Fallout 4

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SKK50

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SKKmods

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  1. SKKmods
    SKKmods
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    Locked
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    *********************************************************************************
    Space for news.
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  2. changwhite01
    changwhite01
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    Modular military backpack don't deposit into inventory with this mod activate.
    1. SKKmods
      SKKmods
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      Did you use the hacked CC script version ?
    2. changwhite01
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      I got it working now, Download the wrong version.
      NewGames version is working fine, Thanks for the mod.
  3. ortleivika
    ortleivika
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    Is it possible to not get the menu item (.SKK CC start on demand) automatically when launching the game?
    1. SKKmods
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      To not get a menu item it would be best to not install a menu based mod.
    2. ortleivika
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      Sure.
  4. Phantomvoice95
    Phantomvoice95
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    Would there be a way to make this work where the starts to some of the starts are instead connected to radio's or even bounty notes?

    Apparently the Echoes of the Past has an alternate start that can happen if you get one of the "artifacts" (Armors, Heavy incinerator, tesla cannon, etc) where you can get ambushed, then a note is left on the squad leader with coordinates to the enclave camp. So if that start was still enabled but the default auto start was disabled that would make it much more immersive.

    The other ones like Pyro could just be linked to bounty posters, and the one in Saugus could just be left as connected to "into the fire" or made into a misc quest.

    I don't know just further ideas

    Also question: Does this prevent all the enclave camps from spawning unless you start the quest? or are they still there just no quest start?
    1. SKKmods
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      it just stops the quests starting. Dont know if their placed s#*! is enabled without their quests running. If they are, thats some lame ass dev which i have no interest in wasting my time to track down individual objects to switch enabled/disabled on their quest state.
  5. RainyCrowithy
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    so sorry to bother but Ive uninstalled and reinstalled, changed the load order (put it second to last) switched between the bethesda.not version and the nexus version but I cannot get the existing games version of this mod to work. I joined the discord server to see if there was a fix, but I see no channel for this mod so I'm asking here. any advice?

    1. SKKmods
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      What is the state of the game you are installing into ... console without the square brackets:

      [ sqv MQ101 ] what stage is reported ?
      [ sqv MQ102 ] what stage is reported ?
    2. RainyCrowithy
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      I put it in and got a huge list what specificially am i looking for? or do I need to copy and send it all to you? if so how would i do that(sorry I know nothing about this stuff)

      edit, once i scroll down to the bottom they both say "state : stopped"
    3. SKKmods
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      Where in the game is the player ?
    4. RainyCrowithy
      RainyCrowithy
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      Currently at red rocket, I had just fast traveled there from saugus ironworks as it kept crashing randomly when i was inside. (before installing, i did install it just outside saugus though)
      I forgot to mention, no clue if its relevant but the menu item is not in my inventory at all nor can i find it in the crafting station
    5. SKKmods
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      Console [ sqv SKK_CCSODQuest ] without the square brackets, you can copy and paste the text.

      At the end of the long list it will tell you if the quest is running and what stage it is at.

      What are they ?
    6. RainyCrowithy
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      enabled? yes
      state: running
      current stage: 10
      priority: 99
    7. SKKmods
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      Scroll that SQV list up, what is the value for iRemainingCreations ?

      also

      [ Help CC 4 ALCH ] then [ player.AddItem the8digitnumber ]  
    8. RainyCrowithy
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      its -8 and the additem command works, but the quests are still in my quests list
    9. SKKmods
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      HOLDON.

      If the quests have already STARTED there is nothing this mod can do about that.

      You need to install it BEFORE the quests start.

      I did not anticipate having to state that in the description.
    10. RainyCrowithy
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      ah, well considering the mod said existing save i assumed it would be possible to do it this way, thanks for the help sorry i ended up wasting your time
  6. Reciter5613
    Reciter5613
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    So far, so useful!

    I'm hoping you make it work with other Creation Club packs. For now, the ones still popping up at the start are the quests for "Vault Suit Customization", Nuka-Cola Collection Workshop", "Holiday Workshop", and "Gunners vs. Minutemen."
    1. SKKmods
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      If its additional content then no as a menu simply isnt long enough to offer a manual start option for each and every one. Use the creation club delayed mod to start that stuff at assigned location triggers.
  7. 4estGimp
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    Thank you again for bringing us some much needed sanity.

    FYI
    Error saving SKKCCStartOnDemand.esp.save.2024_05_12_17_07_36: Record SKK_CCSODVersion [GLOB:17004C6A] has invalid ObjectID 004C6A for a light module. You will not be able to save this file with ESL flag active
    1. SKKmods
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      Unfortunatley compacting screws everything up. Oh teh joy of it.
  8. KennethElliot2015
    KennethElliot2015
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    thank you for this. allways hated haveing all the CC content activating at the same time. and I use CC delayed but hated that the new ones was still a problem. are you going to update it for future creation club stuff? 
    1. SKKmods
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      If any future stuff is bundled to beccome part of the base game then yes.

      If its additional content then no as a menu simply isnt long enough to offer a manual start option for each and every one. Use the creation club delayed mod to start that stuff at assigned location triggers.
  9. ZIGSYzo
    ZIGSYzo
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    ur a g man
  10. dmikewilcox
    dmikewilcox
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    Thank you for makings this!
  11. sattyre
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    Thanks for another great addition.

    This works just fine with Miscellaneous next-gen quests.  no conflicts at all.