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5133p39

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  1. 5133p39
    5133p39
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    Locked
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    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!
  2. ultralowpolygon
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    Been looking for a couple days for a mod to get synth curie without grinding the main quest thank you for this!
  3. HeyZeus45
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    The mod did what it was supposed to do but when I go into looks menu and select a preset id does nothing. curie stay as she looked like in the memory and there is no way to change her appearance.looks menu works for me but not for synth curie.
    1. 5133p39
      5133p39
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      That has absolutely nothing to do with this mod.
      This mod doesn't do anything to Curie, it doesn't alter her in any way, it only provides an alterative, faster way to get to her.
      Whatever your problem with LooksMenu is, it has nothing to do with this mod.

      If i understand correctly, you are trying to alter synth Curie's looks by using the LooksMenu and it's not working for some reason, yes?
      You are probably doing it wrong. I recommend the following video, which describes the process: https://www.youtube.com/watch?v=gproTj1orDw
    2. Mipasa
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      How to alter Curie:
      Open the console
      type player.placeatme 1647c6 . This will spawn a clone of Curie you need to edit.
      Click the clone you have spawned and type tai. Note its RefID.
      type showlooksmenu *RefID*
      Once done, disable the clone you have edited by clicking and typing disable .
      Now go back to the original Curie and type showlooksmenu 1647c6. You have to change her hair into the same style as clone. This should make the face default to the one you just edited.
      All Credits goes to Skarlett645 for posting it at her mod:
      https://www.nexusmods.com/fallout4/mods/30019
      Works like a charm
  4. jbwenu
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    I can't say how excited I was to find this! Curie and Heather Casdin are my favorite companions; but I use Start Me Up so I don't have to play as a vault dweller or go through the main quest. It's demoralizing to try to play that kind of character and have go through HOURS of gameplay that I'd like to skip, just so I can get Curie as a companion. I don't mind the Hole in the Wall quest, and it makes her entire storyline complete; so I downloaded the alternate version a few minutes ago. I would like to say I'll probably endorse in a few minutes; but I will hopefully be too busy enjoying the benefits of this mod to stop long enough to endorse right away. I will get back here to endorse, though!

    Thank you!
  5. falsfire1976
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    Strange quirk with this (love the mod by the way), but when I switch to a different companion and attempt to assign Curie to Red Rocket Truck Stop, she instead sprints all the way back to Vault 81 every time. At first I wondered where she was when I came to collect her again, used prid and moveto.player to bring her to me, then when I switched companions again, I noticed her take off, so I followed her, all the way back to Vault 81. Any idea why she would always go back there and ignore where I try to dismiss her to?
    1. 5133p39
      5133p39
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      Never happened to me, so no clue.
      I'd wager some other mod is interfering with this, or it is a vanilla game bug (it sounds familiar, i feel like i already read about this somewhere before - consider googling it, but omit specifying Curie in the search as the issue may not be limited to just Curie).
      If using any companion mods (especially any companion framework mods that let you have more followers at the same time), they could be whats causing it, so search those mod's post sections and bug reports for similar issues (and maybe possible solutions).
      Consider using xEdit to check for conflicts, and as a last resort maybe have a look at any mods overwriting any vanilla scripts (dont forget they could be "hiding" in some mod's BA2 archive) - check for any scripts related to companions (the script name or some comment inside should help you guess whether the script has anything to do with followers).

      EDIT: since you already have Curie, you can uninstall this mod (it should be safe, but do make a backup of your save file just in case), and see if the issue disappears (like i said, i dont believe this mod would be causing it, but see what happens).
  6. KhallistoPRBR
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    Thanks for this mod! I'm avoiding the main quest and didn't even searched for Nick, so having an alternative to complete "Emergent Behavior" helped a lot (I just used the alternate version, because "Hole in the Wall" is easy to do anyway) .
  7. grexgreen24
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    The mod doesn't seem to work for me, when I talk to Irma/Amari, then talk to Curie about her quest, there is no option to recommend Amari. I already had Curie as a companion, as well as her "Emergent Behavior" quest when I installed the mod, and just happened to be in conversation with Irma when I loaded up the game. I also have an alternate start mod that alters the dialogue of some main-quest related characters. Could any of those be causing the mod to bug?
    1. 5133p39
      5133p39
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      Hard to say without knowing what that alternate start mod is and what it does, but changes in a dialogue shouldn't affect how this mod works, because it is not using any specific dialogue topics, it doesn't rely on the dialogue system at all - the only thing required for this to work, is an attempt to talk to Amari or Irma after you get the Emergent Behavior quest from Curie.
      Installing the mod after already having Curie as a companion, shouldn't break anything (unless there would be some conflict with other mods anyway).

      It could be helpful to use the console command sqv MorsSTC_LearnAboutAmari to check whether the quest is running, and whether it's aliases Amari and Irma are filled correctly.
      The aliases must point to the respective NPCs, and each of the aliases has a tiny script attached that sets stage 150 on quest COMCurieQuest when player attempts to talk to them, and that is what makes the player "know about Amari".
      The scripts would fail if any of its properties would be broken.

      First property is pCOMCurieQuest, pointing to quest COMCurieQuest.
      If this property is broken and doesn't point to the quest, or if the quest would be altered in certain places (ie. any mod changing what its stage 150 does, or removing/renumbering that stage), it will break the script.

      Second property is pCOMCuriePlayerKnowsDoctorAmari, pointing to global variable COMCuriePlayerKnowsDoctorAmari.
      This is vanilla game's global variable that gets set to 1 when player learns about Amari, and i use it in a condition to make sure player doesnt already know about Amari - if that property is not pointing to this global variable, it will cause error when using that condition, and results in broken script.
      And if that global variable is set to anything greater than zero, the script will just silently stop and wont do anything, because value greater than zero indicates player already knows about Amari - but if that isn't true (and we know it isn't) and the value is greater than zero, then something had to mess it up and it wasn't me.

      You can try moving the mod as low as you can in the load order, and see if that helps, but depending on wheter things got broken (and how much) it may not help (unless you start a new game).
      You can also try to use console command SetStage COMCurieQuest 150, to set the quest stage to where player learns about Amari - but doing so without knowing why things aren't working as they should, may result in breaking things even more, so make sure you keep the save from before you do that, in case it wont work.
  8. 080184
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    Small problem, after waiting for 24 hours, Curie's synth body doesn't end up at the memory den. Instead it ends up in her room in Vault 81 and I have to run all the way back just to listen to her complaining that she doesn't know how to breathe.

    As far as I know there's no way to complete the quest at this point apart from using console commands, since Curie will never learn to breathe without Amari teaching her how to do so.

    I'm pretty sure I don't have any other mods that might affect curie other than a replacer mod (which doesn't affect the quest at all) and Xedit says that there isn't anything modifying emergent behavior either.
    1. 5133p39
      5133p39
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      Make sure all files are installed correctly and not overwritten by any other mod (xEdit cannot tell you if any other mod overwrites any of the script files).
      Using the normal or the stupidly named "(alternate)" version of the mod?
      Regarding anything Curie related, at which point did you install the mod? (ie. - before starting new game? or on existing save before entering Vault 81? existing save after entering Vault 81? existing save after speaking to Curie in Vault 81? ...describe pls).

      EDIT: A replacer mod? That could acutally be a problem, depending on what exactly it does.
      Try without the replacer mod, just to see what happens (but on a new game, otherwise such test wouldn't really have much value, so dont waste time with it).
      In any case, post a link to that replacer mod, so i can have a look.
  9. dragomike
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    Hi @5133p39, I just want to say excellent mod, I have been using your mod before it was awesome to have a shortcut to curie.
     
    I just installed it on Vortex for a new Fallout 4 playthrough, so when I went to Vault 81, I used the door twice. And then 3 times. And then 5 times. It kept saying "this door needs a terminal."
     
    Is there something wrong? Does it need to be in a certain load order?
     
    I made sure that the plugin was enabled, and it is. Load order is 75 and mod index is 43.
     
    EDIT: NVM I was a big idiot and I downloaded the Alternative version instead of the original version. My apologies and still, GREAT work on the mod.
  10. smidg3n
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    Goal: Get Synth Curie as quickly as possible on a new play-though.
    Got Mod. Got through the door easy enough, found robot Curie. Realized I read the mod description wrong. Escort her immediately to Goodneighbor, but Dr. Amari wont talk to us. I've read through all the comments, but I'm still unsure why the dialog isn't initiating. I'm using the standard Shortcut to Curie. Should I be using the Alternate, or am I missing some other quest in order to activate their dialog?
    1. 5133p39
      5133p39
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      Once you get Curie, there is no difference between normal and alternative versions - at least as far as Curie's quest is concerned.

      I tried to make as few changes to the original quests and dialogs as possible, so i didn't change how the dialog with Amari works.
      Normally, it will only initiate after Nick Valentine sends you there during the quest to "read" Kellogg's memories.
      And subsequently, after you get the "Emergent Behavior" quest from Curie.

      I made it so you do not need to actually have a conversation with Amari - a mere ATTEMPT at a conversation with her (or Irma) will be enough, and will set the "flag" telling the game that player learned that maybe Amari can help Curie with her problem.
      As long as you walked to Amari (or Irma) and pressed [E] or whichever button you use to talk to ppl, you'll be fine.

      Keep in mind though, that talking to Amari/Irma, serves only to "learn that Amari can make the procedure" (as stated in the description, it makes sense - in Memory Den they mess with brains, they connect them to a computer, so it's obvious player should ask them - no Nicks required, unless the player is roleplaying a retarded moron).
      In vanilla game, you need to find and kill Kellogg, get his brain, bring it to Nick who sends you to Memory Den, and only then you can proceed Curie's quest "Emergent Behavior" - this requirement is circumvented in this mod by attempting to talk to Amari/Irma (you can still do all the other quests and stuff, you even have to if you want to do the main quest, but they are not required for Curie's quest).

      But to get that "Emergent Behavior" quest from Curie, you need to make her like/trust you more.
      You need to raise her "affinity" above certain treshold (i dont remember the value now, i think it was 250), and this mod is not doing anything to remove that requirement (there are plenty that do though).

      Isn't this all written in the description?

      1.) Get Curie
      2.) Make her like/trust you to get her "Emergent Behavior" quest
      3.) Visit Memory Den in Good Neighbor and ATTEMPT to talk to Amari/Irma.
      ...maybe you'll need to talk to Curie again after that, and then have a real conversation with Amari.
    2. smidg3n
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      Perfecto! I just installed FO4 after not playing it in a few couple years and forgot that I had to raise affinity with Curie first to get the mission x_x thanks for such a useful and seamless mod!
  11. valadeva
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    is it compatible with AFT ?
    1. 5133p39
      5133p39
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      Are you too lazy to scroll half the page down to read the old answer to the same question?
    2. valadeva
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      i am sorry, i ask this beacuse i did try your mod, but when i bring other vanilla companion with me (dogmeat, codsworth, mcready and cait using AFT), i cant initiate dialogue with curie to complete the vault quest, she just open the door, and nothing
      also the vault 81 secret area arent properly navmesh for companion (dont know if it just me) , all of them seem to stuck (may be bacause we arent suppose to bring lots of companion during those quest)

      another problem in my game when aft and this mod active, manual save & auto save made fallout game not responding (i did tried on new game with only aft & your mod) only happen in vault 81 secret area,

      i use the shortcut curie (alternate version)

      sorry for my bad english
    3. 5133p39
      5133p39
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      If you cannot initiate the dialogue with Curie, how does she open the door?
      She is supposed to open the door AFTER you talk to her and go through the whole dialogue.
      Since you mentioned you are using the alternative version of this mod, which does NOT make any dialogue/quest/scene changes whatsoever, then it cannot be caused by this mod.
      Something else must be changing the related quest or scenes (see description).

      Similarly, if your companions have trouble navigating Vault 81, it cannot be caused by this mod.
      No matter which version, this mod does not modify the navmesh in Vault 81 nor anywhere else.
      Furthermore, the alternative version of this mod does not even touch anything in the Vault 81 at all.

      The alternative version, that you are using, only adds a NEW quest that provides means for the player to learn about Amari (about her being able to help with Curie's transition to synth) by simply attempting to speak with her. It does NOT make any other modifications to anything else, it simply cannot be responsible for the problems you are having.

      When testing with only AFT installed, double check the AFT installation - make sure you have all its requirements installed, and requirements of those requirements (if there are any).
      You can try moving this mod to the bottom of your load order, but load order shouldn't matter in this particular case, because the alternative version doesn't modify any vanilla game records, it only adds a new quest, so i cannot imagine how there could be any conflicts with other mods that could get resolved by changing the load order.
    4. valadeva
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      i am sorry if my explanation isnt good, curie did talk, she open the locked door, but after that, i cant talk to her anymore.

      about vault 81 navmesh, i know its not cause by your mod. i think my game cant handle too many companion on that area, just like inner arcjet

      i will try new method, recruit curie normaly, then activate your mod (alternate version). i hope it will cut my problem of initial recruitment for curie
    5. valadeva
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      ok just want to confirm that your mod isnt the cause of me unable to recruit curie, even without your mod, i cant initiate recruitment dialogue, i will try your original version, hopefully it work for me, finger cross

      thx you
    6. valadeva
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      me again, i want to report that your mod (original version) works,
      it seems that either my vanilla quest hole in the wall are buggy or aft cause the bug (unable to finish the quest & not responding fallout.exe on saving/auto saving)

      your mod are the life saver, not only i can recruit curie but finish the quest too

      thx you so much for your hard work
      and sorry for posting so many post here
    7. 5133p39
      5133p39
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      Too bad you weren't able to find what exactly is causing it, it could have been useful for anybody else having the same problem, but i am glad you found a way to fix it.