So I decided to give F4 another run, stuffed it with mods including this one, and on game start I found myself in a pretty tough situation: Just after leaving vault 111, I met the bot, he gave me the tapes and exploded, and then the raiders rushed and I need to talk with Diamond, the discussion ends with a fight, and my character is in no shape to fight them, 10 mm rounds simply don't hurt them, can anyone suggest me what to do?
Looks great. I would just suggest making sure the Thuggy locations, and the Tales from the Commonwealth are not overwriting your locations and or conflicting. Anyone that plays the Thuggy mods will be unlikely to drop them for a new mod. One of your other folks mentioned several already, Depravity, Fusion City Rising, Outcasts and Remnants, Project Valkyrie etc. If you can avoid crossing those up, and not mess with Darlene's apartment in Lexington, Ivy's bunker in Sanctuary, Heather's Bunker near Covenant and the Graveyard, I think you should be good. It might not hurt to check the Sanguinare mod out for location conflict. I am going to give this a run myself and see what I can find, but I thought I would mention these now.
Not that it needs (or should need) to be said but definitely don't scrap any of your plans or your own sense of artistic vision for any of those. There's probably just as many people / more who don't use any of them and if you try to please everyone / avoid everything else out there you're going to end up with about ten square feet of Commonwealth that don't get touched by other mods.
What Bridges85 said. To expect a mod to work with another bunch of mods that OP didn’t author is just straight up silly. I’m looking forward to downloading this and playing when I have the time :)
not trying to rail road anything, but Depravity was specifically mentioned as a mod it works with, and it doesn't necessarily work with it. I was simply pointing that out and giving some other mods that my FO4Edit brought up in conflicts. Anytime you delete navmesh you run some risks. Anyhow that was all. As I said, I am going to run a go, without Thuggy mods. Frankly though, the Thuggy mods can add significantly to any game of FO4 you play. It is really kind of like the UnOfficial Patch, like I almost never run without them. Now I do run without Fusion City Rising when I load Ivy up, which I am currently without this run as she is due to update in the not horribly distant future. But Heather and Darlene both can cause issues, doesn't mean I won't use them. Similar case for this mod, which I think is great!
Every mod mentioned here is what kept Fallout 4 alive and fresh for me, rarely do I start up a playthrough with out every one of them. In the event something on your road map to completion does conflict with anything in the Thuggyverse, they are beyond helpful on their discord server and would undoubtedly try to help you if the need arose. Just throwing that out there. Will surely be keeping my eye on this mod. New quest mods make me feel all warm and fuzzy inside.
Just another opinion on the topic. I've been using Beantown for years but I'm looking at this as an alternative because .. I've been using Beantown for years. Variety is the spice of life.
Sounds like OP was uber-railroading to me ("make sure" etc), with a list of Thuggyverse mega mods which already conflict with many mods, plus other stuff too! Look, you can't please everyone. Thuggyverse is fun (albeit lore-trashing and an acquired taste), but none of that series has hit 450k unique downloads - which, even if they all liked it - means just 3% of the 15+ million (legal) FO4 gamers.
Obviously if the modder loves some mods they'll try to account for them, otherwise only potential issue is a few broken precombines.
Ok, so I find the note in Concord and proceed to the location south of wicked shipping. Found the camp site, but no forwarding note. Just a toy rocket ship and some squirrel bits? I do know the second location is at beantown brewery, so headed there in case the other camp might be bugged, but nothing at beantown either.
Hi, what's the id for "Love in the time of the Commonwealth?' I know you said it's start game enabled, but I'm 6 hours in and it hasn't triggered.
UPDATE: I found the building in Concord with "Pat's Fourth Log." I picked it up and read it, but the quest still hasn't started. Guess I'll just treat it as an unlisted quest and head to the location it describes in the note.
Were these quests supposed to appear in the pipboy journal? I've found the notes that should start both quests, but no quests ever started.
Still, I was able to follow along with them (mostly). Good writing/design! I think I finished the one in the Corner Store (I found Diego's rifle) but I'm stumped for the other one. I think I'm supposed to go to Walden Pond, but I can't find anything there.
It is with great sadness that I report my co-creator/writer and close friend Zac has passed away at 20 years old.
This mod wouldn't have come to life without his friendship and tireless effort in helping to write and conceptualize the original release and planned update. It goes without saying, this update is postponed to a later date to be determined.
It’s not that I want my hand held, I love this style of questing and wish more games would bring it back... but... my game crashes so often in Boston, I really don’t want to be looking for the key or alternate entrance or whatever to the security building in the Love quest. Can someone tell me what to do here. Buildings locked and needs a key...
Never mind. Lol. I know where the key is. In my defense. I have a bunch of snow, bleak, darker nights, bad weather mods and it’s hard to see shit. And my game crashes in Boston constantly so I wasn’t relishing finding my way into this building...
There is a ladder on the north wall of a building in the north west sector of Concord. As you leave Red Rocket, look at Concord. If you don't see a ladder in among the first buildings you encounter, then either you've missed the appropriate building, or appropriate clues.
Just finished Clean up in Aisle 3 and Love in the time of Commonwealth. Loved the story writing. Found a few fault-tec places, but the Bethesda Net version doesn't have anything further for those places. Well thought out!
UPDATE: Just wanted to check in and let you all know I am making progress with the next update. Here's a few screenshots as a teaser, the next update will feature more ambitious/complex quests and better level design.
Hey! The update is nearly done, it will probably take a while to polish it. To be honest I worked very hard on it for a long period of time and got burned out on it - I'll come back to it soon and finish it off for release. I can say that what I have done I'm happy with, there is an interesting detective questline that is a tricky one to solve. Cheers for checking in!
The current build of the mod does - I attempted to rebuild the precombines in the locations I touched, but an issue w my Fo4Edit didn't allow me to see if I had correctly rebuilt. In the next update all precombines will be either disabled or rebuilt depending on the location/my testing. The performance shouldn't be bad at all in the current build if you wanted to give it a try. Apologies for not stating this in the mod description
Doing what you want to do without breaking precombines is pretty easy and much easier and safer than recreating them. Just use layers. This video shows how: https://www.youtube.com/watch?v=wl6f_r4rFQE&list=PLEz4m9Umu10ADnWGbeOwXOq7eA7F8nEaZ
You can drag over the precombines on the vanilla data in fo4edit if you break them accidentally. Aslong as your only add in items you should be okay doing that.
66 comments
Just after leaving vault 111, I met the bot, he gave me the tapes and exploded, and then the raiders rushed and I need to talk with Diamond, the discussion ends with a fight, and my character is in no shape to fight them, 10 mm rounds simply don't hurt them, can anyone suggest me what to do?
Start here :- Thuggyfied...?
Definitely worth a look, especially if new to modding FO4 :)
Anyhow that was all. As I said, I am going to run a go, without Thuggy mods. Frankly though, the Thuggy mods can add significantly to any game of FO4 you play. It is really kind of like the UnOfficial Patch, like I almost never run without them. Now I do run without Fusion City Rising when I load Ivy up, which I am currently without this run as she is due to update in the not horribly distant future. But Heather and Darlene both can cause issues, doesn't mean I won't use them. Similar case for this mod, which I think is great!
Obviously if the modder loves some mods they'll try to account for them, otherwise only potential issue is a few broken precombines.
UPDATE: I found the building in Concord with "Pat's Fourth Log." I picked it up and read it, but the quest still hasn't started. Guess I'll just treat it as an unlisted quest and head to the location it describes in the note.
Still, I was able to follow along with them (mostly). Good writing/design! I think I finished the one in the Corner Store (I found Diego's rifle) but I'm stumped for the other one. I think I'm supposed to go to Walden Pond, but I can't find anything there.
This mod wouldn't have come to life without his friendship and tireless effort in helping to write and conceptualize the original release and planned update. It goes without saying, this update is postponed to a later date to be determined.
I haven't been able to find squat as far as that office is concerned...
Sounds like it's somewhere 'obvious'.
I typed in 'obvious,' and then went to the most obvious place I could think of. The key was right there. I feel stupid.
Bethesda Net version doesn't have anything further for those places.
Well thought out!
https://imgur.com/a/476krxK
That is vital information for a quality mod publisher to share.