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  1. SameOldBard
    SameOldBard
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    I can confirm that the Mod works with the new update.
  2. SameOldBard
    SameOldBard
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    Here are the next steps for the coming months.

    1. Improve the proximity detection
    2. Unique Weapons for DLCs
    3. Power Armors for Far Harbor and Automatron.
    4. Magazines for Far Harbor.

    Sorry, it took quite a while to return to this. But this mod got me burnt out.
    I will return to this mod and do the things listed above. But I want to do a couple of things first in StarField before doing that.

    Needless to say that keeping this mod stable and fixed will be my top prio.
  3. Jiopaba
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    Hey guys.  Terminal not showing up got you down?  I figured out that it's almost certainly some fuckery in the script having to do with the "You're not in the Commonwealth" stuff.  Whatever it's looking for to decide if you are or aren't in the Commonwealth will never correctly note that you are.  I recompiled the script on my end to fix this, but then I got to thinking there might actually just be an easier way.  And sure enough, there is.

    Try running the following command from your console:cqf bard_uoc-initialquest StartExterior

    This will just directly kick the quest in the ass and call the script function that recognizes that you are currently in an Exterior cell in the Commonwealth.  I did this while standing right where the terminal should be, but it works basically anywhere so long as you're actually in an exterior cell in the commonwealth.  The terminal will pop right up along with the quest pointer and you can progress the quest just fine to use the mod.
    1. strataray
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      This worked great for me. Thank you so  much.
    2. hazvsrpg
      hazvsrpg
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      This also worked for me, thank you so much!!!
    3. viddunhenkka
      viddunhenkka
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      thanks dude, this was a massive help.
    4. SameOldBard
      SameOldBard
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      This should no longer be required. The issue was related with Cell atributes. Something that I did not know it was an issue until some time ago. Btw, I only saw a post on forums about this from SKK in 2023. So I don't feel so bad about missing it.
  4. carolineth
    carolineth
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    Edit: *Nevermind it wasn't this mod*
  5. AegisWolf
    AegisWolf
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    cqf bard_uoc-initialquest StartExterior Is still needed as of 7/16/2024 in order for me to get the terminal to work. 

    Oddly enough as soon as I enter the console command a dead Eyebot labeled, "Surveyor Bot 0042", Spawns directly in front of me. I can loot a military grade circuit board and and some steel from it and can spawn it multiple times if I repeatedly use the command. :) 

    So the mod works with the command, and I get free loot! :) No idea why the dead eyebot shows up.
    1. SameOldBard
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      Hmm, sad to read that it still happened to you.

      As you access the terminal you will see a bit of lore related to the quest. The bot is there because of it.

      When the quest starts it places the terminal and the bit, as part of the quest lore.

      OldBard.
  6. valdacil
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    The completionist in me loves this.  Thank you for all of your hard work putting this together.

    I am however having a little issue with some of the weapons not checking off.  All magazines and bobbleheads seem to be working fine, and the PA proximity has been working.  Some weapons I've collected have cleared objective, but others are stuck.  I can think of 3 off the top of my head:  Spray n' Pray, General Chao's Revenge and The Big Boy.  Bought the first 2 a long time ago and put them in a display and didn't realize they didn't check off.  So I pulled them out of the display hoping re-adding them to my inventory would check them off, but it did not.  With regard to The Big Boy, I saw objectives in Diamond City for both The Big Boy and the other weapon that Arturo sells.  I bought them both at the same time.  The second one checked off, but not The Big Boy.
    1. SameOldBard
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      Hey Valdacil, before anything else, let me take the opportunity to bow to you as a thanks for all your awesome mods! 🙇‍♂️🙇‍♂️🙇‍♂️.

      This mod sadly has a restriction in relation to some objects to get their references as they are spawned when you enter the location. For such objects, I could only place a marker as close to them as possible and consider the objective completed once you get in range.
      For other objects, they do not have a specific unique ID, so I had to do the same thing.
      That is why with some specific objects, like the magazines, I can complete the objective as they enter the inventory. I tried to use that approach as much as I could as my biggest concern when creating this mod was about causing conflicts, editing cells or anything like that. Which this mod does not do.

      So, for those objects that you already had, the only option would be for you to go to the place where they used to be, or to force complete the quest.
      I don't remember about the two weapons that Arthuro seeks. I had that set up 4 years ago hehe.

      The holotape does have a debug mode that you could enable which allows you to be COC to the missing objects (that's how I test it) that could be an option to trigger the location objectives distance. It is a tool to test the items though, not immersive at all.

      Another thing to consider is that the game had updates after my mod was released, so maybe a couple of objects may have changed their original positions, which I don't think is your case.

      I'll be back at this mod soon to fix the sector proximity feature. I leaned so much after that one and it deserves a proper fix. I can take the opportunity to check the ones you mentioned. I just have a big backlog at this moment.

      Thank you for the kind words, btw.
      OldBard.
    2. valdacil
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      With regard to the original location that you suggested, I did go back to Drumlin Diner to check in and see if I hadn't bought General Chao's Revenge (like I thought).  The marker didn't clear at that location or when I picked up the sword from my display case.  So it's just stuck.

      Would I be able to look in FO4Edit and setstage those items to clear a specific item without having to clear the entire quest (since I still have a few I need to get)?

      EDIT:  I totally understand the difference between truly unique items and regular items with specific mods that they made a 'unique' and therefore how challenging it could be to find a proper trigger for those.  Might be worth considering a holotape option to force 'complete' an item like that so the user could use it as a checklist even if automated completions aren't working as expected.
      EDIT2: I just saw that the Description page mentions a future update to include the feature I mentioned above.  Sorry about that. :)
    3. SameOldBard
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      Hehehe. No worries.

      Yes, I'll be adding that soon along with a couple of fixes.
      Sadly setting the quest stage won't be enough because there is no exact order for you to pick the objectives.

      OldBard 
  7. LilGameMods
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    Do the star core quests not auto complete? I'm missing 4 and I'm sure I already grabbed one that is pointing towards Nuka cade. I know one is at the top of the elevator I need power for. The other 3 I'm assuming is in one of the attractions I've missed but not sure since they aren't completing.
    1. SameOldBard
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      Not sure I get the question. Once you get all of them the quest will complete. You mentioned you know where some of them are but still did not get them, right? So, it will complete once you do.
    2. LilGameMods
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      I actually didn't realize the terminal showed me where I was missing star cores. My missing star core were all in one area yet these are still here. I already have the case open as well for the Power Armor too. 
    3. SameOldBard
      SameOldBard
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      Have you installed the Mod before of after you collected those Star Cores?
    4. LilGameMods
      LilGameMods
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      Way before. Like the start of this save file. I just ended up using the console to complete them.
    5. SameOldBard
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      That's odd. Each single objective was tested a lot. Let me know if you find anything odd or missing objective.
  8. Asquinol
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    Hello. Love this mod but I have an issue with some of the Nuka World quests. I had already collected the medallions and star cores before installing this mod but the quest will not register that I have them already or go away from my pip boy. I do have the quests disabled in the options. Is there any way to "complete" these quests to get them out of my log?

    Thank You!
    1. SameOldBard
      SameOldBard
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      Hi! I'm glad you like the mod!
      Sadly, not at this moment from the mod itself. You can use the console to complete the quest, if you already got all the items. I can't give you the Quest ID at this moment, but I can do it later.
      Anyway, I'll be back to working on this mod soon and I'll add a way to do that option to the holotape
    2. Asquinol
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      Thanks!
      A quest ID list would be great to have for cases like this until the update is ready.
    3. SameOldBard
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      Done!
  9. MrHitmanX
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    После установки мода, в ядер-мире появился квест собрать медальоны, НО проблема в том, что медальоны
    я уже давно собрал, и когда я подхожу к автомату указанным маркером, нечего не
    происходит. Подскажите как можно узнать ID этого квеста, и как сбросить этот квест?
    1. SameOldBard
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      I hope that the translator did not give me anything wrong. You should be able to disable the quests by using the holotape you collected from the terminal.
      If for some reason it does not work for you, please let me know and I will post here the quest id / name
    2. MrHitmanX
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      Thanks helped.
  10. Storm3ye
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    Exactly what I was looking for. Many thanks for the mod.
    I had always wanted to use FallComplete or the likes, but was always hesitant due to precombine breaking.
    1. SameOldBard
      SameOldBard
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      You are welcome!
      I hope it helps with your gaming experience!

      OldBard
  11. ifLaMaster
    ifLaMaster
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    if there will be mcm support, this will be literally gold
    1. SameOldBard
      SameOldBard
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      Hi ifLaMaster,

      I'll consider it once I get back to this mod to work in the Proximity Detector refactor.
      Feel free to give more suggestions!

      Cheers,
      OldBard.
  12. kurogane520
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    weird glitch(?). somehow the mod no longer show's a pin on top of the collectible in the game world or compass Hud when I'm near the item. but shows up on the map.
    1. SameOldBard
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      Is that on an unique weapon / item? Some of the unique items are just modified versions of a leveled item and have no unique ID. In those situations, the only thing the mod can do is to take you close enough to pick them up.

      I add some extra explanation here:

      https://www.nexusmods.com/fallout4/articles/2406

      OldBard
    2. kurogane520
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      I started a new game, and the hotrod magazine beside the terminal does not have a pin pointing on it on the hud or compass but I can see the pin on the pipboy map. same thing for the grognak magazine and the you're special book at sanctuary.
    3. SameOldBard
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      Fallout has a maximum of objectives it can properly track. Try de-activating most of the missions.
    4. kurogane520
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      that works, thanks.
    5. SameOldBard
      SameOldBard
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      Awesome! Great to know.

      OldBard
  13. TenPenny
    TenPenny
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    Thank you so much for still working on this. I started a new playthrough after watching the TV series on Prime & am happy to see modders still active in this community.