Version 1.1 fixes a few mods with radio quests. Since I don't have most of these I REALLY appreciate bug reports in the BUGS tab. I will avoid patches when I can, but sometimes weird things cannot be done without them.
Early Retirement works, even if the radio is silent, if you tune into the station when the quests triggers it works just fine. The patch alters the Radio Quest so that it is always available.
Also thank you everyone for your endorsements and votes for mod of the month!
can we get a FOMOD so we can pick and choose which of our creation club mods gets delayed as I dont want to delay any of the mods that add stuff into the workshop but the rest I want to be delayed
Hi, thank you for a wonderful mod. I wanted to try and make this compatible with VR. There are many CC mods that can be made compatible with a few tweaks and other mods on nexus. But the biggest one is changing the CC plugin names to .esm, so I edited the CreaptionClubDelay plugin and changed all the references from esl to esm, but I'm having trouble trying to compile the master script with the same changes. I keep getting errors about name space. Sorry i'm a real newb to this. Any help?
this mod is a god send if i could make one suggestion is change the way the Sentinel Control System Companion mod work make it so that CC doesnt start till you have 1.cause the BOS to come to the commonwealth 2.joined the BOS 3.walk to the location of the fight
well how ever you get it to work would be great its just that with the story it has it honestly feels like it would take more then 1 day for the event to happen
This would be great! I dunno about anyone else, but Ive removed Sentinel Control System CC, just because its a huge beginners trap. Two highly aggressive suits of Power Armor on one of the most direct routes to Diamond City from Concord. Seems kinda unfair for a character who is still using basic pipe rifles. (Specially if using mods to make Power Armor more powerful but that is a separate issue)
When the BOS enter the commonwealth seems like a fair point in the game. The player is more likely to be better equipped to take on such enemies and/or has learned a few routes one can take to avoid them.
@descruff yes 100% my point the Sentinel Control System CC feels like it was suppose to spawn in after 72-168 in game hours which would be 3 day to 7 days after there arrival
Great work with this CptCOOTS! It's a much-needed addition to the game. Thanks for making it. Do you consider this to be in a finished state yet, or do you have more cool plans in the works? :)
Great mod, thanks are your quest trigger changes based on being a certain pre-chosen trigger points? What do I look for in xedit if I want to edit some of these trigger point locations?
Hi there! I saw there was already an "Over the Moon" bug post (Zetan Arsenal) with a status of "Not a bug" listed. I just had the same thing happen to me and wanted to give you more information I noticed. I went straight from one location to the bridge where you find the farmer and Emma's bodies to get her keepsake and his note, but again they weren't there (but his cap was). Then I noticed that even though I was at that bridge, I didn't actually have the Over the Moon quest yet (I just knew to go there from previous playthroughs). I then walked eastward in the direction of Greygarden, and suddenly the quest started but when I went back to the bridge, still nothing was there. I reloaded an earlier save, and this time headed to the area around Greygarden first where I did suddenly get the Over the Moon quest to start, then walked to the bridge and lo and behold there they were.
In other words, I think the area you need to enter to trigger this quest needs to be expanded? Going straight to the bridge with no quest doesn't start the quest, but going to Greygarden (east of the bridge) does start it. So if you load the zone once without the quest starting, you run the risk of those bodies not being there.
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Early Retirement works, even if the radio is silent, if you tune into the station when the quests triggers it works just fine. The patch alters the Radio Quest so that it is always available.
Also thank you everyone for your endorsements and votes for mod of the month!
On a side-note: does anyone know how to reduce the activator distance in FO4Edit? Id prefer the activation zone to be significantly smaller.
works for my other CC content
thanks a bunch for this mod btw!
I dunno about anyone else, but Ive removed Sentinel Control System CC, just because its a huge beginners trap. Two highly aggressive suits of Power Armor on one of the most direct routes to Diamond City from Concord. Seems kinda unfair for a character who is still using basic pipe rifles. (Specially if using mods to make Power Armor more powerful but that is a separate issue)
When the BOS enter the commonwealth seems like a fair point in the game. The player is more likely to be better equipped to take on such enemies and/or has learned a few routes one can take to avoid them.
are your quest trigger changes based on being a certain pre-chosen trigger points? What do I look for in xedit if I want to edit some of these trigger point locations?
It isn't enough of an issue for me to not use the mod, but dang if it isn't sadge.
In other words, I think the area you need to enter to trigger this quest needs to be expanded? Going straight to the bridge with no quest doesn't start the quest, but going to Greygarden (east of the bridge) does start it. So if you load the zone once without the quest starting, you run the risk of those bodies not being there.
(Clueless Anniversary Edition Noob: Leaves Vault. Noob: Oh wow this world looks co-... *Begins to seizure with CC quests.)