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  1. ChibiCD
    ChibiCD
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    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.

    Go check out 'Creation Club Delayed' by CptCOOTS

    https://www.nexusmods.com/fallout4/mods/42753
  2. DINBMT
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    Besteht die Möglichkeit, das du deinen Immersions-Mods einen optionalen Patch hinzufügst, dass die entsprechenden Waffen einmalig sind? Ich weiß, dass es einen Patch von Bretton gibt, der das zum Teilen erfüllt. Aber wie gesagt leider nur in Teilen.

    Aus meiner Sicht würde es reichen die DOOM BFG, Tunnelschlangen 10MM, Solarkanone, Gauss-Gewehr und das Anti-Materie-Gewehr einzigartig zu machen. Würde sehr gut in dein Konzept der Immersion passen.
  3. M0d0ut
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    Think you could tackle the Anti-Materiel Rifle next? Maybe even set it so that the quest starts when you pick up the note. Either way, its nice to see you're making a lot progress this series this year.
    1. ChibiCD
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      I'll have to see how the quest is set up. Every Creation Club quest seems to have it's own set up. Some quests can be modified to have no Autostart, others need something to kick them off. I personally like having some kind of auto start to quest so I don't pass them by altogether, but if I can, I will try having "No Quest Autostart" style alternatives as well.
    2. ChibiCD
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      AMR is available here https://www.nexusmods.com/fallout4/mods/36837
      The Player's Story note needs a bunch of variables set for it to work properly, and those do not get set until the quest is activated. The activator I used is right in the room though, and not that large. Just big enough to be sure things are set up before the player can pick the note up.
  4. Loveblanket
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    Thanks for these. I understand why Bethesda has the quests trigger immediately so people get to enjoy their content right away, but for us immersion addicts, these are must have.
    1. ChibiCD
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      I'm trying to find a nice balance between walking right by the quest trigger and missing out, and the default of the PC having some kind of psychic knowledge of all these things, The PC having the idea to check the military outpost as it comes into view, or knowing about a dog when close enough to see or hear it, makes more sense to me. They have already set up most of these quest so you should wander across them in your normal playthrough, so the quest triggers I've set up should be enough that people do not miss the quests, but also I hope are not to invasive for the Immersion addicts.
    2. Loveblanket
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      No, I think it's perfect the way you've set it up. I'm an immersion addict, but I also have a business and a family so I don't mind a tiny bit of hand holding and I think your description of the logic behind it, like triggering the dogs when you're close enough that you could hear them makes total sense. It's also nice to see the CC get a little love. It has it's problems, especially price, but overall I enjoy a great deal of the content and I've gotten almost all of it on really good sales, or like many of the skins that were given away for free each week. Cheers! I'm looking forward to more stuff from you.
  5. ChibiCD
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    I'm not releasing these in any given order, so if there is a creation club item that you would like me to work on sooner, rather than later, just let me know.

    The only one I'm kind of putting off is the Sentinel Control System. It's a bit of a nightmare for low level characters, and my plan for it is a bit more involved than just placing a SetStageTrigger like I have for most of the other creations. Other than that, I've just been tackling them mostly at random.