via a new terminal, or something more complicated like that), so this felt like a good and simple compromise.
btw. the requirement of activating the door twice, is mentioned on the description page in bold letters, but looks like that isn't enough :)
btw, i really like the kick animation being added to your mod.
Thank you very much.
I'll get sometimes, but others normal robot.
Initially I had an issue where once I got Curie following me, I went and did the vault tour and then went to give the Dr. a blood sample he was bugged out and would just walk in circles not completing the animation and it wouldn't let me up from the chair. Thankfully I saved before I went to his office so I just pushed it further down my load order and that corrected the issue and let me finish giving him the blood sample.
Then I went and accepted the quest to save the cat, slept for 24 hours and went back to the vault and I was able to go straight to the clinic and give them the cure. Was even able to share the story of killing the Deathclaw with 3 bullets with the kids after another 24hr nap. Didn't have to go down near the mole rats at all cause who wants a permanent debuff anyways??
The vault is a cool questline (the first 15 times) but if it wasn't for Curie I'd probably always skip it. Just getting to bypass the mole rats completely made me enjoy visiting them for once!
And here is another kicker... it is actually mentioned on the description page.
Isn't it a bit funny that you yourself didn't bother reading the description page, but at the same time you expect other people to read your post? :)
Are you sure you are NOT using the alternative version of this mod?
Because the Alt version does not change how the quest in Vault 81 works, it only makes possible to turn Curie into a synth without having to hunt for Kellog first.
If you are using the normal version:
Yes, it could be a conflict with the quest (should be visible in xEdit), or with any of its scripts.
You can try moving "Mors Shortcut to Curie.esp" plugin lower in your load order (place it under any of the SS2 plugins, or as low as you can if you want to be sure).
Additionally, also make sure this mod has a high "overwrite/override priority" in your mod organizer - the normal version of this mod has to modify some scripts related to the quest in Vault 81, and the modified versions of those scripts are bundled as loose files, so if you have another mod that would modify some of the same scripts and also has them as loose files, you need to make sure my mod has a higher overwrite priority, so the loose files from my mod overwrite any loose files from any other mod.
Of course, if this will be successful, it will likely in turn break the other mod that was clashing with mine.
You could try to uninstall the normal version of my mod after you finish with the quest in Vault 81 (and make a save anywhere except in Vault 81), and install the alternative version of my mod in its place (place it at the same spot in your load order), which may or may not fix the other mod again.
Ultimately I think moving the plugin down the load order was the solution. Thanks for your help and support. Grateful for this mod so I don't have to get the molerat disease. :P
If something makes your Curie behave in a weird way, it simply cannot be this mod.
You can try using xEdit to see if anything in your load order is overwriting any data changes from this mod, but that still may not help finding the mod responsible for your problems (this mod makes very few small changes to the game data, so other mods can change all kinds of things that can absolutely screw up your game without even conflicting with this mod), so maybe just try to use xEdit to find which plugin changes any data related to Curie, her quests, factions Curie may be part of, packages Curie may be using, any magic effects or perks she may have or which may be added to her by any mod, or go over your mods to see if any of them overrides any scripts related to Curie/packages/quests.
Think hard about all mods in your load order, what are they doing and how, trying to estimate if any of them could be causing your problem (a mod doesn't need to create any visible conflict by overriding scripts or game data. Things can break simply by messing with things using scripts at run-time - modifying faction relationships, adding/removing actors from factions, adding perks, effects, or packages to actors, changing quest stages, and many many other things - none of which is something you can ever see as any kind of conflict visible in xEdit or your Mod Manager, so you must use your own wits).
Manually download the zip file and unpack it somewhere. Delete the fomod folder and create a new zip file with just the Data folder. Add it using MO2.
When I did this, the issue cleared right up and it installed without issue. Hope this helps!