Fallout 4
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mauvecloud

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mauvecloud

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15 comments

  1. Centerman
    Centerman
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    Is this Mod safe to uninstall during gameplay if a problem with a location is found?
    1. mauvecloud
      mauvecloud
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      It should be mostly safe to uninstall part way through, since it is just override records.
  2. MalachiDelacot
    MalachiDelacot
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    Sometimes small mods make
    a big difference in a game.
    Thank you for your work and sharing.
    Endorsed, and kudos to you....
  3. Parabellum1901
    Parabellum1901
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    Certain cells are never meant to reset. Some features would break (elevator, doors wont open) when it's set to respawn. I learned this the hard way when I was making my own personal encounter zone reset mod.

    What I did to fix this was to set certain objects to have the no respawn flag. If not :-

    Sentinel Site Prescott -  The main door would not be interactable and you have to coc/tcl your way out of there.

    Federal Surveillance Center - Elevator would not function and you have to take the long way out.

    Fort Hagen/Command Centre - Elevator to the floor below would not function and the door to Kellogg's would be inactive. You have to coc/tcl your way out.

    Mass Fusion - I think there's a strength bobblehead there that needs to be set to no respawn.

    Also if you decide to implement these fixes, users who downloaded the mod would have to revert to a previous save (only if they have re-visited the edited cell) for the changes to take effect.

    If you want, I can send over my mod and you can transfer over the edits :D
    1. mauvecloud
      mauvecloud
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      Bobblehead issue if Mass Fusion resets, huh?  That would also explain why Poseidon Energy was set to never reset.  Personally, I'm using "GKX Random Valuables" which already sets the "no respawn" flag on all the potential locations for bobbleheads, so I wouldn't have noticed that problem.

      For Federal Surveillance Center, taking the long way out was a minor issue (and my attempt to fix it by changing the condition that the terminal checked didn't work), but if your mod can fix it, I'll take a look.

      Fort Hagen - would that happen after visiting for the main quest, or during? I can see how interfering with the main quest would be a problem, but not being able to get back into the command center once the area reset seems like less of an issue, since there is no "Boss" reference (the Kellogg reference is handled differently), and the "BossContainer" would still be accessible.
    2. Parabellum1901
      Parabellum1901
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      Federal Surveillance Center should work (only if the cell has not respawned, if it did, a previous save is needed).

      For Fort Hagen, the only problem I foresee "during" is if the player somehow leaves the area before completing the quest and then comes back after the cell has respawned. Then it's a problem because now they can't get access to Kellogg.

      It may be a small issue but it's also a feature that doesn't have to be taken away imho :) I for one would go back to Kellogg's command centre from time to time, with Curie and boast to her about how I effortlessly dispatched the treacherous villain and his cohorts (which is a lie of course, I died like three times lol). Anyway, love the idea of your mod, gives me a reason to re-visit places.
  4. FlashyJoer
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    "Location Cell Enable Points (LCEP) - it's possible I'm misunderstanding these, but I think this means I'd have to go near the location to enable the "Boss" or whatever, so before that it wouldn't be considered valid as a target."

    No, this is not what that is at all. And if you deleted this, you have irrepairably broken the ability of the affected location to respawn a replacement boss when the named "Unique" boss has been killed.

    This is the Enable Parent, which is tied to cell respawn. For example, USAF Olivia, which has this record... when you kill AckAck, this trigger, the Enable Parent trigger "flips" its state and tells the game that on next location respawn, to replace the now-dead AckAck with a generic boss-type raider NPC.

    This is LITERALLY what allows the location to continue to be used by radiant quests after the named boss is dead.

    If you did in fact remove these entries from the locations that you modified, what you have effectively done is REDUCED the available locations for radiant quests. Because without the "flip" of the enable parent, there will no longer be a boss reftype present for the radiant quests to pick up in their condition set on the Location Aliases in the MinRadxx quests.

    Not to mention, all of your location edits will break any other mod that responsibly alters locations, heck, it will overwrite any fixes that were put in place by the Unofficial Patch itself. And, to be honest, these edits will break the majority of the quests within Crime And Punishment AND my upcoming quest mod , Gun For Hire, that adds roughly 35 new radiant quests to the game. And that could affect a lot of players.

    I dont mean to chastise at all. And I am sorry for that. Its admirable wanting to improve the game, but being a Fo4Edit user is not always the best thing for making mods; doubly so when in doubt as to what you are altering (and breaking for the users who use said mods). I hope, chastisement aside, you see the education I have tried to impart.
    1. mauvecloud
      mauvecloud
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      Thank you for explaining, but I should mention a couple of things: 1. I haven't changed locations like USAF Olivia that were working fine without this mod, so I doubt I've reduced available locations like you claim, just not added as many as I'd hoped (though admittedly if I'd looked at some of those more closely, I might have understood what these did better), 2. Only two of the locations I did change even have named "unique" bosses (DB Technical High School and West Everett Estates), so the others that have LCEP records might be doing something else (e.g. I've gotten multiple quests to Cambridge Crater despite removing the LCEP record).  I will investigate further soon.
    2. jchernandez
      jchernandez
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      good read thanks for the info
    3. mauvecloud
      mauvecloud
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      ?No, this is not what that is at all. And if you deleted this, you have irrepairably broken the ability of the affected location to respawn a
      replacement boss when the named "Unique" boss has been killed.

      Update: I tested with D.B. Technical High School (going there directly, since I wasn't getting any quests that sent me there anyway), and got a replacement boss after killing the named boss and waiting for it to reset.  However, perhaps I need to clarify what I meant about removing LCEPs - I did not delete or disable the EnableMarkers involved (is that what you thought I meant?  I can see how doing that would cause the results you describe) - instead, I removed the "LCEP" subrecords from a few Location (LCTN) records that linked to them, and now I'm not so sure that even has any effect on whether the locations are valid for quests.

      My current suspicion (since I'm having trouble finding documentation to tell me otherwise) is that the LCEP subrecord isn't really required internally, it's just a convenience to let others know that the marker(s) are there for the location.  On the other hand, I've seen posts claiming that LCTN records are at least partially merged at runtime, so my removal of LCEP subrecords could be cancelled out by that anyway.
  5. BlazeStryker
    BlazeStryker
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    I suspect Easy City Downs wanted you to find that flyer at Faneuil Hall and be glad it's over. Personally, I just have this urge to set up the Robot Races after Automatron... (Don't even get me started on installing Isabel as the on-site manager!)
    1. jchernandez
      jchernandez
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      you can use this https://www.nexusmods.com/fallout4/mods/45939
  6. bdk1976
    bdk1976
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    I'm almost over my limit on mods. Sad this was not an esl.
    1. mauvecloud
      mauvecloud
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      I guess I should have mentioned it in the file description or something, but it's an esl-flagged esp.
  7. MisterOldVegas
    MisterOldVegas
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    This might add some new replayability to those radiant quests lol, thanks that's a pretty cool mod! :P