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This page was last updated on 24 April 2022, 3:18AM
- Changelogs
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Version 2.41
- (Minor/Bugfix) - Fixed wrong condition value for MinDefendRadiantStarter. Does not affect main quests starting the Defend The Castle quest when necessary.
- (Patches) - Added patches for Quest Tags (for sorting mods) and Keep Radiants in the Commonwealth. Use only one.
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Version 2.40
- Removed some obsolete conditions from some quests in the Story Manager
- Reverted quest reset timers for radiant quests back to 72 in-game hours (was 96, as per WATM)\
- Copied dialogue/subtitle corrections from UF04P to central quest and MinRecruit04.
- NOTE: Still ongoing fixes to the radio, but currently have conflicting reports. I have one report of always receiving radio quests, even when disabled, when UFO4P 2.1.1a is installed. Then I have one case where radio gives dialogue that "all is quiet" but quests start anyway, when quests are enabled. May add another option to toggle Defend quests for radio (as of now they are just enabled for radio period).
- (Minor/Bugfix) - Fixed broken conditions on SM Quest nodes which may have contributed to some weirdness experienced with Radio and Workshop attack quests. - Added exceptions for the Radio to be able to start Defend type quests, because otherwise there were very few quests available for the radio to start.
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Version 2.33
- (Minor) - Pretty much not calling this a Beta anymore. Haven't had any complaints. This release incorporates a flag fix from this mod (and that is all): https://www.nexusmods.com/fallout4/mods/46038
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Version 2.31
- Carried forward vanilla Property fixes from SUB to CMRQL for the Troubled Waters Quest. This prevents that Quest from persisting a hedge in Sanctuary on new games, and stops some log spam. Also makes SUB and CMRQL better compatible.
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Version 2.3
- Changed up some settings in MCM to suit the new fixes and be more transparent.NOTES:- You can still use the option in the MCM menu to force the silently started but inactive Quests to be force started (to the "Preston gave it to you" stage) if you wish. However it will override the new method of excepting them from the queue. It is now off by default, but you will need to disable it if it was enabled in a current game.- Graygarden (Troubled Waters) and Finch Farm (Out of the Fire) still can silently start when you visit their locations. This is controlled by a different Story Node that I don't want to mess with until I figure out all the implications. The new detection method should ignore them from the queue size however.
- Added setting to postpone Graygarden - Troubled Waters Quest from being given by Preston until you finish Taking Independence. This was requested by a user for immersion purposes. However, you can still get the Quest by talking to the bots down there, and note that it may silently start if you visit that location anyway.- Due to the above addition (and also because it made sense), I have altered a certain SM Quest node (that decides what Quests you get from Preston below level 10) to include the 2 Quests that were being restricted until at least 2 recruit quests were done (supposed to make the game easier), and also ensured Troubled Waters won't start from this node if it is postponed as above. This means you may have more variety early on, but the Quest you get may be slightly harder and further away. - Added an option to change the level that the above "low level" Quests stop being given by Preston, at which point he may give you any. Range 5-20 (Vanilla was 10). Note that they stop after the 6th low-level Quest anyway.
- Fixed Greenskins Radiant Quest only ever being able to start from the Slog or Warwick. I think this was an oversight when I added missing conditions to certain Quests.- Fixed (I think) the Block Location Loaded/Changed Settlement Quests settings (i.e Defend Quests and some other Radiants that start upon arriving at a settlement) not working due to the MCM switch and internal toggle being the wrong way around (i.e Block = allow, lol) and extended it directly to a certain Quest that tries to load Radiants in the node. However it is possible there are other conditions these quests can start, please report if you find this is the case and report the conditions under which it started.- Fixed The First Step trying to restart again for Oberland Station when turning that Quest in (see below fix, the auto-detect and start of stuck Quests was somehow triggering this, perhaps exposing Beth's poor design + script lag). Probably caused by a race condition on the central script either due it being slow and/or accessed by one of the billion other things that access it.- Changed the detection and auto-starting method for known Quests that silently start and get stuck there until the Quest-giver at the settlement is spoken to (such as Abernathy - Returning the Favor, Slog and Warwick - Greenskins, Graygarden - Troubled Waters and Finch Farm - Out of the Fire). From now on instead of detecting them and auto-starting them (which was confusing people, lol), they will be excepted from the queue size (they won't count toward it). It is not fully understood why these Quests auto-start for new games (Abernathy is the most common to do it, but not always), could be an engine bug with persistent locations triggering the Quest nodes upon a new game (or at some point after). Only common factor is that all those Quests are featured in a certain Story Manager Node. Maybe I will research that further, but for now this fix will be trialed.
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Version 2.2B
- - Fix wrong script version in archive (wasn't being synced to my release files repo lol)
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Version 2.1B
- - Fix MCM Menu not setting value of new setting "Force Inactive Recruit/Radiant Quests to Preston Given Stage" due to rogue space in property name.
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Version 2.0B
- - Added toggle to force detected "inactive" Quests as stated above to be booted to the stage that they are normally set to after Preston would give it to you. This is ON by default, so you can expect such Quests to magically start up after loading the update.
- - I have removed the holotape menu entirely from this version, it is obsoleted, and I don't plan to support console at this time.
- - FormIDs compacted again, there are only 2 custom forms now.
- - Added scripted fix for the GlobalVariable Properties in the script not ever being filled. I thought I fixed this in 1.5, however that only applied to new games, so this fix is for current game insurance.
- - Added new setting: "Location Change Recruit/Radiant Quest Chance". Every time you enter a Settlement Location, there is a chance of a radiant quest firing. You can configure a chance value for this to happen, which is this setting.
- - Added new setting: "Block Location Change Recruit/Radiant Quests". Similar to the above, however this blocks them definitively if turned on. Mostly exists for debug purposes, but is the equivalent of 0 chance above.
- - Added new setting: "Block Defend Radiant Quests". By popular demand, this setting (mostly if not completely) stops Radiant Quests with the word "Defend" in the Quest name from being run. Probably good to use in conjunction with the Settlement Attacks setting as well. (I may add more settings for specific quests soon, if requested).
- - Increased default Queue size to 2 as per vanilla. Hopefully get better debug info from users this way as well, if it is needed.
- - Tweaked a lot of the descriptions and menu layout a little.
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Version 1.6
- - Fixed dumbass oversight on my count with 1.5, didn't assign those chance value Global's to their Properties on script in the update code.
- - Added further overrides for We Are The Minutemen - removed a Quest they added to the radiant list as it isn't really suitable. Carried over some other values which prevent one from getting the same Quest given within a short amount of time.
- - Please note that I have removed the vanilla condition on Workshop/Settlement attacks that I previously re-instated (removed by DLC) that prevent attacks on "Vassal" type settlements. I assumed I would receive complaints about that in future.
- - Main file now includes/merges DLC added Radiant Quests (non-DLC file is optional). I thought these were merged at runtime but considering these are included in the Unofficial Patch I guess not. Requires Automatron and Far Harbor now.
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Version 1.4
- - Forgot to compile the script as final release, so now you won't see general debug info in the Papyrus logs. Script may run ever so slightly faster now, lol.
- - Thanks to Glass1411 for the OMOD installer, adding some info for new installs and extra polish to the project.
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Version 1.3
- - Add ability to disable Settlement Attacks. These are started in a different manner. Now you should be able to turn them on and off wit ha new button in the MCM menu :)
- - Imported some general fixes from Unofficial Patch.
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Version 1.2
- V1.2: Major Update:
- - First of all, I have fixed an oversight where Queue size could become a negative value. That was a misunderstanding on my part.
- - I am now foricng the vanilla game GlobalVariable limit on "active" recruitment quests to sync with Queue size setting. This is in case some quests want to start without going through the central script. This was set to a constant value of 2 in vanilla, it will now scale with Queue size.
- - ALPHA: I have added a requested feature to see the timers for current quests that are timed in the Menu. If there are timed quests active, you will now see a timer appear in the MCM shoiwng how many days remaining. Sadly, I cannot show you the name of the quests right now, there wasn't an easy variable available to pull a string from, so I'll have to add a string array at a later time. At least now you can see that some quest is running out of time and increase the value (up to 60 days now).
- - If you experience any problems with the menu, please click out of it momentarily or unpause/re-pause and enter MCM again. Despite me refreshing it multiple times in code, sometimes any timers that were present may disappear when the Update function on the central script is called (probably due to latent functions).
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- Author's activity
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April 2022
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24 Apr 2022, 3:18AM | Action by: SMB92
Attribute change
'Description changed.'
February 2022
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04 Feb 2022, 7:37AM | Action by: SMB92
Attribute change
'Description changed.'
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03 Feb 2022, 9:58AM | Action by: SMB92
Attribute change
'Description changed.'
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03 Feb 2022, 9:44AM | Action by: SMB92
Attribute change
'file visible to the public'
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03 Feb 2022, 9:43AM | Action by: SMB92
Attribute change
'Description changed.'
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03 Feb 2022, 9:08AM | Action by: SMB92
File added
'01. CMRQL - KRICW - Quest Tags Patch [version 2.41]'
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03 Feb 2022, 9:05AM | Action by: SMB92
File added
'01. CMRQL - Quest Tags Patch [version 2.41]'
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03 Feb 2022, 9:02AM | Action by: SMB92
File added
'01. CMRQL - Keep Radiants in the Commonwealth Patch [version 2.41]'
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03 Feb 2022, 9:00AM | Action by: SMB92
File added
'02. CMRQL - More Attackers Patch by wim95 [version 2.2B]'
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03 Feb 2022, 8:46AM | Action by: SMB92
Attribute change
'File \'CMRQL (DLC) - More Settlement Attackers Patch\' category changed to Old versions.'
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03 Feb 2022, 8:21AM | Action by: SMB92
Changelog added
'Change log added for version 2.4'
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03 Feb 2022, 8:20AM | Action by: SMB92
Changelog added
'Change log added for version 2.4'
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03 Feb 2022, 8:19AM | Action by: SMB92
Changelog added
'Change log added for version 2.31'
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03 Feb 2022, 8:19AM | Action by: SMB92
Changelog added
'Change log added for version 2.33'
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03 Feb 2022, 8:18AM | Action by: SMB92
Changelog added
'Change log added for version 2.3'
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03 Feb 2022, 8:16AM | Action by: SMB92
Changelog added
'Change log added for version 2.41'
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03 Feb 2022, 8:14AM | Action by: SMB92
Permission change
'Users can no longer upload this file to other sites.
Author changed their permission instructions.
Author changed their file credits.
Users have permission to modify this file as long as they credit the original creator.
Users have permission to use assets from this file as long as they credit the owner.'
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03 Feb 2022, 8:11AM | Action by: SMB92
Attribute change
'Description changed.'
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03 Feb 2022, 8:10AM | Action by: SMB92
Attribute change
'File \'CMRQL 2.2B NoDLC (Installer)\' category changed to Old versions.'
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03 Feb 2022, 8:10AM | Action by: SMB92
Attribute change
'File \'CMRQL 1.4 Spanish\' category changed to Old versions.'
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April 2025
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