Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Sorrywerefull

Uploaded by

sorrywerefull

Virus scan

Safe to use

Tags for this mod

214 comments

  1. sorrywerefull
    sorrywerefull
    • premium
    • 129 kudos
    Locked
    Sticky
    I did a little fixeroo to the cateroos. I was having trouble getting the spawn markers (cats) deleting back when I first implemented them as a solution to underground spawning. As it turns out, it's because the script wasn't compiling. I got it to compile and tried the mod again and the cats weren't all over the place anymore.
  2. Auditormadness9
    Auditormadness9
    • member
    • 0 kudos
    Does this only work in Commonwealth / Vanilla lands?
  3. BaronStorm4
    BaronStorm4
    • member
    • 0 kudos
    i just downloaded this mod and the mission committee holotape isnt showing up in my inventory. any way to fix this?
  4. killemloud
    killemloud
    • member
    • 1 kudos
    This mod is great!!! I made some tweaks to my liking in the CK and I know you said you’re done working on it but I was wanting to mention one last thing that would make the mod absolutely amazing is if the settlers that you save from kidnapping could be recruited as settlers it would give an amazing purpose to taking those missions and you could fill settlements with people you've rescued instead of setting up a beacon 
  5. FoxiShandris
    FoxiShandris
    • supporter
    • 1 kudos
    Would not recommend this mod for several reasons:

    1. You have to set the timer to scan for missions manually, in increments of 5, via a holotape. iirc default is 120, meaning it will try and spawn a mission every 2 minutes. I prefer 2400 seconds, but pressing the buttons for both minimum and maximum time 960 times is time consuming (ha) and unreasonable. I have not found a way via console to set the time.

    2. Defense missions spawn enemies nearby that will immediately engage you in combat. The problem is, this mission also works indoors, and it often spawns them directly on top of you due to space limitations. This means you will suddenly be surrounded by 5+ people, costing you a character with little warning.

    3. Zone missions are janky. While the mod author HAS stated that the placement is entirely random, as it scans any open area, this doesn't take into account the empty spaces Bethesda made inside things like decorative buildings. Many a flag have spawned in an unreachable location due to this.

    4. Zone missions WITH A FACTION are especially troublesome, as that 20% chance to lose control of a zone after mission complete can trigger ANYWHERE and will spawn a large group of your allies. These allies do not disappear, and can cause performance issues incredibly quickly.

    5. Missions will only ever spawn within the same cell as you, which is actually quite small. While I'm sure this is a gameplay limitation based on the author's skills and I can't particularly fault them, I was under the impression this mod would function more like radiant quests, where a location in the Commonwealth would be chosen and you would need to plan to go there. As it stands, missions feel more like a short errand rather than something a committee actually decided something needed to be done about. This, coupled with how frequent they happen by default, makes the whole mod feel more like busywork than a meaningful experience.
    1. sorrywerefull
      sorrywerefull
      • premium
      • 129 kudos
      Sucks that not everybody likes it, been a while since I coded it.
      If memory serves me correctly, spawning the missions too far away from the player made the spawned objects fall into an unloaded void, causing the mission to never be able to start.

      A very manual workaround for this would be for me to manually set locations throughout the map for these quests and then have these preset objects load generated quests, but at the time I wanted it all to be procedurally generated, even location, so had to work with the engine on that one and that meant making these spawn the way they spawn now.

      Unfortunately I've moved on to other projects (I am now working on my own game) so I don't have time to support these anymore, thanks for the feedback though. 
  6. FoxiShandris
    FoxiShandris
    • supporter
    • 1 kudos
    There has GOT to be a console command to increase the timer. 5 seconds by holotape is ridiculous.
  7. fefil
    fefil
    • member
    • 1 kudos
    Seems like there's a small but annoying bug. I keep entering "No" on mission availability but it turns back on and keeps searching. 
  8. ThomasTheSowellTrain
    ThomasTheSowellTrain
    • supporter
    • 1 kudos
    If only the Children of Atom were included, then it would truly be glorious.
  9. ravayen
    ravayen
    • member
    • 5 kudos
    I'm not getting the "Capture the wasteland" quest show up for some reason any ideas why? everything else seems to be working i think (haven't done a mission yet) in that messages come up on the screen saying missions found but no way to track them because the afore mentioned quest is missing.
    Edit:
    I'm also now getting an endless spawning situation in sanctuary, i took a flag right next to sanctuary and now when ever i travel from one end of the settlement to the other (full length) i get a message saying  "incoming friendlies (between 15 and 19 npcs each time) beware of friendly fire" but they just stack and now i have an army there. also i would rather that many/any npcs didn't spawn in a settlement to begin with because...script lag.

    Edit 2:
    Ok this save is now utterly broken because i cant go near sanctuary anymore, everytime i get to the settlement centre 15-20 npcs spawn and the old ones don't despawn so i now have around 80 minutemen slowing down my game and breaking the settlement, from what i understand you shouldnt uninstall script mods from the game midway.
    I'm guessing the flag spawning new friendlies needs a check to see if it already has or something but either way that's a 100 hour save gone (should have tested on a new save i guess).
    Will watch for updates and test this mod carefully before adding it to a main save again.
  10. NarveraG
    NarveraG
    • member
    • 0 kudos
    Hello, I failed a rescue mission but the quest is still displayed on mission tab. 
    It said: "FAILED: Rescue the captive." 
    Is this permanent or will it disappear?? 
  11. zizou26
    zizou26
    • member
    • 0 kudos
    Hi sorrywerefull,

    This is an absolutely awesome mod which works well with Frost 0.55. Could you please add a patch to enable the Metro Federation as a custom faction?