I haven't tested the level requirement changes, which apparently may cause issues, but it definitely works for moving the quests to the Misc section. Do you think you'll update the mod for the newer stuff?
Edit: Or, could you tell me how I could make the edit myself?
this is so needed, especially the lvl 10 requirements. CC items make it way too plausible to become a bit overpowered early and overshadow other parts of the game, so thanks for this. any plan to add support for the new creations just released? thanks again for this, it's really gold
what happens with items added to the leveled lists? can't seems to find military backpacks on vendors and no handmade shotguns on raiders either. i'm way past level 10 btw.
edit: well i found more bugs. Half of the quests dont get trigger, items not getting added to your inventory, items no getting injected to the leveled list, the quest from tunnel snakes keeps restaring every time you level up (even if you have already complete it before). i dont have any conflicts and this is the only mod that made changes to the cc content.
A month old post, but I checked. In the current version, they are all marked with the ESL tag in the header, so they get treated as light plugins, even though they have the ESP file extension. So no need to worry about filling out your mod index if you do not have all the CC items needed for the All-in-One version.
I think they were just commenting on the fact that there are so many of them, not about the plugin limit. Though I should specify more stuff on the mod page I'm just lazy right now.
If they were not thinking it someone else might have seen the comment and thought it. After all I did. Others might not have bothered to look into it and just passed over your mod, so I wanted to clarify.
I will be definitely using the dog esps from this though. The others I might edit for my own game to change around the levels a bit. Some Creations like the Power Armor AI and the BFG are better done at higher levels. I honestly would not even care that they were put into my main quest tab if they did not all get dumped there all at once.
I selected the "CCQuest2Misc-AllInOne" option and I got prompts as usual right after I exited Vault 111. I do have all CC Content, just dont know why it didnt work.
Perhaps Start Me Up is a factor? It does make small adjustments to the game start.
I too had issues, and I think Start Me Up is the cause. In my case, I started a new game, but when activating the vault door controls, the door never opened and the left never descended.
It's a nice mod in concept, but I'll wait until it works with Start Me Up, since it makes the game more interesting.
Did you scroll to the bottom when installing? The level 10 requirements are at the bottom. Working fine for me.
Edit: I'm pretty bad at making fomod installers. So you can check all the .esp(s) when installing. Make sure you don't check the normal version and the lvl requirements when installing. Because the normal .esp(s) you selected won't get unchecked after selecting level requirements.
Edit2: I just released an update so you can no longer check 2 of the same .esp. That might've been the problem? I don't know what to say. This mod should work without any conflicts whatsoever because of what it edits. You could try opening it up in FO4Edit and seeing if there actually is a conflict.
That's a problem with NMM. Not this mod. When I was using NMM it did the same thing, except the mod was working with it so I don't know what to tell you.
I don't know if NMM does this too but, Vortex set the dates to all my base game archives:
Which fixes a lot of problems with mods not loading.
You could try checking to see if these lines are in Fallout4Custom.ini and if not you need to add them. [Archive] sResourceDataDirsFinal= bInvalidateOlderFiles=1
Thank you for making this mod, the umpteen 'Dog Rescue' quests clogging the log are a PITA.
Quick question: I had a cursory look and all the CC quests seem to have 'Out of Time' as the start trigger.
Would it be feasible to change that 'link' to a different quest so they don't all start at the very moment you leave the vault without breaking the whole thing?
Hmmm... I was thinking on linking them to one of the DLC quests because they don't trigger until you are lvl 20.
Said that if you want to keep it DLC free perhaps link them to 'Fire Support'? (The start of the BoS quest) which does not trigger until you are in the general vicinity of the Cambridge Police Station (Lexington/Corvega, that area).
The main reason for this rather than general log clog grievances is that there seems to be a link between all the CC quests triggering when you leave the vault and 'Out of Time' glitching (after the initial dialogue Codsworth just does not feel up to killing bloatflies and much prefers to keep trimming his bushes).
I'll definitely look into it, I just have to re-install the game because I'm having this weird bug with power armor hud not showing up:
I know that the last save I made had another bug like you described with codsworth not wanting to attack bloatflies. He just kept running into a wall. I ended up bailing and after that no quests would advance.
This is definitely a common occurrence - Codsworth's behaviour, not the PA bug you described.
I find Beth's blase approach to the CC mildly frustrating. The CC mods do not in all cases 'just work' and they don't seem interested in addressing the issues.
The bug with the PA camo paints for instance; it has been there from release months ago (fixed by a member of the community here: https://www.nexusmods.com/fallout4/mods/30210) and they have done nothing to address it. *sigh*
A clean install worked to fix the power armor bug and have been slowly working towards the level requirements version of this mod. Taking a look at this thread (and using TESVEdit to inspect it further) I was able to figure out how that Skyrim quest detects levels for it to activate, and am currently making those conditions.
35 comments
Edit: Or, could you tell me how I could make the edit myself?
edit: well i found more bugs. Half of the quests dont get trigger, items not getting added to your inventory, items no getting injected to the leveled list, the quest from tunnel snakes keeps restaring every time you level up (even if you have already complete it before). i dont have any conflicts and this is the only mod that made changes to the cc content.
I will be definitely using the dog esps from this though. The others I might edit for my own game to change around the levels a bit. Some Creations like the Power Armor AI and the BFG are better done at higher levels. I honestly would not even care that they were put into my main quest tab if they did not all get dumped there all at once.
edit: got around to it, new version is up.
I selected the "CCQuest2Misc-AllInOne" option and I got prompts as usual right after I exited Vault 111. I do have all CC Content, just dont know why it didnt work.
Perhaps Start Me Up is a factor? It does make small adjustments to the game start.
It's a nice mod in concept, but I'll wait until it works with Start Me Up, since it makes the game more interesting.
Edit: I'm pretty bad at making fomod installers. So you can check all the .esp(s) when installing.
Make sure you don't check the normal version and the lvl requirements when installing. Because the normal .esp(s) you selected won't get unchecked after selecting level requirements.
Edit2: I just released an update so you can no longer check 2 of the same .esp. That might've been the problem? I don't know what to say. This mod should work without any conflicts whatsoever because of what it edits. You could try opening it up in FO4Edit and seeing if there actually is a conflict.
This is what I see if I choose All Lv10: https://i.imgur.com/ErUeb6Z.png
This is what I see with each one individually enabled, for testing: https://i.imgur.com/nSYCM7f.png
I noticed the disabled esm, and enabled it following with a reinstall, there was no change to the second image.
I don't know if NMM does this too but, Vortex set the dates to all my base game archives:
Which fixes a lot of problems with mods not loading.
You could try checking to see if these lines are in Fallout4Custom.ini and if not you need to add them.
[Archive]
sResourceDataDirsFinal=
bInvalidateOlderFiles=1
Quick question: I had a cursory look and all the CC quests seem to have 'Out of Time' as the start trigger.
Would it be feasible to change that 'link' to a different quest so they don't all start at the very moment you leave the vault without breaking the whole thing?
Said that if you want to keep it DLC free perhaps link them to 'Fire Support'? (The start of the BoS quest) which does not trigger until you are in the general vicinity of the Cambridge Police Station (Lexington/Corvega, that area).
The main reason for this rather than general log clog grievances is that there seems to be a link between all the CC quests triggering when you leave the vault and 'Out of Time' glitching (after the initial dialogue Codsworth just does not feel up to killing bloatflies and much prefers to keep trimming his bushes).
I know that the last save I made had another bug like you described with codsworth not wanting to attack bloatflies. He just kept running into a wall. I ended up bailing and after that no quests would advance.
I find Beth's blase approach to the CC mildly frustrating. The CC mods do not in all cases 'just work' and they don't seem interested in addressing the issues.
The bug with the PA camo paints for instance; it has been there from release months ago (fixed by a member of the community here: https://www.nexusmods.com/fallout4/mods/30210) and they have done nothing to address it. *sigh*
edit: i thought this was for cc content LOL gosh i'm tired Nuka World Male Ripped Shirt and Socks Mesh Fix
and
Creation Club X-02 and X-03 neck FIX
A clean install worked to fix the power armor bug and have been slowly working towards the level requirements version of this mod. Taking a look at this thread (and using TESVEdit to inspect it further) I was able to figure out how that Skyrim quest detects levels for it to activate, and am currently making those conditions.