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KucingKucing

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kucingkucing

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37 comments

  1. Epicdudejo
    Epicdudejo
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    As far as I can tell, it doesn't work. Preston still repeatedly sends me to settlements I've already unlocked every time I talk to him.

    The PEX file was copied into Data\Scripts as instructed.
    1. kucingkucing
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      I don't know what I must do, only you have this problem
      please answer :
      1. do you use any mod like a virtual machine like Mo2 or something?
      2. do you have a mod that edits settlement?
      3. do you have a mod that edits Minuteman quest?
      4. are you sure the radio or Preston sent you to the settlement you already have?
    2. streetyson
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      At Keep Commonwealth Radiant quests within the Commonwealth (superseded by Keep Radiants In Commonwealth) was this explanation, which might apply here also:
      Spoiler:  
      Show
      Q: I installed this mod, yet right afterword Quinlan/Haylan/PAM/Ec still sends me to Nuka World/Far Harbor!

      A: This is due to the way the game assigns quest targets. You see, radiant quests choose their targets *before* the quest is taken, not *when they're taken*. This is probably meant to prevent players from save-scumming quest locations. That means that even when you've installed this mod, the game has already loaded all its radiant targets so the next or second-next will likely still send you to nuka world/far harbor. It should be noted that this mod cannot change currently selected quest targets, either ones in queue or currently active. It can only prevent future cues from selecting non-commonwealth locations as targets.

      S: Unfortunately there is no known way to change quest targets or the questtargets of those in queue. You'll have to look up the quest on a wiki and use the console to advance the quest (or load a previous save and hope for the best). The next or second-next quest should be NW/FH Free.
    3. Epicdudejo
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      @kucingkucing
      All of my mods are installed manually, none of them alter settlements or quests and yes, for example, I was sent to The Slog long after I unlocked it.

      @streetyson
      Thanks, that does seem like what happens in my game. Do you know how long the quest queue can get?
    4. streetyson
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      Sadly I've no idea how long this pre-fetch list might be, maybe 2 but iirc I've seen 6 mentioned. And it seems to be created as soon as conditions are met for the radiant giver to be able to give them, which of course can be a little while before the player triggers them.
    5. kucingkucing
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      sorry I can't help you further,
      it seems my mod conflicts with another mod,
      unless you "disable" all mods except my mod to test if my mod doesn't work,
      I can't do anything else to diagnose your problem
    6. streetyson
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      You can playtest it by going back to a save before completing the Sanctuary quest (or before completing When Freedom Calls, which is my guess as the earliest possible prefetch trigger point), then play on from there. Or go forwards again to your current save and play out the radiants until the original prefetched sites are worn out and replaced by the new ones generated via this script. Or if you're able & ok with console commands you can try to auto complete them using quest stage commands (see this wiki section).
    7. BlazeStryker
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      It could just be the Slog? The Slog has a single-shot quest quite separate from the workshop-access quest, after all. (Arlen Glass' sending you after toy parts)
  2. ChefBarbie
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    It worked like a charm.
    For MO2 users:
    Install the mod, ignoring the warning. Double-click the mod, add a new folder named "scripts" and put the file into it. Activate the mod and make sure it's winning any conflicts. I put it low in my install order to make sure. The base script is in an archive, so a loose file will always overwrite it.
  3. Drivinghard
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    after reading everyone's comments about file location, and then Aurelianis's comments about the "/Data/Scripts/minrecruitquestscript.pex" location structure.. I am using Vortex so I could ALSO not find this file in my /Data/Scripts directory ...

    so what i did was make a NEW zip file that had the directory structure inside it then renamed THAT to match what the mod's filename was and installed it like a normal mod with Vortex and VOILA the 'minrecruitquestscript.pex' script DID SO magically appear in my /Data/Scripts directory ~  thank you
    1. kucingkucing
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      my English not so good,
      i don't understand what do you mean
    2. Drivinghard
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      I mean ..
      My mod manager is Vortex...
      I also could not find the vanilla 'minrecruitquestscript.pex' file in my /Data/Scripts game directory...
      so i REPACKED your 'minrecruitquestscript.pex' script file into a NEW zip file which contains the required directory structure
      '/Data/Scripts/minrecruitquestscript.pex' ..

      i installed this repacked zip file like a normal mod with vortex mod manager .. and i now DO have your minrecruitquestscript.pex script inside my /Data/Scripts game directory .. IF the game will read your PEX which i installed with Vortex mod manager after repacking YOUR Pex file into a new zip file which includes a directory structure inside... or whether the game will continue to read the vanilla PEX file which is trapped inside a BA2 file or not i do not know yet :)

      Aurealanis suggested in your comments packing your PEX file into a NEW zip file which includes the proper directory structure so that many DIFFERENT mod managers could install your PEX file into the proper location..
      here i uploaded a (dummy copy) of your PEX file which is packed into a ZIP properly with the correct Directory sturctures:
      https://themoddrain.com/FO4/TheMinutemenRadiantQuestUnownedOnly-68647-1-0-1675884726.zip

      please tell me when you want me to remove this file from my server as per your request
    3. kucingkucing
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      to be honest, I don't understand what you aim for,
      and another thing is : I don't mind if you post my mod at another site,
      but please add credit and the original link,
      and do not claim it as a mod that you create
    4. Drivinghard
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      that link is to a DUMMY AND EMPTY zip file that shows you where your PEX file should be inSIDE OF a zIP file that has a Directory structure INSIDE ITSELF - people would be able to install YOUR pEX using MANY different various mod Manager programs..
      ps: what is your Primary language?
    5. varander
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      Drivinghard and Aurelianis are suggesting that instead of uploading ZIP file containing 'minrecruitquestscript.pex' file, it would be better if you would upload ZIP file that contain also folder structure that game uses i.e. if your file should be extracted to Data/Scripts directory of the game, then your ZIP file should also contain Data and Scripts folders. This will allow to install your mod using Mod Organizer 2 or Vortex.

      You can just download ZIP file uploaded by Drivinghard, replace 'this-is-where-your-pex-file-is-supposed-to-be.PEX' file with your 'minrecruitquestscript.pex' file and upload that ZIP file to your mod page.
  4. ESmite
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    Hi, thank you for a much-needed addition to Fo4.  In the description:
    how to install :
    1. open folder "Fallout 4\Data\Scripts\"
    2. rename the "minrecruitquestscript.pex" to "minrecruitquestscript_Original.pex"

    I'm using Mo2 (and Steam) and don't see "minrecruitquestscript.pex" in that script folder(E:\Steam\steamapps\common\Fallout 4\Data\Scripts).  Does Mo2 keep its own script folder somewhere else? When I search my game drive for this specific file it's not found.

    @BlazeStryker: Did you find "Keep Radiant Quests In The Commonwealth" and this mod play well together? 
    1. kucingkucing
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      thank you for the reply,
      to be honest, I do not know how to solve your problem,
      I do not use Mo2,
      my mod has 273 Unique DLs in these 3 months, and you are the first person who has this case,
      can I ask some questions:
      -do the esp or esl stay in "Fallout 4\Data\"?
      -do you have reset/verified data using the Steam software?
      -do you have the "creation kit for Fallout 4" installed?
      -do you have LOOT in the system?, I want to know the game and script extender version
    2. ESmite
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      I know... looks like it's "an answer to a prayer", I'm eager to try it out.
      1. .esp & .esl appear to go into an Mo2 folder (E:\Fallout 4 mod Extracts\MO2\Mods\*modname*) Mo2 creates a "Virtual Machine" type instance so mods can be managed easily and removed completely w/o bloating or corrupting game folders.
      2. (Steam Verify) not the problem
      3. (CK) not installed
      4. LOOT - Version 3800 - 6/7/2018
          F4SE - version 0.6.21 rel. 23 (and yep... opening with game via F4SE Launcher)
          Game Version 1.10.63.0 

      Thanks for helping on this!
    3. kucingkucing
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      this virtual machine thing is beyond my knowledge,
      if the esp/esl are moved, I guess the pex is moved too,
      at this point, this problem "is not my problem"
      it Mo2 problem,
      you can ask for an answer in their forum or email or Discord,
    4. ESmite
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      NP... if I find a resolution I'll post here.  Ty
    5. Aurelianis
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      The pex files are packed in Fallout4 - Misc.ba2 so you're not going to find it under Data\Scripts. 

      Edit: if the pex file from this mod was archived in a Scripts folder i.e. Scripts\minrecruitquestscript.pex then it would be compatible with mod managers and there would be no need for manual installation.
    6. ESmite
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      (to verify)
      Just DL and install via Mo2?

      [Edit]
      Okay... dropped it into Mo2's overwrite folder and get no errors... anyway to force test it?

      *Update*
      Thanks for chiming in Aurelianis (btw love, LOVE your mods) looks like that did it.  I dropped the .pex into Mo2's "Overwrite" folder to test, ran the game w/o conficts.  I've subsequently created an empty Mod (in M02), dropped this file there and filled in all the detail boxes to please Mo2. I'll update if anything changes.

      Thanks KucingKucing for all your research and this mod!
  5. BlazeStryker
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    Does this get along with Keep Radiant Quests In The Commonwealth?
    1. kucingkucing
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      I assume you talk about this mod:
      https://www.nexusmods.com/fallout4/mods/25934
      📄 Keep Radiants In Commonwealth.esp (235.3 kB)

      to be honest: I don't know, because I don't use it,
      I have some theories, but because my English is bad, I have some difficulty explaining it
      you can study by yourself about : what is PEX and what is ESP, and how they work,
  6. pressure68
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    I’ve been playing with it a few hours and it seems to be working great. I’m finally getting sent to new settlements. 
    1. kucingkucing
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      thank you for review it
  7. dragonslayer2k12
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    Keeping an eye on this mod to see how it works for others. One thing I noticed over the years of playing this game is that MM quests kick in when you have a follower and seem to slow down when you don't have a follower. I do know that by default if you take the castle the MM quests will decrease after you get the settlement quests further south on the map. 

    What we really need is no more kidnapping quests if a settlement defense rating is a certain high number. so tired of those bored settlers wandering off with raiders to get their kidnapping fetish on.

    Also there are better ways to edit the main scripts without editing the main scripts and don't forget to take into account the unofficial fallout 4 patch changes to any quests or scripts you alter as a lot of people use that mod.
    1. kucingkucing
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      1. if the follower is Preston, sure, because he is the one who gives the radiant quests, if other followers like dogmeat. I have my doubt.
      2. my mod intent is to stop "the Minuteman Never Ending Radiant Quest" but not break the game, for "defense rating" or anything else is not really my concern,
      3. [there are better ways to edit the main scripts without editing the main scripts] <= what suppose I do?
      4. [don't forget to take into account the unofficial fallout 4 patch changes to any quests or scripts you alter as a lot of people use that mod.] <= this too, what suppose I do?
    2. dragonslayer2k12
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      SKK has some different ways to edit main scripts with his own scripts you might check out his mods.
    3. kucingkucing
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      thanks, but I won't,
      this simple mod is perfect and working as I intended
  8. streetyson
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    Someone better tell Bethesda they no longer need to keep rushing to get their own game fix out - poor guys have been working on it 8yrs...
    1. kucingkucing
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      pardon?
    2. streetyson
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      A sarcastic swipe at Bethesda, meaning this is how it should've been in the original game, or in official updates, ages & ages ago.
    3. kucingkucing
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      hmmmmmm
    4. kucingkucing
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      I am not a native English speaker,
      at first, I guess there was a problem with my mod,
  9. deleted133109643
    deleted133109643
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    Thank you. I'll give it a whirl because the RNG REALLY HATES ME for some reason...
  10. BlazeStryker
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    Well done!