******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ******************************************************************************************** (3) There is a less well worded quest objective [ Clear the CIT area to use the explosives transmitter ] it should be [ Get clear of the CIT location to use the explosives transmitter ]. Activating it will tell you when you are still to close. ********************************************************************************************
As someone that's already completed a full 100% playthrough but doesn't want to slog through the majority of the main quest, or at least the super linear first portion, I really appreciate these mods as a way to fast forward to different portions of the game just to play around with new mods.
So I am in a playthrough with this mod installed but the quest not activated yet. Can I safely disable the mod to rescue Nick and then reenable the mod again for later activation?
(Last time if memory serves when runnign the mod I cna find nick but he will always run back into the vault where he was held captive and Ellie will treat me as his new partner though I never did rescue him. So I wish to avoid all that)
It is best to not disable scripted/quest mods in a save game. Once a "start game enabled" quest mod is stopped it is unlikely to ever start again. You can happily do any & all of the base game quests with the mod installed and running, so why risk it ?
I seem to recall I cannot rescue Nick with the mod on? I disabled it and rescured it and now renabled it. The action item is back in my inventory i have yet to use it.
(even on this playthrought the insitutue is just sooo tempting even though they are evil)
Oh and beofre I forget. If I do the distant detonate w/o the quest will it "count" as with or without evacuation order?
Had a small issue when running the mission inside the institute I was never able to issue the evac order though the optional quest mission popped up in the journal. In fact Shaun's terminal didn't display the option nor did any others I checked.
That is correct, Sean's terminal only unlocks the evacuation oder option if MQ302 Nuclear Option stage 400 is set.
As this is not starting MQ302 quest and does not hack any base game content, the quest marker points to the [ Institute Evacuation Protocol ] note placed in the reactor control room which explains how to issue the order. Sounds like you didn't read it and just tried to do the base game thing ?
Yeah missed the note, have a save back there though so I'll just pop back and do it again. Thanks by the way for your reply and your continued support of these mods, I know it must be a lot of extra work on your part.
No problem its my pleasure to help with these sorts of things.
I actually had to look at my scripts to remember how this soluton works, so I get to appreciate my work all over again ;) It's when people dont RTFM and then complain about clearly documented stuff that is annoying.
I took the quest option but I am struggling to issue the evacuation order. After I placed explosives the quest marker appears on the reactor console but no "issue evcuation order" option is in there.
So I looked for Shauns quarters , got thru the locked doors via console commandas but his terminal does not have that ption the way it does in vanilla.
Any tips?
PS: Great mod I been looking for something like this since I started playing the game!!
Hey Could you make a Fast Stop Brotherhood that would destroy the Prydwen when it came (Or if you use your Fast Arrived Prydwen Mod.)? Because ive been looking around for a mod that would do that because well, The Brotherhoods cool and all but when you do an enclave play-through the Brotherhoods kinda your number 1 enemy and i dont wanna join any other faction just to destroy them.
123 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
(3) There is a less well worded quest objective
[ Clear the CIT area to use the explosives transmitter ] it should be
[ Get clear of the CIT location to use the explosives transmitter ].
Activating it will tell you when you are still to close.
********************************************************************************************
if that level of detail is important to you, probably best not use this (or any other) mods that affect base game quests.
Can I safely disable the mod to rescue Nick and then reenable the mod again for later activation?
(Last time if memory serves when runnign the mod I cna find nick but he will always run back into the vault where he was held captive and Ellie will treat me as his new partner though I never did rescue him. So I wish to avoid all that)
I disabled it and rescured it and now renabled it.
The action item is back in my inventory i have yet to use it.
(even on this playthrought the insitutue is just sooo tempting even though they are evil)
Oh and beofre I forget.
If I do the distant detonate w/o the quest will it "count" as with or without evacuation order?
Thank you for all you do.
As this is not starting MQ302 quest and does not hack any base game content, the quest marker points to the [ Institute Evacuation Protocol ] note placed in the reactor control room which explains how to issue the order. Sounds like you didn't read it and just tried to do the base game thing ?
I actually had to look at my scripts to remember how this soluton works, so I get to appreciate my work all over again ;) It's when people dont RTFM and then complain about clearly documented stuff that is annoying.
Edit: found the note. Now looking for aAllie Filmore's terminal
After I placed explosives the quest marker appears on the reactor console but no "issue evcuation order" option is in there.
So I looked for Shauns quarters , got thru the locked doors via console commandas but his terminal does not have that ption the way it does in vanilla.
Any tips?
PS: Great mod I been looking for something like this since I started playing the game!!
EDIT: ok, I figured it out
But, any mod* is safe to remove if your starting a new game.
(*) except those using the cancer of loose files.