Weird bug, and probably to be expected doing so in the middle of a playthrough, but disabling this mod will cause your save to boot you back to menu when you die. Just a heads up for anyone else.
Tested on a fresh save using only this and the UFO4P. Ran through the intro, watched my wife get shot, saved the game. Let myself die to roaches and the generator in Vault 111. Game reloaded my last save, with a quick load screen, as it should.
Loaded the same save after disabling Keeper of the Commonwealth, let myself die, and I'm booted back to the main menu after a brief load screen. Re-enable the mod, issue goes away.
I mean, disabling any quest-related mods in the middle of a playthrough is probably a good way to break a save anyway. But it was such an odd thing to happen I thought I should mention it here. It didn't even feel like a crash or a bug; I died, load screen, main menu.
Yeah, as you say, disabling a quest-related mod isn't recommended. Still a weird issue to have. Maybe something with how conditions works. First I heard of that one tbh.
I'm getting repeated dialogue from the settler in charge of sommerville place even after I cleared out sunshine tidings co-op for them before going to sommerville to get the quest location. I already setup sommerville with a TS blueprint everything works just fine but after leaving the settlement and coming back he hit me up with the same lines again and I told him it was already cleared out. I guess he stops doing that after I tell preston I just haven't done that yet.
Only change I make is forward UFO4P fixes and add conditions to make sure it's within the Commonwealth.
Getting repeated stuff suggest either some other issue or a bug that's outside the scale of this mod to fix. If UFO4P ends up fixing the potential issue I'll make sure update.
Because I wanted it to, as I (and many more) feel it's a staple. You can always keep using the Keep Radiants in the Commonwealth if you don't wanna use UFO4P I suppose.
seems like every so often someone comes back to find a new way to handle this, lol. I had a brief thought wondering if this could be done with something like robco patcher, but my brain bluescreened looking at the articles for it. I don't THINK it can do anything for quests, though.
Definitely gonna take a look at this, hopefully it'll require less patching in my load order!
Can you make an option to disable those misc notes that make misc objectives to find the thing or the stash or or... that constantly spawn almost around every corner of the game world? This happens a lot in an early game once you reach cambridge area and even if you have other mods installed to block this stuff.
For context, that would be the treasure hunt master quest random encounter. The quest is named RESceneTreasureHuntMaster if you want to disable the entire category. Alternatively, individual quests typically have "RETreasureHunt" in their name and there is a story manage branch node named RETreasureHuntQuests as potential points of entry.
As long as the player doesn't complete one of these annoying quests, the dead body of the npc with the note never despawns so if you didn't find and or loot that body and later came back to the same spot triggering the same kind of quest again... you would have two dead bodies and two notes that you didn't take. This just keeps happening over and over until there are a bunch of dead bodies with notes on them and they won't despawn until you take all those notes and complete all those quests. Really wish there was a blocker for this thing to just turn it off or maybe add them all to some kind of mission board in the dugout inn so no dead bodies involved anymore.
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Loaded the same save after disabling Keeper of the Commonwealth, let myself die, and I'm booted back to the main menu after a brief load screen. Re-enable the mod, issue goes away.
I mean, disabling any quest-related mods in the middle of a playthrough is probably a good way to break a save anyway. But it was such an odd thing to happen I thought I should mention it here. It didn't even feel like a crash or a bug; I died, load screen, main menu.
Years ago I used to use the original Keep Radiants in the Commonwealth mod, and then switched to this other version which was like an updated version of it that replaced it: Keep Radiants in the Commonwealth UF4OP Version.
Does your mod replace the latter as well?
Getting repeated stuff suggest either some other issue or a bug that's outside the scale of this mod to fix. If UFO4P ends up fixing the potential issue I'll make sure update.
The settler and companion dialogue overhaul - LITE mod by WTF had a KRiC patch.
Since I see no reason not to use UFO4P, it's actually required by default, so no need for a patch there.
I do! Fucking arthmoor!
Definitely gonna take a look at this, hopefully it'll require less patching in my load order!