To progress the main quest in Northern Springs, you need to travel with Quinton. Sometimes when you reach the location of Nicholas Barman, he wont progress the mainquest. To fix this issue, simply restart the game and the quest can progress.
Side quests not running correctly or not starting:
Spoiler:
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Some quests in NS fail to start even though they have the correct conditions set up. Seems to happen more frequently if you run more mods in a playthrough. I don't know the solution for this issue yet.
Radios going silent:
Spoiler:
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The radios added by Northern Springs (Sanatogan Radio, Hellion Radio and NSW Radio) can sometimes go dark. Usually happens when you change your load order mid-playthrough, but can also happen in general. Note that Hellion Radio is not available in version 1.1 of my mod.
Temporary solution for silent radios is restarting the radio quests with the following console commands: stopquest 00sanatoganradio; startquest 00sanatoganradio stopquest 00hellionradio; startquest 00hellionradio stopquest 00nswradio; startquest 00nswradio
Performance:
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The exterior cells of Northern Springs have no previs data, which seems to lead to subtle micro-stuttering. This issue is also seen in other worldspace mods that have missing previs data. I might generate precombined/previs data in the future.
August 2023 The full bugfix mod has been released. I fixed as many bugs as possible and added some new content.
May 2024 Version 1.1 just launched. I've added new craftable paintings for workshop mode and added new bugfixes here and there.
May 2025 Version 1.2 is WIP. This version will include new bugfixes. It will also have settlement attack markers for Weskan farm, Waker's Creek and Helen's Farm to enable settlement attacks. Some interiors had their lighting tweaked to improve visibility and clarity.
I don't know what that file is doing, I've never used it, never had to. I only use the latest Northern Springs files, winter update, beta 1b, and my own files
It's one of the main files on the original mod is why I ask. Noted though. If you don't use it, neither shall I. (It's a whole ass ESP in my load order that wont be missed)
Hello! I've found another weird thing. In the north-east side of the Northern Springs, north from the Cornelius military outpost, game world has no borders, you can walk up north, where road ends.
It's funny how Cerina's cabin is outside the world borders, so you need to disable them
But Northern Springs obviously also has borders, that are disabled with the ini edit. Really unsure why Jshraps placed Cerina's cabin outside the world borders like that
I'd just walk back and ignore the places surrounding the borders.
I'll be honest with you, i'd never disabled borders neither with the .ini edit, nor with any other way. l just walk to Serina cabin, and all usually goes fine. In case of Cornelius outpost, things are just how i described, no game borders. And it happens only in that direction, for example, in north-west part of the map, where Super Duper Mart is, game world has borders.
1. How come we can never actually get rid of Quinton? The quest, "Find Quinton" using 00FindQuinton, ends once you rescue his aunt, but it never releases itself from your quest list.
2. Just in case anyone tries to run Northern Springs and Mysteries of the Commonwealth at the same time... play MotC first. DO NOT have Quinton as a follower when running quests from that mod. He will turn hostile towards the NPCs (synths) in MotC and cause them to run and hide when you're trying to interact with them. Only way to push your way thru if you do this, is to keep shooting Quinton and try to get thru the dialogs before he recovers.
Or... disable him. If you do that, NS becomes unplayable.
Not sure if you were aware of those bugs... but I seen this when I've tried for the third time to successfully attempt to actual play NS all the way through... I have read nearly all the posts regarding him, so I'll try one last time (fourth... third time, my game would not load with NS in the order, it would just have the load screens stay there and spin) and that was after I rescued his aunt for the, well, third time (and rescuing her has it's own bug).
1. After you find cerina and talk to them, he will go to the cabin with Cerina and no longer follow you. Worked in every scenario for me. My bugfix mod marks his quest as sidequest instead of objective, so it should complete after you find and talk to him.
2. Yeah its best to either do that mod quest first, or finish the quest with Quinton so he leaves with Cerina. Ngl though, sounds hilarious that he's just hostile like that xD But can be frustrating when unexpected. Good headsup!
3. I never had any of the issues people told me about the rescue quest. At most I had both of them stand around in the exit pipes, but after I left the place through the exit, they were outside too. Only noticed typos or awkward silence in the dialogue.
1. Yes.. he does return to the cabin with Cerina... however, the list of quests still has Find Quinton.. not really that big a deal, just annoying.
2. No idea why he's hostile against the NPCs in the other mods.. I'm thinking it may be due to one of their flags being incompatible.
3. The rescue attempt is such, that ...
Spoiler:
Show
if you try to jump up to the pipes, you fail.. there's no way your character has the reach...and you have to pick up a barrel, hold it under you to push yourself up with it
you can still get thru it, just takes a little finesse. Afterwards, the two show up.. as they walk into the screen of the tunnel, it's funny as hell.
And yes, highly recommended that when you enter NS... you do bring Quinton with you. Although on my first run thru the game (this was before I knew your patches existed)... Quinton just stood around telling me we "had to get going". This was also before I learned how to progress stuck dialogs or quests using the commands... but I use those only when I know there's no other way to push thru a bugged mod.
You must've installed my mod after starting the playthrough with northern springs. Usually the quest shouldnt be an objective anymore. Some changes only take place in a new playthrough.
Probably the NPCs were set to some faction. Quinton is hostile towards raider factions and the like. Or hostile against those who are opposed to the player faction.
I've tested this one many times. I can easily make the jump to the exit pipes. Maybe you're running a mod that changes player movement? I know my playtesters ran into this problem as well with such mods installed.
When doing the main quest in NS you need Quinton. He's making the quest advance.
This will be the first attempt at playing NS again... with your mod fix installed.
What I am referring to.. was my first, thru three runs that inevitably failed due to mod conflicts and such. Despite having somewhat of a grasp on load orders, I'm seeing that it can still be a crap shoot at best more often. While an author may say, "put my mod here"... we don't always know that here should be above or below other mods because not all mods could possibly be listed.
For example, I noticed that mods that manipulate companions are best at the bottom, while huge mods like Fusion City, Depravity, Companion Ivy (especially her).. should be at the top so they are there the moment you leave 111.
However, FO4 isn't as fluid as perfection would call for.. so when us hustlers trying to catch up to the full options the community has offered, we just willy nilly add the mods to play... and finding out issues later. In a perfect world, we'd have a drawn out set of steps to take... such as:
1. When you start your game, play through it until here. Then if you have this mod, go to step 2, if you don't and have this one, go to step 5.
When you install a list of mods together, like I did... some of the stories criss-cross one another as you proceed to walk about. I went from NS to MotC without knowing the two would be incompatible and from the looks of it, no one else did either. Least not how I found out.
Either way... it's been a blast going thru all the created content, issues or not... as I have not really dove into the Creation Kit or FO4Edit until here recently, to see if any of the factions or flags conflicted between the two... I just had to put a bandaid on it and move on... however, regardless, I have yet to successfully play NS all the way through.. or at least until something somewhere comes to an end. As far as the pipes go... found a YT video on how to do it, and now it's non issue.
This time when I install NS, I'll put your mod fixes along with it.
Installed NS.. and then your mod. Once again, finding Quinton and going thru the paces. The quest to actually find him did complete this time, so that was good thing. Moving from that, to Diamond City, no issue there. Went all the way thru to rescuing Cerina... no issues there.
I fast traveled around a bit to give Cerina that "time" to get back to her cabin. However, upon approaching the cabin directly from Vault 111, that quest immediately finished and went to "Travel to Northern Springs". Cerina and Quinton were no were to be found.
I tried so hard to play NS... it just doesn't play well with whatever my load order is or other mods... I know I have a mod that includes "beehive" raiders and that has a cave right next (Roaches Nest) to Cerina's cabin... so, not sure if those cells interfere or cause havoc. I think it comes from Caves of the Commonwealth.
Either way... without Quinton now, NS is just a landscape for target practice.
I run Caves of the Commonwealth too. I have no issues. Quinton and Cerina are in their cabin. Just gotta make sure to disable world borders so you can go there (No idea why Shraps placed it outside the world borders tbh).
I run about 80-90 mods or so. The main quests in Northern Springs work fine for me. But I can imagine if you run hundreds of mods/plugins the script engine in FO4 can be overwhelmed. I know that I had issues with the quest 'Never the hero' involving Jared Fitch, but in another playthrough with less mods the issues went away and the quest played out fine.
Yeah... I'm at 152 mods at the moment... the Commonwealth is about as crowded as a New York subway on Yankee's night... I couldn't even finish a mod called The Zone, without so many CTDs it just got unbearable.
I'm going to let sleeping dogs lie for the moment... clean up what I don't need that won't kill too many of my saved items. That's what was so bad about losing Zone, is all the random collectibles you get from other mods, special weapons... etc. It could be just possible that Cerina and Quinton are taking their sweet time walking back... and I got there before they did; it is a bit of a trek.
Eh.. life goes on. I do appreciate the feedback and replies.
Hello! As i promised, i update my post. I've found a bug in the mines, just north-east from settlement where Kevin Larson lives. In the mines, when using weapon with optics, when do zoom in, - entire game screen turns black, and nothing happens. Re-loading save won't help, need to restart a game.
Interesting. I do know that the rendering for the Northernfield Mine is a bit quirky. Things beyond 40m or so are very foggy. I might check it out again
Though I didnt face this issue yet. Only if I had see through scopes and set the fov very low so the whole screen was inverted when zooming in. Will check it out
Hello again! As i promised, i update my post. I've found a bug (or maybe it's not), while swimming in the lake, i've taken a big amount of radiation damage, even in hazmat suit it was 18 rad/sec. That's not a big problem, but i can't roleplay my character, Aquaboy/Aquagirl perk doesn't work here. It breaks game rules.
Hi thank you very much for your hard work on this mod, I somehow lost quinton on the way to diamond city, is there a way to get him back? I went to a previous save to get his prid but for some reason when I move to my current save the prid doesn't work. Is there a console command to find his number? Thank you very much for your time.
Usually Quinton should teleport to your location if he loses track of you. Maybe he was downed? But even then, he should get up on his own and follow you again.
You have his base ID, but thats only his base ID, it changes based on load order. you could make a save, then go back to an older save, click on him there, and reload the newer save, the selected reference should still be visible in the console. Then type in 'moveto.player'
You're welcome! I'm glad Northern Springs is still played and enjoyed this very day.
Thank you much! I understand why now his number works on one save and not the other, it's because I moved this mod lower down my mod list between saves, I should be able to find him with this info. None of this is the mods fault as I'm playing with a very bloated list that messes with many companion features, which is why he prob stopped following me. Thank you for your input!
Hello! I'm really like Northern Springs, and because of that i want to help you fix some bugs. Please, pay attention to this: 1. In Wolfendale sewers, Clown Boy's quest doesn't start. I've tried to reload a save, but nothing, dialogue script doesn't work. 2. The quest which is Kevin Larson :) gives you doesn't have to end, it stucks on the last stage. That quest is about ghoul - blacksmith. 3. Some ghouls in Hillsgrove University and around it - aren't lootable. 4. In Sanatogan, trader - outfitter doesn't trade, he's just speaks about that i've already done in Northern Springs. Nothing comes to mind at this time, but if i remember more, i'll update my post.
1. I've had the same issue. In some playthroughs the quest worked, in others it didnt, Idk why. Must be related to load order and load order size maybe?
2. Kevin Larson? You need to escort him to Waker's Creek. I have changed the triggerzone to cover the whole area so it should work. Or do you mean the one where you have to track down a ghoul-mob boss for Pete Cooper? I've changed that complete on new playthroughs
3. I noticed that myself. Rarely notice it in Vanilla. I looked at it and couldnt figure out what the issue was.
4. I added him to the stall, but Idk how to give NPCs all the trader scripts. Idk how to fix it yet.
Thank you for playing Northern Springs! I'm glad it's still enjoyed to this day. The next update is gonna add settlement attack markers and change some dialogue. I'll see if I can fix more in the update
Kevin Larson (after you escorted him) speaks (there is a probability of that, not 100% guaranteed, may need several save reloading before Kevin does that) about a "ghoul - blacksmith", who lives not far from "Katherine's wheel" town, in destroyed green house, near the lake's coast, - and the quest starts. You need to go to the destroyed house, kill some ghouls, and one of them (in my case it was a glowing ghoul) has katanas in his inventory. You can loot him, and get katanas, but, at that point, quest stucks on the last stage, and advance no further. Is that some sort of hidden quest?
There is one more bug which i have found in Hammerstein's bunker. If you decline his offer, and wipe all of them, you can leave the bunker normally, quest is completed. But, If you come back to the bunker later, after you enter inside, quest WILL start again, it requires to find synths in the Commonwealth. But the quest marker leads to an empty place, cause Hammerstein is already dead!
I know the dialogue for Kevin Larson is there, but I have yet to see this play out! I never did, so Idk how to fix it if I cant get it to work on my end xD
Yeah the Hammerstein quest is pretty strange. Never got around to fixing it. Idk how just yet, but it's logged.
When trying to do the quest Road to Northern Springs I only get the quest marker for the first set of footprints in the snow, and even with Quinton as a companion no new markers appear. Talking directly with Barman doesn't work either, he responds with non-interactive dialogue. Is there any way to use the quest ID to force the next stage?
After you follow the footprints to Nicholas' cabin, he will not progress the quest. You have to restart the game, and then, somehow he will initiate the next step in the quest xD Idk why, all the quest conditions are the same. But that's how it worked for the playtesters and me. It's in the documentation here
I actually have confirmed with various testing scenarios that this mod inherently borks Beeftown on its own. I went into MO2 and created a completely unmodded fallout 4 profile, trying to achieve a blank slate.
Then I reactivated a handful of mods: -Start Me Up Redux, to skip the intro as quickly as possible -Unofficial Fallout 4 patch, as it is required for Start Me Up Redux -Original Northern Springs mod -This mod
With this setup, I booted up the game and console commanded my way over to beeftown and the terrain was all messed up still and I was truly baffled. I had eliminated basically my entire load order and the issue persisted. I thought that it couldn't possibly be any of these other mods, there has to be something I am missing. I went into FO4edit and checked the worldspace edits and previs time stamp data for conflicts, but nothing stuck out to me in a significant way.
I was at a loss and using Occam's Razor, I came to the only logical conclusion left: it had to be one of the other 4.
I didn't want to disable Start Me Up Redux just yet, because it would speed up this process of elimination in case I needed to create a new game to avoid crashes. So that only left me with the last 3. I was extremely certain it wasn't a conflict with the original Northern Springs mod because, as I mentioned in a prior post, I had this mod working quite nicely with a very large load order and had never encountered this issue. So that left me with 2, the UFO4P and your mod.
I guess I could have started with UFO4P, but my gut just told me that the likelihood of it being that mod was very slim. So, I booted up the game with Start Me Up Redux, UFO4P, and the original NS mod enabled, and yours disabled. Sure enough, the issue with the terrain flickering and floating trees ceased; things looked the way they were supposed to.
I only bring up my process of elimination to show that I truly didn't want to believe it was your mod, but it seems like there is something wonky going on with Beeftown that is inherently present in your mod. It could be that I am playing on a version of Fallout 4 prior to the Next Gen update, so take that into consideration too in your evaluation of my assessment.
Maybe I am wrong, maybe I am missing something else due to ignorance, maybe those worldspace/previs edits made in your mod were necessary, but it seems like it truly might be your mod messing up Beeftown for a reason I cannot understand. I could just disable your mod, but I want to enjoy the fixes you have worked hard on. I only write all this, not to attack or put you on the defense, but because I actually really want to use your mod and want it to work the way its intended.
Thank you for hearing my mediocre detective escapade formatted in the form of a nexus post rant lol.
****Edit**** I should also say that I did boot up the game to see if the issue persisted in my main modding playthrough, and it does with even your esp disabled as well. So to be fair, there is still something else funky going on in my own playthrough, but just thought I would share this other finding that I found. Maybe its Start Me Up, maybe its still the UFO4 patch, I am just at a loss at this point lol.
I've tested it myself and found issues, but only with SOTS Atom's Storm enabled, as it redoes previs in that area. With that disabled/NS and my mod loaded after SOTS the issue stops, no flickering
I dont use UFO4P, but I think it doesnt edit previs data. Start me Up also doesnt add previs afaik. Maybe you got the Previsibines repair pack active?
With how large some people's mod lists are, and with recents tools disabling archive limits and the like the bug reports for some (otherwise stable and bugfree) mods has skyrocketed. All of a sudden any mod breaks your game and deletes half the game world xD
Some people do use hundreds of mods, or even thousands these days. Hard to stay up to date with current bugs. Anyway, afaik the flickering and terrain weirdness in Beeftown happens due to previs data being restored to vanilla in other mods. Neither NS nor my bugfix mod regenerates previs in that area. So IDK how to fix that issue.
all I can say is that its weird to look at, but not game breaking
Small update because I may be mentally challenged in my problem solving skills lol. There actually was an extremely simple fix for this problem. All I had to do was copy the original NS mod beeftown worldspace edits into an esl flagged plugin to get it to load last. Didn't make any other changes to either mod, or the plugin, but it did fix the random floating trees :D
****Edit**** This fix works with the basically vanilla playthrough that I described earlier, and while it does partially fix the problem with less floating things and flickering in areas, but with all my mods in my big playthrough, there are still conflicts and thus floating flora lol
from my stickied post: Extended dialogue interface - Some dialogue options dont display with this mod installed
Some dialogue options for the player which I left blank (for vanilla dialogue to show up) wont show up for people using XDI. I minimized the amount, but they are still there
278 comments
Known Issues:
Main quest not progressing:
Side quests not running correctly or not starting:
Radios going silent:
Temporary solution for silent radios is restarting the radio quests with the following console commands:
stopquest 00sanatoganradio; startquest 00sanatoganradio
stopquest 00hellionradio; startquest 00hellionradio
stopquest 00nswradio; startquest 00nswradio
Performance:
August 2023
The full bugfix mod has been released. I fixed as many bugs as possible and added some new content.
May 2024
Version 1.1 just launched. I've added new craftable paintings for workshop mode and added new bugfixes here and there.
May 2025
Version 1.2 is WIP. This version will include new bugfixes. It will also have settlement attack markers for Weskan farm, Waker's Creek and Helen's Farm to enable settlement attacks. Some interiors had their lighting tweaked to improve visibility and clarity.
Noted though. If you don't use it, neither shall I. (It's a whole ass ESP in my load order that wont be missed)
I think it was supposed to be used with mods that change landscape textures and trees or something?
But Northern Springs obviously also has borders, that are disabled with the ini edit. Really unsure why Jshraps placed Cerina's cabin outside the world borders like that
I'd just walk back and ignore the places surrounding the borders.
1. How come we can never actually get rid of Quinton? The quest, "Find Quinton" using 00FindQuinton, ends once you rescue his aunt, but it never releases itself from your quest list.
2. Just in case anyone tries to run Northern Springs and Mysteries of the Commonwealth at the same time... play MotC first. DO NOT have Quinton as a follower when running quests from that mod. He will turn hostile towards the NPCs (synths) in MotC and cause them to run and hide when you're trying to interact with them. Only way to push your way thru if you do this, is to keep shooting Quinton and try to get thru the dialogs before he recovers.
Or... disable him. If you do that, NS becomes unplayable.
Not sure if you were aware of those bugs... but I seen this when I've tried for the third time to successfully attempt to actual play NS all the way through... I have read nearly all the posts regarding him, so I'll try one last time (fourth... third time, my game would not load with NS in the order, it would just have the load screens stay there and spin) and that was after I rescued his aunt for the, well, third time (and rescuing her has it's own bug).
2. Yeah its best to either do that mod quest first, or finish the quest with Quinton so he leaves with Cerina. Ngl though, sounds hilarious that he's just hostile like that xD But can be frustrating when unexpected. Good headsup!
3. I never had any of the issues people told me about the rescue quest. At most I had both of them stand around in the exit pipes, but after I left the place through the exit, they were outside too. Only noticed typos or awkward silence in the dialogue.
1. Yes.. he does return to the cabin with Cerina... however, the list of quests still has Find Quinton.. not really that big a deal, just annoying.
2. No idea why he's hostile against the NPCs in the other mods.. I'm thinking it may be due to one of their flags being incompatible.
3. The rescue attempt is such, that ...
if you try to jump up to the pipes, you fail.. there's no way your character has the reach...and you have to pick up a barrel, hold it under you to push yourself up with it
you can still get thru it, just takes a little finesse. Afterwards, the two show up.. as they walk into the screen of the tunnel, it's funny as hell.
And yes, highly recommended that when you enter NS... you do bring Quinton with you. Although on my first run thru the game (this was before I knew your patches existed)... Quinton just stood around telling me we "had to get going". This was also before I learned how to progress stuck dialogs or quests using the commands... but I use those only when I know there's no other way to push thru a bugged mod.
Probably the NPCs were set to some faction. Quinton is hostile towards raider factions and the like. Or hostile against those who are opposed to the player faction.
I've tested this one many times. I can easily make the jump to the exit pipes. Maybe you're running a mod that changes player movement? I know my playtesters ran into this problem as well with such mods installed.
When doing the main quest in NS you need Quinton. He's making the quest advance.
What I am referring to.. was my first, thru three runs that inevitably failed due to mod conflicts and such. Despite having somewhat of a grasp on load orders, I'm seeing that it can still be a crap shoot at best more often. While an author may say, "put my mod here"... we don't always know that here should be above or below other mods because not all mods could possibly be listed.
For example, I noticed that mods that manipulate companions are best at the bottom, while huge mods like Fusion City, Depravity, Companion Ivy (especially her).. should be at the top so they are there the moment you leave 111.
However, FO4 isn't as fluid as perfection would call for.. so when us hustlers trying to catch up to the full options the community has offered, we just willy nilly add the mods to play... and finding out issues later. In a perfect world, we'd have a drawn out set of steps to take... such as:
1. When you start your game, play through it until here. Then if you have this mod, go to step 2, if you don't and have this one, go to step 5.
When you install a list of mods together, like I did... some of the stories criss-cross one another as you proceed to walk about. I went from NS to MotC without knowing the two would be incompatible and from the looks of it, no one else did either. Least not how I found out.
Either way... it's been a blast going thru all the created content, issues or not... as I have not really dove into the Creation Kit or FO4Edit until here recently, to see if any of the factions or flags conflicted between the two... I just had to put a bandaid on it and move on... however, regardless, I have yet to successfully play NS all the way through.. or at least until something somewhere comes to an end. As far as the pipes go... found a YT video on how to do it, and now it's non issue.
This time when I install NS, I'll put your mod fixes along with it.
Installed NS.. and then your mod. Once again, finding Quinton and going thru the paces. The quest to actually find him did complete this time, so that was good thing. Moving from that, to Diamond City, no issue there. Went all the way thru to rescuing Cerina... no issues there.
I fast traveled around a bit to give Cerina that "time" to get back to her cabin. However, upon approaching the cabin directly from Vault 111, that quest immediately finished and went to "Travel to Northern Springs". Cerina and Quinton were no were to be found.
I tried so hard to play NS... it just doesn't play well with whatever my load order is or other mods... I know I have a mod that includes "beehive" raiders and that has a cave right next (Roaches Nest) to Cerina's cabin... so, not sure if those cells interfere or cause havoc. I think it comes from Caves of the Commonwealth.
Either way... without Quinton now, NS is just a landscape for target practice.
I run about 80-90 mods or so. The main quests in Northern Springs work fine for me. But I can imagine if you run hundreds of mods/plugins the script engine in FO4 can be overwhelmed. I know that I had issues with the quest 'Never the hero' involving Jared Fitch, but in another playthrough with less mods the issues went away and the quest played out fine.
I'm going to let sleeping dogs lie for the moment... clean up what I don't need that won't kill too many of my saved items. That's what was so bad about losing Zone, is all the random collectibles you get from other mods, special weapons... etc. It could be just possible that Cerina and Quinton are taking their sweet time walking back... and I got there before they did; it is a bit of a trek.
Eh.. life goes on. I do appreciate the feedback and replies.
Though I didnt face this issue yet. Only if I had see through scopes and set the fov very low so the whole screen was inverted when zooming in. Will check it out
Maybe he was downed? But even then, he should get up on his own and follow you again.
You have his base ID, but thats only his base ID, it changes based on load order. you could make a save, then go back to an older save, click on him there, and reload the newer save, the selected reference should still be visible in the console. Then type in 'moveto.player'
You're welcome! I'm glad Northern Springs is still played and enjoyed this very day.
1. In Wolfendale sewers, Clown Boy's quest doesn't start. I've tried to reload a save, but nothing, dialogue script doesn't work.
2. The quest which is Kevin Larson :) gives you doesn't have to end, it stucks on the last stage. That quest is about ghoul - blacksmith.
3. Some ghouls in Hillsgrove University and around it - aren't lootable.
4. In Sanatogan, trader - outfitter doesn't trade, he's just speaks about that i've already done in Northern Springs.
Nothing comes to mind at this time, but if i remember more, i'll update my post.
2. Kevin Larson? You need to escort him to Waker's Creek. I have changed the triggerzone to cover the whole area so it should work. Or do you mean the one where you have to track down a ghoul-mob boss for Pete Cooper? I've changed that complete on new playthroughs
3. I noticed that myself. Rarely notice it in Vanilla. I looked at it and couldnt figure out what the issue was.
4. I added him to the stall, but Idk how to give NPCs all the trader scripts. Idk how to fix it yet.
Thank you for playing Northern Springs! I'm glad it's still enjoyed to this day. The next update is gonna add settlement attack markers and change some dialogue. I'll see if I can fix more in the update
In point 2 of my list i mean following:
Kevin Larson (after you escorted him) speaks (there is a probability of that, not 100% guaranteed, may need several save reloading before Kevin does that) about a "ghoul - blacksmith", who lives not far from "Katherine's wheel" town, in destroyed green house, near the lake's coast, - and the quest starts. You need to go to the destroyed house, kill some ghouls, and one of them (in my case it was a glowing ghoul) has katanas in his inventory. You can loot him, and get katanas, but, at that point, quest stucks on the last stage, and advance no further. Is that some sort of hidden quest?
There is one more bug which i have found in Hammerstein's bunker. If you decline his offer, and wipe all of them, you can leave the bunker normally, quest is completed. But, If you come back to the bunker later, after you enter inside, quest WILL start again, it requires to find synths in the Commonwealth. But the quest marker leads to an empty place, cause Hammerstein is already dead!
Yeah the Hammerstein quest is pretty strange. Never got around to fixing it. Idk how just yet, but it's logged.
Idk why, all the quest conditions are the same. But that's how it worked for the playtesters and me. It's in the documentation here
Glad it worked!
Then I reactivated a handful of mods:
-Start Me Up Redux, to skip the intro as quickly as possible
-Unofficial Fallout 4 patch, as it is required for Start Me Up Redux
-Original Northern Springs mod
-This mod
With this setup, I booted up the game and console commanded my way over to beeftown and the terrain was all messed up still and I was truly baffled. I had eliminated basically my entire load order and the issue persisted. I thought that it couldn't possibly be any of these other mods, there has to be something I am missing. I went into FO4edit and checked the worldspace edits and previs time stamp data for conflicts, but nothing stuck out to me in a significant way.
I was at a loss and using Occam's Razor, I came to the only logical conclusion left: it had to be one of the other 4.
I didn't want to disable Start Me Up Redux just yet, because it would speed up this process of elimination in case I needed to create a new game to avoid crashes. So that only left me with the last 3. I was extremely certain it wasn't a conflict with the original Northern Springs mod because, as I mentioned in a prior post, I had this mod working quite nicely with a very large load order and had never encountered this issue. So that left me with 2, the UFO4P and your mod.
I guess I could have started with UFO4P, but my gut just told me that the likelihood of it being that mod was very slim. So, I booted up the game with Start Me Up Redux, UFO4P, and the original NS mod enabled, and yours disabled. Sure enough, the issue with the terrain flickering and floating trees ceased; things looked the way they were supposed to.
I only bring up my process of elimination to show that I truly didn't want to believe it was your mod, but it seems like there is something wonky going on with Beeftown that is inherently present in your mod. It could be that I am playing on a version of Fallout 4 prior to the Next Gen update, so take that into consideration too in your evaluation of my assessment.
Maybe I am wrong, maybe I am missing something else due to ignorance, maybe those worldspace/previs edits made in your mod were necessary, but it seems like it truly might be your mod messing up Beeftown for a reason I cannot understand. I could just disable your mod, but I want to enjoy the fixes you have worked hard on. I only write all this, not to attack or put you on the defense, but because I actually really want to use your mod and want it to work the way its intended.
Thank you for hearing my mediocre detective escapade formatted in the form of a nexus post rant lol.
****Edit****
I should also say that I did boot up the game to see if the issue persisted in my main modding playthrough, and it does with even your esp disabled as well. So to be fair, there is still something else funky going on in my own playthrough, but just thought I would share this other finding that I found. Maybe its Start Me Up, maybe its still the UFO4 patch, I am just at a loss at this point lol.
I've tested it myself and found issues, but only with SOTS Atom's Storm enabled, as it redoes previs in that area. With that disabled/NS and my mod loaded after SOTS the issue stops, no flickering
I dont use UFO4P, but I think it doesnt edit previs data. Start me Up also doesnt add previs afaik. Maybe you got the Previsibines repair pack active?
With how large some people's mod lists are, and with recents tools disabling archive limits and the like the bug reports for some (otherwise stable and bugfree) mods has skyrocketed. All of a sudden any mod breaks your game and deletes half the game world xD
Some people do use hundreds of mods, or even thousands these days. Hard to stay up to date with current bugs.
Anyway, afaik the flickering and terrain weirdness in Beeftown happens due to previs data being restored to vanilla in other mods. Neither NS nor my bugfix mod regenerates previs in that area. So IDK how to fix that issue.
all I can say is that its weird to look at, but not game breaking
****Edit****
This fix works with the basically vanilla playthrough that I described earlier, and while it does partially fix the problem with less floating things and flickering in areas, but with all my mods in my big playthrough, there are still conflicts and thus floating flora lol
Extended dialogue interface - Some dialogue options dont display with this mod installed
Some dialogue options for the player which I left blank (for vanilla dialogue to show up) wont show up for people using XDI. I minimized the amount, but they are still there