CptCOOTS has gone and done what I had originally wanted to do when I first started the MIQS for the CC, but did not have the knowledge to implement. A single mod that "AUTOMATICALLY DETECTS WHICH CC MODS YOU HAVE INSTALLED AND ACTS ACCORDINGLY!" I have not had the time to continue modding the past year. So I'm happy that someone has not only made a solution for the other CC quests, but made a superior solution for ALL of the CC quests.
This is possibly a conflict with an other mod, or a bug with the original creation. I did not touch the Farmer or his Brahmin, and even with out the Trigger that I place, they both still spawn even when the quest is disabled.
I know a few people have had issues with other creations, with out mods, where things were not showing up in their playthroughs. It seems to be a bug on bethesda's side and it's hard to duplicate.
Try making a new character and console commands to skip to the bridge. If the issue is still there on the new character, it's possible it's a mod conflict. You could also try forcing a cell reset and see if they show up again.
If you just want the weapons, IIRC, you can also skip right to the location on the Aliens, kill them, and complete the quest that way.
There is a dead Brahmin on a concrete bridge. The quest should trigger when you go to cross the bridge. see the second image in the gallery with the "Over the Moon" quest pop up for a bit of a hint.
If I did it still would not be an all in one ESL file. There are just to many combinations of creation club files that people might have. I doubt that many people are like me and have every Creation Club item for Fallout 4.
I debated having just one Nexus mod page for everything, but that just becomes a bit of a nightmare for version tracking, IMHO.
As they are now, the ESL files ignore the old mod limits, so there is no technical need for an all in one mod file.
Once I get through the rest of the mods, maybe I might take the time to make a FOMOD installer with a single download file, but it would still install individual ESL files for each creation that you have.
I also hope someone create a tutorial for this because there are ton of mod i wanted to change like those other weapon mod with quest (RU556, service Rifle, AK5C, Colt 6520 etc)
It's on my to do list, but first I need to do a crash course in Radio Quests to be sure I don't just end up breaking it.
The Out of Time bug was added to the base game around the time Tunnel Snakes came out, but any of the creation club mods with quest can trigger it, so I plan on removing the auto start from all of them.
--edit- - For Tunnel Snakes Rule! https://www.nexusmods.com/fallout4/mods/36776
19 comments
A single mod that "AUTOMATICALLY DETECTS WHICH CC MODS YOU HAVE INSTALLED AND ACTS ACCORDINGLY!" I have not had the time to continue modding the past year. So I'm happy that someone has not only made a solution for the other CC quests, but made a superior solution for ALL of the CC quests.
Go check out 'Creation Club Delayed' by CptCOOTS
https://www.nexusmods.com/fallout4/mods/42753
I know a few people have had issues with other creations, with out mods, where things were not showing up in their playthroughs. It seems to be a bug on bethesda's side and it's hard to duplicate.
Try making a new character and console commands to skip to the bridge. If the issue is still there on the new character, it's possible it's a mod conflict. You could also try forcing a cell reset and see if they show up again.
If you just want the weapons, IIRC, you can also skip right to the location on the Aliens, kill them, and complete the quest that way.
I debated having just one Nexus mod page for everything, but that just becomes a bit of a nightmare for version tracking, IMHO.
As they are now, the ESL files ignore the old mod limits, so there is no technical need for an all in one mod file.
Once I get through the rest of the mods, maybe I might take the time to make a FOMOD installer with a single download file, but it would still install individual ESL files for each creation that you have.
I also hope someone create a tutorial for this because there are ton of mod i wanted to change like those other weapon mod with quest (RU556, service Rifle, AK5C, Colt 6520 etc)
The Out of Time bug was added to the base game around the time Tunnel Snakes came out, but any of the creation club mods with quest can trigger it, so I plan on removing the auto start from all of them.
--edit- - For Tunnel Snakes Rule! https://www.nexusmods.com/fallout4/mods/36776