I like this mod very much, is really challenging to get all the ingredients to craft the cure even at high level (I think I will add also an ash blossom to it for a bit more of rare ingredients).
I have to signal one little problem: the cure will only work in 1st person, if you are in 3rd person your character will only bend but no effect will happen.
I know a lot of time passed so maybe it will not be seen, but it can help who is having the same problem. :)
By the way if there is any way to fix this is FO4Edit and somebody knows how to do it, please reply here! (a little step by step guide would help anybody to fix it themselves)
I don't have FO4 installed at the moment to fix this, but I will definitely add your bug to the description to warn others. That is strange to me, because I think I just made a crafting recipe for the cure you get in the quest, but I can't check at the moment.
Just checked in fo4Edit and the cure from my mod is a duplicate of the cure from the quest except the formID and EditorID were changed. If there is an issue with my cure not working, it would also affect the original. According to the comments for Craftable Vault 81 Cure reported the same bug, stating it is from the animation. I may try changing the animation.
I used player.additem 00055f10 to give me a free one. I am far enough in the game that materials/items don't really matter, though I don't have Combat Medic.
The game really guilts you into giving up the cure. The entire Vault doesn't like you if you don't, and Curie hates you. During the dialogue after giving him the cure, the doc even says that Austin only "might" have died. So there was a chance he wouldn't have died anyway! Austin is from the tolerant genetic lineage of Vault 81, meaning he's more likely to live from the disease than me who isn't inoculated against any of the diseases. I could die from it, and my son could die without me, and the Institute could take over, but nope, gotta save the kid I just met.
Thank you, I"m cured!!! No more permanent sniffle, cough, headache, or [insert whatever head-cannony symptoms you imagined for yourself]. I likened it to a light case of SARS, offset by the fact that you're running all over hell and back in the wasteland that you're mostly in great shape. But medical stuff kinda fascinates me and I realize I'm a little weird. Anyway, awesome immersive solution, and a neat little personal, unofficial side-quest to get the items. Took me a lot longer to collect the mole rat meat than anything else! Endorsed, A+++, would do business again, etc.
Now, technical question... If I uninstall the mod, will I go back to my SARS--er, Mole Rat Disease? Just curious, since I'm not really all that excited about having to go collect a bunch of dead mole rat meat again, but don't see the point of keeping it in my mod list until I start another game. Not a big deal, just curious.
I'm sorry for the extremely late reply. Uninstalling this mod should NOT have adverse affects on your character.
I think there is a SMALL chance it causes an issue with your save due to the loss of the recipe reference from the save file, but I am not sure of that. If it were me, I would make a backup before removing the mod and revert to that if something breaks when using the chem workshop.
Thankyou so much for this! I was stunned when I found out that molerat disease was permanent. I honestly thought there'd be some way to cure it, some quest or scavenger hunt.
The part that really took the cake was when you join the brotherhood. The entry medical exam has the doc say he'll remove any current afflictions (which doesn't include molerat disease somehow) and I was furious when after completing the viable blood sample collection quest (which actually revolves around STUDYING MOLERATS) it doesn't give you a cure either.
So again, thankyou for providing such a logical solution to this.
It seems that since the last patch, crafting the recipe will bring up the special item screen seen when you pick up a quest item or a legendary piece of equipment for the first time. For now just hit "enter" or "e" to get past this screen. I'm looking into a way to suppress this action.
It displayed the item screen you see when you pick up a legendary or quest item, then crashed once I exited that screen. I'll see what needs to be done to correct this.
I haven't tested since before the patch came out, so that is probably the cause.
I've uploaded a new version. Please try it and see if it works. I don't know how to keep it from trying to pop up the special item screen, just hit "enter" or "e" to get past that. I'll look into suppressing this screen in a future update.
EDIT:: I fixed the unique item popup problem. I would still like it if you could test the new version to see if the CTD still occurs.
30 comments
I like this mod very much, is really challenging to get all the ingredients to craft the cure even at high level (I think I will add also an ash blossom to it for a bit more of rare ingredients).
I have to signal one little problem: the cure will only work in 1st person, if you are in 3rd person your character will only bend but no effect will happen.
I know a lot of time passed so maybe it will not be seen, but it can help who is having the same problem. :)
By the way if there is any way to fix this is FO4Edit and somebody knows how to do it, please reply here! (a little step by step guide would help anybody to fix it themselves)
Thank you! :)
That is strange to me, because I think I just made a crafting recipe for the cure you get in the quest, but I can't check at the moment.
I am glad you are enjoying the mod. :)
player.additem 00055f10
to give me a free one. I am far enough in the game that materials/items don't really matter, though I don't have Combat Medic.The game really guilts you into giving up the cure. The entire Vault doesn't like you if you don't, and Curie hates you. During the dialogue after giving him the cure, the doc even says that Austin only "might" have died. So there was a chance he wouldn't have died anyway! Austin is from the tolerant genetic lineage of Vault 81, meaning he's more likely to live from the disease than me who isn't inoculated against any of the diseases. I could die from it, and my son could die without me, and the Institute could take over, but nope, gotta save the kid I just met.
Now, technical question... If I uninstall the mod, will I go back to my SARS--er, Mole Rat Disease? Just curious, since I'm not really all that excited about having to go collect a bunch of dead mole rat meat again, but don't see the point of keeping it in my mod list until I start another game. Not a big deal, just curious.
Uninstalling this mod should NOT have adverse affects on your character.
I think there is a SMALL chance it causes an issue with your save due to the loss of the recipe reference from the save file, but I am not sure of that. If it were me, I would make a backup before removing the mod and revert to that if something breaks when using the chem workshop.
The part that really took the cake was when you join the brotherhood. The entry medical exam has the doc say he'll remove any current afflictions (which doesn't include molerat disease somehow) and I was furious when after completing the viable blood sample collection quest (which actually revolves around STUDYING MOLERATS) it doesn't give you a cure either.
So again, thankyou for providing such a logical solution to this.
EDIT:: Fixed. Ignore the above.
It displayed the item screen you see when you pick up a legendary or quest item, then crashed once I exited that screen. I'll see what needs to be done to correct this.
I haven't tested since before the patch came out, so that is probably the cause.
I've uploaded a new version. Please try it and see if it works. I don't know how to keep it from trying to pop up the special item screen, just hit "enter" or "e" to get past that. I'll look into suppressing this screen in a future update.
EDIT:: I fixed the unique item popup problem. I would still like it if you could test the new version to see if the CTD still occurs.