DLC Timing 1.3 has been released. This update includes a new 'Other Settings' tab with sliders to allow you to adjust the Automatron rust devil and rogue robot encounter chances. I also included sliders to control the minimum level for level-gated random encounters and enemy spawns.
Important: As per the description, you will need to start a new game AFTER installing DLC Timing because it needs to overwrite the following script files from the DLC:
DLC01MQ00Script.pex DLC04MQ00QuestScript.pex DLC06MQ01Script.pex QF_DLC03MQ01ChangeLocationHa_0100215E.pex dcl03mq00script.pex If DLC Timing isn't working on your end, try putting it after any other mods in your load order that also modify these script files then start a new game.
Will there be an update for the free Creation Club content added in the most recent update? UOF4P and CFM (even with the Simple Fallout 4 downgrader) require it remain installed now and quest notifications get spammed when you exit the vault.
It is a good idea to use the BSA Browser or Cathedral Assets Optimizer to extract ba2 files that contain file sizes 3MB or less. That and grab the FATE Patch for at least the Fixes, even if you don't use his Tweaks, which will drastically cut down on the sheer amount of modded bugfixes that UF4P does not cover.
Edit: Nvm I just realized who I was posting a reply to, you already know this. Lol.
The settings under the Other Settings section are variables from the DLC and base game. If you change any overlapping settings in GCM they should just update in DLC Timing and vice versa. The variables are being referenced by config.json directly for the MCM, they're not being modified by the esp file.
Thanks, it's meant to function like Timing Is Everything. The only difference is that in Fallout, for some odd reason, Bethesda put the DLC start-up requirements in the script files rather than just set them as quest conditions, which is why players need to start a new game after installing this.
This is one of the main reasons why I've tried using this mod. I keep getting the "bug" where I can't complete (turn in) the detective cases because his secretary keeps defaulting to the Far Harbor dialogue.
I'm wondering if changing the startup requirements from "Reunions" to "Dangerous Minds" would help? Then you'd just need to finish both detective cases before dealing with Kellog.
Either that or change the level requirement to something like 300 (in case you've already finished the main quest), complete Nick's detective quests, then set it back down to 1.
If anyone is seeing Nuka World appear immediately when using this mod, and they're also using Viva Nuka World, there's a patch for that (thank you, 4est!): https://forum.nexusmods.com/index.php?showtopic=8450598/#entry123475749
I'm having difficulty getting DLC Timing to even work.
Heck it makes the DLC activate early. I set the Timing in Vault 111 but as soon as I leave, no matter how late I set it, both Vault 88 and FarHarbor activate within the 1st day, I don't even have Nick yet.
So just to confirm, you started a new game AFTER installing DLC Timing? Can you post some screenshots of your MCM config?
Do you have anything else in your load order that modifies the following script files:
DLC01MQ00Script.pex DLC04MQ00QuestScript.pex DLC06MQ01Script.pex QF_DLC03MQ01ChangeLocationHa_0100215E.pex dcl03mq00script.pex If so, try moving DLC Timing below those mods in your load order, see if that makes a difference.
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Important: As per the description, you will need to start a new game AFTER installing DLC Timing because it needs to overwrite the following script files from the DLC:
DLC01MQ00Script.pex
DLC04MQ00QuestScript.pex
DLC06MQ01Script.pex
QF_DLC03MQ01ChangeLocationHa_0100215E.pex
dcl03mq00script.pex
If DLC Timing isn't working on your end, try putting it after any other mods in your load order that also modify these script files then start a new game.
Asking because the ba2 limit is a bugger to deal with :)
Edit: Nvm I just realized who I was posting a reply to, you already know this. Lol.
The settings under the Other Settings section are variables from the DLC and base game. If you change any overlapping settings in GCM they should just update in DLC Timing and vice versa. The variables are being referenced by config.json directly for the MCM, they're not being modified by the esp file.
It updates in DLC Timing:
And vice versa. But you need to exit out of Mod Config first so the values can update.
As far as I can tell there are no problems having both installed.
I'm wondering if changing the startup requirements from "Reunions" to "Dangerous Minds" would help? Then you'd just need to finish both detective cases before dealing with Kellog.
Heck it makes the DLC activate early. I set the Timing in Vault 111 but as soon as I leave, no matter how late I set it, both Vault 88 and FarHarbor activate within the 1st day, I don't even have Nick yet.
Do you have anything else in your load order that modifies the following script files:
DLC01MQ00Script.pex
DLC04MQ00QuestScript.pex
DLC06MQ01Script.pex
QF_DLC03MQ01ChangeLocationHa_0100215E.pex
dcl03mq00script.pex
If so, try moving DLC Timing below those mods in your load order, see if that makes a difference.
It seems to be a conflict with the New FallUI Quest Tags UF4P patch. The Patch reverts some values causing a conflict.
Edit: I just noticed the entire FIS Quest Tags page is unavailable, maybe this is just one of many problems.