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.
Several years after the fact, but who knows, maybe this will still help somebody...
It appears this mod may fix the Slocum Joe's vendor bug, where the settler you have assigned to Slocum Joe's stall either won't have a barter menu at all, or will only sell personal items.
* To note: I needed to convert the esl file to an esp-fe. When I tried the original esl, the Slocum Joe's quest still started upon exiting Vault 111. Suspecting that this patch needed to load after the other patches I have affecting Slocum Joe's, I changed the file so it could load near to last. This is very easy to do, just unpack the archive, rightclick, and change the name from esl to esp. You'll get a warning, proceed. Then repack the modified file into a new archive, and install as you would any other mod (lower in your LO is probably better).
* This still needs more testing. I quickly ran through the intro stuff, talked to Codsworth, killed bugs. After that, I went into God Mode, and COC'ed myself to Malden (coc "MaldenCenter01"). Just as advertised, the quest triggered once I was in the room with all the donut stuff.
* I fast travelled back to Sanctuary, and built some basic needs stuff, as well as a Slocum Joe's counter. I then recruited a settler with SKK's radio from (https://www.nexusmods.com/fallout4/mods/31625), assigned them, and went into the neighbour's Sanctuary basement, where I slept for 3 days. Boom! The settler had donuts and coffee for barter.
* I have read that making a beeline to Malden right off the bat can be a fix to begin with, but.... whenever I tried that it never, ever worked, so this is very promising. Also promising is that I was able to get a settler selling Slocum Joe's items at Red Rocket, as well; apparently the old beeline to Malden fix only works once. More testing is, obviously, required... but even so.
* Presumably, this won't fix games that are already in progress, but if it does, I'll come back to edit.
* I'd guess this particular mod may not work on NG FO4 (I'm still on OG), but, presumably any mod that delays CC content for NG will have the same effect??? (unless, of course...*gasp* Bethesda actually fixed this bug in NG, which would make any fix attempts redundant)
* Finally, I didn't want to use the CptCOOTS AIO, because it looks as though there are multiple unresolved bugs, such as issues with the condo quest, so I decided to try for a more modular approach.
If it does help, it would be as Bob Ross puts it, a happy little accident. I've heard of that problem with the base mod/creation, but I have not made any active attempt to tackle it. If the original issue was caused by the game running so much all at once when you leave the vault, then it is possible that this would fix it, but that's just armchair speculation on my part.
Hi. Can you also make a corresponding mod for CC Guardian Control System Companions (unfortunately I do not know the exact name because I do not play FO4 in English)?
It is on my list. I've just been putting it off to last because it adds in several NPC even if the quest has not yet started. I wanted to have it work more like the Automatron DLC so that the NPCs did not show up on the map until after the Brotherhood of Steel show up. My level 5 character has been slaughtered a few times while I was play testing by the spawns the creations adds just a ways south of the drive in. Cut me down in just a few shots.
I'm debating splitting this into 2 ESL files. A main one and a second optional one for handling the Vendor LL Quest activation. That way people who do not care about that part, and who are not having trouble with the Out of Time bug can just ignore that half of the mod.
Let me know what you think. If it's something people would like the option to have, It's something I should be able to do with little effort.
9 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
It appears this mod may fix the Slocum Joe's vendor bug, where the settler you have assigned to Slocum Joe's stall either won't have a barter menu at all, or will only sell personal items.
* To note: I needed to convert the esl file to an esp-fe. When I tried the original esl, the Slocum Joe's quest still started upon exiting Vault 111. Suspecting that this patch needed to load after the other patches I have affecting Slocum Joe's, I changed the file so it could load near to last. This is very easy to do, just unpack the archive, rightclick, and change the name from esl to esp. You'll get a warning, proceed. Then repack the modified file into a new archive, and install as you would any other mod (lower in your LO is probably better).
* This still needs more testing. I quickly ran through the intro stuff, talked to Codsworth, killed bugs. After that, I went into God Mode, and COC'ed myself to Malden (coc "MaldenCenter01"). Just as advertised, the quest triggered once I was in the room with all the donut stuff.
* I fast travelled back to Sanctuary, and built some basic needs stuff, as well as a Slocum Joe's counter. I then recruited a settler with SKK's radio from (https://www.nexusmods.com/fallout4/mods/31625), assigned them, and went into the neighbour's Sanctuary basement, where I slept for 3 days. Boom! The settler had donuts and coffee for barter.
* I have read that making a beeline to Malden right off the bat can be a fix to begin with, but.... whenever I tried that it never, ever worked, so this is very promising. Also promising is that I was able to get a settler selling Slocum Joe's items at Red Rocket, as well; apparently the old beeline to Malden fix only works once. More testing is, obviously, required... but even so.
* Presumably, this won't fix games that are already in progress, but if it does, I'll come back to edit.
* I'd guess this particular mod may not work on NG FO4 (I'm still on OG), but, presumably any mod that delays CC content for NG will have the same effect??? (unless, of course...*gasp* Bethesda actually fixed this bug in NG, which would make any fix attempts redundant)
* Finally, I didn't want to use the CptCOOTS AIO, because it looks as though there are multiple unresolved bugs, such as issues with the condo quest, so I decided to try for a more modular approach.
TL;DR: I honestly have no clue.
Let me know what you think. If it's something people would like the option to have, It's something I should be able to do with little effort.