I have both project valkyrie and american rising 2, do i need to progress to the quest where we have to defeat the brotherhood and become the enemy of them to trigger the patch?
The patch does not let you "unite everyone". It just ensures that you can still use the Institute path of "destroying the Enclave" even after having reformed the institute. Updated file description to clarify.
so let me gett this stright after reforming the institute you cant join the enclave since you didn't even start mass fusion which i mean is that the brother and institute didn't even bother taking the berlim agatator since its basically still there so how your enemies with the enclave after the project valkrine story
Correct. Call it lazy if you will, but the patch does not make it so you can "do everything". It just makes it so that the various "destroy" triggers works out as intended, rather than pushing you into a scenario of quests that can't be continued.
It's not a "we'll work together" patch. It's a patch that ensures that "I sided with X and I can't destroy Y anymore because it was not made to work together" sort of patch.
Let's you do until "No Point of Return" for Enclave and then "Reform Institute" and properly do the "Destroy Enclave" part, instead of a "bugged mess because these mods edits stuff that was not meant and now I've got a quest to destroy the enclave that I can't finish because the npc for the quest is in a location I've discarded".
so what dose the project valkyrie patch do in the enclave do you still have to destroy the railroad brotherhood of steel and institute but also the BOG since in the orginal quest stays the same but also if you do spare all factions and decided to kill general ward with the help of colonel whitehill she probably wants to do things differtly if you so choose she probably wants the enclave to make peace with everyone instead of eniemes since she rather destroy the super mutants instead of creating more
The patch does not let you "unite everyone". It just ensures that you can still use the Institute path of "destroying the Enclave" even after having reformed the institute. Updated file description to clarify.
Hi, Would it be possible to ask you for a patch for Seasons Change be possible?. I think there are world spaces where both mods clash, especially in a police station near covenant where trees stick out inside the building, and america rising 2 is the only mod I have that adds world spaces to my game.🤔
any chance of getting a delay patch for the initial Rude Awakening quest? even if it's a day or two after the first couple main vanilla quests? I've tried changing the level start for the Rude Awakening quest but think it's tied somewhere in the scripts and that is NOT my forte xD
saw the latest patch for Delayed Enclave "Delays the initial quest start until after the radio" so that just means it delays the quest starting until the player listens to the radio themselves, correct?
Exactly How does this affect the Enclave in the Project Valkyrie story? I like the PV Quest line (Alternate Universe) I really wish I could do a Playthrough with the Enclave but I at the moment can only see doing the Vanilla Play to be able to do the America Rising which means that I could only be given the Enclave only or Enclave/Institute Non Director play. I do like to make the Commonwealth Great Again through Peace! :)
The patch will trigger the "Mass Fusion" kickout if you convert the institute.
Rather than trying to force things to work together the decision to follow what seemed to be the appropriate lore approach by how the vanilla storyline plays out was made.
The alternative would be overly complicated and also require new content to make work. And that's not taking into considering the Brotherhood's side in the whole ordeal.
I have reformed the institute but I've also been given and completed Data Siphon, and Infiltration. I've now been assigned Into the Unknown but have no markers. If understand things correctly, at this point I should be given a Mass Fusion quest? How to trigger the kickout? Go back to the oil rig?
I'm sorry, I don't understand what you mean by "Commonwealth Location loaded". Do you mean when I leave The Institute for anywhere else in the Commonwealth it should trigger?
By the way thanks for the quick reply and your efforts.
I entered in the SQS command and the results were DONE 200 (and everything less than that) and NOT SET for 250, 260, 300,400.
But then I realized I had not actually COMPLETED the full reform the institute quest. The Revolution Will Not Be Televised was still active and I needed to talk to several people. Even though I'd gone into the transformed Institute and wandered around already. So after I did the required talking, returned to the Institute, talked some more, looked at the terminal yadda yadda the quest completed and bingo the second I teleported out I got "the Enclave has kicked you out" message.
Would you be willing to make a patch for another pine forest mod to work well with america rising 2 specifically the Northern Boston police station has a ton of trees stuck through the main building and other objects.
It would definitely be nice if such a patch were made. I attempted to make one awhile back, but I couldn't get it to play nice with PRP. For the record: there are also trees sticking through the entrance to the enclaves Vault 111, the entrance to the communications array car tunnel, and the entrance to the Vertibird Refueling facility, in addition to the North Boston Police Station
Though from my research, it seems neither authors of either mod intend to patch their works together
Could you double check compatibility of your tree patches with prp? I'm using a new modlist since I last commented, so I'm now using A Forest instead. However it seems that your patch is undone when used with PRP; exactly what my own patches in the past experienced which I mentioned above. Noticable specifically at the North Boston Police Station.
Both A Forest, and AR2 have PRP patches and they seem to conflict with your patch. A Forest-PRP makes the trees part of the previs/precombs; AR2-PRP doesn't include trees, and your patch disables the trees. Currently together the 6 files create what I can only call ghost trees; you can see the trees in game but cannot select them with the console. If I had to guess, it's most likely a conflict between your patch, and A Forest-PRP.
PRP does not include trees added by other mods unless you have a PRP patch that does it. If you do, then said patch needs to be made with my patch in mind.
Cannibaltoast has a PRP patch compendium: https://www.nexusmods.com/fallout4/mods/63516?tab=files
In it, he has a patch for AR2 but it's doesn't seem to affect your patches. However he also has made patches for the same forest mods you've made patches for which seems to conflict.
Since A Forest will need patching by multiple mods here and there I'd personally consider not using a PRP patch for A Forest. Unless you desperately need the performance.
I'm too busy atm to do PRP patching as they need a bit extra work to make sure there is no issues.
Hey, Exo, I'm having troubles with the A Forest patch causing my game to freeze up after a few minutes of gameplay, if it even launches at all. I'm super confused by this because it seemed to be working fine a few days ago, but unfortunately, I do not really know how to begin diagnosing the actual issue, I just know it's caused by "America Rising 2 - eXoCompat Patches - A Forest" by binary search. I can provide my load order, logs, xEdit data, anything you need if you want to try to find out, but like I mentioned, it was fine a few days ago and I haven't changed anything, so if it's not really in your purview I totally understand. Really appreciate everything you do for us <3
I did. I won't say why, as that'd contain spoilers. But was convinced there was a lore reason that letting you do what the patch did, didn't make sense in the end.
Finish up the Fourville questline and you'll know why.
My short comment on that patch is "shh... you never saw this.".
Shouldn't have made the patch to begin with. No "technical" issues, but yes, I'd remove it.
Thank you for the help, I've tried using the stay disabled but the trees are refusing to budge, both it and the regular patch are at the bottom of my load order. I also checked and the older version of BNS uses a different name for the esp so the patch is not compatible with that version. Might have to switch to another pine forest instead, except that one is much more of an fps drop.
So for BNS I made it with "BNS Trees Green Version". One way to tell is if you can disable the trees in console or not. If you can't it's possible the PreVis related stuff and then "Stay Disabled" would have to go even further down if possible.
Ah, fixed it, the stay disabled was refusing to sit properly in the load order but managed to get it loading last, also had the bns hotfix installed which was breaking stuff so just disabled it and sorted everything out. Thanks for the help
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It's not a "we'll work together" patch. It's a patch that ensures that "I sided with X and I can't destroy Y anymore because it was not made to work together" sort of patch.
Let's you do until "No Point of Return" for Enclave and then "Reform Institute" and properly do the "Destroy Enclave" part, instead of a "bugged mess because these mods edits stuff that was not meant and now I've got a quest to destroy the enclave that I can't finish because the npc for the quest is in a location I've discarded".
she probably wants to do things differtly if you so choose she probably wants the enclave to make peace with everyone instead of eniemes since
she rather destroy the super mutants instead of creating more
Oh well. You still do great work tho! 😆
If so that's perfect :)
Rather than trying to force things to work together the decision to follow what seemed to be the appropriate lore approach by how the vanilla storyline plays out was made.
The alternative would be overly complicated and also require new content to make work. And that's not taking into considering the Brotherhood's side in the whole ordeal.
By the way thanks for the quick reply and your efforts.
I entered in the SQS command and the results were DONE 200 (and everything less than that) and NOT SET for 250, 260, 300,400.
But then I realized I had not actually COMPLETED the full reform the institute quest. The Revolution Will Not Be Televised was still active and I needed to talk to several people. Even though I'd gone into the transformed Institute and wandered around already. So after I did the required talking, returned to the Institute, talked some more, looked at the terminal yadda yadda the quest completed and bingo the second I teleported out I got "the Enclave has kicked you out" message.
Basically, I was kinda dumb. Thanks for the help.
Though from my research, it seems neither authors of either mod intend to patch their works together
Both A Forest, and AR2 have PRP patches and they seem to conflict with your patch. A Forest-PRP makes the trees part of the previs/precombs; AR2-PRP doesn't include trees, and your patch disables the trees. Currently together the 6 files create what I can only call ghost trees; you can see the trees in game but cannot select them with the console. If I had to guess, it's most likely a conflict between your patch, and A Forest-PRP.
In it, he has a patch for AR2 but it's doesn't seem to affect your patches. However he also has made patches for the same forest mods you've made patches for which seems to conflict.
Would you be open to making a cross-patch?
I'm too busy atm to do PRP patching as they need a bit extra work to make sure there is no issues.
Finish up the Fourville questline and you'll know why.
My short comment on that patch is "shh... you never saw this.".
Shouldn't have made the patch to begin with. No "technical" issues, but yes, I'd remove it.
"... I made a mistake. Don't haunt me, please."
One way to tell is if you can disable the trees in console or not.
If you can't it's possible the PreVis related stuff and then "Stay Disabled" would have to go even further down if possible.