Update 19th of April, 2024: People will ask, will this mod be affected by the upcoming next-gen update to Fallout 4? I don't know, but I'm 99% sure it won't be affected for the following reasons: It's not dependent on the script extender or some other third-party program, and it doesn't alter any core form IDs. That's not my style. If I have to place an NPC into the vanilla/DLC map, I do it using a silent and off-screen teleportation script rather than placing the NPC directly into the cell, if I have to change the outcome of a quest, it's done using independent scripts rather than edits to the quest ID. I don't edit dialog entries, I just add higher-priority copies on top of them (worst-case scenario, maybe some minor vanilla issue will persist this way, but it should be playable).
If however, you start a vanilla run with only Toro Montana quest mods installed, you don't use cheats, and you still encounter problems, send me a report. Other bug reports will be ignored until more modders update their mods.
Update 2nd of February, 2024: Since people have been abusing the Bug Report feature for years, please read and uphold the following guidelines in this article before submitting such reports. Failure to do so will result in the report being ignored or deleted.
To support my work, subscribe to my BitChute channel Also, subscribe to my new YouTube channel which includes the newer videos. Let's reach a wider audience. It's all free.
For a walkthrough of Subversion, go to the Articles section.
I don't seem to have the Vault 81 Blueprints in my inventory (I assume they would be in Misc), but when I went back to the secret section of Vault 81, where Curie was, they aren't on the desk, so I must have gotten them (I don't remember, as I'm playing a character I haven't played as in a couple months). I can't think of any reason I would have gotten rid of them though.
So, I guess what I'm wondering is, is there a console command or something, that I could use to put that item in my inventory?
Thanks for the answer, im sorry to bother you again but i was wondering if this was compatible with extended dialogue interface..... if not then i won't download that mod
A question though, with as little spoilers as possible (I've beat the all the game ending but want the new endings to be a LITTLE bit of a surprise) does this mod make it a possibility to keep X6-88 as a companion? Not sure if that's a stupid question but he's my favorite companion and the character I companioned him with is a Minuteman character only :(
It doesn't seem to be working properly. I cured Shaun via the mysterious serum route but he refused to join me as companion, demanding that I "answer his questions" instead about why he's cured. No matter which options I chose, he insisted on leaving the Institute, then the end game movies play immediately after Shaun relays away. The ending video describes how I "lost Shaun again," and then it goes back to the game with Shaun being nowhere in existence. I tried using both Father tapes to locate him and he's gone from the game.
Amazing mod, brother. Played this with Subversion and this is exactly what Bethesda missed. One small thing I wanna mention, the Nora Companion mod would work perfectly well with this too. I hope there was a way to make Shaun and Nora acknowledge that the family's complete again.
Cross-mod dialog is pretty complicated, particularly when the other mod is made by someone else.
I think the most I could manage is make Shaun acknowledge Nora, the other way around would be more difficult and probably beyond my current understanding of Papyrus (assuming it would have to be done without editing Nora Companion, which I don't have the legal rights to do, and without creating a dependency between the two mods either way).
553 comments
If however, you start a vanilla run with only Toro Montana quest mods installed, you don't use cheats, and you still encounter problems, send me a report. Other bug reports will be ignored until more modders update their mods.
Update 2nd of February, 2024: Since people have been abusing the Bug Report feature for years, please read and uphold the following guidelines in this article before submitting such reports. Failure to do so will result in the report being ignored or deleted.
To support my work, subscribe to my BitChute channel Also, subscribe to my new YouTube channel which includes the newer videos. Let's reach a wider audience. It's all free.
For a walkthrough of Subversion, go to the Articles section.
I don't seem to have the Vault 81 Blueprints in my inventory (I assume they would be in Misc), but when I went back to the secret section of Vault 81, where Curie was, they aren't on the desk, so I must have gotten them (I don't remember, as I'm playing a character I haven't played as in a couple months). I can't think of any reason I would have gotten rid of them though.
So, I guess what I'm wondering is, is there a console command or something, that I could use to put that item in my inventory?
Well, unless he's dismissed to a settlement that needs your help.
A question though, with as little spoilers as possible (I've beat the all the game ending but want the new endings to be a LITTLE bit of a surprise) does this mod make it a possibility to keep X6-88 as a companion? Not sure if that's a stupid question but he's my favorite companion and the character I companioned him with is a Minuteman character only :(
I think the most I could manage is make Shaun acknowledge Nora, the other way around would be more difficult and probably beyond my current understanding of Papyrus (assuming it would have to be done without editing Nora Companion, which I don't have the legal rights to do, and without creating a dependency between the two mods either way).