The mod Cheat Terminal might have a conflict with this mod and the reason it doesn't work for some people. For more information see https://www.nexusmods.com/fallout4/mods/18027?tab=description
So I DL'd al9984 mod and it plays well with Cheat Terminal. You just have his mod below Cheat Terminal. IDK what he does different than wanderer3292, I never got this mod to show in the workbench at all.
Thanks for this, that makes sense. Before I uploaded my mod I searched to see if someone had already uploaded one that did the same, looks like Nexus' search function isn't the greatest. From looking at the mod picture , it seems they changed the quest to finished instead of removing the condition like I did. Mine works fine for me and that is the only reason I stumbled into making the mod,I suppose I'll leave it up for other people that may not be able to find the other mod either.
You don't get this from the main quest this is unlocked by helping Deb at bunker hill then rescuing the caravan hands for Kessler, I did this all before even finding Nick.
Interesting, The quest under the condition mentions "bunker hill quest". Either way, I haven't had access because I rarely play through those quests, so i figure at least a couple others would like having this available immediately.
I can confirm that, on my first playthrough I didn't do any of Bunker Hill misc, waiting to progress the main quest, believing that you need it. In my other playthroughs I unlocked it way before even starting the "Molecular Level" quest. It might be a bug that prevents Kessler giving you the quest, but I'm pretty sure you don't really need the "Battle of BH" quest.
Request: Remove the population requirement as well. If you need lore- think of it as the merchants investing in the growth of the settlement so they can profit later. A new settlement is when we really need this. Established settlements usually have merchants.
It is located under the Resources>Misc tab, definitely should work. I waited to upload it until I had multiple vendors visit my modded and vanilla settlements, which didn't start happening until I had about 10 settlers show up.
Couldn't get it to appear, using the esl version. I do have a lot of settlement mods installed, so I ran the Settlement Menu Manager too just to make sure the settlement menu wasn't broken. Installed around level 25, just started to build up Sanctuary. Can't imagine why it doesn't work since you're telling the plugin to simply remove the build requirements, right? Either that, it means I have some other mod that's overriding your override. Hmm... need to dig around...
You're positive you've looked in resources>miscellaneous? On the original description and posts i kept saying the resources tab , but it is actually in the misc tab within resources.
When i started getting reports I assumed i uploaded a wrong file or something, I've started multiple new games to test and can confirm that this edit works for me. Since it's such a simple edit I don't know where to begin troubleshooting why it wouldn't work for everyone. My only suggestion is to confirm that it is not under resources>miscellaneous, because I have been mistaken while looking for objects in the wrong place or something similiar.
Yep, I checked both resources > misc and in the resources menu itself. I have a feeling I have a conflict somewhere - like you mention, it is a simple edit so I can't understand why it won't show. I'm going to dig around in my load order a bit, if I find the conflict, I'll post it here!
Edit: Looking at your plugin in xEdit, yep, literally you just removed the FFBunkerHill03 "Prep School" quest as a build requirement so I'm confused as to why this doesn't work. Curious, maybe it doesn't work in a mid-game install? I'll try to do that quest tonight (that's the Judge Zeller one yeah?) and see if the Caravan post will show up at all.
it's not under the resources>miscellaneous tab? For some reason I remembered it being under the Special tab but it isn't. I did test before uploading the .esp but I can't imagine any type of mod that would conflict.
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What three conditions exactly must be met? The thing is, I have a problem: https://forums.nexusmods.com/topic/13507610-trade-caravan-post-not-working/
From looking at the mod picture , it seems they changed the quest to finished instead of removing the condition like I did. Mine works fine for me and that is the only reason I stumbled into making the mod,I suppose I'll leave it up for other people that may not be able to find the other mod either.
Request: Remove the population requirement as well. If you need lore- think of it as the merchants investing in the growth of the settlement so they can profit later. A new settlement is when we really need this. Established settlements usually have merchants.
When i started getting reports I assumed i uploaded a wrong file or something, I've started multiple new games to test and can confirm that this edit works for me. Since it's such a simple edit I don't know where to begin troubleshooting why it wouldn't work for everyone. My only suggestion is to confirm that it is not under resources>miscellaneous, because I have been mistaken while looking for objects in the wrong place or something similiar.
Edit: Looking at your plugin in xEdit, yep, literally you just removed the FFBunkerHill03 "Prep School" quest as a build requirement so I'm confused as to why this doesn't work. Curious, maybe it doesn't work in a mid-game install? I'll try to do that quest tonight (that's the Judge Zeller one yeah?) and see if the Caravan post will show up at all.
Guess I gotta finally ass myself to run dumbass errands for useless NPCs again, but I have my thumbs up for the creator.