The 1.1 update moves the entrance to the Bradberton Police Station to the other side of the building to enable simultaneous use with Bradberton Interiors. However, if you have already been to Nuka-World, the new door may appear sideways in the original place. You can fix that by selecting the door (xx0148b3) in console mode or by using the prid command, and then copy-pasting the following command and hitting enter:
setpos x 31943.543; setpos y 48111.5078; setpos z 1845.7069; setangle z 176.5154 Make sure you selected the right object by checking it matches the above ID!
Perhaps one day! This mod was originally meant to be about Far Harbor, but I couldn't find enough suitable above-ground buildings to use. I might have to go with underground locations to work around that if/when I get around to trying again.
Yeah would be nice to have some Far Harbor dungeons ... Jurttu. Morrowind had nice flooded Caves, and overall alot of Caves around the Coast. Would work perfeclty for FO4 too ;)
I've been doing some preliminary design work for a FH locations mod, and I currently have one cavern (or in this case, a grotto) planned for it. I'd probably make more caves if they weren't such an exceptional pain in the ass to navmesh and make local maps for...
Tip: 1) Expansion of the Pine Crest Caverna outlaw cave. 2) Underground quarries and tunnels from ‘Ruined Radio Tower’ to the former naval underground complex - ‘The Nucleus’. 3) Item №2 can be connected in meaning to the third location - an underground-submarine tunnel for submarine passage from the lake! (Yes, the missile cruiser has no exit to the sea! Pardox.)It can be connected with vanilla quests! Translated with DeepL.com
Vault 115 quest started up as soon as I entered the vault area, however, the quest marker pointing to the security chiefs key location isn't recognizing that I picked up the key, so now the quest appears to be stuck. Playing on GoG GOTY (v163).
Thanks for the heads-up, I'll see if I can replicate the issue and/or make the system more reliable once I have fewer projects on my plate. In the meantime, you can use the console command "SetStage JINW_Vault115Quest 30" (without quotes) to unstuck the quest.
Played through this again with the same version and I found the problem: the previous playthrough, I did not read the entry on the terminal regarding the key, so that's why the stage never got updated. The quest worked correctly this playthrough when I read the terminal entry and then proceeded to pick up the key.
Based on the testing I did, the quest definitely should progress normally even if the optional objective isn't completed. The latest update simply fixed two cases where an objective that was skipped (the optional objective to find information about the key and the one pointing to the Overseer's terminal) would be added to the quest log if the player went back to complete them, despite no longer being relevant.
That being said, if the issue re-emerges, you can always proceed to find the Overseer's Office door to force the quest to advance. There shouldn't be any reason why that would happen, though.
Immediatly downloaded as soon as I saw you had a new file! I read your comments on game version .163, which is the one I am on, and I will let you know if there are any problems. Have not been to Nukaworld on this playthrough yet, but now I must go soon.
(I also have Bradberton interiors would be willing to disable it for your file, but after reading your post will leave it alone.)
From the looks of it, the issue was due to a mistake from my part; I thought that the quest scripts were embedded into the quest itself, and thus didn't realize I should've included them with the download - which in turn means that the issue had nothing to do with the game version. As you can see, I'm still learning the ropes when it comes to CK...
As of version 1.1, you can use Bradberton Interiors with this mod. They will not cause conflicts or block each other, though you will have two police station interiors (one accessed from the front and the other from the back).
I've now updated the mod to 1.2. Hopefully this fixes the Mad With Power quest not starting - let me know if it worked! That being said, if you've already been inside the Vault, the fix may not work (as the game considers the quest already started).
from the looks of it i have the same issue as a few others with the vault quest not starting which is a bit annoying. but in this case i like to think it's just part of the story (or you've seen enough of vaults to figure the guys dead and the whole place went to hell like all the other ones) and move on after getting the revolver.
if i may you could tie the quest trigger to to reading a terminal entry at the entrance. there's an non interactive terminal in the security office you could use for it. ps im on the gog version... so the one ending in 163 i believe.
Thanks for letting me know, and for the idea - the terminal could be a much more failproof way to start the quest. It'll require a slight rework of the quest, but nothing that would affect the player in a negative way.
Jurttu, Just as the previous poster, the 115 quest didn't trigger either. I did find the Legendary. All the locations were SO well detailed. Love the note found on the ghoul in the underground. You really tied that in nicely. You really got some talent. Well done. I'm not bothered by the 115 quest. More like an FYI.
Thanks for letting me know! Right now I have no idea why that happens; as far as I know, the triggers to start the quest are the simplest possible. If there are any additional details you or anyone else reading this can give me (such as load orders), it'd be much appreciated.
This wouldn't be too much of an issue if the quest wasn't tied to the keycard, so at some point I might have to rework the location and the quest to eliminate the possibility of being locked out of the Overseer's office.
The mod is loaded 13 of 26. Haven't tried to move it. Usually only if the author states that as a requirement. I obviously don't run too many mods anyway. Especially since the nextgen update. Yada-yada. I can try moving it to the bottom and group it as 'Dynamic patches'? I'm in post end-game play so I'm just scaving anyway. On the technical side I'm not much help. Maybe something like a holotape found in an obvious location upon entering the vault. Something thats 'on' the player. Perhaps that could be used as the trigger for the quest.
Are you using a pre-next gen installation or is your game up to date? Theoretically it shouldn't matter, but it'd be good to know for possible future reference.
Having an issue where the Vault 115 quest didn't spawn. Didn't even know there was a quest, so I explored up to the election booth/id door without knowing it existed.
Found out there was a quest after researching where to find the ID Card, but the quest stage is already at 20, even though the quest never spawned in my quest log, so now I cannot seem to trigger the quest to spawn. Following instructions to change stages does activate the election booth option, but signing up does not give me an ID Card, but moves the stage from 40 to 50, and I still don't have a quest, so I just loaded back to a save where I didn't mess with the stages.
Could you let me know exactly where the quest is supposed to trigger so I can figure out what other mod I have is messing it up or conflicting? Exterior or interior? When you say main door, do you mean the big gear door, or the entrance outside? There were a bunch of enemies at the big gear door, did they mess up the trigger somehow? Thank you!
The quest should start as soon as you go down the cave and enter the chamber with the main gear door; failing that, it should also start from the second stage when you step through the wide doorway after exiting the atrium elevator. The ants shouldn't cause any issues - the trigger is set to Player Only and they're not connected to the quest anyhow.
If all else fails, you can use console commands to give yourself the card. You can type this into the console to find the ID for it: help "vault 115" 4 misc
57 comments
Q: Will this work on pre-next gen-update installations?
A: Yup, should work just fine.
Q: Will this break precombines/should there be a PRP patch?
A: No, this mod does not break or alter vanilla precombines.
Q: The locations seem darker compared to vanilla dungeons...
A: That's my personal preference: I like my apocalyptic settings gloomy.
Q: Help, I can't find the locations!
A: Check the last set of screenshots - you can find the exact locations and entrances in them.
Q: Where can I find the unique weapon?
A. Check this article for details (warning: contains spoilers).
Q: I need help with the quest!
A: Check this guide for a walkthrough.
setpos x 31943.543; setpos y 48111.5078; setpos z 1845.7069; setangle z 176.5154
Make sure you selected the right object by checking it matches the above ID!
1) Expansion of the Pine Crest Caverna outlaw cave.
2) Underground quarries and tunnels from ‘Ruined Radio Tower’ to the former naval underground complex - ‘The Nucleus’.
3) Item №2 can be connected in meaning to the third location - an underground-submarine tunnel for submarine passage from the lake! (Yes, the missile cruiser has no exit to the sea! Pardox.)It can be connected with vanilla quests!
Translated with DeepL.com
Vault 115 quest started up as soon as I entered the vault area, however, the quest marker pointing to the security chiefs key location isn't recognizing that I picked up the key, so now the quest appears to be stuck. Playing on GoG GOTY (v163).
Just a heads up, not sure why it happened.
Love your work!
Regards,
Dan
Played through this again with the same version and I found the problem: the previous playthrough, I did not read the entry on the terminal regarding the key, so that's why the stage never got updated. The quest worked correctly this playthrough when I read the terminal entry and then proceeded to pick up the key.
Regards,
Dan
That being said, if the issue re-emerges, you can always proceed to find the Overseer's Office door to force the quest to advance. There shouldn't be any reason why that would happen, though.
I read your comments on game version .163, which is the one I am on, and I will let you know if there are any problems.
Have not been to Nukaworld on this playthrough yet, but now I must go soon.
(I also have Bradberton interiors would be willing to disable it for your file, but after reading your post will leave it alone.)
As of version 1.1, you can use Bradberton Interiors with this mod. They will not cause conflicts or block each other, though you will have two police station interiors (one accessed from the front and the other from the back).
from the looks of it i have the same issue as a few others with the vault quest not starting which is a bit annoying. but in this case i like to think it's just part of the story (or you've seen enough of vaults to figure the guys dead and the whole place went to hell like all the other ones) and move on after getting the revolver.
if i may you could tie the quest trigger to to reading a terminal entry at the entrance. there's an non interactive terminal in the security office you could use for it. ps im on the gog version... so the one ending in 163 i believe.
Just as the previous poster, the 115 quest didn't trigger either. I did find the Legendary. All the locations were SO well detailed. Love the note found on the ghoul in the underground. You really tied that in nicely. You really got some talent. Well done. I'm not bothered by the 115 quest. More like an FYI.
This wouldn't be too much of an issue if the quest wasn't tied to the keycard, so at some point I might have to rework the location and the quest to eliminate the possibility of being locked out of the Overseer's office.
Found out there was a quest after researching where to find the ID Card, but the quest stage is already at 20, even though the quest never spawned in my quest log, so now I cannot seem to trigger the quest to spawn. Following instructions to change stages does activate the election booth option, but signing up does not give me an ID Card, but moves the stage from 40 to 50, and I still don't have a quest, so I just loaded back to a save where I didn't mess with the stages.
Could you let me know exactly where the quest is supposed to trigger so I can figure out what other mod I have is messing it up or conflicting? Exterior or interior? When you say main door, do you mean the big gear door, or the entrance outside? There were a bunch of enemies at the big gear door, did they mess up the trigger somehow? Thank you!
If all else fails, you can use console commands to give yourself the card. You can type this into the console to find the ID for it:
help "vault 115" 4 misc