DLC Timing 1.3.2 has been released. This prevents unfilled script properties on the fragments script for DLC03MQ00 and DLC04MQ00 that were fixed in UFO4P from being reverted to their unfilled state.
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.
Am I reading that right? 1. I install and activate this mod before a new game. 2. The quest start levels, by default, are set as I see in the screenshots? I am intimidated by the 1st level for Far Harbour. 3. After exiting Vault 111, I can set the settings I want in the MSM. Will the entry level for Far Harbour quests change as well?
1. Yes. 2. Far Harbor never had a level requirement, but you can set one if you wish. 3. It'll change if you change it. You can change the MCM settings as soon as you start the game, or midplaythrough so long as you haven't started that particular DLC yet.
I'm testing my load order and getting the nuka world starts right away thing so I check dlc timing against any nuka world related mods I have installed then I find out that viva nuka world is loading after dlc timing and conflicts with it. Gonna have to make a patch for it myself just thought I would post this here for anyone running these mods.
Made my own patch and nuka world no longer starts right away:-)
Hi! For some reason, the Other Settings are not working. Deathclaws are spawning so much earlier than the levels I have them set, encounters are happening at levels lower than set. I don't know what's happening bc I have no other mods that impact that.
'Deathclaw Encounters Minimum Level' affects random encounters involving deathclaws. 'Deathclaw Variant Workshop Attack Minimum Level' affects settlement attacks involving deathclaws. Neither of these sliders affect deathclaw wilderness spawns. If you hover over each slider you should see a description at the bottom.
I don't know why but this doesn't seem to work for that bad Vault Tec DLC. Same with Nuka World. Nuka-World starts on character creation for me and I do not know why and Vault Tec does not obey the rules I set for it. I go to the southern part of the map and it still triggers.
Works perfectly for Far Harbor and Automation though.
Do you have any other mods installed that override the DLC06MQ01Script.pex (from Vault Tec Workshop) or DLC04MQ00QuestScript.pex (from Nuka World) files? If so they're likely overriding the changes from DLC Timing.
Are you entering Quincy Quarries? If so, that will force the Vault-Tec Workshop DLC to start regardless of MCM config. As per the F.A.Q. in the description:
Q. Traveling to Quincy Quarries automatically starts the Vault-Tec DLC. A. The Vault-Tec DLC originally starts on its own when you travel to this location. I can change this in a future update, but for the sake of keeping things as compatible as possible i'm trying to minimize the number of changes that need to be made.
Can you post a screenshot of the DLC Timing MCM config for Vault-Tec Workshop and Nuka World?
Which version of the mod did you download? The ESP, ESL or Loose Files version? If you're using the ESP or ESL version maybe try the Loose Files version in case you're exceeding your BA2 archive limit.
Could you clarify what exactly isn't working? Are you still getting the radio beacon from Vault-88 at level 20? Or is radio beacon not getting picked up after changing starting requirements? Can you post a screenshot of your DLC Timing Vault-Tec Workshop MCM config?
Also keep in mind the following from the F.A.Q in the description:
Q. Traveling to Quincy Quarries automatically starts the Vault-Tec DLC. A. The Vault-Tec DLC originally starts on its own when you travel to this location. I can change this in a future update, but for the sake of keeping things as compatible as possible i'm trying to minimize the number of changes that need to be made.
I'm doing a playthrough of Fallout 4 right now and I haven't received the radio beacon despite being over level 20 since I increased the level requirement, so the mod seems to be working just fine in that regard.
Would this mod cover the rest of the CC quests in the future? For example all 12 dogs, Zetan Arsenal and so on. When too many quests are active, some quests disappear from the quest tab until the mission's location is reached. Then the mission becomes visible and active. I do not know the technical term why it is like that.
When too many quests are active, some quests disappear from the quest tab until the mission's location is reached. Then the mission becomes visible and active
The quests are disappearing, or just the quest markers? I know that the game engine can only show a limited number of quest markers on the map at once, but I've never heard of quests disappearing entirely from the Pip-Boy.
When I'm testing out my mod list, I like to test at level 100 to try to get most everything triggered and maxing out (for the most part). Some things seem to be locked or have a lower chance of occurring, at lower levels. No idea if that's true for sure but it seems like it. Supposed to max all perks and stuff out at 272, I guess, which unless you use cheats and console, you'd have to start the DLC anyway to get to that level. When I've been testing my game, I've nerfed my xp to practically nothing, so I stop leveling up after 100.
Is there a way to go beyond the level limit of 100? I haven't looked at this in xedit nor the mcm config file to try to do it myself. I'm not very proficient at it and have messed up a lot of things trying. Just wondering if there was an easy way I could do it on my own without being much of a bother.
Also will this play nice if I load Integrated Automatron after this?
I've nerfed my xp to practically nothing, so I stop leveling up after 100. Is there a way to go beyond the level limit of 100?
I'm having a hard time following this. You say you've nerfed your xp to nothing so you stop leveling at 100, then you're asking me if there's a way to level past 100...? If you want to test the DLC without having to be a certain level to start it, reduce the level requirement in the MCM.
Also will this play nice if I load Integrated Automatron after this?
If Integrated Automatron affects DLC01MQ00Script then it probably won't.
DLC Timing edits dcl03mq00script which is attached to the quest DLC03MQ00. As far as I can tell UFO4P doesn't affect this script, so there's no clash there. The only changes made to DLC03MQ00 as far as I recall are to the script properties on dcl03mq00script for the DLCT global variables. What is UFO4P doing here that's making DLC Timing incompatible with it?
It's not a critical conflict? But I always remove such mods from my build. I'm just more confused by the fact that UFO4P fixes some error, and your mod brings everything back, repeating this error again (error: could not be resolved). In Quest DLC04MQ00 the same conflict with UFO4P.
I'm just more confused by the fact that UFO4P fixes some error, and your mod brings everything back, repeating this error again
DLC Timing doesn't use UFO4P as a master file, so the changes it makes to DLC03MQ00 are to the quest as it exists in the DLC. Like I said previously, the only change DLC Timing makes to the DLC03MQ00 quest are to the script properties on dcl03mq00script to support the new global variables added in the script, but I assume based on the way this engine works that this is enough to restore the original inexplicably unfilled quest properties on the fragments script even though it's entirely untouched by this mod:
Could you add a patch to make the mod "DLC Quests - No Forced Start" working with DLC Timing or add a similar functionality to your mod? I like the combined idea of both mods.
143 comments
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.
1. I install and activate this mod before a new game.
2. The quest start levels, by default, are set as I see in the screenshots? I am intimidated by the 1st level for Far Harbour.
3. After exiting Vault 111, I can set the settings I want in the MSM. Will the entry level for Far Harbour quests change as well?
2. Far Harbor never had a level requirement, but you can set one if you wish.
3. It'll change if you change it. You can change the MCM settings as soon as you start the game, or midplaythrough so long as you haven't started that particular DLC yet.
Made my own patch and nuka world no longer starts right away:-)
Works perfectly for Far Harbor and Automation though.
Q. Traveling to Quincy Quarries automatically starts the Vault-Tec DLC.
A. The Vault-Tec DLC originally starts on its own when you travel to this location. I can change this in a future update, but for the sake of keeping things as compatible as possible i'm trying to minimize the number of changes that need to be made.
Can you post a screenshot of the DLC Timing MCM config for Vault-Tec Workshop and Nuka World?
Which version of the mod did you download? The ESP, ESL or Loose Files version? If you're using the ESP or ESL version maybe try the Loose Files version in case you're exceeding your BA2 archive limit.
Also keep in mind the following from the F.A.Q in the description:
Q. Traveling to Quincy Quarries automatically starts the Vault-Tec DLC.
A. The Vault-Tec DLC originally starts on its own when you travel to this location. I can change this in a future update, but for the sake of keeping things as compatible as possible i'm trying to minimize the number of changes that need to be made.
I'm doing a playthrough of Fallout 4 right now and I haven't received the radio beacon despite being over level 20 since I increased the level requirement, so the mod seems to be working just fine in that regard.
But then again I would also want to tweak Creation Club.
Is there a way to go beyond the level limit of 100? I haven't looked at this in xedit nor the mcm config file to try to do it myself. I'm not very proficient at it and have messed up a lot of things trying. Just wondering if there was an easy way I could do it on my own without being much of a bother.
Also will this play nice if I load Integrated Automatron after this?
Screen
I'll see what I can do about this shortly.