My new patch restores it so that all doors (and other items) are showing up at their right position if you've previously used the above patch in your save.
Since the GFH items showed up fine (I did include them in the script just in case) I just made a SS2 Restoration Patch for now.
The Vertibird in Gun For Hire lets you set the player as "Pilot". Using this option will make all vanilla (or mod added) Vertibird events where the player is supposed to be the "Gunner" bug out. I could try patch every single one of them, but that'd be a nightmare in the making, so for now I'll just leave this heads up.
If you're experiencing a "You cannot use this at this time." error, open up the GFH Holotape, go into the Vertibird settings and change the player seating to use "Gunner" option. This will fix the issue.
You'll most likely have to reload a save prior to the warning popping up for it to work as intended.
I do have a patch for America Rising 2 that automatically switches it back as you reaches the Vertibirds you need to ride there. Had to make that as the Vertibird feature in the Holotape could not be accessed at the time where you needed to use these Vertibirds.
Hey there! I was in my playthrough recently with three patches and I ran into something strange. The door was located in the unpatched spot, right where the SS2 door usually is, and I found it unlocked, with Grim inside. I was wondering what could be causing this issue or if this was a load order bug. Love your work! Thanks.
Edit - Reinstalling the mod on a save where I had deleted the mod, saved again without the plugin record, then reinstalling it seemed to have fixed it for me, along with managing load order rules in Vortex. Door was still unlocked though. My character exits near the SS2 door as well.
Hey Exoclyps, Great mod! However, I'm having the same bug/issue as someone mentioned earlier in the comments where the NPC that sells the office is spawning inside the GFH office. I used the cheat terminal to unlock the door and found him inside.
After some testing I discovered that the NPC is in the GFH office before I even take the note I managed to make a workaround by moving the xmarker heading from inside the GFH office to the exterior next where the door is. I’m not sure if this will cause issues later on but I guess it bypasses the note portion and now the NPC is always just there outside without having to grab the note. I’m happy to use any fix you make as the author but had to make this fix in the meantime because I just couldn’t access the NPC and don’t want to use the cheat terminal to open the GFH office door, also I shortened some of the dialogue player prompt text because I’m playing in VR and the dialogue gets cut off a bit
So Grim is supposed to be hiding inside the Office before you grab the note. Once you grab it he goes outside to wait for the player to show up. Something is most likely preventing him from updating his packages in your game =/
That said I've been considering making an update that changes a bit how it works. So that rather than you go to the Security to grab the note you'll find the note stabbed up on the door and then you have to go somewhere to talk with him. Would make it harder to miss as the main thing people have mentioned is that they go to the door and it's "locked!?". This should also fix the issue as the approach would bypass the need for picking up the note as he'd be in his new spot and reactive at any time.
Just that I'm still debating on where to put him. Considering the Train Bar where he goes after you buy the office atm. Thoughts? Anyone else having for that matter I'm all ears!
Btw, skipping the "pickup note" part shouldn't cause issues. My patch just adds more of an introduction, the rest is the base mod after that.
Thanks for the reply. My workaround just puts him always outside the gun for hire office and there’s no need for the note so I just disabled it all together, I had thought about putting him in the dugout inn because that seemed pretty immersive that he’s in there having a drink but there’s a lot of markers in there and I didn’t want to overlap them but I’m sure if you wanted to give it a shot I would suggest the dugout inn in diamond city and just have him be chilling in there and disable the note I’ll try it on my end to see if there any issues.
Was thinking of putting the note at the door and have him chill somewhere. Just so that people who expect a door gets redirected properly. Was mostly debating on where he'd chill. Also think I might have to update some dialogue if I do since some lines suggest that you're essentially at the office when making the deal.
I think the mod is a great addition to gun for hire, I appreciate your work on this, I personally like for mods to be as simple as they can be for what they do , the more things added the more potential problems , so just for ease of use I’m just going to keep my adjustments just so I can use this mod and just have him chilling outside the gfh office and no note necessary.
I didn't get the open sign and name after setting it up and walking out. Started new game with eXo and ss2 patch installed. No "restoration patch" (not needed). All ok I guess but no sign outside :( Also mailbox missing
Please tell me how mailbox jobs work with this mod? My box is empty even at 100% spawn probability. And I really like the solution with moving the door and NPC - very elegant!
I think that feature was something the mod author was planning to add more to down the line. Currently there is not a lot of jobs related to it, and those that do exist takes quite a long time before they spawn.
I really love the implementation of having to buy the office to begin with, but I'm doing a playthrough without sim settlements 2. Can this mod be used as a standalone without sim settlements 2 all together?
your patch looks pretty good but maybe not use AI voicing for the protagonist and Grim sounds completely out of place as the protag voice doesnt match the other lines and Grim's lines dont match his appearance and while i personally dont have any issues with AI voices the technology is controversial and not that good at this moment, surely you can bash together some lines for the protagonist and Grim shouldnt be too hard to voice or find a voice actor
damn, absolutely love how you implemented this. talking to the previous office owner and haggling the price down before buying it off him is so much more immersive.
question on vertibird seating issue. does it bug out the other vertibird events even if you select the gunner option or does it only possibly break if you choose pilot?
It only bugs if you're Pilot. Essentially those events assume that you're in the Gunner Seat (which is default in vanilla) and will bug out if you're not in it.
Hello, I was wondering if you could mention in the mod page or pin comment that mentions the locations of the npc who sells the key for the GFH office. I had trouble finding npc for hours. Finally, I spawned the key with the console command and entered the GFH office. Then, I met the npc who sells the key, the guy was inside the GFH office. I am not sure if this is a bug or its supposed to be this way
The NPC ending up inside is not working as intended as he is supposed to stand outside after you grab the ad. But not sure what I could change to sort of fix that as his package is telling him to wait outside.
may I suggest moving the NPC somewhere else?! for example swap the position of the note and the NPC. Current implementation honestly makes no sense at all. Why would anyone ever announce the selling of such an office on a bulletin board somewhere in a hallway that is 1. not really public space (security area) and 2. noone ever pays attention to? If I want to sell a property then i put a message in front off it... Stick the note on the door and let the NPC spawn somewhere in the entrance area of DC or maybe place him into Dugout Inn (he's going to retire after all and can finally enjoy Bobrov's Finest). His current AI is also very limited meaning he just stands there even in the rain and doesn't give a f§$% at all if he's even standing in the middle of a firefight. Which doesn't add up for a mercenary at all. If he could be chilling in the Dogout Inn there would be no need to give him more AI to avoid those strange behaviors. And the Map marker should only be made available when I actually paid for the office. Right now it is revealed when approaching the NPC but when using a mod that moves the map marker inside the office to basically spare a loading on fast travel I'm able circumvent the whole buying process.
That said, your suggestion do make sense and having the note stuck up on the door were you have to have to go visit him in an in does make sense. I'll heavily take your feedback into consideration. Including delaying unlocking the map marker.
Quite busy now patching for a bunch of mods that came out recently, but will get back to it for sure!
I'm sorry, please excuse me! English is not my first language. Just though I give you my thoughts because you stated that you are not sure what you could do to fix the problem with the NPC accidentally spawning inside the office.
Phew... :) the cherry on top would be: when the GFH is loaded into the game for the first time, it immediately displays a few pages of text about what it is and how it works. that is, when you start a new game, it displays this text after you leave vault 111. it would be great if you could change this so that this information is only displayed when you first enter the office, since that's when it makes the most sense to have the information presented.
I did consider that, but the problem with that approach is that it'll lock you out from choosing the "Easy" or "Hard" mode stuff at the start. As you reputation starts building the moment you leave the vault, rather than from when you open the office.
Oh yeah, you're right I forgot about that... It's already muscle memory when I click through this as I always choose hard... maybe an additional file that displays the text up on entering the office but automatically starts the mod in hard mode anyways... i don't know just thinking out loud because this pages are imho somehow quite annoying when you see them over and over again after the years.
94 comments
So thanks to some scripting finesse, I was able to create a patch that moves the doors, even if you've already started the game with GFH installed.
I got my hands on a save with Sim Settlements 2 Chapter 2 - Gun For Hire - Door Patch installed previously and it looks like the doors added by GFH was updated fine, but the SS2 doors was all wrong.
My new patch restores it so that all doors (and other items) are showing up at their right position if you've previously used the above patch in your save.
Since the GFH items showed up fine (I did include them in the script just in case) I just made a SS2 Restoration Patch for now.
The Vertibird in Gun For Hire lets you set the player as "Pilot". Using this option will make all vanilla (or mod added) Vertibird events where the player is supposed to be the "Gunner" bug out. I could try patch every single one of them, but that'd be a nightmare in the making, so for now I'll just leave this heads up.
If you're experiencing a "You cannot use this at this time." error, open up the GFH Holotape, go into the Vertibird settings and change the player seating to use "Gunner" option. This will fix the issue.
You'll most likely have to reload a save prior to the warning popping up for it to work as intended.
I do have a patch for America Rising 2 that automatically switches it back as you reaches the Vertibirds you need to ride there. Had to make that as the Vertibird feature in the Holotape could not be accessed at the time where you needed to use these Vertibirds.
Edit - Reinstalling the mod on a save where I had deleted the mod, saved again without the plugin record, then reinstalling it seemed to have fixed it for me, along with managing load order rules in Vortex. Door was still unlocked though. My character exits near the SS2 door as well.
After some testing I discovered that the NPC is in the GFH office before I even take the note I managed to make a workaround by moving the xmarker heading from inside the GFH office to the exterior next where the door is. I’m not sure if this will cause issues later on but I guess it bypasses the note portion and now the NPC is always just there outside without having to grab the note. I’m happy to use any fix you make as the author but had to make this fix in the meantime because I just couldn’t access the NPC and don’t want to use the cheat terminal to open the GFH office door, also I shortened some of the dialogue player prompt text because I’m playing in VR and the dialogue gets cut off a bit
So Grim is supposed to be hiding inside the Office before you grab the note. Once you grab it he goes outside to wait for the player to show up. Something is most likely preventing him from updating his packages in your game =/
That said I've been considering making an update that changes a bit how it works. So that rather than you go to the Security to grab the note you'll find the note stabbed up on the door and then you have to go somewhere to talk with him. Would make it harder to miss as the main thing people have mentioned is that they go to the door and it's "locked!?". This should also fix the issue as the approach would bypass the need for picking up the note as he'd be in his new spot and reactive at any time.
Just that I'm still debating on where to put him. Considering the Train Bar where he goes after you buy the office atm. Thoughts? Anyone else having for that matter I'm all ears!
Btw, skipping the "pickup note" part shouldn't cause issues. My patch just adds more of an introduction, the rest is the base mod after that.
Also mailbox missing
Doesn't use SS2 as master and can be used without it unless you grab the optional file.
I was wondering if you could mention in the mod page or pin comment that mentions the locations of the npc who sells the key for the GFH office. I had trouble finding npc for hours. Finally, I spawned the key with the console command and entered the GFH office. Then, I met the npc who sells the key, the guy was inside the GFH office. I am not sure if this is a bug or its supposed to be this way
But not sure what I could change to sort of fix that as his package is telling him to wait outside.
Anyway, I think it is working now, thank you!
for example swap the position of the note and the NPC. Current implementation honestly makes no sense at all. Why would anyone ever announce the selling of such an office on a bulletin board somewhere in a hallway that is 1. not really public space (security area) and 2. noone ever pays attention to? If I want to sell a property then i put a message in front off it...
Stick the note on the door and let the NPC spawn somewhere in the entrance area of DC or maybe place him into Dugout Inn (he's going to retire after all and can finally enjoy Bobrov's Finest). His current AI is also very limited meaning he just stands there even in the rain and doesn't give a f§$% at all if he's even standing in the middle of a firefight. Which doesn't add up for a mercenary at all. If he could be chilling in the Dogout Inn there would be no need to give him more AI to avoid those strange behaviors.
And the Map marker should only be made available when I actually paid for the office. Right now it is revealed when approaching the NPC but when using a mod that moves the map marker inside the office to basically spare a loading on fast travel I'm able circumvent the whole buying process.
just my 2 cents.
Keep up the excellent work!
That said, your suggestion do make sense and having the note stuck up on the door were you have to have to go visit him in an in does make sense.
I'll heavily take your feedback into consideration. Including delaying unlocking the map marker.
Quite busy now patching for a bunch of mods that came out recently, but will get back to it for sure!