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Sorrywerefull

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sorrywerefull

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  1. sorrywerefull
    sorrywerefull
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    I'm going to be giving this mod some attention later this week. Be ready for an update.
  2. DestroyerOfTheNorth
    DestroyerOfTheNorth
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    A couple comments.
    1. I'm not sure based on the permissions of your mod that the version of this available on Bethesda.net is not yours and isn't one you gave the okay on. Just as a little olive branch from the console community I'll let you know that it exists in an account under your name (which is... why I have no idea):
    https://bethesda.net/en/mods/fallout4/mod-detail/4095537

    2. Because I did, nevertheless, take the opportunity to test it (currently uninstalled since it ain't the latest version, no comments over there an' all that - just wanted to peak~); I'd offer a handful of comments that may or may not be relevant as of the March update.
    - The open battle missions are exceedingly fun and may be the best part of the entire mod. I was running them at 192nd level and they felt better than most of the vanilla action. Where there was the chance of friendly fire it actually made me have to use something besides my Explosive Minigun for a change, and having artillery go off in your direction while you're going toward it to take it out is amazing stuff. I'm gonna give you major props for the spawn placing and scripting on those radiants.
    - Target elimination missions were nice and flexible, because I noticed you didn't have to eliminate the entire group if that's not your playstyle. The "target" itself, however, could probably either be a stronger enemy ("Most wanted" type takedown. Always a legendary?) or part of a faction that isn't the raiders so I could imagine why-... well, anyone... would be going around targeting indistinct members of a raider clutch.
    - Maybe the most finnicky, that I can only much complain about, is the "rescue the hostage" mission. It's understandable they're not exactly like the original game but the poor sod needs protected status (invuln to NPCs and vuln to PC) bad; as it habitually died before you could get halfway.
    - My one other pure critique is the Defense Missions. They spawn... much closer than most other missions. It was a bit more like Random Encounters than I anticipated by the desc. Not bad, but maybe it'd be more thematically appropriate to say you're hunted for your associations?

    There are also some miscellaneous bugs that I'll drop in the appropriate form - though they, again, may be outdated.
  3. Sargeras666
    Sargeras666
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    Hi!

    Great mod, but would it be possible to get elimination missions of the more 'hitman' kind? To kill some unsuspecting person e.g. somewhere in Diamond City, which would require sneaking or a sniper rifle, etc.
    1. Sargeras666
      Sargeras666
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      Also, while I have BoS selected, the flag spawned on captured areas is still the minutemen one
    2. sorrywerefull
      sorrywerefull
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      I'll be working on some of this stuff this week. We'll see.
      Try unselecting and reselecting your faction.
    3. Sargeras666
      Sargeras666
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      Also #2: Is it possible to make the missions more remote? So that one could get a large battle quest, then prepare for it by getting a companion, armor, etc. and go to the location once ready, instead of the battle literally spawning around you immediately?
    4. sorrywerefull
      sorrywerefull
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      I don't know because right now the missions are based on how far away you can spawn things from the player without them instantly deleting. I don't think so though, due to my tests with placing scripted dummy objects in Warlike
  4. raider106
    raider106
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    Hello why the veteran disciples have normal raider armor you fix this?
    1. sorrywerefull
      sorrywerefull
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      Because you didn't activate the DLC part of the mod
  5. GreaserGuy
    GreaserGuy
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    I saw the bug report about lagging but couldn't comment on it. For anyone having lag, try putting this into your Custom ini. This tweak doubles the time allowed for the scripting engine, I found this tweak on the Sim Settlements website.

    [Papyrus]
    fUpdateBudgetMS=2.4
    fExtraTaskletBudgetMS=2.4
    iMinMemoryPageSize=256
    iMaxMemoryPageSize=1024
    iMaxAllocatedMemoryBytes=307200
    1. sorrywerefull
      sorrywerefull
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      It turns out that the lag comes from the spawned objects temporarily breaking precombines sometimes, until they despawn. There isn't really much I can do about that without just pre-placing the objects in areas that won't break the precombines, but that would ruin the entire purpose of the mod. The lag will usually just go away if you leave the area the lag is in.
  6. 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)
  7. 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.
  8. 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.
  9. 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
  10. Paladinboyd
    Paladinboyd
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    Does this mod allow for missions that involve hunting Coursers?
  11. 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. User_35607895
      User_35607895
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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. User_35607895
      User_35607895
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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.
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