I clicked Turn Announcement Off, but the broadcast keeps repeating. I'm pretty sure I wasn't even near the terminal when I installed this mod. Interestingly enough, with this mod the broadcast was initially silent when approaching for the first time. It only started when I was just outside the building and clicked on the broadcast in my Pipboy radio menu. The only mod I have that touches the terminal or quest is UF4P, but that's just a small grammar change to one of the entries in the terminal. I already patched the entry with FO4Edit on my side.
Also, would it matter if I started this mod on an ongoing game? Because I started it on an ongoing game.
Edit: it seems to actually become silent when I walk away from the building itself, but comes back when I get near it again.
All the terminal entry does is to stop the quest that has one purpose - to play the announcement, this quest is DN125_Radio. When you can hear the announcement use the console to stop this quest, if it works then my mod is faulty. If it doesn't then my idea is faulty:) I also cleared the run once flag on that quest since it has no script attached and thus the oninit() event is not an issue, with the flag enabled I was unable to stop the quest. Thanks for the info about the unofficial patch, I've forwarded the edit myself too.
I think I realized what the issue was. The previous version (0.3) had an incorrect file path. The plugin "dz_checkpoint_bravo_silence.esp" wasn't put in the data folder. I think the game was trying to reference the script, but it couldn't because it wasn't where it was supposed to be. Oh, and this new version (0.4) has a similar issue.
I haven't tested it yet, but once I do, I'll update you on my results.
Wonderful. There's only one thing missing now... VASynth files for every character type and companion in the whole damn Commonwealth (Including Dogmeat!) to comment on slash celebrate the end of that warning and a blank holotape to pop out of the terminal, said blank having contained it!
I'm glad someone finally made this as a mod. But I have one small suggestion/idea i don't know if it can be made but do you think you can make it so that once you clear the dungeon could one of the many in-game factions take over the site and turn it from a dungeon to a "settlement" but you could only pick a faction if you have made contact with them
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Also, would it matter if I started this mod on an ongoing game? Because I started it on an ongoing game.
Edit: it seems to actually become silent when I walk away from the building itself, but comes back when I get near it again.
When you can hear the announcement use the console to stop this quest, if it works then my mod is faulty. If it doesn't then my idea is faulty:)
I also cleared the run once flag on that quest since it has no script attached and thus the oninit() event is not an issue, with the flag enabled I was unable to stop the quest.
Thanks for the info about the unofficial patch, I've forwarded the edit myself too.
diziet
I haven't tested it yet, but once I do, I'll update you on my results.
diziet
diziet