if you still have the former versions installed, make sure to install this one on a clean save
this means: close game, uninstall former mods, load up game, save game, close FO4 again, install this one, play this results in: -combines Act 1 - 4, plus provides an ending by introducing Act 5 -that this is not compatible with the former versions -all your achievements of the former Sector Five mods are gone
other FAQs:
Spoiler:
Show
-if you find the blocked passage in the car tunnel, put the explosive (which you find in the bus) in the gas tank in front of the cars -secret key can be found in the "evil me's" cave right on the desk below the video wall -due to the narrative, act 4 and act 5 have timed triggers. therefore, after certain amount of in game hours, they trigger. just wait or sleep or continue doing what you anyway do. -spawning a searge after act five is completed is intended. it continues until you got hit 10times by sector five, let's say, it is a secret ending?
Quest Path:
Spoiler:
Show
-ACT ONE: starts by finding a location south west of poseidon reservoir -ACT TWO: starts immediately after act one -ACT THREE: starts immediately after act two -ACT FOUR: starts 24-in-game-hours after act three ends -ACT FIVE: starts 12-in-game-hours after act four ends -"bonus" ending: starts after getting hit by sector five 10 times after act five ends -once you get back your stuff, the quest is really done:D
known issues:
Spoiler:
Show
-Tales of the Commonwealth uses same radio frequency. setstage command will solve it: setstage sectorfiveactfiveschratt0r 30
if the quest does not trigger, you experience a mod conflict. due to the fact how story manager works, there is no way to start the quest by console. if you found hideaway location and the quest does not trigger, place this mod at the bottom of any other mod modifying the same cell as hideaway. if you are unsure, place it at the bottom of your loadorder.
So...spoiler free. 8/10. This is a decent mod, with some rough edges. I will say that English is obviously not the primary language of the author or voice talent. That's a fair criticism, and not me complaining. If you are speaking a non-native language in a rough script how in hades can you communicate some of the dialogue with the appropriate intonation and energy? I don't know how. Likewise, this is going to be frustrating for people who want to collect things. There are long sections of the game where the only way to start cashing out on the drops is a companion, but that companion is woefully short on caps and things worth buying.
All of this said, is the story any good? Well...it's not a three act story. It's not a three act story within each act. The acts are wildly paced, and my greatest frustration is in an ending that bugged out and feels like an artificial cliffhanger. If the rest of this mod wasn't competently executed I'd have scored it lower than an 8. As it is, it's a decently fun romp.
Now the spoilers bit:
Spoiler:
Show
1) The voice acting is bad. I know it isn't the actors, but hear me out. I sometimes don't know if there's a sense of tension, or what is going on. Smithy "starts to love me" and that's straight out of left field. The robots are a bad joke...specifically the on with a personality who seems to phase out of reality after delivering me a quest. It's hard to love this...and I know that's at least due to a language barrier. It's not a fault of the developers, but it is a failing with regards to the investment I can offer. 2) The ending is....what the heck? I realize bugging out is an isolated issue to a limited amount of players. Fine. My what the heck is that you introduce usage of the Cabot house drug to allow people to live forever. You introduce a new recipe to make it. Fine, that's a good internal loop. You then introduce cloning...and perfection of a freezing process...that supposedly justifies the player character...which means these experiments were going on since before the war? This is all in service to bringing back a non-challenge villain that the player capped after dealing with dozens of Elite personnel and Sector 5 grunts. It's...well it's like a roller coaster that blows it's load of surprise after the first 100 meters, and the final 50 is just a slight downward incline.
3) "Bosses?" We got three challenge points. One was Hector in Hell, another was "an invincible beast," and the final was a Zap Brannigan level synth mob. 20 minutes one shotting them in the head, only to have another one instantly spawn in. Goody...better have a lot of ammo and tons of AP restoration. If not this is a hide behind a door and pop out slog. Hector was two full clips of Plasma rounds with the X-12 (another mod). Not exactly fun, because he spawns in right in your face and there's nothing to do but tank it. The "Invincible" creature was fun. Blitz + upgraded Chinese officer's sword + sneak attack meant that I could actually kill it in about 6 hits, assuming the first was a x14 stealth multiplier. I guess my response here is simply throwing wave after wave of enemies at us isn't a boss. A bullet sponge isn't a boss. The best option here was collapsing the rock on the Mirelurk Queen. I wish there were more options like that.
4) I like the new power armor paints. Clean, but not unreasonable. Likewise the huge amounts of them are pretty great. 5) I know the nuke and Smithy's death were supposed to be a cinematic end. Cool. If you want it to be less than set dressing reorder the end. Do not go to the cryo storage first. Have a secondary location be discoverable where the bomb actually detonated, making the area a new miniature area to explore with access to an unknown bunker. Inside the bunker have us go full revenge mode on an army of Sector 5 grunts, with the last several rooms in the area being dedicated to dead soldiers on beds. Find that all of them look the same, but aged. In the last room find a secret teleporter relay to the bottom of the cryo storage bunker. From here it's just walking through the area, until you discover the cryo storage pods, and the clones floating in tubes. Defrost Smithy, and you get your powerful emotional reunion. You've also seen way more clones than could come from this one vault, so you know there are others. This way we get an ending that leaves us with Smithy, a ticking clock on trying to cure the rapid degeneration of clones, and your mastermind still at large.
6) Let me close with optimism. I don't really care about Smithy. The Island is a goofy enough place that I think I'd like to spend time there if the density of stuff was better. I can quantify that, because I found the underwater mine and wasn't frustrated with the "coming soon" notation left there. Let me quantify this. If I wasn't having fun that little dead end after a long swim and longer walk would have been the point where I was done. 20 minutes of slaughtering synths and eating into my ammo for enemies armed with garbage lasers is not a battle, it's a resource sink. Likewise, Hector was less a challenge and more a sponge. Despite these disappointments I wanted to keep going. That may not sound like praise, but the base game of Fallout 4 has my attention span petering out about half way through the annoying tour of bloody bandages and cigars that is the search for Kellogg. This mod managed to take the same base framework and tools, but make it not a slog. The 8/10 is meant as praise, when I think the base game is about a 6/10.
For those that don't want to read, let me be brief. 1) The voice acting is bad. It's not an attack, but criticism that understanding things and being emotionally invested is difficult when things are lost in translation and delivery. 2) Be prepared for long stretches of having no interaction besides "kill all the things and lug the valuable stuff back out of the dungeon." 3) Be prepared for an ending that is absolutely a WTF moment. I ask "why did that happen," "why do I care," and then I asked "how do these people even exist?" I think the story requires more than the usual suspension of disbelief. 4) Despite all I've said, it's worth a download. It's not going to rewrite what is possible (Sim Settlements), but it's infinitely better than most fantasy inserts about how the BoS in Fallout 3 needs to be brought back and Maxson is Hitler 4.0.
5) If I could have one wish, it'd be to restructure the end. You'll see it when you get there. This was a beautiful quest, that needs a bit of love to go from an 8 to 9. It needs a pass over of the dialogue and delivery to get from a 9 to a 9.5. To get any higher would require restructuring the bosses and pacing. Still, it'll be a staple of my load orders going forward simply for delivering enough PA frames to allow my armor museum to not be a scrounging trip through the Commonwealth.
No need to worry about voice acting. Different folks got different personalities and reactions, and some chicks... just got into bed the moment we met, so will your NPCs. This is the world, baby... ... You can't have one Captain Smith to make every chap happy. Captain Smith is Captain Smith is Captain Smith.
You can 'upgrade' Captain Smith, expand her functions, AI, redo the speeches, but she is she. And if she loves after three lines, why not?
Bad jokes are jokes some people don't like while some may like.
Dear Brother/Friend ,I Can.t Find any Hatch Or another Hidden Place, About Your Point No.( 5) I know the nuke and Smithy's death were supposed to be a cinematic end. Cool. If you want it to be less than set dressing reorder the end. Do not go to the cryo storage first. Have a secondary location be discoverable where the bomb actually detonated, making the area a new miniature area to explore with access to an unknown bunker. Inside the bunker have us go full revenge mode on an army of Sector 5 grunts, with the last several rooms in the area being dedicated to dead soldiers on beds. Find that all of them look the same, but aged. In the last room find a secret teleporter relay to the bottom of the cryo storage bunker. From here it's just walking through the area, until you discover the cryo storage pods, and the clones floating in tubes. Defrost Smithy, and you get your powerful emotional reunion. You've also seen way more clones than could come from this one vault, so you know there are others. This way we get an ending that leaves us with Smithy, a ticking clock on trying to cure the rapid degeneration of clones, and your mastermind still at large ) Where Is The ( Do not go to the cryo storage first. Have a secondary location be discoverable where the bomb actually detonated, making the area a new miniature area to explore with access to an unknown bunker.) ,Please Share a map Location Please. This Is As a Big Brother Request.
Brother schratt0r, When New Story Came ? Dying For Next Part. Because At Last You Show Our About New Mod Is Coming. This Mod Play Over 8 Times. Awesome. Please Some Hint For Next Mod Please. And User Don't Mind Bug Section Full Of Bogus Entry, This Mod Has No Bug Now. If Any One See How To Play Then Reply.I show You How To Play. Once again Don't Mind Any body, We all are brothers. Thanx To All.
The mod will not start. I just started a new game and the mod is at the bottom of my load order. It is there. I can use the console command and access the underground base by the mayors bunker from the trailer unlocking the trap door. The quest is not starting. Is there any way to start the quest? The problem is there is no note in the safe in the Hideaway which is what starts the quest.
I also cannot get this to start. Something additional OTHER than story manager needs to be added like a pick-up note or something. I've tried four different approaches past Poseidon and nothing. The last three tests were this mod by itself as I wanted to see what's what with all these bug reports.
Story Manager isn't the only way for the mod author to have a quest start. Unless the mod author adds an additional way, it is somewhat broken.
my idea was and still is, that this is something that just pops up out of nowhere. if you dont like, change the esp and the trigger to your liking. you could also enter the esp and checking the quest setstages yourself. enter the command to set the stage accordingly - i cant remember by now what it was called, havent installed fallout4 and creation kit since 2 years now.
the story manager provided by bethesda is what it is. not 100% reliable.
however, compared to the successful operations to non-starting.. it seems to funtion properly.
in addition to bugs:
-50% modconflicts, as A LOT OF of cells were altered. thus, especially triggers and quest processing create issues. -40% bethesda's engine.. (molerats, story manager, dialogue setups, npc behavior, cell loading behavior (like the water sound)..) there is NOTHING that can be done about these. -10% yeah, i do make mistakes. however, i tested this so throughly and never experienced a CTD. keeping in mind, that the mod itself aged by now, it is what it is. but please, dont call it broken. it might be broken for YOU and YOUR setup.
Dungeon crawl to meet a bond a villain that likes synth slaves............... Well that 5 hours of my life i wont get back. Skip it not worth the time or the download.
Not compatible with Atomic World at ACT FIVE, the door of the "Secret Facility" has been blocked by another factory building from Atomic World, I have to use TCL to get into it, would you plz fix this?
I did try a few of the "Patches" that were mentioned. < - DID NOT HELP = Actually made the game more CTD / Buggy. Still was unable to get Act 5 to work - CTD and cannot finish it.
I even went so far as to start a NEW game - with ONLY THIS MOD ACTIVATED and with and then without the so called Patches. >>> STILL CTD at Act 5 <<< => with some CTD at Act 3 and 4
In case anyone else is using PRP and this mod, if you have this mod set after PRP, that is the cause of flickering. If you have this mod set before PRP, that is the cause of the quest not starting. I decided to finally use MO2 and can manually set the order of the ESPs. I tried every combination, even using the Optimization patch by POET, and the only way to get it to work is load after PRP, but then I get massive flickering. So if you use PRP, you won't be able to use this mod unless you can endure the flickering.
This video is at the point where it crashes. I can see in "bugs" here that two people were talking about it a couple of years ago. I don't know if they resolved it. Does anyone know if there is a fix or a work around for this crash? Thanks.
EDIT: Not there yet. There is the chained door on the right. I downloaded a mod that lets you blast them open (funny little mod). I was hoping that this would let me do the level in reverse. I was able to run around in the series of corridors, kill some soldiers, read some terminal entries etc. However, the "Sector V" location will still crash on the black loading screen when I enter it from a different door.
EDIT2: Okay, it looks like I've done it. I'm not totally sure how. I installed Buffout 4 (with the dependencies) so that I could look at a crash log. But I didn't actually get as far as looking at a log. I ended up clicking around in Vortex (the mod manager), possibly realising that F4SE should have been running with admin rights, enabled that, clicked around in Vortex some more (deploy mods, the LOOT auto order, etc). And now the game isn't crashing at that load screen. Strange.
EDIT3: This mod is an absolute blast. It is a shame that so many people are having problems with it. No doubt I'll have further problems but I'll probably just click around like a maniac and hope I get past those problems too.
EDIT4: I think that at the point I fixed the original problem I should have gone back to an earlier saved game. To the point before I effectively started doing that dungeon in reverse. It has meant that now, towards the end of act 4, the SD100 dialogue won't work. It is stuck on the "find someone to talk to" objective and SD100 is unresponsive. I might just call it even-stevens and say it was fun while it lasted. I'm probably not going to go back to that save now to just speed chomp my way back to this stage. I think monkeying around in the console commands is going to make it worse.
EDIT5: This has to be a world record for edits. I did get through the SD100 problem. I had to force the specific objective to be completed. There was some good information here https://fallout.fandom.com/wiki/Fallout_4_console_commands#Quests. I had to do some clicking around to find out what the Quest ID was for Act Four (0503551D). Then I could force the game to jump me to the next stage. I ended up using "setstage 0503551D 60" and it let me carry on as though the specific objective (speaking with SD100) was complete.
First I Congratulate MOD AUTHOR For This No.1 Great Mod. Request To You Keep it up, FOR NEW USER ( After See The Bug Section ), The fault is ours. I Play 4 Times. There No Bug At All. PC Or Not.If Female Player You Choose then last Before Sgt Smithy Conservation Change Sex For a moment. Problem Solved. All Bug Section who report this please Make sure you Check all the quest as first basis several times, If you miss just a small part then you can't end the MOD. ACT 1,2,3,4 Absolutely OK, I Play 1st 2 times then i have problems, but 3rd time OK. Play With 3 More Small Mod even Survival mode made easy. I 4th time not die once. With 3 Mods, Links Silver Streak-https://www.nexusmods.com/fallout4/mods/24911 ( Essential ) Whirly- https://www.nexusmods.com/fallout4/mods/13449 Cyberpunk Visor-https://www.nexusmods.com/fallout4/mods/20855 , Also Use Shield Bubble But Not Necessary, WITH Companion ( heather casdin , And machine and her- Kit ) , dogmeat, Silver Streak For indoor, Whirly For Outdoor Teammate , Not Accrue any Companion Slot ) , The Mod Easy For Every One, Trust Me.Act 4 End When you Come to Commonwealth Then You Drop 8 times But Not Danger, Act 5 Single Or Quest Not Started , then Fresh Save and Restart, In Submarine there 2 quest, 1st File Log , Liston Broadcast 2nd Time, Then Pop Find A Way, Who Find A way neglected He ore she can't Finish ACT 5, Game Run About Sgt Smithy VS Sgt Smithy Clone, After that no quest, ACT 5 First Complete Strange broadcast, Finish This ( That is a Player Clone , Kill That ), Go to Friendly Sector V soldier, But Wait For a Moment, A Fight After Player go to Commonwealth By a boat, Then when last quest start don't try to resist, Here Comes heather casdin Or Kit, Or Drone Silver Streak, Extra anything Store to them, In jail Must Take Password over rack And Key Under The Plate, Go To The Sgt Smithy Body, take all, But what Take Know This, Go To Rail terminal, Take Elevator and your All Weapons and others All, Then Go To Clone and say I'm sorry, Not another, same as Sgt Smithy says Before, My Request To MOD AUTHOR schratt0r Why End like This, Who Give Player jail, One quest For Revenge may be more authentic. I don't know what happen next mod, But Thank You Playing this mod. How Play The Mod 4 time, Backup Save From 1st Start The Mod quest.
I have played this through a few times with zero issues. This time the note in the shack isn't showing up. I've walked past Poseidon several times trying to trigger it but I can't get it to start. Any suggestions? I have several mods but none that should conflict with this one. This is a great mod and I love Smithy's voice!!!!!
POET / The Sound of Snow made an Optimization Patch for this mod: Optimization Patches Collection. I wouldn't try to run the mod without it. Even though it isn't perfect, this mod is cool and worth a download.
hi there, so i am in the underground section with Dr Cort but everytime i go to leave the game freezes on me and i have to close down the game and restart, is there a setstage log i can use please?
Did you try moving the Mod to the bottom of your list? > This helps in some of the quest for this mod .. but there are other parts of the Quest it will not work. > See my post below, about being on the island and trying to get back to Boston. Sadly I had to remove the mod.
585 comments
please note the following:
this means: close game, uninstall former mods, load up game, save game, close FO4 again, install this one, play
this results in:
-combines Act 1 - 4, plus provides an ending by introducing Act 5
-that this is not compatible with the former versions
-all your achievements of the former Sector Five mods are gone
other FAQs:
-if you find the blocked passage in the car tunnel, put the explosive (which you find in the bus) in the gas tank in front of the cars
-secret key can be found in the "evil me's" cave right on the desk below the video wall
-due to the narrative, act 4 and act 5 have timed triggers. therefore, after certain amount of in game hours, they trigger. just wait or sleep or continue doing what you anyway do.
-spawning a searge after act five is completed is intended. it continues until you got hit 10times by sector five, let's say, it is a secret ending?
Quest Path:
-ACT ONE: starts by finding a location south west of poseidon reservoir
-ACT TWO: starts immediately after act one
-ACT THREE: starts immediately after act two
-ACT FOUR: starts 24-in-game-hours after act three ends
-ACT FIVE: starts 12-in-game-hours after act four ends
-"bonus" ending: starts after getting hit by sector five 10 times after act five ends
-once you get back your stuff, the quest is really done:D
known issues:
-Tales of the Commonwealth uses same radio frequency. setstage command will solve it: setstage sectorfiveactfiveschratt0r 30
happy gaming!
--cheerio!
former mod links:
Project Phoenix Act 1-3: https://www.nexusmods.com/fallout4/mods/33269
Rising Phoenix Act 4: https://www.nexusmods.com/fallout4/mods/34601
Likewise, this is going to be frustrating for people who want to collect things. There are long sections of the game where the only way to start cashing out on the drops is a companion, but that companion is woefully short on caps and things worth buying.
All of this said, is the story any good? Well...it's not a three act story. It's not a three act story within each act. The acts are wildly paced, and my greatest frustration is in an ending that bugged out and feels like an artificial cliffhanger. If the rest of this mod wasn't competently executed I'd have scored it lower than an 8. As it is, it's a decently fun romp.
Now the spoilers bit:
1) The voice acting is bad. I know it isn't the actors, but hear me out. I sometimes don't know if there's a sense of tension, or what is going on. Smithy "starts to love me" and that's straight out of left field. The robots are a bad joke...specifically the on with a personality who seems to phase out of reality after delivering me a quest. It's hard to love this...and I know that's at least due to a language barrier. It's not a fault of the developers, but it is a failing with regards to the investment I can offer.
2) The ending is....what the heck? I realize bugging out is an isolated issue to a limited amount of players. Fine. My what the heck is that you introduce usage of the Cabot house drug to allow people to live forever. You introduce a new recipe to make it. Fine, that's a good internal loop. You then introduce cloning...and perfection of a freezing process...that supposedly justifies the player character...which means these experiments were going on since before the war? This is all in service to bringing back a non-challenge villain that the player capped after dealing with dozens of Elite personnel and Sector 5 grunts. It's...well it's like a roller coaster that blows it's load of surprise after the first 100 meters, and the final 50 is just a slight downward incline.
3) "Bosses?" We got three challenge points. One was Hector in Hell, another was "an invincible beast," and the final was a Zap Brannigan level synth mob. 20 minutes one shotting them in the head, only to have another one instantly spawn in. Goody...better have a lot of ammo and tons of AP restoration. If not this is a hide behind a door and pop out slog.
Hector was two full clips of Plasma rounds with the X-12 (another mod). Not exactly fun, because he spawns in right in your face and there's nothing to do but tank it.
The "Invincible" creature was fun. Blitz + upgraded Chinese officer's sword + sneak attack meant that I could actually kill it in about 6 hits, assuming the first was a x14 stealth multiplier.
I guess my response here is simply throwing wave after wave of enemies at us isn't a boss. A bullet sponge isn't a boss. The best option here was collapsing the rock on the Mirelurk Queen. I wish there were more options like that.
4) I like the new power armor paints. Clean, but not unreasonable. Likewise the huge amounts of them are pretty great.
5) I know the nuke and Smithy's death were supposed to be a cinematic end. Cool. If you want it to be less than set dressing reorder the end. Do not go to the cryo storage first. Have a secondary location be discoverable where the bomb actually detonated, making the area a new miniature area to explore with access to an unknown bunker. Inside the bunker have us go full revenge mode on an army of Sector 5 grunts, with the last several rooms in the area being dedicated to dead soldiers on beds. Find that all of them look the same, but aged. In the last room find a secret teleporter relay to the bottom of the cryo storage bunker. From here it's just walking through the area, until you discover the cryo storage pods, and the clones floating in tubes. Defrost Smithy, and you get your powerful emotional reunion. You've also seen way more clones than could come from this one vault, so you know there are others. This way we get an ending that leaves us with Smithy, a ticking clock on trying to cure the rapid degeneration of clones, and your mastermind still at large.
6) Let me close with optimism. I don't really care about Smithy. The Island is a goofy enough place that I think I'd like to spend time there if the density of stuff was better. I can quantify that, because I found the underwater mine and wasn't frustrated with the "coming soon" notation left there. Let me quantify this. If I wasn't having fun that little dead end after a long swim and longer walk would have been the point where I was done. 20 minutes of slaughtering synths and eating into my ammo for enemies armed with garbage lasers is not a battle, it's a resource sink. Likewise, Hector was less a challenge and more a sponge. Despite these disappointments I wanted to keep going. That may not sound like praise, but the base game of Fallout 4 has my attention span petering out about half way through the annoying tour of bloody bandages and cigars that is the search for Kellogg. This mod managed to take the same base framework and tools, but make it not a slog. The 8/10 is meant as praise, when I think the base game is about a 6/10.
For those that don't want to read, let me be brief.
1) The voice acting is bad. It's not an attack, but criticism that understanding things and being emotionally invested is difficult when things are lost in translation and delivery.
2) Be prepared for long stretches of having no interaction besides "kill all the things and lug the valuable stuff back out of the dungeon."
3) Be prepared for an ending that is absolutely a WTF moment. I ask "why did that happen," "why do I care," and then I asked "how do these people even exist?" I think the story requires more than the usual suspension of disbelief.
4) Despite all I've said, it's worth a download. It's not going to rewrite what is possible (Sim Settlements), but it's infinitely better than most fantasy inserts about how the BoS in Fallout 3 needs to be brought back and Maxson is Hitler 4.0.
5) If I could have one wish, it'd be to restructure the end. You'll see it when you get there. This was a beautiful quest, that needs a bit of love to go from an 8 to 9. It needs a pass over of the dialogue and delivery to get from a 9 to a 9.5. To get any higher would require restructuring the bosses and pacing. Still, it'll be a staple of my load orders going forward simply for delivering enough PA frames to allow my armor museum to not be a scrounging trip through the Commonwealth.
You can 'upgrade' Captain Smith, expand her functions, AI, redo the speeches, but she is she. And if she loves after three lines, why not?
Bad jokes are jokes some people don't like while some may like.
Take it easy. You did a good job.
Story Manager isn't the only way for the mod author to have a quest start. Unless the mod author adds an additional way, it is somewhat broken.
the story manager provided by bethesda is what it is. not 100% reliable.
however, compared to the successful operations to non-starting.. it seems to funtion properly.
in addition to bugs:
-50% modconflicts, as A LOT OF of cells were altered. thus, especially triggers and quest processing create issues.
-40% bethesda's engine.. (molerats, story manager, dialogue setups, npc behavior, cell loading behavior (like the water sound)..) there is NOTHING that can be done about these.
-10% yeah, i do make mistakes. however, i tested this so throughly and never experienced a CTD. keeping in mind, that the mod itself aged by now, it is what it is. but please, dont call it broken. it might be broken for YOU and YOUR setup.
Apparently it appears that there is NOT.
> I WOULD STRONGLY RECOMMEND THAT NO ONE USES THIS MOD UNTIL THERE IS VERIFIED - CURRENT SUPPORT.
To many problems and bugs that makes this un-playable.
So this PATCH - does not work and this MOD is still Buggy as hell and just not worth the headache.
So I still stand by my OP - This mod is DEAD and BUGGY and simply not worth the headache, since you are unable to complete the quests at all.
Still was unable to get Act 5 to work - CTD and cannot finish it.
I even went so far as to start a NEW game - with ONLY THIS MOD ACTIVATED and with and then without the so called Patches.
>>> STILL CTD at Act 5 <<< => with some CTD at Act 3 and 4
Beware ... is all I am saying ....
https://youtu.be/Zw-UM3clmlM?si=Xe6gFwFn4fzI3sJe&t=1254
This video is at the point where it crashes. I can see in "bugs" here that two people were talking about it a couple of years ago. I don't know if they resolved it. Does anyone know if there is a fix or a work around for this crash? Thanks.
EDIT: Not there yet. There is the chained door on the right. I downloaded a mod that lets you blast them open (funny little mod). I was hoping that this would let me do the level in reverse. I was able to run around in the series of corridors, kill some soldiers, read some terminal entries etc. However, the "Sector V" location will still crash on the black loading screen when I enter it from a different door.
EDIT2: Okay, it looks like I've done it. I'm not totally sure how. I installed Buffout 4 (with the dependencies) so that I could look at a crash log. But I didn't actually get as far as looking at a log. I ended up clicking around in Vortex (the mod manager), possibly realising that F4SE should have been running with admin rights, enabled that, clicked around in Vortex some more (deploy mods, the LOOT auto order, etc). And now the game isn't crashing at that load screen. Strange.
EDIT3: This mod is an absolute blast. It is a shame that so many people are having problems with it. No doubt I'll have further problems but I'll probably just click around like a maniac and hope I get past those problems too.
EDIT4: I think that at the point I fixed the original problem I should have gone back to an earlier saved game. To the point before I effectively started doing that dungeon in reverse. It has meant that now, towards the end of act 4, the SD100 dialogue won't work. It is stuck on the "find someone to talk to" objective and SD100 is unresponsive. I might just call it even-stevens and say it was fun while it lasted. I'm probably not going to go back to that save now to just speed chomp my way back to this stage. I think monkeying around in the console commands is going to make it worse.
EDIT5: This has to be a world record for edits. I did get through the SD100 problem. I had to force the specific objective to be completed. There was some good information here https://fallout.fandom.com/wiki/Fallout_4_console_commands#Quests. I had to do some clicking around to find out what the Quest ID was for Act Four (0503551D). Then I could force the game to jump me to the next stage. I ended up using "setstage 0503551D 60" and it let me carry on as though the specific objective (speaking with SD100) was complete.
Silver Streak-https://www.nexusmods.com/fallout4/mods/24911 ( Essential )
Whirly- https://www.nexusmods.com/fallout4/mods/13449
Cyberpunk Visor-https://www.nexusmods.com/fallout4/mods/20855 , Also Use Shield Bubble But Not Necessary, WITH Companion ( heather casdin , And machine and her- Kit ) , dogmeat, Silver Streak For indoor, Whirly For Outdoor Teammate , Not Accrue any Companion Slot ) , The Mod Easy For Every One, Trust Me.Act 4 End When you Come to Commonwealth Then You Drop 8 times But Not Danger, Act 5 Single Or Quest Not Started , then Fresh Save and Restart, In Submarine there 2 quest, 1st File Log , Liston Broadcast 2nd Time, Then Pop Find A Way, Who Find A way neglected He ore she can't Finish ACT 5, Game Run About Sgt Smithy VS Sgt Smithy Clone, After that no quest, ACT 5 First Complete Strange broadcast, Finish This ( That is a Player Clone , Kill That ), Go to Friendly Sector V soldier, But Wait For a Moment, A Fight After Player go to Commonwealth By a boat, Then when last quest start don't try to resist, Here Comes heather casdin Or Kit, Or Drone Silver Streak, Extra anything Store to them, In jail Must Take Password over rack And Key Under The Plate, Go To The Sgt Smithy Body, take all, But what Take Know This, Go To Rail terminal, Take Elevator and your All Weapons and others All, Then Go To Clone and say I'm sorry, Not another, same as Sgt Smithy says Before, My Request To MOD AUTHOR schratt0r Why End like This, Who Give Player jail, One quest For Revenge may be more authentic. I don't know what happen next mod, But Thank You Playing this mod. How Play The Mod 4 time, Backup Save From 1st Start The Mod quest.
Did you try moving the Mod to the bottom of your list?
> This helps in some of the quest for this mod .. but there are other parts of the Quest it will not work.
> See my post below, about being on the island and trying to get back to Boston. Sadly I had to remove the mod.