Just a warning - this mod breaks AR2 as it places the entrance to the Tecnical Vault in exactly the same place as the AR2 entrance to Vault111. Don't enable this mod if using AR2 (or visa versa).
Script fragments seem to be missing from the download, namely, TIF_FirstQuestDocVault_01054C13 TIF_FirstQuestDocVault_01054C27 TIF_FirstQuestDocVault_01054C36 TIF_FirstQuestDocVault_01054C37 TIF_FirstQuestDocVault_01054C3E TIF_FirstQuestDocVault_01054C2F TIF_FirstQuestDocVault_010553E5 Aren't these necessary for the quest to advance?
So...version 1.1. I can see that the door was moved outside. Great.
That said, the doctor still gives me three speech options. Chose each one multiple times...and the bottom is still a blank. He's researching the ghoul brain rot...and then nothing else.
Do you maybe have a mod requirement that is missing? Like, maybe one of the ones that gives a full dialogue wheel? This is...frustrating. The versions did not list as a revision, so upgrading is literally uninstalling and doing a clean save before reinstalling a new version.
Well, to start the quest, you need to press the top dialogue option first, then the bottom one thrice. Every time you click on the bottom option, new options open up in the other three options. Do not leave the dialogue, the npc will end the dialogue himself... ok, I'll just open this option initially. I don't understand why this script didn't work for you. Also, I don't use f4se, do you?
You don't use the script extender? Yeah....not sure how I'd play modded without it.
That said, your mod also has a conflict with 2LM (2 legendary mods). If enabled first you can no longer change the mods on weapons, and the second slot simply disappears.
Sorry, but I've got to give this one a pass. I know it isn't worth much (the feedback). That said, thanks for putting something out.
I also cannot get this to work. I get three texted options with the doc, up, left, right. The bottom one is blank, when I press it, the same options are displayed again. I pressed it several times but no new options appeared. I cannot start the quest.
Didn't finish the whole thing tonight, but I would head over to the Vault near Sanctuary instead of Concord, there's a lot more going on there. Lots of characters and dialogue.
vault 111 government, i got to the terminal, there is a fuse box that's not interactive, and the people are mute using mo2 i turned off all the mods except for script extender and your mod, still mute doctor
same here. disabled ALL mods and still doctor has no voice. You can enable subtitles in game but it never progresses in to the quest. Some serious bugs with this mod. Also I noticed a FPS drop in the church cellar
So, went to the church. No quest start. Entered into the large new hatch, right below the pulpit. Entered into tunnels copied from railroad...killed some ghouls. Found a single note in some questionable English. Got to a copy-paste from the Hallucigen facility, with a scientist that had 3 speech options and one present but not working (the down option of the four arrows). Grabbed stuff, left.
Is the quest not engaging? Is the speech not working? As yet, the scientist does say he's working on the brain issues.
Now, don't get me wrong. The broken English is only a problem in the fact that with it I cannot determine if I'm missing ideas because I cannot translate or because there weren't any there. The broken quest is frustrating. So...what do I write-up here as a potential bug to be addressed? Please help me here. I'd like to be reasonable...but right now there's nothing to do unless you really want a bunch of bags of concrete...
I tried all three options. The bottom remains as nothing. As in, I can spam it constantly once all the others are greyed out. It remains bright (instead of greyed out as already explored),
As others have said, placing the entrance to the cell outside of the church would be more appropriate, specifically I would say in the alley between the church and museum, as otherwise there could be a potential conflict with Sim Settlements 2 Chapter 2.
Getting some FPS drops in the first interior whenever I turned to face the entrance (so basically whenever I was facing South). I think it's the lighting in the Doc's lab. There should be ambient sounds or music within the interior cells. Also, you should consider more notes in each cell. Perhaps link the Church cellar to the Vault with a note?
Nice placement of the mines in the Vault. Although I have to say, with the amount of unfinished and unnamed Vaults that are added to the Sanctuary/Concord area, seems like Vault-Tec had a couple of trials before 111. It wouldn't hurt to place these locations literally anywhere other than the starting area.
I did like the Vault and its characters the most, though. Give it a unique name, or even call it something like "Unknown Vault". Some interesting ideas going on with the GECK, although again, I feel this kind of storytelling (a concept like the Garden of Eden Creation Kit is undoubtedly late-game content) is inappropriate for the game's starting area. Perhaps moving all this down to the swamps would be better, as there isn't much down there in the vanilla game, so less conflicts.
Ok, so this is a bit bigger than I had previously anticipated. Will have to play through the whole thing another time.
All I will currently say is maybe change the description about starting at the Concord church, as there isn't much to do in that particular cell. Players should head over to Sanctuary instead and find the Vault beside the APC for some neat story and dialogue.
I do have a mod "concord revisited" It doesn't make any changes to the church, so it should be good. One suggestion though. Maybe move that entrance to the backside of the church. Just seems to be a more fitting location.
I will let you know how it works for me.
**UPDATE** For whatever reason, it prevents "VIS-G Legendary Modifications" from working. Not sure what that conflict is at the moment.
26 comments
Don't enable this mod if using AR2 (or visa versa).
CTD @ underground lake.
What's with the Atrium door + Terminal ? (Would not open)
The Doctor had nothing to say when I returned
I'm missing something ?
TIF_FirstQuestDocVault_01054C13
TIF_FirstQuestDocVault_01054C27
TIF_FirstQuestDocVault_01054C36
TIF_FirstQuestDocVault_01054C37
TIF_FirstQuestDocVault_01054C3E
TIF_FirstQuestDocVault_01054C2F
TIF_FirstQuestDocVault_010553E5
Aren't these necessary for the quest to advance?
That said, the doctor still gives me three speech options. Chose each one multiple times...and the bottom is still a blank. He's researching the ghoul brain rot...and then nothing else.
Do you maybe have a mod requirement that is missing? Like, maybe one of the ones that gives a full dialogue wheel? This is...frustrating. The versions did not list as a revision, so upgrading is literally uninstalling and doing a clean save before reinstalling a new version.
Also, I don't use f4se, do you?
That said, your mod also has a conflict with 2LM (2 legendary mods). If enabled first you can no longer change the mods on weapons, and the second slot simply disappears.
Sorry, but I've got to give this one a pass. I know it isn't worth much (the feedback). That said, thanks for putting something out.
Will test it this evening and let you know what I think.
using mo2
i turned off all the mods except for script extender and your mod, still mute doctor
So, went to the church. No quest start. Entered into the large new hatch, right below the pulpit. Entered into tunnels copied from railroad...killed some ghouls. Found a single note in some questionable English. Got to a copy-paste from the Hallucigen facility, with a scientist that had 3 speech options and one present but not working (the down option of the four arrows). Grabbed stuff, left.
Is the quest not engaging? Is the speech not working? As yet, the scientist does say he's working on the brain issues.
Now, don't get me wrong. The broken English is only a problem in the fact that with it I cannot determine if I'm missing ideas because I cannot translate or because there weren't any there. The broken quest is frustrating.
So...what do I write-up here as a potential bug to be addressed? Please help me here. I'd like to be reasonable...but right now there's nothing to do unless you really want a bunch of bags of concrete...
I tried all three options. The bottom remains as nothing. As in, I can spam it constantly once all the others are greyed out. It remains bright (instead of greyed out as already explored),
As others have said, placing the entrance to the cell outside of the church would be more appropriate, specifically I would say in the alley between the church and museum, as otherwise there could be a potential conflict with Sim Settlements 2 Chapter 2.
Getting some FPS drops in the first interior whenever I turned to face the entrance (so basically whenever I was facing South). I think it's the lighting in the Doc's lab. There should be ambient sounds or music within the interior cells. Also, you should consider more notes in each cell. Perhaps link the Church cellar to the Vault with a note?
Nice placement of the mines in the Vault. Although I have to say, with the amount of unfinished and unnamed Vaults that are added to the Sanctuary/Concord area, seems like Vault-Tec had a couple of trials before 111. It wouldn't hurt to place these locations literally anywhere other than the starting area.
I did like the Vault and its characters the most, though. Give it a unique name, or even call it something like "Unknown Vault". Some interesting ideas going on with the GECK, although again, I feel this kind of storytelling (a concept like the Garden of Eden Creation Kit is undoubtedly late-game content) is inappropriate for the game's starting area. Perhaps moving all this down to the swamps would be better, as there isn't much down there in the vanilla game, so less conflicts.
All I will currently say is maybe change the description about starting at the Concord church, as there isn't much to do in that particular cell. Players should head over to Sanctuary instead and find the Vault beside the APC for some neat story and dialogue.
I will let you know how it works for me.
**UPDATE** For whatever reason, it prevents "VIS-G Legendary Modifications" from working. Not sure what that conflict is at the moment.