1) Added a holotape entry in manual job selection so you can now choose a DC Kill Bounty job.
2) DC Bounty Kill job was fixed to prevent job failures due to it selecting a cleared location. Hadn't previously noticed, but during testing, I had the quest looking for the location closest to a placed marker, which oftentimes resulted in it picking one of two locations only - Backstreet Apparel or Camp Kendall. If these were cleared, no new kill bounty jobs could start. Removed the "Closest To" flag on the location alias in the quest, which in today's testing was selecting locations all over the map for Raiders, Gunners and Super Mutants alike. No job failures in ten consecutive tests.
The update, once installed, will take effect upon loading into your game. If you have no GFH jobs running, the mod will update its scripting and advise you when it has completed. If you do have an active job, it will tell you that there is a pending update that will be applied upon next loading into the game when you have no active jobs.
Note:
With Starfield unlocking for some of us in just 6 short days, as of this writing, I would hazard that its a safe bet that this will be the last tweak/update for this mod (for all of my mods), for a good long while, quite possibly the final one, as my attention will be shifting to the new IP, both as a player and potentially as a mod creator, once we have the tools. I just couldn't leave this mod with that quest failing for so many people though, so spent some time today to track the issue down and fix it (and add a holotape tool so that I could repeatedly test it - leaving that tool in there for you all to use as well, for added job variety).
That said, I'd like to thank you all for downloading this mod, for enjoying it as much as you have. Its given me a GREAT deal of joy and pride over the years to see so many people loving this mod (and my other ones as well!) and using it as a cornerstone for their loadouts.
Thanks again, for all of your support, encouragement and love for my collected works. See you all in the field of stars!
Help A Fellow Content Creator out!!!
Help Shiloh build his subscriber base going forwards in Starfield! He interviews a LOT of popular mod authors. Here's mine!
I wanted to ask if all the squad mates look the same? I've looked and retried multiple times and all i get for the 'storm the gates' mission is the squad mate that looks like default Nate
Hey all, just started the mod and it looks great! Did the first mission to go get something for the Pastor and it worked fine. The second mission was an escort mission but when I went to talk to the Client, she wouldn't respond to the talk prompt. I talked to the assistant and had her cancel the job, then I asked for a new one. When I went outside the old Client was still there and when I talked to the new Client, same thing- no response to the talk prompt. Anyone else had this trouble?
Loot's complaining about a dead navmesh. Any hints on how to fix this? I'm a bit OCD about my loot warnings.
Skipping: [NAVM:00184B91] (in GRUP Cell Temporary Children of MassPikeInterchangeExt03 [CELL:0000E53A] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -17,-9))
My assistant disappeared, I'm barely into the mod as it is. Kept the office as a player home not a settlement (even though I can still dismiss people there) and only built a few things. Anyone know what's up?
I can't get the Gunner Mechanic to do anything at the mass Pike lift. He keeps saying the "that's one problem solved" dialogue but I can't get him to actually do anything. After that dialogue I can't do anything with him. What do I do?
Has anyone ever found any squadmate training manuals in game? I swear i have yet to find one and the no-takebacks of the trait system always has me anxious.
944 comments
a Flashy(JoeR) mod
v1.1.8 is now available to download!
Quality of Life update. Items tweaked or added:
1) Added a holotape entry in manual job selection so you can now choose a DC Kill Bounty job.
2) DC Bounty Kill job was fixed to prevent job failures due to it selecting a cleared location. Hadn't previously noticed, but during testing, I had the quest looking for the location closest to a placed marker, which oftentimes resulted in it picking one of two locations only - Backstreet Apparel or Camp Kendall. If these were cleared, no new kill bounty jobs could start. Removed the "Closest To" flag on the location alias in the quest, which in today's testing was selecting locations all over the map for Raiders, Gunners and Super Mutants alike. No job failures in ten consecutive tests.
The update, once installed, will take effect upon loading into your game. If you have no GFH jobs running, the mod will update its scripting and advise you when it has completed. If you do have an active job, it will tell you that there is a pending update that will be applied upon next loading into the game when you have no active jobs.
Note:
With Starfield unlocking for some of us in just 6 short days, as of this writing, I would hazard that its a safe bet that this will be the last tweak/update for this mod (for all of my mods), for a good long while, quite possibly the final one, as my attention will be shifting to the new IP, both as a player and potentially as a mod creator, once we have the tools. I just couldn't leave this mod with that quest failing for so many people though, so spent some time today to track the issue down and fix it (and add a holotape tool so that I could repeatedly test it - leaving that tool in there for you all to use as well, for added job variety).
That said, I'd like to thank you all for downloading this mod, for enjoying it as much as you have. Its given me a GREAT deal of joy and pride over the years to see so many people loving this mod (and my other ones as well!) and using it as a cornerstone for their loadouts.
Thanks again, for all of your support, encouragement and love for my collected works. See you all in the field of stars!
Help A Fellow Content Creator out!!!
Help Shiloh build his subscriber base going forwards in Starfield! He interviews a LOT of popular mod authors. Here's mine!
Skipping: [NAVM:00184B91] (in GRUP Cell Temporary Children of MassPikeInterchangeExt03 [CELL:0000E53A] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -17,-9))
Here's what FO4 auto clean points to.