Fallout 4

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  1. SKKmods
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    Locked
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    ********************************************************************************************
    If you have read the comprehensive solution description and still need support,
    use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
    ********************************************************************************************
  2. UgTheViking
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    Awesome mod. Thank you for your time and work. It is appreciated.
    I know I am probably overlooking something since I have used this mod before without issue but I can't figure out how to get in to see Kellogg.  I get as far as the door where ,in vanilla, he has the synths stand down and lets you in but then nothing happens. No door prompts or anything.
    Any clue would be appreciated.
    Thank you.
    1. SKKmods
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      That is a base game activity until the player gets close to Kellogg when the Synthetic Player script takes over, so if the door is locked best is to use Open Anything on it so you can get close to Kellogg.

      What retunions quest objective(s) are shown ?

      Console [ sqv MQ106 ] what stage is it at ?
    2. UgTheViking
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      Thank you for the reply.
      Hmm....typing sql mq106 I get "unknown variable". Using sqt mq106 it reads , "Quest MQ106 - stopped  (current) 0 ". I have not yet been to Diamond City. I wanted to skip the whole Valentine deal.
    3. SKKmods
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      Welp as before;  open anything then get close and SP script should take over.

      if you [ sqv SKK_SPQuest ] you should see stuff like:

      bFortHagen01PrepDone = 1
      bFortHagen02PrepDone = 1
      bKelloggDeathDone = 0
      bKelloggDone = 0
    4. UgTheViking
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      Hmm.......using skk_spquest I get a bunch of reference ids and at the bottom it says  Enabled  yes , state : running, current stage : 10 ,  priority : 99
      I just used open anything (awesome mod btw) but getting close to him doesn't trigger anything.  If I just kill him the quest Far From Home pops up and says a new case is available, talk to Ellie. 
      What the hell did I do wrong this time.  I know everything else is working right.  The BoS showed up after arc jet and all that.
    5. SKKmods
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      If you dont scroll up and see the "done" script variables then it sounds like the quest script is not infact running which is rather terminal. Cant really suggest anything else, its a dead parrot.

      To help understand the root case, use the  [ Commonwealth News Holotape ] [ Run System Diagnostics ] option and share a printscreen.
    6. UgTheViking
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      Ha! Haven't heard a dead parrot in awhile.
    7. SKKmods
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      Some last gasp console commands that may kick the script to life:

      StartScene MQ106_KelloggSKKSPScene 1 ], if nothing then;

      [ SetStage MQ106  200 ], if nothing then;

      Shoot Kellogg, if nothing then;

      [ SetStage MQ106  300 ] if nothing give up. 
    8. UgTheViking
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      No. Nothing. I tried it on an older save as well with the same results.
      The parrot is indeed, dead, but thank you for the suggestions.
      So, all I can do is start a new game and hope it doesn't happen again?
      Are there any steps I can take to lower the odds of it happening again?
    9. SKKmods
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      I have never seen or heard of the issue happening before from 100,000 PC and Xbox users, so cant really offer any suggestions except SOMETHING has probably disrupted the flow of MQ106 "Reunions" quest or the Hagen interior which you need to track down.
    10. UgTheViking
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      Understood. Thank you very much for the replies. I appreciate your time and work. I have used many of your mods without issue. This is the first time I've run into trouble.  I will see what I can figure out.
      You rock.
    11. UgTheViking
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      Hey, it's me , 100,001.  I just don't understand. I have backstepped as much as I know and am still getting the same issue. (On the old save) It's not a big deal I just want to understand what is happening with my own game. The only thing I did different was use tmm1 . Could that be causing the issue?
      I know damn well it's not your mod. I'm just trying to get a clue. 
      I know it's not your problem. Just not sure where else to ask.
    12. SKKmods
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      There are three seperate failsafe mechanisms to ensure the fragile Kellogg stuff runs; MQ106 Stage events, Player/Kellogg distance less than event and Kellogg death event. It is beyond broken if *none* of them are working, all I can suggest is Alien intervention.
    13. UgTheViking
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      Understood. Thank you again.
    14. Tinymind
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      I'm having the same issue, get to stage "Lets talk" then the door doesn't open
      Its happened once before which I reloaded an earlier save and tried again for it to well work
      This time however the door refuses to open.
      My favorite mod too but is cut short when I can't go further than that door .... 
      I'll attempt to try the options given here in this post but another day, Likely tomorrow.  Had enough of Fort hagen for today :)
    15. SKKmods
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      Sometimes opens and sometimes doesn't would suggest something blocking the script system (sometimes called "script lag").

      You should be able to use OpenAnything to force open any reluctant doors, then kill Kellogg and hope the script system events notice that and catch up.
    16. Tinymind
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      How does that work? That door is not able to be interacted with, meaning as in a picture of the mod it has a menu I guess is based on being able to interact normally.
    17. SKKmods
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      Rather than typing it all out for you again here, why not read the description ?
    18. Tinymind
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      I must have a interfering mod, gut tells me it is advanced needs. Not the first mod I prefer its caused issues with such as respawn. 
      Open Anything is great but the bug with Kellogg is other than that door the next door opened then the lights don't turn on and Kellogg doesn't move. The conversations with him goes as normal but the quest doesn't move on killing him the quest marker remains on him despite picking up the brain thingy.
      Tried the console commands mentioned here but had no effect. Only mod to come in to load order since last play through, Advanced Needs...
      Oh yes, it is not last in load order Synth Player is.
      Correction Advanced needs was in load order, Starting over:) 
      Thanks for the help.
    19. SKKmods
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      So just to confirm that Advanced Needs interrupts the Kellogg death scene that Synthetic Player manages ?

      The only way I could see that happening is if either:
      (a) the base game Kellogg Actor instance [  0009BC71 ] has been replaced, OR
      (b) the base game Kellogg Actor instance [  0009BC71 ] has been configured ESSENTAIL to bleedout and never die.

      as this has not one, not two, but THREE different handlers monitoring for Kellogg.OnDeath event to progress the quest stages.
    20. rachelcurren
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      Recently had similar issues with doors to Kellogg not opening, K not starting convo etc. (Not got Advanced Needs in my game.) Wanted to give you more info from testing/debug results on Discord but as I have never used Discord, I cannot work out where to post my info! Do I just send you a direct message via the SKK channel?
    21. SKKmods
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      For quality defect info whatever works for you.

      Post here if there are no attachments, or nexus PM or discord site or discord PM or even email.
    22. rachelcurren
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      Thank you, just need to try one more test variation, then will get info to you
  3. mcreasy
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    A noticed a dialogue with yourself that can simply be deleted. Most people probably never do it and therefore never hear it. But if you activate Shaun's crib after leaving the Vault, Nate whispers to himself, "I'm coming, buddy." (Nora says, "sweetheart" instead of "buddy.")

    Of course, being a stupid synth, you wouldn't say that. 
    1. SKKmods
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      Since this mod totally bypasses pre-war sanctuary there is little point hacking that content.
  4. LifeSax
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    Have you tried the new Alternate Dialogue Project mod? Do you think these two works well together? I currently wanna do a synth/courser playthru, really hope no one refers me as a 200 yro Popcicle.
  5. Edd729
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    How to build external relay? Settlers hostile to me.
    1. SKKmods
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      If you have made the settlers hostile either leave for a couple of game days so they cool down or kill them all.

      You need to take responsibility for the consequences of your actions.
    2. Edd729
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      Settlers I spawn in when added to settlement immediately become hostile 
    3. SKKmods
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      Use an SKK mod like Workshop Ownership Utilities or Combat Settlers to spawn and see what happens.
  6. Edd729
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    This mod removes food healing because Synths don't need to eat: https://www.nexusmods.com/fallout4/mods/26942
    1. SKKmods
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      Whilst GEN3 synths dont apparently NEED to eat (altho how they generate energy to run their biological processes is unclear), they absolutely CAN eat with a documented affinity for Fancy Lads Snack Cakes.

      Totally up to you to believe if food would then heal or not.
  7. NexusIsFab0451
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    .
    1. SKKmods
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      If you are unhappy with the chargen animations you should rewrite them (Havok Content Tools), and the game engine functions which control them (IDA to decompile, C++ to compile), then publish.
    2. NexusIsFab0451
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      .
    3. SKKmods
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      I apologse if my reponse is unclear:

      (1) Install Microsoft Havok Content Tools (free ?) and learn how to use them
      (2) Find and extract the chargen animation from the game files and use the Microsoft Havok Content Tools to modify or replace it.
      (3) Install Hex-Rays IDA free and learn how to use it.
      (4) Decompile Fallout4.exe with IDA to find the chargen controller code.
      (5) Install MIcrosoft Visual Studio community (free) and learn how to code C++
      (6) Install F4SE and learn how to create DLL injections.
      (7) Rewrite the chargen controller as a C++ F4SE DLL to use your animation.

      As I dont have or use Havok, IDA, C++ or F4SE I would estimate around 500 hours to learn and execute on that if I was interested (I am not). How long would it take you to fix your problem ?

      Or ask whoever created FROST redux's character creation "dream sequence" to do that all for you ...
    4. SKKmods
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      ps your welcome.
    5. NexusIsFab0451
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      .
  8. Cheems97
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    Woah, existential crisis.
  9. bdaniel0425
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    So, ummm... just a question. (I've read your description, but just asking further details)

    So, if you side over the other factions... Why can't the institute just say your recall code when you are fighting them? Have you made any in-game reference to state you don't have a recall code or what? just asking! 
    1. SKKmods
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      You may choose to "side" with another faction as part of their infiltration. Until you actually blow the institute reactor with them, the institute doesnt know you have *actually* changed allegance, and then classic radio which transmits codes is gon.

      ... is how my imagination works. If that doesnt work for you, use your imagination to create a narrative. This is not a spoon fed  consumer storybook experience to blindly follow to a canned conclusion.
    2. jobbypradi
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      that's how I would imagine it to! An independent Synth who would rather be free from his codes
  10. AnasgaelDraconis
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    Only gripe I have about this mod is that Dogmeat magically shows up at Fort Hagen if you haven't recruited him.

    I tested this with another mod that modifies the Reunions quest, the "Screw You Nick" one, and it doesn't have this effect.  Only happens with Synthetic Player installed. 

    Dogmeat is adorable, of course, but he's also kind of a doofus.  I've lost track of the sheer number of times I've been blasted to bits by a mine because I turned to run away and he was blocking me.

    Otherwise, I love this mod.  I'd rather play as an Institute synth than a 200 year old ice cube any day of the week.
    1. SKKmods
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      Depends if you prefer a dog turning up to do nothing in particular or hacking base game scripts. 
    2. AnasgaelDraconis
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      Oh, the dog doesn't do nothing in particular.  Far from it.  He whines, bumps into me, and when I finally tell him to go back to Sanctuary, he aggros every synth and turret in the complex.  XD

      Like I said, he's adorable... but he's a doofus.
    3. SKKmods
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      Worst AI in the game. Why even bother with it ? Ignore/Dismiss/Disable.
    4. AnasgaelDraconis
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      Believe me, I've tried.  That's why he annoys me so much, lol.  I dismiss him, and he goes off and aggros every synth from Boston to DC on the way out.

      On the bright side, at least they're not hostile to me.  XD
    5. AnasgaelDraconis
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      I owe you an apology.  I thought, because when I removed this mod, the problem with Dogmeat showing up at Fort Hagen went away, that therefore the problem was caused by your mod.  I was wrong.

      It was actually caused by another mod, called "Screw You Nick," which makes it so you don't have to go find Nick and rescue him and all that stuff.  After having read the descriptions for both mods I realized they both deal with a lot of the same quests, and when I removed that mod but kept this one installed, the problem also went away.

      Anyway, I'm sorry for claiming this was the fault of your mod.  I feel like an even bigger doofus than Dogmeat.  And given how many mines I've succumbed to because he stood there panting at me while I was trying to run away, that's quite the feat.
  11. fellowmodlover
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    can you potentially make the starting location at robotics disposal ground... because robots...
    1. SKKmods
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      Several hours of development, test and publish to save a 3 minute sprint from V111 external for a couple of new game starts ? 

      Doesnt sound like a great use of time.