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.
As this prevents the Tunnel Snakes Rule! quest from starting when you exit Vault 111, does this mean the gamebreaking bug caused by this Creation is fixed?
Basically, what normally happens is, if you have a lot of Creation Club content activated along with the Tunnel Snakes creation, Codsworth will not move at the beginning of the game, so you can't even complete the first quest in Sanctuary after exiting the vault (even if you go kill the the Bloatflies and Radroaches by yourself). If you deactivate the Tunnel Snakes Creation then load up your save, everything works as normal, and Codsworth will move again so the quest proceeds as it should.
Was the main reason I went and made the mod. TSR was the first CC quest that every one seemed to notice the bug, but any mod can cause the same issue. Basically, IRC, there is a thread limit in the game engine, and when to many threads try and run all at once, the game engine just throws away those extra threads to keep the game from slowing down or crashing. At least that's how it was explained to me.
The TSR CC quest has a lot going on with it's main quest and the radio station quests, so it was likely why it's such a huge culprit for triggering this bug.
I love this mod! I couldn't be happier with how well it works! So nice not having my quest log clogged up the second I start the game. And you made it so the quest only starts after you tune in to the signal, love it!
I don't get it, This quest is still starting when I exit Vault 111. I get a pop up for Tunnel snakes rule...Am I not understanding something here? Should something still be getting a pop up at first exiting vault 111? I was under the impression there should be NO pop up message when starting, aka when first exiting vault 111?
Tunnel Snakes is marked as a master for my patch, LOOT should never place it in the wrong order. If it's a load order issue, it's more likely another patch that edits the same quest FormID.
Creation Club Immersion and Balance Patches by Bretton, https://www.nexusmods.com/fallout4/mods/31987, is one that can cause issues. ESPs will always overwrite ESLs in the load order, so you need to have an ESP patch to fix this sort of issue. "No Level List Injections Patch - ESP" in the downloads was made for Bretton's mod, but there may be other Creation Club patches that might also need their own patches.
The "No Level List Injections Patch - ESP" has no masters except Tunnel Snakes Rule, so it might need to be manual moved in the load order, but LOOT sorted it fine for me. This was done to work with all versions of Bretton's patches, the Stand Alone or the Merged Ones.
You just need to be sure 'ccrzrfo4001-tunnelsnakes_MIQS_NoLLInjScr.esp' loads after 'CreationClubWeaponsImmersionPatchAllWeapons.esp' or 'ccImmersionTunnelSnakes.esp"
Load order should look like this. Fallout4.esm ccrzrfo4001-tunnelsnakes.esm ccrzrfo4001-tunnelsnakes_MIQS.esl CreationClubWeaponsImmersionPatchAllWeapons.esp /or/ ccImmersionTunnelSnakes.esp ccrzrfo4001-tunnelsnakes_MIQS_NoLLInjScr.esp
Additionally, make sure you are using a mod management program that is uptodate and knows how to handle ESL files. I personally use Mod Organizer 2.
Well for some reason it was. I don't use that other mod you listened but for some reason when i updated loot yesterday. (I wasn't using an old one but one before this latest update) it stopped doing what it was doing. So it seems the problem fixed itself.
That is very weird. I've never had LOOT try and load a mod before one of it's masters on me. I know for a while some versions of LOOT, MO2 and xEdit did not know where to put ESL files in the load order, but that has been fixed for a while now
first pic is that an upgrade? to change the skin? or is that a re texture mod for the gun? havent played fo4 and didnt do the tunnel snakes quest so i was wonfering
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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
Basically, what normally happens is, if you have a lot of Creation Club content activated along with the Tunnel Snakes creation, Codsworth will not move at the beginning of the game, so you can't even complete the first quest in Sanctuary after exiting the vault (even if you go kill the the Bloatflies and Radroaches by yourself). If you deactivate the Tunnel Snakes Creation then load up your save, everything works as normal, and Codsworth will move again so the quest proceeds as it should.
The TSR CC quest has a lot going on with it's main quest and the radio station quests, so it was likely why it's such a huge culprit for triggering this bug.
So nice not having my quest log clogged up the second I start the game.
And you made it so the quest only starts after you tune in to the signal, love it!
EDIT: Yea i found the problem. If you're using loot its gonna put it above tunnel snakes. You'll have to manually move it after.
Creation Club Immersion and Balance Patches by Bretton, https://www.nexusmods.com/fallout4/mods/31987, is one that can cause issues. ESPs will always overwrite ESLs in the load order, so you need to have an ESP patch to fix this sort of issue. "No Level List Injections Patch - ESP" in the downloads was made for Bretton's mod, but there may be other Creation Club patches that might also need their own patches.
The "No Level List Injections Patch - ESP" has no masters except Tunnel Snakes Rule, so it might need to be manual moved in the load order, but LOOT sorted it fine for me. This was done to work with all versions of Bretton's patches, the Stand Alone or the Merged Ones.
You just need to be sure 'ccrzrfo4001-tunnelsnakes_MIQS_NoLLInjScr.esp' loads after 'CreationClubWeaponsImmersionPatchAllWeapons.esp' or 'ccImmersionTunnelSnakes.esp"
Load order should look like this.
Fallout4.esm
ccrzrfo4001-tunnelsnakes.esm
ccrzrfo4001-tunnelsnakes_MIQS.esl
CreationClubWeaponsImmersionPatchAllWeapons.esp /or/ ccImmersionTunnelSnakes.esp
ccrzrfo4001-tunnelsnakes_MIQS_NoLLInjScr.esp
Additionally, make sure you are using a mod management program that is uptodate and knows how to handle ESL files. I personally use Mod Organizer 2.
How find this signal ...
I needed to upload an Image and I figured I would use that screenshot.