Here to add my voice to the "it's too vague, we need more clues" chorus. I realize not every mod is for every person, but some of these riddles are so insanely hard to understand. I feel like I need a bachelor's in literature to run this mod.
If you're still in the mod scene and considering tweaking this, I'd honestly run it past a few beta players before releasing a new version. It's easy to read something you yourself have written and go "oh, this is obvious!" when in reality it's not at all. I love the concept, but actually getting anywhere is almost impossible.
Looks cool, but unfortunately I've not been able to progress very far without locking up and if I try to save my progress inside the bookstore, it locks up - I get the blue spinning disk and while it never CTD, it also never finishes whatever it's doing and the memory commit never changes. So each time I start it is from scratch and I never complete the book hunt. Just loaded a new companion/quest mod (Trinity) so I'm going to start over, parking her outside to see if that helps. ADIT: Parking my companion did not help, and I cannot seem to remember not to save. Whether it's a random spinning blue disk of death, a spinning blue disk of death because I tried to exit the book store, or my own inability to remember not to save, I've played the first ten to sixty minutes about a dozen times. Worse, although I've gotten pretty far into the basement environs, I have no idea how to successfully exit without losing my progress. Walking away now.
The mod makes changes to the external world and this can cause problems if other mods change the same area. (didn't know this at the time) Bear in mind that this was my second effort at modding and was a way to try out what was possible so it isn't as robust as a pro effort. Still, there are some cool things included, enough that I am now working on it again.
Just finished the mod, confusing as hell but feel nice after fingered out with helps of Google lol. (Except the book quest, since I'm not good with that kind of puzzles...at least some console command tricks helped me. :P)
Didn't liked some exits would forced player couldn't just go back and have to re-enter the Bookstore/Waterworks cell...like the gate to the vanilla unmarked Bloodbugs sewer cell on the Cryo Vault lab cell, I just reload my game and find other way...other than that, I'm fine...just like the others already pointed out, more clear clues/quest markers would be better...the water level puzzle can be annoying if you doing it wrong way...some of terminal messages after choose wrong answer looks like it does nothing or showing weird things that confused me at first, but in the end I finger out by just save the game and choose every options until I found the right one. By the end I found the Cryo Vault and Patrick, I already so tired at this point and after looking around like a idiot for near 20 minutes...I just console command to give me the ID card and done with card reader puzzle...I still not sure what I am missing...
Hope the unfinished Patrick's quest(s) will finished in the end and release...
These are all good points and things I'm working to improve. The exits will now be 2-way since I figured out the chain thing. Extra clues for the terminals are added, more keycards are placed so that the main quest progresses more easily. The side quests are intended to be challenging (like the book quest) but are not essential for progress. The dungeons are made non-linear for added difficulty (the mod is not for newbs) but if you can think of quest markers that you think are essential, please post a description. The main hold-up has been that the ck stopped working for dialog flowcharts when it moved to steam. It has taken me until now to find a fix so that teh NPC's can interact with PC. Work starts now to complete the quest, but will be some time.
Gobin to give quests to kill the molerats, find books Patrick to ask to go to the school Institute makes appearance
The tech side of this mod is absolutely great, though I am constantly getting stuck. like so many other folks posting. I feel like I am constantly circling around a place looking for a needle in a haystack. As others have mentioned, it might be time to add some more quest markers.
For as far as I got it was a fun mod but then I just began spinning my wheels. Suffice to say, I had a lot of trouble with this quest. You asked another person below about quest markers and while I don't think it needs a marker on every item (should have some challenge, right?), I do think it could use a couple more. I looked and looked and looked but cannot find Old Man and The Sea anywhere, without which the book quest can't be completed. Stumbled onto the cafeteria door by accident, just wandering around really...but found no point to it which I figured meant I wasn't getting there at the right time or in the right way. Couldn't find the key to the Waterworks door and it's just not intuitive enough to tip you off if you don't get the key unless you complete something else first. After reading that there were more than one way to do some things I went down into the Malden Metro on a hunch and felt like I was making good progress but again ran into a door I couldn't get through so on a whim I TCL'd through it out of frustration. Got into the waterworks, found the pump station I couldn't get to without the key I couldn't find, and was able to start the pump to raise the water level to 3. Now River Deep has begun and the helpful quest marker showed me where to go but of course the outflow pipe wouldn't open because of the water pressure. So now I'm stuck in there. I see how some others must be able to adjust the water level but I'll be buggered if I can figure out how to do that without some more info. The terminal doesn't do anything once the water is up to 3, and you can't shut he pump down....and I see no manual release valve or anything so the solution isn't intuitive at all. I really liked the mod up until a point but there's not enough info to go on for the key moments. I appreciate your efforts and really like the lore you add but it IMHO it needs a bit more to guide a player. Not an entire road map or guided tour but...more intuitiveness, more info, I guess.
Sorry to hear you found it a challenge. I felt that there were enough clues in the posts here - especially offrapel's series - so I haven't added more guidance in the mod itself. I may look at it again if I can find how to get Gobbin to buy books at a better price which is my next aim for an update. BTW, the book quest is not needed to progress to River Deep - feel free to skip this once you access the basement. Appreciate your comments, thanks for taking the time.
PS it occurred to me later that you must have missed jack's letter where he tells you to get into the waterworks through the school. This is on the roof when you complete Malden High quest
Hi Awesome Mod! but I'm lost too. I've did all of the book clues but I'm really stuck on this one. Please help. Also The molerat tunnels I've done the fuse thing then explore the area from top to bottom it's really cool and big. But it's really the book clue hunt thing that has acting like FONV dumb dumb too.
Not sure how far you got with the books. Collect all 8 and put them in the rack (sometimes you need to remove any in there and replace 8 at once) this triggers the 'talk to Gobin' quest where you get the book for your reward. NB: if you stand too close to Gobin he goes into vendor mode and it's hard to get him to talk. If all else fails you can find the same book up on the roof of the bookshop. The book gives some of the clues to get into the PA - Jack's note on the roof will solve the clues for you. You don't say whether you got into the cryo-vault. The River Deep quest is about levelling the water so that you can access the outflow pipe indicated by the quest marker. Look out for 'The Supermutant Cookbook' on your way out of the vault with Patrick; it's easily missed. Good hunting!
Please don't tell me that Gobin (I killed him accidentally) has "Farewell to Arms" ..... from this clue. Goodbye Arms Arms If Gobin doesn't give it ... Where can I find it?
Not on Gobin. You only need 8 books to complete the quest. Get into the basement for more clues. Gobin then rewards you with caps and the book 'A Bird And The Hands' which helps you reach the power armour. A second copy of this book can be obtained by completing the Malden High quest and save a lot of guesswork at the PA. Happy hunting.
Is there any way to uninstall this? If I drop and disable every object added by the mod that isn't just called Beantown Book, as I wish to keep beantown books, before deactivating the mod might that work?
So when I deactivate it and next launch the game it won't be calling on loads of items that no longer exist?
Just uninstall. Sadly the books in this mod will vanish with it. This will not affect the Beantown Bookclub mod nor any of its assets. You will get to keep any Mysterious serum in your inventory and the PA if you moved it out of the shop, but the serum recipe and workshop items will go.
Not required. Any loot you want to keep should, of course, be moved out of the mod space.
I'd love to hear about how you found the experience. Is there enough interest - is the difficulty suitable - are more markers needed etc. Post me if you have time.
I can confirm that it's the bookstore to the immediate west of Malden middle school - the one with vault 75 in the basement. So the northern one in Malden. Make sure that the esp is active (checked) and also, another thing to look for is a hatch to the water works at the base of the stairs inside of Slocum Joe's HQ. If you see the hatch on the floor it's active. Hope that helps, it took me a while to find it too because I was looking at the wrong one. Maybe re-downloading the mod might help too.
Put the mod last in your load order so that subsequent mods don't replace the boards. The Slocum's entrance won't get you into the bookshop without TCL as there's a vertical drop from the shop to that part of the cell.
AJBURNS - Great mod so far, thank you! (I wasn't suggesting going down the hatch, only verifying that the mod is active.) One small thing that might make adding the books to the collection on the counter easier is to make the selection box larger? Once you get 5 books in there it's difficult to add more unless you remove some and add them back. Just a thought. Thanks again, it's a lot of fun to figure out.
There were lots of things I wanted to do, but my modding skills are pretty basic. It seems you can add things in nifscope if you know how, but I don't yet. Decided to publish anyway - the whole thing works without. Best thing is to collect all 8 books, then place. Next possible issue is that Gobin will get stuck on his trader message - found that persisting results in him giving the reward.
Thanks for your interest; it really helps when I get feedback.
Sorry to hear that. In the first version I failed to upload some of the files, causing CTD; thoroughly checked this time. If you're still having problems it's most likely another mod causing conflict. You might try disabling everything else and, if it then works, enable them one at a time to find the conflict. Hope you choose to persist - think there are some neat things in this mod which you will like. Remember to uninstall the old version too.
If you know console commands, COC zzbookshop will take you inside.
Hi Immortal, nice to hear from you again. No mess-up. There were a number of visitors to the bookshop before you got there who may have moved things about. Keep searching the building. Some clues in the posts below may help. Let me know if you need more detail; I don't wish to spoil, so I'm being vague.
55 comments
If you're still in the mod scene and considering tweaking this, I'd honestly run it past a few beta players before releasing a new version. It's easy to read something you yourself have written and go "oh, this is obvious!" when in reality it's not at all. I love the concept, but actually getting anywhere is almost impossible.
ADIT: Parking my companion did not help, and I cannot seem to remember not to save. Whether it's a random spinning blue disk of death, a spinning blue disk of death because I tried to exit the book store, or my own inability to remember not to save, I've played the first ten to sixty minutes about a dozen times. Worse, although I've gotten pretty far into the basement environs, I have no idea how to successfully exit without losing my progress. Walking away now.
Bear in mind that this was my second effort at modding and was a way to try out what was possible so it isn't as robust as a pro effort. Still, there are some cool things included, enough that I am now working on it again.
with helps of Google lol.(Except the book quest, since I'm not good with that kind of puzzles...at least some console command tricks helped me. :P)
Didn't liked some exits would forced player couldn't just go back and have to re-enter the Bookstore/Waterworks cell...like the gate to the vanilla unmarked Bloodbugs sewer cell on the Cryo Vault lab cell, I just reload my game and find other way...other than that, I'm fine...just like the others already pointed out, more clear clues/quest markers would be better...the water level puzzle can be annoying if you doing it wrong way...some of terminal messages after choose wrong answer looks like it does nothing or showing weird things that confused me at first, but in the end I finger out by just save the game and choose every options until I found the right one. By the end I found the Cryo Vault and Patrick, I already so tired at this point and after looking around like a idiot for near 20 minutes...I just console command to give me the ID card and done with card reader puzzle...I still not sure what I am missing...
Hope the unfinished Patrick's quest(s) will finished in the end and release...
The main hold-up has been that the ck stopped working for dialog flowcharts when it moved to steam. It has taken me until now to find a fix so that teh NPC's can interact with PC. Work starts now to complete the quest, but will be some time.
Gobin to give quests to kill the molerats, find books
Patrick to ask to go to the school
Institute makes appearance
BTW, the book quest is not needed to progress to River Deep - feel free to skip this once you access the basement.
Appreciate your comments, thanks for taking the time.
PS it occurred to me later that you must have missed jack's letter where he tells you to get into the waterworks through the school. This is on the roof when you complete Malden High quest
You don't say whether you got into the cryo-vault. The River Deep quest is about levelling the water so that you can access the outflow pipe indicated by the quest marker.
Look out for 'The Supermutant Cookbook' on your way out of the vault with Patrick; it's easily missed.
Good hunting!
Goodbye
Arms
Arms
If Gobin doesn't give it ... Where can I find it?
Gobin then rewards you with caps and the book 'A Bird And The Hands' which helps you reach the power armour. A second copy of this book can be obtained by completing the Malden High quest and save a lot of guesswork at the PA.
Happy hunting.
If I drop and disable every object added by the mod that isn't just called Beantown Book, as I wish to keep beantown books, before deactivating the mod might that work?
So when I deactivate it and next launch the game it won't be calling on loads of items that no longer exist?
I'd love to hear about how you found the experience. Is there enough interest - is the difficulty suitable - are more markers needed etc.
Post me if you have time.
In the attic room, behind the HVAC at eye level.
Make sure that the esp is active (checked) and also, another thing to look for is a hatch to the water works at the base of the stairs inside of Slocum Joe's HQ. If you see the hatch on the floor it's active.
Hope that helps, it took me a while to find it too because I was looking at the wrong one. Maybe re-downloading the mod might help too.
The Slocum's entrance won't get you into the bookshop without TCL as there's a vertical drop from the shop to that part of the cell.
Keep me posted on how you get on everyone.
(I wasn't suggesting going down the hatch, only verifying that the mod is active.)
One small thing that might make adding the books to the collection on the counter easier is to make the selection box larger? Once you get 5 books in there it's difficult to add more unless you remove some and add them back. Just a thought.
Thanks again, it's a lot of fun to figure out.
Thanks for your interest; it really helps when I get feedback.
If you know console commands, COC zzbookshop will take you inside.
One of the mods this mod depends on.
No mess-up. There were a number of visitors to the bookshop before you got there who may have moved things about. Keep searching the building.
Some clues in the posts below may help. Let me know if you need more detail; I don't wish to spoil, so I'm being vague.
I will report back when I've looked again but I feel like I turned that place upside down.
I can't put the magazine's you've added on a magazine rack, I don't know if it's an oversight or an issue with my current load order.