Notes: - Help is needed in tracking down Minutemen quest related scenery, in fact Preston/MM should not be triggered due to the changes - The Castle will probably need some fixing here and there to account for the changes since Preston is nowhere to be found
Planned: - The sleeping deathclaw in the sewers is invisible, because there is only the sound marker added to that dungeon, finding a way to allow PC to kill the deathclaw in the sewers is my goal this means, make the deathclaw actually spawn and thus visible, then remove the quest stage, if no action in the sewers is true, then there is still the deathclaw scene on the surface
I can confirm that there are issues with SMU Redux. I'm doing further testing and research to figure out why. My theory is that SMU is trying to call on elements from the main quest, but this mod has removed those markers. You end up stuck in the cryo pod with no way out....Doomed to suffocate.
This is what Fallout 4 needed as an option since release - no more nonsensical robot butler that survived 200 years with no fuel or maintenance and no more random dirt farmers needing your help every 5 minutes.
Worked amazing - thank you!
For some reason the concord group are all t-posed instead of lying on the floor dead, probably a conflict somewhere but it worked properly.
There are mods for people that want to take the Castle without the MM - I think Depravity does that.
For some reason the concord group are all t-posed instead of lying on the floor dead, probably a conflict somewhere but it worked properly.
Some users reported minor issues too. I will test this again in the future but it might be due load order and or loading of a current save. Since im effectively interacting with the main quest there might be issues eventhough minor during gameplay such as when the game loads. It can easily force T-Pose or else. Might be due to the Dismember script too, which caused the issue in past already. Its weird though, since i cant reproduce it consistently.
It definitely looks like a mod conflict in my case. Two mods are touching the same records, heroines of the wasteland (probably not it) and Some Assembly Required (removes the allow dead flag off some actors and touches MQ102 which I didn't realize before).
The solution is probably to make sure this mod loads below any mods that potentially touch MQ102 or the Museum or the actors themselves. Posting this in case it helps anyone else with the same issue. My bad for not checking that first in xEdit.
I will try again with a new save when I get a chance after fixing that but its likely the reason.
Moving this mod near last just before PRP / LODs helped, this time Garvey (militia man) and Sturges were on the floor as expected, Gristle spawned outside in raider power armor to fight the deathclaw (intended?), but mama murphy and the longs were still t-posed; I suspect at this point a mod using RobCo patcher is changing their actor values which you can't spot in xEdit - I am thinking NPCs change clothes but I am not sure. Everything works fine so it's more out of curiosity that I want to find it now. If I find out I will come back and update this thread.
I do wonder though if you apply the actor values to unalive the Concord group with RobCo patcher it might take care of anything else touching the records?
One mod that may be worth looking at how the change was implemented is Galac-Tac Retribution here on Nexus; the intro changes it so the minutemen will expire in 5 minutes after you find them if you don't rescue them. I think the reason it works is because a quest script on a timer controls making them deceased instead of doing it when they spawn. Never had an issue with that working. Loved that mod but its so heavy on performance and conflicts with other things so I haven't used it in a while. I like having the option to not have the Minutemen without all that other change
If you make actions to vanilla scripts you can force NPCs to T-Pose. For example the mod "Skip" of mine, was forcing the Cryo npcs (spouses) to T-Pose because i missed a fragment to blank or add, depending on ... and bam. I also had it with the Preston Gang in this mod, but before releae my latest build was stable. So i assume its a mod conflict. Based on your research and data there is a lot to check first, very simple i would start like this: - test without any mod - then add
It could be load order, it could be RobCo patcher, it could be Galac-Tac, it could be any other mod and it could be this mod is not working for a certain specific route you were using but i was not (during testing) ... or any other mod your not even thought about right now in your load order. It could even be leftovers in your data folder eventhough your not using any other mod, etc. ... so mcuh to test.
The game is very complex and its like domino day with every mod. Order first, create a base to test then add, step by step. Otherwise your getting confused in possibilities and likely will find a solution which hides the real one ... speaking about illusion.
Works great! I have been trying to do this in different ways. SKK Kill Preston was as close at got. With this there is nothing to click and no need to register 2 shots to the head.
This is immersive and excellent. There is one Militia man left after the battle with the raiders inside. He has no name but looks something like Preston. Very well done. I told him that the Abernathy's could use a man like you over there....
Liga....import him....send him to Abernathy. Done.
Hey there, big fan of your work, i like the idea of this mod a lot, but i was wondering how hard it would be to change a few things around.
why not have codsworth in a shutdown state and you need to find a spare ECpack or something to boot him up (much like ed-e in FNV)
also, could Preston and sturges be the only survivors ? (since they seem kinda essential and i run a lot of minuteman mods), and spread the bodies of the other 3 throughout the museum (since they are very much NOT essential).
why not have codsworth in a shutdown state and you need to find a spare ECpack or something to boot him up (much like ed-e in FNV)
There is a mod called Harsh Reality - Broken Codsworth which does this. I will see how to implement it. Since i have to dismount some quest stages and overall skip the entire tutorial bloatfly stuff.
also, could Preston and sturges be the only survivors ? (since they seem kinda essential and i run a lot of minuteman mods), and spread the bodies of the other 3 throughout the museum (since they are very much NOT essential).
Having them appear as a random encounter would be much more interesting, same goes for Dogmeat. I will see. But the entire point of this mod is to get rid of the Minutemen, since i personally really dislike that faction.
that does sound like a better idea, either that or have them already settled in sanctuary. that would explain sturges being such an asshole via the dialogue that makes it sound like he owns the place.
why do you hate them so much btw ? i am trying to turn them into a better faction and would like some criticisms of them, preston's dialogue is my major problem with them.
I dont hate them for the their role or acting, but they really dont fit into the FO universe for me. The entire plot and story is off. Its all to soft and baby boy lego world like. Im also not seeking for the next universal soldier simulator but FO is really something special and FO4 didnt came even close the atmosphere of the early versions.
should just be a faction that the player creates organically instead of Preston being involved at all, imagine none of that nonsense hand holding at the beginning and having it be a true challenge to reach diamond city and figure WTF is going on.
Then halfway through the game when you have a reputation, you can start recruiting people via the radio station and because you are such a f*#@ing legend they are glad to take orders from you. i guess Preston could join as long as most of his dialogue is cut :D
Encountered a bunch of Raiders in Concord, two of them wearing PA (this from a new game, so obviously no way I can fight them). Everyone but the Raiders were dead inside the museum, except for Preston (aka, Militia guy) just standing there and offering no dialogue, and oddly enough wearing BOS clothes (former Sturges was wearing a BOS hood). Also, the quest Returning the Favor still started after talking to Blake A.
is this compatible with harsh reality broken codsworth. and if not or yes could you patch it to get rid of the lines about codsworth telling the player to go to concord. and instead have him say the line "There are a few people who survived like you did!, but do be careful sir/mum they are a bit.. 'rough') instead of his concord line
Yeah he is indeed very funny, but the idea to see him alive after 200 years ... well. As i said, and i think there is atleast one mod available letting him "come alive" like ED-E in FNV is far more immersive and fitting. by repairing it.
Graygarden has been operational for 210+ years, and honestly Mr. Handy/Gutsy type robots just make sense to be able to last longer than most other robots. Their versatility alone factors into that, probably being the only robots that could repair themselves in theory. Protectrons are dormant forever, so that's their plot armor. Assaultrons/Sentries kill everything in sight, and thus that doesn't spell well for a long life.
i recommend to play the older fallout series... there wasnt much of this robot non-sense injected with fo3 (which technically isnt even fo3) ... FOT however was one if not the best robot lore injection i can think of.
The robots existing on nuclear power makes more sense than most of Fallout lore tbh. I accept Fallout 4's take on robots. Take the Nier universe as a good example; robots last longer than humans. Also, I've played FO3 and FONV, but haven't played any other games that were not with Bethesda as the publisher. Not that I wouldn't like the non-Bethesda Fallouts, but dated games such as those are a big timesink compared to newer games.
Another point is that Fallout 3 felt barren and devoid of content. Fallout New Vegas at least felt a bit more alive in comparison. Could be some bias there, but that's how I take Fallout 3, a slight dreary and a bit content-less. Aside from the city areas and the main questline, of course which was full of content.
Not that I wouldn't like the non-Bethesda Fallouts, but dated games such as those are a big timesink compared to newer games.
If those games (FO1/2/T) wouldnt exist you wouldnt have any playground or sandbox to mod or play... infact almost everything you see is just a copy/paste spree of the old series done by BGS. Nothing bad unfortunately unreached in terms of atmosphere. Not knowing the old games will make this conversation senseless anyway...
I recommend to watch some playthroughs and documentation about the old games.
72 comments
- Help is needed in tracking down Minutemen quest related scenery, in fact Preston/MM should not be triggered due to the changes
- The Castle will probably need some fixing here and there to account for the changes since Preston is nowhere to be found
Planned:
- The sleeping deathclaw in the sewers is invisible, because there is only the sound marker added to that dungeon, finding a way to allow PC to kill the deathclaw in the sewers is my goal this means, make the deathclaw actually spawn and thus visible, then remove the quest stage, if no action in the sewers is true, then there is still the deathclaw scene on the surface
Compatibility:
✅ Radiant Minutemen - No MM No More hard requirement
❎ Concord Resurrected won't trigger due to disabled quest When Freedom Calls (workaround console "CompleteQuest Min00")
✅ C.R.P Concord Militia works
Thanks!
I'd endorse this 50 times over if I could.
Minutemen just edge out the Railroad as the lamest main faction in all of Fallout.
Worked amazing - thank you!
For some reason the concord group are all t-posed instead of lying on the floor dead, probably a conflict somewhere but it worked properly.
There are mods for people that want to take the Castle without the MM - I think Depravity does that.
The solution is probably to make sure this mod loads below any mods that potentially touch MQ102 or the Museum or the actors themselves. Posting this in case it helps anyone else with the same issue. My bad for not checking that first in xEdit.
I will try again with a new save when I get a chance after fixing that but its likely the reason.
I do wonder though if you apply the actor values to unalive the Concord group with RobCo patcher it might take care of anything else touching the records?
One mod that may be worth looking at how the change was implemented is Galac-Tac Retribution here on Nexus; the intro changes it so the minutemen will expire in 5 minutes after you find them if you don't rescue them. I think the reason it works is because a quest script on a timer controls making them deceased instead of doing it when they spawn. Never had an issue with that working. Loved that mod but its so heavy on performance and conflicts with other things so I haven't used it in a while. I like having the option to not have the Minutemen without all that other change
- test without any mod
- then add
It could be load order, it could be RobCo patcher, it could be Galac-Tac, it could be any other mod and it could be this mod is not working for a certain specific route you were using but i was not (during testing) ... or any other mod your not even thought about right now in your load order. It could even be leftovers in your data folder eventhough your not using any other mod, etc. ... so mcuh to test.
The game is very complex and its like domino day with every mod. Order first, create a base to test then add, step by step. Otherwise your getting confused in possibilities and likely will find a solution which hides the real one ... speaking about illusion.
This is immersive and excellent. There is one Militia man left after the battle with the raiders inside. He has no name but looks something like Preston. Very well done. I told him that the Abernathy's could use a man like you over there....
Liga....import him....send him to Abernathy. Done.
why not have codsworth in a shutdown state and you need to find a spare ECpack or something to boot him up (much like ed-e in FNV)
also, could Preston and sturges be the only survivors ? (since they seem kinda essential and i run a lot of minuteman mods), and spread the bodies of the other 3 throughout the museum (since they are very much NOT essential).
that would explain sturges being such an asshole via the dialogue that makes it sound like he owns the place.
why do you hate them so much btw ?
i am trying to turn them into a better faction and would like some criticisms of them, preston's dialogue is my major problem with them.
Then halfway through the game when you have a reputation, you can start recruiting people via the radio station and because you are such a f*#@ing legend they are glad to take orders from you. i guess Preston could join as long as most of his dialogue is cut :D
Preston however, good riddance.
Another point is that Fallout 3 felt barren and devoid of content. Fallout New Vegas at least felt a bit more alive in comparison. Could be some bias there, but that's how I take Fallout 3, a slight dreary and a bit content-less. Aside from the city areas and the main questline, of course which was full of content.
If those games (FO1/2/T) wouldnt exist you wouldnt have any playground or sandbox to mod or play... infact almost everything you see is just a copy/paste spree of the old series done by BGS. Nothing bad unfortunately unreached in terms of atmosphere. Not knowing the old games will make this conversation senseless anyway...
I recommend to watch some playthroughs and documentation about the old games.