Fallout 4

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SKK50

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SKKmods

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About this mod

Start the 7 Fallout 4 update bundled Creation Club quests from a menu WHEN YOU WANT or at random locations. Not vomiting up all at once as you emerge from V111 elevator in a new game start or loading an existing savegame with the update.

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Start the 7 Fallout 4 update bundled Creation Club quests from a menu WHEN YOU WANT or at random locations. Not vomiting up all at once as you emerge from V111 elevator in a new game start or loading an existing savegame with the update.


TAKE CONTROL OF CREATION CLUB CONTENT 


Install this mod in a new game, or an existing game before loading the new update to stop the 7 Creation Club quests from kicking off when *they* want at or after Vault 111 elevator exit. Make it when YOU want, from a menu and/or on random location changes. 

If you have already loaded as savegame and exited Vault 111 so the CC quests have started THIRE IS NOTHING THIS CAN DO TO HELP YOU.

The player is given a regenerating  [ .SKK CC start on demand ] AID menu item anytime after vault 111 cryo wakeup (craft replacements at Chemlab/Utility whilst there are still quests to start) which will pop a menu to:

(1) Start each of the bundled Creation Club content quests, if installed:  

Echoes of the Past (Enclave)
When Pigs Fly (Grenade)
All Hallows' Eve (starts linked Radio quest)
Speak of the Devil (X02)
Crucible (Flamer)
Pyromaniac  (Hellfire PA)
Best of Three

(2) Start ALL of the bundled Creation Club content quests, if installed.

(3) Switch the random location triggers [ *On  | Off ]

Incase you dont want to fiddle with menus, each of the CC quests is allocated a random external starting location trigger on a path from Sanctuary > Diamond City > Goodneighbor from a default list. They are randomised for fun, if you want predictability use the Creation Club Delayed solution which starts at specific locations. xEdit FormList SKK_CCSODLocationTriggers to add and remove locations before loading the mod into a game:

Spoiler:  
Show

Concord
Drumlin
Lexington
College Square
Intistiute (CIT)
Diamond City
Swans Pond
Goodneighbor


This only works with the 7 bundled Creation Club quests. If you want to stop ALL of the Creation Club quests in new games, use the Creation Club Delayed solution. The difference is that this can work with existing save games and offers a menu to start specific quests exactly when you want.




Pick the correct file for your needs

Install one of the two different downloads that best meets your needs:

(1) SKKCCStartOnDemand_xxx_NewGames only works on new game starts, does not contain any hacked content so does not affect anything else. Works fine with fast and alt start mods.
 
(2) SKKCCStartOnDemand_xxx_ExistingGames works on new game starts and existing games. The BA2 archive includes a hacked Creation Club script StartAfterCharGenScript.pex which stops existing games instantly triggering the CC content on load. Using this will stop any  additional CC content from auto triggering until the BA2 archive is removed from your load order (or neatly replace with the BA2 archive from the NewGames download). The menu includes a  [ Using hacked StartAfterCharGenScript ] warning because hacked base game  scripts are cancer, but its the only way to deal with Bethesda's nonsense in existing games.


Usecases

(a) As a prolific mod author I start and load a lot of games for testing. With the bundled CC content now part of the base game platform I need to test with that material present, but avoid the new quests slowing the UI every time I start.

(b) The dynamic scripted overhauls Fallout 4-76 OpenWorld and Commonwealth of Decay dont know about the new CC content yet, so need a way to stop those quests before their human actors are removed.

(c) Choice.


PC manual installation

Install this mod BEFORE loading a savegame or starting a new game with the bundled Creation Club ESL files loaded. The ExistingGames version must load after anything else that may hack script StartAfterCharGenScript.pex to block Creation Club ESLs triggering in an existing save game.

This does not actually DEPEND on the Fallout 1.10.980 update or any Creationclub content as it uses GetFormFromFile scripted lookups, so will work with any one or more of the 7 bundled creations installed in any game version. 

Copy SKKCCStartOnDemand.esp, SKKCCStartOnDemand– Main.BA2 to your ...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise. Even though some may get lucky, SKK does not activley support the removal of any CreationEngine mod from an active savegame. 

Yes you can ESL flag the ESP. No you can not ESL flag the ESP. 


Known Issues

None right now.


Content Suggestions

(1) If you want to totally remove the CC content, simply move the CC*.ESL files to another folder before they load into a save. Yes its really *that* EZ.

(2) If for any reason the menu will not start the CC content, use the console backup:
Spoiler:  
Show

SetStage ccBGSFO4044_HellfireBossKillQuest 10 ;;Pyromaniac
SetStage ccBGSFO4046_BestOfThree  2 ;;Best of Thre
SetStage ccBGSFO4115_DM_Quest 10 ;;Speak of the Devil
SetStage ccBGSFO4116_Quest 10 ;;Crucible
SteStage ccFSVFO4007_Quest 10; SetStage ccFSVFO4007_RadioQuest 10 ;;All Hallows' Eve
SetStage ccOTMFO4001_Quest 10 ;;Echos of the past
SetStage ccSBJFO4003_Quest 10 ;;When Pigs Fly


(3) Whoever signed off approval for standardising the script CreationClub:StartAfterCharGenScript on M
Q101 stage 10 (Vault 111 elevator exit) as the trigger for ALL creation club content, then amped that idiocy to 11 by needlessly making it a CONSTANT unmodifiable value, should reflect long and hard at being a total UX assclown [ insert assclown icon ].


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If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel discord://discord.gg/tgKNT77DC8
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