Fallout 4

62 comments

  1. Myrystyr
    Myrystyr
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    Current Version: 0.85 - New Main File
    * This mod is now compatible with the Power Play quest (ironically a good way to thin out the gangs before the Battle for Nuka World)

    Mechanical Issues Resolved:
    * Unnecessary edit to DefaultPatrolLinkedRef is removed - version 0.8 onwards - see images for why this was a bug
    * Quest aliases that generate warnings and error are removed - version 0.8 onwards
    * Radius increased on sandbox packages used by Minutemen - version 0.8 onwards - revised in v0.84
    * Loose files packed into an archive - version 0.8 onwards
    * Idle normally used by Dogmeat removed from zjs_OS_WastelandTravelers Formlist and two appropriate NPCs added - v0.81 update
    * AI package zjs_OS_NukaTownStroll changed from Patrol to Sandbox with radius 4096 Near Self - v0.81 update - see images
    * Raider settlement objects unlocked by the Wasteland Warlord perk now available after Open Season - v0.82 update, revised in v0.84
    * DLCTraderOutfitNoCollar now uses a custom levelled list instead of Tattered Rags - v0.82 update - see images
    * Levelled lists used by Wasteland Traveller outfit expanded and adjusted - v0.82 update - see images
    * Keyword type for zjs_OS_RelaxKeyword is changed from Recipe Filter to Quest Target - v0.83 update - see images
    * Selected quest aliases removed from edited version of DLC04RaiderKickout aka Open Season - v0.83 update
    * New patch for Unofficial patch made for compatibility with above edit - v0.83 update - no longer required as of v0.85 main file
    * Conditions imposed on all stages of zjs_OS_Main for compatibility with DLC04MQ05 aka Power Play - v0.83 update
    * Nuka World Command Radio is now a holotape that can be safely removed from inventory - v0.85 main file
    * Stage 20 of zjs_OS_SettlingNukaWorld will now complete the quest - v0.85 main file
    * ReadMe includes selected notes regarding compatibility with other mods - v0.85 main file
    * Previously unused layer zjs_OS_Triggers applied to cell edits - v0.85 main file
    * Dirty edits removed and Quick Auto Clean applied with Edit - v0.85 main file
    * Crafting recipe for Nuka World Command Radio in case it is not added to inventory - v0.851 optional update
    * Brotherhood of Steel revised messages based on Auxiliary Forces sample module - v0.852 optional update

    Optional and Miscellaneous Files:
    * Unofficial Patch compatibility, ESL-flagged, two versions; moved to Old Files
    * BOS Auxiliary Forces, addon module for original to current versions, customising the Brotherhood option
    * Archive only, 0.80 ReadMe included, for use with versions 0.80 to current and the original mod
    * Original ESP Renamed, for comparison purposes in Edit and/or the Creation Kit
    * Main File version 0.80 and Updates moved to Old Files

    Maintenance Reports and Other Issues:
    * Worldspace 06053c58 Cell 06054375 Has Water when this is not flagged in DLCNukaWorld.esm but other nearby cells do
    * Removal of persistent raider corpses that remain in the streets of Nuka Town long after the Battle is over - check quest scripts
    * Add the Institute and Railroad as options for taking over Nuka World - quests and scripts will need to be rewritten
    * Add other factions, e.g. friendly Children of Atom, and allow for custom factions, e.g. Nuka Cola Museum fans - see also BOS addon
    * Cell block 2 sub-block 3 red conflict with Unofficial Patch regarding two placed NPCs can be ignored for mod to work
    * Investigate moving the War Chest somewhere more appropriate - propose sinking by a few pixels in future update
    * Adjust selected Command Radio messages to match sample BOS Auxiliary Forces module - see v0.852 optional update
    * Revise "amirite" message box to less intrusive message, or remove entirely - quest and script will need to be rewritten
    * Location Reference Type XX00106A zjs_OS_nukaGang - unused record in esp
    * Message XX017185 zjs_OS_BOS_Arrived_Paladin - unused record in esp
    * Message XX017186 zjs_OS_BOS_Arrived_Sentinel - unused record in esp
    * Message XX017187 zjs_OS_BOS_Attack - unused record in esp

    Playtest Characters in Screenshots:
    * Lisa Dixon - Institute Director, completed all DLCs, had already started Open Season before mod was installed, lost 3 hours to crash
    * Nicole Morgan - Minuteman General, completed main questline with the Railroad, completed Far Harbor, completed Nuka World with v0.83
    * Claudia May - Completed main questline and all DLCs as Minuteman General, original version of mod installed before Open Season started
    * Natalie Smith - Completed main questline with the Brotherhood of Steel, completed Power Play with version 0.85, the Overboss of Steel

    Additional Notes:
    * User-submitted images will usually be approved within 24 hours of being uploaded
    * If you experience any lag, crashes or similar issues with this mod installed, please read the comments below for possible solutions
    * Permission and encouragement is given to use this bugfix as the basis for further development of the mod
  2. TONIMELONI891011
    TONIMELONI891011
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    Does this still work with the next gen update? I havent seen anything much about it here
  3. ImmortanJoel
    ImmortanJoel
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    Something I'm confused about. 

    Do you have to be a minuteman general? How far into the BoS do you have to be to summon them? If you're both, do you get to choose which faction you use?

    Also, do I still need to install the original?
  4. Doomlurker42
    Doomlurker42
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    Can you make a version compatible with mods that keep gage alive?
    1. Myrystyr
      Myrystyr
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      Short answer: No.
      Technical answer: It would probably require a patch for each such mod, scripts would probably have to be rewritten, and that kind of change goes beyond the scope of both the original mod and my version of it. I don't use Gage as a companion and thus have no reason to keep him alive (his armour does make a fine trophy though). If you feel the need to keep Gage alive after conquering Nuka Town alongside the Minutemen or Brotherhood, and know your way around the Creation Kit/etc, feel free to make your own patch for or version of this mod.
    2. Doomlurker42
      Doomlurker42
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      theres exactly 2 mods, but understandable


      Apart the fact that its the og mod that breaks the vanilla script that flags him essential after completion of the quest where you meet all the raider bosses, stays protected instead. This means he no longer downs breaking his balance.
  5. 07samuel
    07samuel
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    Im probably blind but do I need the original mod for this to work or is this its own thing. 
    1. Myrystyr
      Myrystyr
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      The original mod is not required, this bugfix mod replaces it. Install the archive and esp, clicking yes to overwrite, and remove the loose scripts.
  6. StickyBandit63
    StickyBandit63
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    [REDACTED]
  7. Disrooster
    Disrooster
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    HELP!!! the minutemen radio was't added after talking to mackenzie
    1. Zephrim1998
      Zephrim1998
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      Download the optional receipt file
  8. Edward1379
    Edward1379
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    so what is the brand new refreshment ques supposed to do? settle the base nuka world area or do the minutemen also settle other parks too if I clear them?
    1. Myrystyr
      Myrystyr
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      The quest Brand New Refreshment does very little in the mod's current form, mainly housekeeping to say you've completed the mod. I surmise the original author intended to expand upon the quest, but never got around to it. I changed its final stage to complete the quest, so that it wouldn't stick around in the Pip-Boy doing nothing. If someone with more scripting experience wants to rewrite the quest, they are welcome to do so. Otherwise, I recommend using another mod to have a settle-the-parks experience, e.g. Nuka World Open Season Extend 2:
      https://www.nexusmods.com/fallout4/mods/47209
    2. Edward1379
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      excellent, I'll go use that mod to give the entire nuka world to minutemen.
  9. dragonuff
    dragonuff
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    For the other five parks Galactic Zone, Dry Rock Gulch, Nuka Bottling Plant, Safari,and Kiddie Kingdom do I do those quest first then open season with Minute Men or is there a way the Minute Men can take them over with this quest as well
    1. Myrystyr
      Myrystyr
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      That is a good question. I always do those quests first, then deal with Open Season (and/or Power Play), so I don't have any experience with the other option. From how the quest in this mod is written, it does seem reasonable to assume that you can start Open Season and have the Minute Men (or Brotherhood Of Steel) follow you into those parks. Until you complete Open Season, a squad of MM/BOS will follow you everywhere and attack any Raiders on sight; this includes into interiors like Cappy's Cafe, so they should also follow you to the other parks. Also, I recall there being quest objectives in the records in the esp for doing things like freeing slaves and clearing the parks. Though I have never seen them come up on screen, so maybe they're not properly scripted or there's some other bug (which may include any inadvertent changes on my part). On the other hand, if the quest and script are working as they are meant to, and I've already cleared the other parks, I'm probably not going to see any messages relating to them. Best I can suggest is you set aside a save to try this - start Open Season with the MM/BOS before going into the other parks - and see what happens. Given how many of your own troops it is possible to lose while dealing with the Raiders (even if you wipe out one of the gangs beforehand) you might want to summon as many as possible. Hope this helps and enjoy raising your flag in our favourite vacation destination.
  10. MethuselahMike
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    I have this installed with We Are The Minutemen and it’s all played out perfectly. I wiped out the Disciples myself, starting the Battle, then called in my Minutemen, and helped them clean out the rest of the raiders. The only thing I would note is I chose the option loot the bodies myself. Not one body has disappeared since with over a couple weeks of time passing in game, and lots of coming and going to Commonwealth. I got tired of them being scattered everywhere so did some cleanup duty. I now have several large piles of bodies off to the side in several locations. Not a big deal, and kind of real when you get right down to it. But if this is normal some people may want to choose the disappearing bodies/War Chest option instead.

    I think We Are The Minutemen and this combined with connecting all the settlements, establishing checkpoints, and generally civilizing the Commonwealth makes for a far more satisfying game than the so-called main quest. Great work and kudos to all the modders involved!
  11. OcelotSpetsnaz
    OcelotSpetsnaz
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    i didn't know this existed and i'm mid save, is it safe to disable the old esp and use yours?
    1. Myrystyr
      Myrystyr
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      Theoretically speaking, yes - all that installing this mod should do is overwrite the esp, and replace the scripts with an archive. You might want to do so while saved away from any Nuka World cell, NPC or other asset affected by this mod; the interior of Fizztop Grille should be good, or anywhere in the Commonwealth. If you've already started the quests involved, there's always the chance it might not be safe to do so . . . in any event, I recommend making a new savegame upon installing/updating the mod; if you do experience any issues, you can always go back. Ideally, of course, the best time to make any major changes to the load order is before starting a new game.
    2. OcelotSpetsnaz
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      i haven't started the dlc yet so i think i may be good, ty and i'll come back to let us know when i do