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Sorrywerefull

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sorrywerefull

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176 comments

  1. sorrywerefull
    sorrywerefull
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    I can proudly say that this mod no longer requires DLC. It has manual DLC asset activation built in, so if you ever install DLC later on down the road, you can have the mod grab the assets through menu options in the holotape.
  2. shappapalready
    shappapalready
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    This is a really cool mod and I am just starting to explore it. Once thing I noticed as I am using Minutemen faction, the friendlies that show up are a clone army. They seem to be using two base ids 1BF0B7/1BF0BB but when I looked closely I realized they all have the same face and same hair. It's a bit freaky to see a clone army. I would have thought there would be some randomization when they spawned like the base id AC514 - that's the post-quest Minutemen that man the checkpoints and both male & female have the same base id. I have not tried any other factions but I suppose I would have to make sure I am not enemies with who I choose.
    1. shaneblob06
      shaneblob06
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      Preston Garvey had to contact kamino after the minutemen died (ha ha star wars joke)
  3. fluffinator09
    fluffinator09
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    Is there anyway to increase the amount of enemies spawned for capture missions, as well as lower the friendly count? I would also like to know if the enemies will use weapons from other mods, as they don't really tend to but will very rarely, and only the triggermen faction. I ask all this cause I use the militarized minutemen patch and the amount of NPCs on both sides, coupled with the militarized mod makes the missions over way too fast in my opinion. A cool idea would also make the enemies spawn in waves so it would reduce lag potentially, but they would need to spawn a ways away so they don't end up in the very middle of the friendlies lol.
  4. AsgardianLeo
    AsgardianLeo
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    Would it be possible to add Caravan Guard missions similar to the ones in FO1/2. Makes for a good excuse to actually walk to places rather than fast travel everywhere, and they were a great source of resources.
  5. fluffinator09
    fluffinator09
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    I am probably just being really really dumb. I think the mission is loaded, but for whatever reason I cannot find the Holotape/Menus/etc? It's definitely not in my inventory, and I installed F4SE and MCM to see if that was why. Anyone know a fix or something?
    1. sorrywerefull
      sorrywerefull
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      if you don't have the holotape you can craft it at a chem station under utility so long as you installed the mod properly
  6. Paladinboyd
    Paladinboyd
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    Does this mod allow for missions that involve hunting Coursers?
  7. Wasteland_Geographic
    Wasteland_Geographic
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    Fun so far. Thanks for the mod.

    One problem I am having is that setting my mission availability to NO doesn't seem to affect anything.
    1. UniversalLibrary
      UniversalLibrary
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      Do you mean you still get missions or just the notifications? I usually just reset my mission pool because of testing, so never really used the Yes/No all that much.
    2. Wasteland_Geographic
      Wasteland_Geographic
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      When I set it to "no", I still get missions.
    3. UniversalLibrary
      UniversalLibrary
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      Are you now on 2.1 of this mod? I usually turn off missions, then reset my mission pool, followed by rechoosing the missions so I ensure the mod knows I mean those. Once I request a mission with Yes back on, they come fast and furious. Are you on PC or Xbox?
    4. Wasteland_Geographic
      Wasteland_Geographic
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      I am on PC. Will try again with latest version.
    5. sorrywerefull
      sorrywerefull
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      It's because when you set it to off during a mission the timer for the mission scanner gets cancelled. However, after a mission is completed or abandoned, the mission scanner function automatically is called, starting the timer again. You have to set the availability to no when you are not in a mission. With the update, the function that starts the mission timer sets mission availability back to "yes" to avoid any confusion. If you set it to "No" when you are not currently participating in a mission, then you won't have to turn it off again.
    6. Wasteland_Geographic
      Wasteland_Geographic
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      Thank you.
  8. CoffeeAndCigarettes
    CoffeeAndCigarettes
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    HI. I'm at the first approach with your work and it looks very promising, but I'm having a problem: most of the objectives appear under water o.O I've lost some rescue mission just because the captived settler died drowned o.O and so on. Well, I've to confess, it is a bit bothering like that :(. Have I mess with something?
    1. sorrywerefull
      sorrywerefull
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      nothing i can do about that
      the mod places scripted objects around the player randomly. Fallout 4 has no function to detect water that is usable for mod scripting. If you don't want missions to spawn in water then don't hang around water so much
    2. CoffeeAndCigarettes
      CoffeeAndCigarettes
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      got it. thank you :)
  9. grsspirit
    grsspirit
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    Hi! i noticed something a bit strange on a new play through using this mod for the first time. I am using the 155mm Howitzer M1 mod and I noticed the Build able Artillery is Vanilla Mortars. I noticed that your mod have Artillery missions and I think there is a conflict somewhere.
    I am using the same mods as before except for a Settlement attack mod.
    1. sorrywerefull
      sorrywerefull
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      I'm not really concerned enough about that to try to figure out what's going on there. Try having the M1 mod below capturethewasteland.esp in the load order
  10. samhorton
    samhorton
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    Hey mate, loving the mod was just wondering if there will be more mutant hunting/defense mission's defend from mirelurks, mole rats or hunt down a deathclaws ect, and if there will be a MCM version thanks mate and keep up the good work such a good mod, need a mission here's a mission! Such an improvement! :)
  11. Rennan123
    Rennan123
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    Is this mod compatible with Horizon?

    Where should i place it in the load order?
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