Cade and Kelan: A Tale of Two Twins version 1.2.5 is out now! This update fixes an uncommon, but critical issue some users have been experiencing! Enjoy!
1.2.5 - 12/11/2020 - Fixes an issue with the vertibird at the end attacking some players
Cade and Kelan: A Tale of Two Twins version 1.2 is out now! This update fixes many of the issues some users have been experiencing! Thank you for your support!
1.2 - 12/4/2020 - You can now smuggle items into the compound at the beginning of your assignment (not recommended for balance reasons) - Fixed a major bug causing an infinite loading screen upon starting a new game - Fixed a major bug preventing the player from progressing at the end of the first quest
Cade and Kelan: A Tale of Two Twins version 1.1 is out now! This update fixes a lot of the issues people have been experiencing! Thanks for the feedback, and I hope you enjoy!
1.1 - 4/5/2020 - Fixed a major bug preventing the player from progressing at the end of the first and fifth quests - Fixed the in-game hour shifting too abruptly in certain places - Fixed awkward script delays breaking immersion - Made several dialogue scripting changes - Adjusted audio level for radio announcements - Several minor dialogue changes - Several small bug fixes and tweaks
I'm having a problem whenever I try to talk to leslie, when laurie takes kelan to the grave of gale, I exit the room, then leslie appears, and he talks but when I need to first respond, it won't let me, and it just frezzes up
Just finished the mod, really enjoyed the story and characters as I did with the previous entries.
Although it's clear this story follows on from a different path from Outlaws of the Commonwealth than I took and it made it a little odd. >E.G. When the characters referenced how I helped the Saxon Cobras when my character actually sided with the Outlaws. But it wasn't a big issue as I filled in the gaps myself as I went along.
I am really enjoying these more story driven mods though and I'll be sure to continue playing through the series.
Deeply confusing to me - I have only done the bunker adventure so Im baffled by this green lady and the rest of the folks doing info dumps about people I havent the foggiest about.
The mod is going to tell its story and you get to listen to it and occasionally you fight a couple of things. Im sure this would make more sense if I had played the first mod in the story.
I like player choice and shaping the story I am in - this mod doesnt let you have any of that agency so it might be frustrating - I found it very much so.
Finished story yesterday. Liked the story, but hated the melee fight. This is a story inside a game, personally, the story should adapt to the game and players, not the opposite. Instead of forcing a melee weapon to the player, use a hidden container with different types of weapons.
You know, I both like and hate this mod, but the hate is of my own doing so it's just like, but I'll put my complaints about it anyways for people to understand what not to do.
And here's the hate of my own doing:
First off, I did not actually read the description. The tips outright stated for melee build play. I, who play as a weak, fragile, smooth talking 'stealthy' long ranged character, had a harder time as it took too long for me to remember how to block properly.
Secondly, that certain fight that some complained about because that fight needs that guy to talk in the middle of the fight...Mcleroy. The moment he stops to talk is when you need to stop attacking for a moment, but since you probably can't stop your attack due to the heat of the moment, it causes the glitch of him being undying. VATS is also a bad option to use in a fight for said reasons. Best advice: No combos, Single strikes every few seconds only.
Lastly is the use of mods.
I suspect NPC Level Scaling by Genamine, which scales the NPC level (and thus their health) made the fights more harder because of how much health I have to chip away to continue the game.
A more recent mod, Makeshift Shotgun and Improvised Grenade Launcher by gmoi6 is a perfect example of what mods not to use. Because the Slavers are considered as raiders/gunners, they get the same items in their level lists. Gmoi6's mod (before they added in an optional 'no level list' update) adds their weapons into those list so a Raider or a Gunner can spawn weapons ranging from a crappy shotgun, a laser shotgun, a grenade launcher and lastly and most importantly, a weapon that's the 'lighter' equivalent of a Fatman Launcher called the 'Little Fella'. I'm in the mid level 30's so I'm more likely to encounter enemies with grenade launchers and Little Fellas that wipe me out. While it wasn't as bad in an open area with allies to take the hits, fighting the Slavers inside a building caused many a re-load and had to resort to god mode to actually reach the end.
And for the like part, other than the alien parts - of which I will never fully understand and chose to mostly ignore even if aliens are canon in the Fallout Universe- the rest fits in the Fallout mood.
P.S.: Because of the Silver Shroud costume is considered as a quest item, thus I was unable to drop it so I found it funny carrying it around even if I didn't use it.
The entire quest went relatively well. Thanks for it and the work you put in. I'm sure it was a lot of hours. However, at the end when I get all my inventory back, my caps are not returned. Is this a glitch? I had over 560,000 caps. I probably can get a cheat to get them but I'd rather not.
That's really weird. If your caps aren't in the trunk inside the bunker or in the garage, I do not know if there would be a way to get them back. The only way to prevent this is to empty your entire inventory into the chest before starting your journey. Sorry about that.
The game cannot move more than 65536 of something at one time, it's a game limitation, a programmer overlooked anyone ever getting rich. Any time large amounts of cash are moved, make sure they're there. If not, you need to move them 60K at a time, or re-add them using a console "cheat" to get back what you lost.
So what do I do if Mcleroy just won't die? I've put him down over a dozen times, he just sits there. I can scoot his b&@*$ ass around the room (apparently he dropped a grenade which blew out a section of roof and dropped us into a slave room) by stabbing him with my switchblade, to no avail. After a time he gets back up, fully healed, and comes after me. He's not very tough - but apparently, he IS immortal. Getting reeeaaaly old.
McLeroy is staying invincible because his dialogue line didn't play. Try quicksaving before he drops the grenade and reloading until you get the desired result. Otherwise, you may have to advance the quest stage in the console for the quest aTOTTMQ3
There are certainly some wacky moments in the series, but nothing too out of the realm of what you would expect from the Fallout 4 base game. In this entry, the story is pretty grounded in reality (as grounded in reality as you can get in a fallout game), and has a silly moment or two, but nothing too ridiculous.
50 comments
1.2.5 - 12/11/2020
- Fixes an issue with the vertibird at the end attacking some players
======================================================================================================================
Cade and Kelan: A Tale of Two Twins version 1.2 is out now! This update fixes many of the issues some users have been experiencing! Thank you for your support!
1.2 - 12/4/2020
- You can now smuggle items into the compound at the beginning of your assignment (not recommended for balance reasons)
- Fixed a major bug causing an infinite loading screen upon starting a new game
- Fixed a major bug preventing the player from progressing at the end of the first quest
======================================================================================================================
Cade and Kelan: A Tale of Two Twins version 1.1 is out now! This update fixes a lot of the issues people have been experiencing! Thanks for the feedback, and I hope you enjoy!
1.1 - 4/5/2020
- Fixed a major bug preventing the player from progressing at the end of the first and fifth quests
- Fixed the in-game hour shifting too abruptly in certain places
- Fixed awkward script delays breaking immersion
- Made several dialogue scripting changes
- Adjusted audio level for radio announcements
- Several minor dialogue changes
- Several small bug fixes and tweaks
thanks
Although it's clear this story follows on from a different path from Outlaws of the Commonwealth than I took and it made it a little odd.
>E.G. When the characters referenced how I helped the Saxon Cobras when my character actually sided with the Outlaws.
But it wasn't a big issue as I filled in the gaps myself as I went along.
I am really enjoying these more story driven mods though and I'll be sure to continue playing through the series.
The mod is going to tell its story and you get to listen to it and occasionally you fight a couple of things. Im sure this would make more sense if I had played the first mod in the story.
I like player choice and shaping the story I am in - this mod doesnt let you have any of that agency so it might be frustrating - I found it very much so.
And here's the hate of my own doing:
First off, I did not actually read the description. The tips outright stated for melee build play. I, who play as a weak, fragile, smooth talking 'stealthy' long ranged character, had a harder time as it took too long for me to remember how to block properly.
Secondly, that certain fight that some complained about because that fight needs that guy to talk in the middle of the fight...Mcleroy. The moment he stops to talk is when you need to stop attacking for a moment, but since you probably can't stop your attack due to the heat of the moment, it causes the glitch of him being undying. VATS is also a bad option to use in a fight for said reasons. Best advice: No combos, Single strikes every few seconds only.
Lastly is the use of mods.
I suspect NPC Level Scaling by Genamine, which scales the NPC level (and thus their health) made the fights more harder because of how much health I have to chip away to continue the game.
A more recent mod, Makeshift Shotgun and Improvised Grenade Launcher by gmoi6 is a perfect example of what mods not to use. Because the Slavers are considered as raiders/gunners, they get the same items in their level lists. Gmoi6's mod (before they added in an optional 'no level list' update) adds their weapons into those list so a Raider or a Gunner can spawn weapons ranging from a crappy shotgun, a laser shotgun, a grenade launcher and lastly and most importantly, a weapon that's the 'lighter' equivalent of a Fatman Launcher called the 'Little Fella'. I'm in the mid level 30's so I'm more likely to encounter enemies with grenade launchers and Little Fellas that wipe me out. While it wasn't as bad in an open area with allies to take the hits, fighting the Slavers inside a building caused many a re-load and had to resort to god mode to actually reach the end.
And for the like part, other than the alien parts - of which I will never fully understand and chose to mostly ignore even if aliens are canon in the Fallout Universe- the rest fits in the Fallout mood.
P.S.: Because of the Silver Shroud costume is considered as a quest item, thus I was unable to drop it so I found it funny carrying it around even if I didn't use it.
desired result. Otherwise, you may have to advance the quest stage in
the console for the quest
aTOTTMQ3