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Mod Name: Minutemen Take Over Nuka World Bugfix

Version: 0.85 Replacer/Bugfix

Author: Myrystyr
Original Author: hxhunter15
Date: 18/04/2022
Categories: Quests, Bugfixes

Requirements: Fallout 4 base game and the Nuka World DLC

Recommended: Raider Bogeyman Perk, Fizztop Grille Linked Containers, SKK Dynamic Damage Manager, SKK Companion Weapon Upgrade, We Are The Minutemen, Minutemen Variations, Legendary Chance Reduced, Nuka World Open Season Extend II


DESCRIPTION
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Hey Overboss, glad you could make it. Wanna have some F-U-N fun?

Open Season is one of my favourite quests. Minutemen Take Over Nuka World is one of my favourite mods. Completing the quest Open Season with Minutemen Take Over Nuka World installed is one of my most satisfying gaming experiences in the thousands of hours I have spent playing Oblivion, Skyrim and Fallout 4. Unfortunately, the mod has some bugs.

This mod makes a number of changes and improvements to hxhunter15's original work. This includes packing the scripts into an archive, removing dirty edits, and making several other adjustments. For a comprehensive list of the changes made, see the CONTENTS section below. In short: the mod no longer affects Far Harbor, Liberty Prime or the Cambridge Police Station, frees up the Wasteland Travellers to sandbox around Nuka Town, and in general runs more smoothly.

It also, and this should be music to many an Overboss' ears, plays nice with the Power Play quest. In the Nuka World DLC, the Power Play and Open Season quests do not normally interact. In the original verison of this mod, trying to complete Power Play would automatically start Open Season. This bug is now resolved.

There are still a few issues with this mod, but not all of them can be addressed at this stage. Two in particular are of note. Firstly, a frontal assault on the main gate of Nuka Town is resource-intensive even on really good computers, and may cause the game to lag, freeze or crash for reasons that have little to do with this mod. Secondly, the way quests and scripts work in Fallout 4 is beyond the current skill level of this mod author. Simply put, if this was an Oblvion mod called Fighters Guild Take Over Shivering Isles it would be a lot easier to work with.

If you join the attack at the front gates of Nuka Town, the following actors are present:

You the Player Character
Your Companion (if any)
Up to 25 Minutemen or Brotherhood of Steel
The first 15 Raiders to arrive on the scene
Any other NPCs in the area, including Shank, NIRA and trader slaves
Plus any robots hijacked using the Robotics Expert perk and brought from the Galactic Zone to Nuka Town
Let's not forget any NPCs brought in from anywhere else using a mod like SKK Unlimited Combat Followers

And the computer has to handle all this in addition to the architecture, objects with physics and/or animations, precombines and landscape within all the cells loaded according to UGridsToLoad in the ini file. For a real framerate nightmare, try doing this during high winds and heavy rain. For a more manageable battle consider other strategies; ordering your troops to standby until you kill one of the gang bosses is risky but effective, for example. Or you can order an immediate attack from the safety of Fizztop Grille Patio, and watch the battle unfold before you.

Fallout 4 rates weapon mods on a simple scale: exceptional, superior, better, improved, standard, worse, reduced, inferior and poor. Hxhunter15's mod definitely Improved upon the original Open Season quest. Now we can say that we truly do have a Better Open Season - and, in conjunction with other mods, a superior Nuka World experience.

For images, videos, bug reports and further information, please see the original mod here:

Minutemen Takeover Nuka World - https://www.nexusmods.com/fallout4/mods/30509

As always, if you are already satisfied with the original mod this one is based on you don't have to download this mod. Or, feel free to try one of the other mods out there that do similar things to this one.

This mod is released as is. While feedback may be helpful, be aware that not every suggestion or request may be taken into account. Furthermore, if you would be more satisfied with the mod going in a different direction than the one I have chosen, please note that permission is given for further modification (see below for full details).

Please read the ReadMe in full before downloading and installing this mod. For optimum results manual installation is recommended. If a mod user downloads and installs this mod without reading the ReadMe, then support will be limited. Also, take the time to view the images on this mod's webpage; they serve as a visual diary of debugging this mod.


CONTENTS
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This mod contains the following files:

BetterOpenSeason.esp Replacer
BetterOpenSeason - Main.ba2 Archive


This mod makes a number of changes to the original mod as follows:

The AI package DefaultPatrolLinkedRef is removed due to unnecessary and deleterious effects on unrelated NPCs.

Quest Alias entries that generate warnings and an error are removed from zjs_OS_Main "The Battle for Nuka World" quest.

The radius of the zjs_OS_SandboxSmall package (referenced by zjs_OS_Main) is increased to 512.

The radius of the Sandbox package (referenced by zjs_OS_Main and zjs_OS_SettlingNukaWorld) is increased to 4096.

An Idle normally used by Dogmeat removed from zjs_OS_WastelandTravelers Formlist and two appropriate NPCs are added.

The AI package zjs_OS_NukaTownStroll is changed from Patrol to Sandbox with radius 4096 Near Self.

The Keyword type for zjs_OS_RelaxKeyword is changed from Recipe Filter to Quest Target - in conjunction with the AI package change above, Wasteland Travellers can now finally sandbox about Nuka Town.

Raider settlement objects unlocked by the Wasteland Warlord perks are now available, in any exterior settlement, for an Overboss who has completed both Power Play and Open Season; these are new crafting recipes.

When the Traders of Nuka Town remove their slave collars they will also change out of their Tattered Rags and into a selection of clothes, using a new levelled list; note that if you kill Harvey his corpse will become naked.

The levelled lists used to clothe the Wasteland Travellers are expanded and corrected; in particular, no one will be wearing Deacon's non-playable clothes.

Selected Quest Aliases are removed from the edited version of DLC04RaiderKickout aka Open Season, as part of efforts to provide compatibility with the Power Play quest.

Conditions are imposed on all stages of zjs_OS_Main for compatibility with DLC04MQ05 aka Power Play, such that it is now possible for the Overboss to become the Wasteland Warlord and complete the Nuka World questline without triggering the Open Season quest; note that it is still possible to accidentally trigger Open Season through incautious play.

Dirty edits to otherwise unused references in cells and the worldspace are removed.

The previously unused Layer zjs_OS_Triggers is now implemented, with all cell and worldspace references touched by this mod moved to this layer unless they were already on a layer; note however that there is still some yellow conflict in Edit over the Location records touched by this mod, and the Creation Kit still generates a lengthy warning log.

The Nuka World Command Radio is now a holotape, which you will now hear being added to your inventory, and its interface is somewhat more user-friendly; if you don't receive a message immediately upon making a selection in the holotape menu, be patient and exit from your pip-boy or terminal.

The corrections made by The Unofficial Patch are now copied directly into the Open Season quest, and are not dependent upon that patch; the patch for the patch (made for earlier versions) is now no longer required.

Stage 20 of Brand New Refreshment is now marked as Complete Quest, so that quest will now complete.

Some of the messages received via the Nuka World Command Radio are edited slightly.

Lastly, the esp was given a Quick Auto Clean with Edit; the 16 Identical to Master records removed were worldspace cells and their group block and sub-block headers.


A copy of the Description of the original mod is included for reference purposes.


INSTALLATION
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0 - Identify a prior savegame to revert to in case of uninstallation
1 - Extract to a temporary location
2 - Copy the esp and archive to your Fallout 4\Data folder
3 - Remove the loose files listed below if they are present from a previous installation
4 - Tick the esp and adjust your load order as you see fit
5 - Make a new save when next you play

Loose files now superseded by the archive:

Script\DLC04\DLC04RKOOnDeathCustomScript.pex
Script\DLC04\DLC04RKOOnDeathSecondaryCustomScript.pex
Script\DLC04\Fragments\QF_DLC04RaiderKickout_01027704.pex
Script\DLC04\Fragments\Quests\QF_DLC04RaiderKickout_01027704.pex
Script\Fragments\Quests\QF_zjs_OS_Main_020018D9.pex
Script\Fragments\Quests\QF_zjs_OS_SettlingNukaWorl_0201A3EC_1.pex
Script\Fragments\Quests\QF_zjs_OS_SettlingNukaWorld_0201A3EC.pex
Script\Fragments\Terminals\TERM_zjs_OS_MinutemenCommand_020042EE.pex
Script\Fragments\Terminals\TERM_zjs_OS_MinutemenCommand_020042EE.psc
Script\zjs_OS_BodyguardDeathScript.pex
Script\zjs_OS_DeathScripts.pex
Script\zjs_OS_Main.pex
Script\zjs_OS_MainScripts.pex
Script\zjs_OS_SettleScripts.pex


UNINSTALL
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1 - Untick the esp BetterOpenSeason in your plugin manager
2 - Delete the esp and the archive from your Fallout 4\Data folder
3 - Adjust your load order as you see fit
4 - Click yes to continue when next you play (accepting load order changes) and make a new save
OR: revert to a savegame prior to installing the mod (and make another new save)


CREDIT
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This mod was created by Myrystyr and uploaded to NexusMods. The original mod was created by hxhunter15 and uploaded to NexusMods.

Special thanks to the original creator hxhunter15.

Additional thanks to other mod authors for inspiration, the creators of Edit and similar software tools, the Unofficial Patch Project Team, Oxhorn for the youtube video about the original mod, and players like you for downloading my mods.

Tools used: Creation Kit (including Archive2), File Explorer, Notepad, 7-Zip, Edit.


PERMISSION
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The original creator's permission applies:

* All the assets in this file belong to the author, or are from free-to-use modder's resources
* You are not allowed to upload this file to other sites under any circumstances
* You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
* You are not allowed to convert this file to work on other games under any circumstances
* You are allowed to use the assets in this file without permission as long as you credit me
* You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
* You must get permission to earn Donation Points for your mods if they use my assets
* The author did not upload this mod to Bethesda.net for console users yet, but he or she will at some point


The Unofficial Patch Project Team's permission applies to any fixes copied into this mod:

* You may also copy any needed fixes into your own work to use without the UFO4P as a master so long as you agree to be responsible for any support issues that arise from doing so and that you will actively keep up with any needed changes in future updates.


This mod is otherwise free to use, distribute, and adapt in accordance with the following conditions:

* Please do not distribute any part of this mod for commercial purposes.
* Please give courtesy notification of any use of this mod in another project.
* Please give credit to myself as Myrystyr, hxhunter as the original creator, any others mentioned in the original ReadMe as appropriate, and any other contributors to your version of this mod.
* Please include a link in your readme and description to this mod, and the original mod this one is based on.
* Please include the readme for this mod in the download for your mod.
* You accept full responsibility for any changes you make, including dealing with any issues that may arise, and will direct users of your mod to seek support primarily on your mod's webpage.
* This mod was uploaded to NexusMods, on the date given in the Description, and if downloaded from anywhere other than the original webpage no support can be offered by the mod author.
* This mod is not available on the console for technical reasons.
* If you translate this mod into a language other than English, please note that you assume all responsibility for that version of this mod; any questions or comments regarding the translation must be dealt with on your mod's webpage.


CONTACT
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You can contact me by commenting on this mod's webpage, or any of my uploaded mods. While I do make an effort to read every comment, an immediate response is not always practical and should not be expected.

Hostile comments will not be tolerated, and any such activity will be reported, blocked, deleted and locked.

If the comment section of a mod's webpage has a sticky note, please read that before commenting.

Please inform me as soon as possible of any problems you may encounter while using this mod, provided you are reasonably certain the issue you experienced is actually related to this mod. There are a number of common problems encountered by mod users that often turn out to be caused by the base game, seemingly unrelated mods, unwise edits to the .ini files, changes in load order, corrupted saves, loose files, dirty edits, etc. Feedback and constructive criticism are welcome, although I am not currently taking suggestions for future mods. If a bug is found, clear details will be required.

If you would like to submit images to this mod's webpage, note that approval is usually granted within 24 hours.

This mod is available only on the Personal Computer and not the Console, because the only gaming console I own is a PS3. If you want to convert this mod for the console please contact me beforehand for permission, provided you understand that you will be taking responsibility for the console version of this mod.


CONFLICTS AND ISSUES
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Disclaimer: I do not play on survival mode, as the imposed restrictions make it impossible to fix issues I repeatedly encounter in the base game. Therefore any issues encountered using this mod in that mode cannot be addressed.

Known Issues: If you look at some of the images I have provided, you will see that some of the Minutemen are wearing mod outfits with 4k textures. Also, Curie is wearing a custom outfit made from elements of clothing mods by Elianora and others, which has far more polygons than her standard outfit. This, along with the mod outfit and hair of the character I was playing at the time, likely aggravated the game lagging and almost crashing during the Battle for Nuka World.

In addition, there may be an increase in lag in the exterior cells of Nuka Town whilst waiting for the Minutemen or Brotherhood to arrive, particularly if console commands are used to acquire the Nuka World Command Radio or otherwise force the Battle For Nuka World quest to start. Attempting to load a savegame at the Fizztop Grille Patio caused the game to repeatedly freeze and crash for one character, while others experienced a drop in framerate walking about Nuka Town and near various NPCs; as a result, saving in interior cells is recommended as a precaution.

Skimpiness Factor: Some of the NPCs in Nuka Town are persistent references, and even with Corpse Removal toggled on they stay lying in the middle of the street for everyone to see on an effectively permanent basis. So if you take everything out of their inventory, strip them of their clothes . . .

Playtest Report: Having visited Nuka Town post-battle with four different characters, I can definitively say that the Wasteland Travellers do sandbox and the Traders do change their clothes.

Furthermore, provided Open Season is started correctly, the Battle for Nuka World quest does run. To be more precise, this mod needs to be installed before starting the quest, preferably before travelling to Nuka World. If the quest Open Season has already started, and any version of this mod is then installed, then the Nuka World Command Radio will not be received. As this will lock the character out of the full experience of this mod, the only safe alternatives are to revert to a previous savegame where Open Season had not yet started or to wait until a new character starts a new playthrough. While there are console commands that can be used, do so at your own peril.

Also, it is now possible to complete the Power Play quest without triggering Open Season and thus this mod's Battle for Nuka World. To be precise, Nisha took a bullet for her betrayal of the Overboss, the Disciples were disciplined, and the remaining gangs and their bosses did not attack their Overboss or each other.

It is also possible to start Open Season and the Battle for Nuka World normally any time after completing Power Play.

Compatibility: Due to the edits to cell, worldspace and location records in this mod there will be some conflict with other Nuka World mods that alter the same records. This is best checked on an individual basis, using Edit to see what records are in green, yellow or red. Some of these conflicts may be resolved by moving the BetterOpenSeason esp higher or lower in your load order. Others may require a decision on your part as to which mods to keep and which to remove.

This mod was used alongside over 150 other mods, all either downloaded from NexusMods or of my own private creation (including custom patches). My load order includes a fairly recent version of CBBE, and the Unofficial Patch, but not AWKCR or AE. No mod manager is installed or used, and in all cases manual installation is recommended and assumed. While I do have Edit installed it is primarily used to manage custom patches at the end of my load order. Although I play with over 150 mods installed, compatibility with any given mod or load order cannot be guaranteed or assumed.

In particular this mod was tested alongside the following mods with these results:

Nuka World Farm Settlement - Yellow conflict over one exterior cell, settlement mod needs to be placed after this mod
Nuka World Open Season Extend II - Yellow conflict over one exterior cell that can be ignored, also increased lag may occur in Nuka Town if populated alongside this mod's Wasteland Travellers; if using the esl it will always load first
Raider Bogeyman Perk - Runs normally and perk awarded at completion of Open Season provided you are not a Raider
SKK Combat Stalkers - Recommend turning off before the battle to avoid extra stress during a sudden free-for-all
SKK Dynamic Damage Manager - A good way to manage the lethality of opponents during the battle
SKK Companion Weapon Upgrade - Even if you give Curie an Alien Blaster or The Last Minute like I do the perks will help
Revenge of the Vintage Alien Blaster - Yellow conflict over one exterior cell that can probably be ignored, not tested on the Hub's Vintage Alien Blaster version
Fizztop Grille Linked Containers - No conflict and works fine, recommended for using as a base when in Nuka World; note that any mod which makes Fizztop Grille and its Patio a player home or settlement will conflict over the location record
Advanced Synth Uniform - The Pip-Boys my characters prefer are 4k, so I made a textures archive for personal use
Minutemen Variations - 4k textures, fortunately already packed into an archive by the mod author
We Are The Minutemen - Minutemen and will exit Power Armour to sandbox and leave it standing in the middle of the street (as will Brotherhood Knights), and from what I understand this is a limitation with the game engine
Combat Helmet Illumination - 1.2 Hair version, makes the Brotherhood of Steel look more intimidating during night battles
Legendary Chance Reduced - A mod I made to control the incidence of legendary encounters and thus legendary items, can be used to effectively remove all non-unique/non-scripted legendary items from the game or to increase the incidence of legendary opponents beyond even that of Survival mode; it is lightweight and quite effective
Azar Ponytail Hairstyles - May have contributed to the lag almost continually experienced by one of my characters; less lag was experienced when they changed their ponytail to another hairstyle by Azar
Sleek Styles Pack - Preferred by one of my other characters who experienced notably less lag
Saloon Girl aka Western Outfit - Minor edit to an exterior cell in Dry Rock Gulch with no effect on this mod
Whisper Institute Jumpsuit - Goes well with the ASU Pip-Boys for an Institute Director Overboss
Nuka World Transit Centre Settlement - No discernible issues were noted, and it is available for jobs with Shank
Personal Patches - At the end of my load order is a custom patch that makes further changes to various levelled lists, equipping combatants with weapons and armour from various mods I have added to my game; your game is of course your own
Working Ice Cooler - Because nothing says a job well done quite like having an Ice Cold Nuka Cola, whilst walking around the now much friendlier streets of Nuka Town after a battle ;)

If a load order conflict is experienced when using this mod with others that affect the same records, you will have to decide for yourself which mod should be kept or edited, which will have to be moved about in your load order, and which might have to be removed. There are no easy answers here, although as a general rule it is advisable to prefer archives to loose files and to think carefully before installing any mod that is heavily scripted.

My current roster of playtest characters are mostly retired, having completed the main questline and most of the DLC questlines at level 80 or above (average 200+ hours play). Your gaming experience may differ if your characters are of notably lower or much higher level, or have not advanced particularly far in the game's storyline.

I am reasonably certain that any problems I encounter are typically due to other mods that have issues of their own, pre-existing known bugs in the game, or the general issues that may arise from having over 150 mods installed. In particular, I have had to retire some of my playtest characters due to various issues specific to their playthroughs. They have earned their rest, and I will carry the lessons we learned for as long as I play Fallout 4.

Future Plans and Other Concerns: I remain puzzled regarding the changes to the Location records in this mod, and the fuss the Creation Kit makes over them. Given the way locations work in Fallout 4, it is only a matter of time before someone loads this mod before or after another mod that alters some or all of the same locations altered by this mod. What happens then is a problem with no easy solution, other than uninstalling this or the other mod.

In addition, there ought to be a means of acquiring a backup Command Radio in case the original is lost or somehow fails to add itself to the player's inventory. The simplest solution is a crafting recipe with conditions; I'll look into that if there is sufficient interest. On a related note, the holotape terminal could probably be improved further.

There are a few other things I'm considering, like moving the War Chest or at least dispelling the levitation spell that Oswald The Outrageous must have cast on it. For now though the bulk of our work is done. The most annoying bugs in Minutemen Take Over Nuka World are fixed, and we can get on with enjoying this mod as it is meant to be played.

Working on this bugfix has been a learning experience, to say the least. There's still a lot more that I want to do with this mod, like fully integrating the Institute and the Railroad into the Battle for Nuka World, but that will have to wait until I have a better understanding of how quests and scripts work in this game. In the meantime, anyone who has the skill and patience required to unpack and rewrite the scripts is welcome to do so. I hope to one day see a superior or even exceptional version of Open Season built upon the foundation of my and hxhunter15's work.

Now, if you don't mind, I'm going to take a moment to have a Nuka Cola and admire the view.


FAVOURITE ANNOYING QUESTIONS
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Question: Can't you give us the short version instead?
Answer: Too many mods on the Nexus are poorly documented. This is not one of them.

Question: Why doesn't this mod do something that shouldn't be done?
Answer: Because it shouldn't be done.

Question: Why won't you change this mod to do something I want?
Answer: Because I made this mod to do something that I want.

Question: Why don't I use this other mod instead?
Answer: Go ahead and do that if that's what you want.

Question: Why isn't this mod available for the XBox or PS4?
Answer: Because I don't own a gaming console that it may or may not work on.

Question: Why did my game crash when I installed a whole lot of mods including this one?
Answer: Because of any number of causes that will vary according to your load order, file structure and savegame.

Question: What do you mean by load order changes, reverting to previous savegames, or manual installation?
Answer: If you don't understand any of those things then I suggest you reconsider playing with mods.

Question: Will this mod run on a Bamble-Weeny 57 SubMeson Atomic Brain?
Answer: That will depend on the quality of the tea leaves you have.

Question: Can I blame problems caused by other mods on this mod?
Answer: No. *sigh* No you cannot.

Question: How about this other thing that was happening before I installed any mods?
Answer: A game engine limitation is a pre-existing issue and not a mod bug. Try using the Unofficial Patch.

Question: Can you do something about something added in another version of your mod made by someone else?
Answer: That's for them to deal with, in accordance with this mod's permissions.

Question: Should I have read the ReadMe?
Answer: *sigh* Yes. *incoherent muttering*

Question: I can't find Colter's Bane, where is it?
Answer: That's the shotgun one of my characters used to become Overboss; it isn't in this mod.


IN CLOSING
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This mod was created using the latest version of the Creation Kit, as available from Steam and requiring a Bethesda login, and playtested with the Game Of The Year edition of Fallout 4. All six DLCs are installed, although unless otherwise noted they are not required for use of this mod. The only utility installed and used is Simple Plugin Manager. While Edit may have been used during the creation of this mod, it was not the primary tool.

Note that in some cases screenshots might not accurately reflect the nature or usage of a mod. Where screenshots are provided, note that they reflect the settings and load order particular to personal use. This may include some material from other mods, and may be taken as demonstration of what a modded game can look like.

This ReadMe is written for clarity and utility. It is assumed that the end user of this mod has read the ReadMe and understands that some issues which may arise during their modded play are beyond the mod author's control.

To reiterate: If a mod user downloads and installs this mod without reading the ReadMe then support will be limited.

These mods are my way of sharing some of the fun I have playing Fallout 4. If you like the mods I make, please consider endorsing them so that others can know they are appreciated; and, feel free to recommend them to others.

Thank you for reading, and enjoy your gaming.


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