OOf, took me since yesterday to figure out why even my old saves wouldn't let me talk to ppl anymore. I never would have guessed that a quest mod would do that :*(
well yeah i knew what broke it by i can only guess why it broke it. my gues is, casue most Quests ingame run the moment you bootup the game and there were left over dialogue lines for a cu npc it seems to overwrite all other lines for what ever reason.
Was it inability to speak at all or just talking aloud? The latter is a vanilla bug with getting in the shallows and out quickly (especially with a scene transition) as I was reminded while seeking to recruit the character Mary Jane from the mod of the same name. If it's the silence thing there are a few solutions, the easiest perhaps being to immerse in water completely then get back out.
I really didn't expect much from this mod, I thought it would be one of those "try and delete it" but I was wrong. Good interior design, interesting story, and legendaries are balanced enough to be useful at any point in the game. Anyway, very good job, I'll be attentive to your future mods.
So I finally got the time to play the mod: SWEET! *endorsed* Really nice short story and really nice wink to Project PACER there... loved the enviromental storytelling and the opressive atmosphere down at the military facility. Also, I found really refreshing the final twist *not giving out any spoiler*
I really like both your mods, they integrate themselves so great (with eachother and also with the vanilla game) that could very well be a part of a larger side-quest. Really well done!
Will definitely be waiting to hearing from you *tag modauthor*
Thank you, a third mod is currently in the making, but it will be a standalone lore-wise to the other two and it will have the name Operation Artichoke.
I really enjoyed this quest! I thought the story behind it and the setting and construction were really good. However, I encountered some serious game-breaking problems with it, so I had to uninstall it.
The first problem is that as soon as I installed the mod, I was unable to talk to companions or NPCs. I have subtitles on, and all that would happen is that the player would silently say "Hey test test", and then the NPC would respond "Citizen, I need you to delete some data for me", "Do you still need something", or "Hey test test". The NPC response would depend on whether the quest had yet to begin, was in progress, or had finished.
This NPC dialogue problem persisted after I completed the quest and left the area, and even locked me out of starting trade with vendors in Diamond City. So unfortunately, I can't leave this mod installed.
The second problem is that the quest didn't actually start when I entered the new building area. As a result, the first computer terminal couldn't be interacted with. I re-started the game, and then the quest started immediately.
And finally, I found that the safe in the Cerberus lab can't be interacted with. I play with a controller, so that might be why I couldn't do it. I tried for a couple of minutes before using console commands to delete the water.
But overall, I really enjoyed the experience! I'm hoping a few bug fixes will sort some of these issues out.
well thats not good i need to look into this. maybe some old code and voicelines are left in there that should not be there. EDIT: yeah i found the reason thanky for reporting it.
I enjoyed PACER as well, I find myself hoping this mod and Project: PACER tie together, mutual referencing would be nice with no actual requirement to have both mods.
I loved Project PACER so this one is also a no-brainer for me... instant-DL, will be back with my impressions once I've finished it. Thank you very much!
Nah saidly no. I wanted to set her up with a TTS voice but all the once i used and modified did satisfied me and they all sounded of. So it is Text-only on Terminals for now.
22 comments
I fixed the "cant talk to any npc" bug with 1.1. So the mod no longer breaks your game. Sorry for that...
HERA_MainQuest "Deus Ex Machina" [QUST:0200FE2B]
Good interior design, interesting story, and legendaries are balanced enough to be useful at any point in the game.
Anyway, very good job, I'll be attentive to your future mods.
Really nice short story and really nice wink to Project PACER there... loved the enviromental storytelling and the opressive atmosphere down at the military facility. Also, I found really refreshing the final twist *not giving out any spoiler*
I really like both your mods, they integrate themselves so great (with eachother and also with the vanilla game) that could very well be a part of a larger side-quest. Really well done!
Will definitely be waiting to hearing from you *tag modauthor*
The first problem is that as soon as I installed the mod, I was unable to talk to companions or NPCs. I have subtitles on, and all that would happen is that the player would silently say "Hey test test", and then the NPC would respond "Citizen, I need you to delete some data for me", "Do you still need something", or "Hey test test". The NPC response would depend on whether the quest had yet to begin, was in progress, or had finished.
This NPC dialogue problem persisted after I completed the quest and left the area, and even locked me out of starting trade with vendors in Diamond City. So unfortunately, I can't leave this mod installed.
The second problem is that the quest didn't actually start when I entered the new building area. As a result, the first computer terminal couldn't be interacted with. I re-started the game, and then the quest started immediately.
And finally, I found that the safe in the Cerberus lab can't be interacted with. I play with a controller, so that might be why I couldn't do it. I tried for a couple of minutes before using console commands to delete the water.
But overall, I really enjoyed the experience! I'm hoping a few bug fixes will sort some of these issues out.
EDIT: yeah i found the reason thanky for reporting it.
PS: no offense ofcourse
Look interesting btw.