[Changes] The follower's damage based on the level of the Bloody Mess perk has been reduced. The damage has been adjusted to 50%, 100%, 150%, 200%, and 250%.
[Changes] The Bloody Mess perk of your follower will no longer affect you. If you are hit by an attack or explosion generated by your follower, it will only cause the normal damage of the weapon.
[Changes] A quest marker has been added to obtain Piper's Synth component.
[Changes] The objective description "Kill the Behemoth" has been changed to "Kill the Behemoth using Piper's grenades".
[Changes] More beds have been added to the locations added by the mod. This change is to provide more saving points in survival mode.
[Changes] The HP and ballistic and energy damage resistance of Chose of Kramer, some ghouls and the First Prototype have been reduced.
[BugFix] A bug has been fixed where Sekfaw would only spawn level 3 super mutants. Now, the level of the super mutants will be randomly calculated between 0 and 3.
Version 1.1.2
[Changes] Compatibility change for Amazing Follower Tweaks. From now on, your companion is no longer removed from your followers list. This behavior was causing issues with re-recruitment if you had Amazing Follower Tweaks active, which in turn was causing the progression of your companion's quests to be blocked.
[Changes] Some obstacles have been removed from the metro station to prevent Cannonball from getting stuck while walking.
[BugFix] The functioning of blood stains after your companion eats a creature or human has been fixed.
[Changes] New voices for both male and female characters added in this separate mod Mysteries of the Commonwealth - Alternative Voices. For now, they will be in separate files to avoid overwriting the original ones in case you prefer them. The new voices sound more natural, especially for the male character, and the volume level of the voices is in line with the voices of other characters in the game. I have found some voices that sound a bit strange or very low. When I finish fixing all the buggy voices I find, I will merge those voices into the main mod file and then leave the old ones as an optional file.
[Bug Fix] Fixed a bug that caused Brotherhood of Steel soldiers to infinitely respawn after completing the Out Of Time mission. If you already have the bug in your savegame, approaching the area will start clearing the duplicated NPCs.
[Bug Fix] Fixed a bug that could cause Nick Valentine to not enter the Bioengineering facility.
[Changes] The initial 5 raiders have been balanced to have less HP and less damage resistance. This change is an attempt to address the scaling issue when you have a very high-level character.
[Changes] The amount of HP and damage resistance of some ghouls and mutated hounds inside the Institute facility has been reduced.
[Changes] The damage received by the super mutants summoned by Sekwaf has been increased by 50%.
[Changes] A quest marker has been added to show the last unexplored area in the Institute facility when you have to search for "The Source".
[Changes] If you want to install the mod at a low level (below level 50) to unlock your companion, now you can tell the Messenger EyeBot to stop following you.
[Changes] The lock level of the safe in Stuart's Basement has been changed from Master to Novice.
[Changes] At the end of the combat against the robotic doll, now instead of dying, it will remain standing but deactivated.
[Changes] Mission markers have been added for the reactor room, making it easier to locate the control panels and missing Institute members. To unlock the mission markers, you'll have to find the information on the terminals.
[Changes] The radiation damage has been reduced each time you detonate an explosive charge in the reactor. This change is intended for you not to die instantly if you are a high level but haven't invested perk points in increasing your Endurance.
[Changes] Now the main quest will be completed upon collecting the reward; you won't have a permanent objective saying "waiting for the next note". This change is mainly because a second chapter will be made as a separate mod and not as a continuation of this one. The main reason is that being my first mod, I did many things wrong, almost without following any standards, so continuing to build a new chapter on a poorly designed foundation would be quite painful.
Version 1.0.9
[Changes] The volume of the old AI-generated voices has been reduced.
Version 1.0.8
[Bug Fix] Fixed a bug where not all raiders were appearing inside the bunker in the "Raiders" quest.
[Changes] You can no longer extract the Synth component from Piper during dialogues. This could cause the mission to become blocked if any of the dialogues were not completed.
Version 1.0.7
[Changes] Now Diamond and her followers can't follow you when playing in interior areas, Diamond City, or Goodneighbor.
[Changes] Orthographic corrections in some dialogues.
[Bug Fix] Non-blocking bug fixes.
Version 1.0.6
[Bug Fix] A bug that prevented the Stuart's Legacy mission from starting on some occasions has been fixed.
[Bug Fix] A bug that prevented loading all the Raiders in the mission "Raiders" has been fixed.
[Changes] Added a warning message at the beginning of the mission "Out Of Time II" that explains how to fix the appearance of your synthetic clone when it doesn't load correctly.
You now have a PRP compatibility patch, whether you use branch #69 or branch #74. It fixes a few compatibility issues between the two mods, including the Bunker access that wasn't possible unless you put luximod.esp after prp.esp. And the statue near the Sanctuary bridge is no longer flickering ;)
Having issue now where I cant find the bunker behind the cabin to investigate. The one west of Abernathys farm. I found entrance to a celler but in TLC it says that its from ss2.esm. When I go in I have bunker background noises but theres nothing but a small room.
It looks like you've finished the mod though, so my delayed response will be for other players who may be experiencing the same problem. The cellar you entered does belong to one of the quests in SS2 (It Came From Planet X) but it's the wrong hatch. The good one is actually stuck under the back of the ranger's cabin.
Hi! Great mod! Can you please check for bunker issue with Ransacked Relays and Shuddersome Subways? As both mods are very good & very popular, it will be really superb to have a patch that moves bunker to a different location
Having translated both mods in French and made the PRP patch for luxi, I've looked into the matter, but the idea would be to remove the Ransacked Relay superstructure almost entirely (which is just a decor since the entrance is below - but not the exit, which would have to be moved) to allow the two mods to coexist. It's a lot of work in the CK, so I felt it wasn't worth the time I'd have to spend on it rather than translating. But perhaps you could give it a go?
not sure whats in conflict or wrong. But the bunker location is missing. I mean its there. But the front door is missing and leads no where. There is no interior.
ok I see it conflicts with Ransacked Relays and Shuddersome Subways: https://www.nexusmods.com/fallout4/mods/12101?tab=posts Some of the assets for the mod are in the same location as yours.
I just started the game, got the holotape from the bot, and now I'm being attacked by raiders who are practically invincible. Were they supposed to find me this early in the game? Because I stand no chance against them.
I had the same issue I just started a new game and the bot should up in Sanctuary but you can tell the bot to stop following you and put the quest on hold till you are ready to start it
Hi. I cant bury remains and cant extract medicine from deathclav- in inventory they have just random in game items and nothing else?Btw quest related mobs after killing em loosing the names.I still can open inventory of them but quest items are missing.Might its caused by another mods im using....can be nice to get quest stages.Im also using Butchery mod for to clean corpses from settlements- can it be caused by that mod?
Yes, that might be the cause. In order to bury Luxi and pick up the medicine from the Deathclaw corpse, you have to interact with them (Deathclaw, Luxi, and Joel) using the extra action button (probably the same one added by the mod to pick up settlement bodies). When two perks add different extra interactions on an object, none of them are displayed. You can try disabling the mod to temporarily clean up the settlements.
I don't know if this fits with the story, but I would strongly suggest moving the ghouls that start by the Sanctuary bridge. While the player can safely avoid them, they keep attacking friendly NPCs that try to cross the bridge (Dogmeat, Preston's settlers, etc.) There is no solution for this for a low-level player other than using console commands to kill the ghouls, and this may break the story of the mod later on.
Only Single Playlist where everything is covered with very good gameplay style. Every keys are found, every options are explored or mentioned, hidden locations and importantly Great Action.
Please help my channel by subscribing if you liked my Gameplay style/videos or it helped you anyway.
And kudos to the creator for this Great mod. Endorsed and Voted.
What a disgrace, not using the alternative voices... ... and what's the point of getting rid of the first raiders with a Fatman (and with infinite ammunition for all your arsenal)? 😞
380 comments
Version 1.1.3
Version 1.1.2
Version 1.1.1
Version 1.1.0
Version 1.0.9
Version 1.0.8
Version 1.0.7
Version 1.0.6
Mysteries of the Commonwealth - Chapter I Luxi - PRP Patch
[Bug] This seems to be the most critical one, apparently the main mission becomes completely bugged when this mod is active.
Regards!
https://www.nexusmods.com/fallout4/mods/12101?tab=posts
Some of the assets for the mod are in the same location as yours.
Yes, that might be the cause. In order to bury Luxi and pick up the medicine from the Deathclaw corpse, you have to interact with them (Deathclaw, Luxi, and Joel) using the extra action button (probably the same one added by the mod to pick up settlement bodies). When two perks add different extra interactions on an object, none of them are displayed. You can try disabling the mod to temporarily clean up the settlements.
Regards!
Part 1 is Here:
Only Single Playlist where everything is covered with very good gameplay style. Every keys are found, every options are explored or mentioned, hidden locations and importantly Great Action.
Please help my channel by subscribing if you liked my Gameplay style/videos or it helped you anyway.
And kudos to the creator for this Great mod. Endorsed and Voted.
Thanks.
Have a Fantastic Day Ahead.
... and what's the point of getting rid of the first raiders with a Fatman (and with infinite ammunition for all your arsenal)?
😞