Any chance to include the drinking buddy recipes in a future update. They’re from the base game and there aren’t many but as far as I can tell theres no mod like this that covers them. Either way great mod thank you very much for taking the time to make it
Seems like it works with NG But... it seems like it needs some fix for Star cores.
I understand that it is need to be 'acquired' to remove markers automatically. So if I install the mod after having some collectives, those collectives that I already had will show blank markers. But for star cores, even when I start the quest with this mod, and when I acquire the core, marker doesn't get removed. Also, it doesn't show cores outside, such as those cores in Galazy zone, but not inside.
But still, good tracker so far :) I just wished if I had this before I got bobbleheads xD
Sorry if this is a super basic question or has been answered before and I'm just missing it but is there any way to get the mod to recognise that I've already picked up a collectible I've picked up? the main reason i got this was to mark the star-cores in nuka world and it's marked the locations of every single one (besides the ones outside of the galactic zone, which is another issue entirely) and (maybe because i can't put the star-cores back) won't recognise that ive already got them. the other collectibles in nuka world don't have this issue so im not sure what's up.
Collectibles currently in your inventory won't receive a quest marker. The only way for me to record whether a player has 'acquired' a collectible would be to add scripting to each and every collectible, which I'd rather avoid doing for the purpose of keeping this mod as light as possible.
same here. this mod was recommended to me, because i collected 32 star cores in nuka world, but couldn't find the last 3. so i installed this mod to find them, but the questmarker show all indoor locations, even the ones i already collected, but none of them that are on the outside of nuka world. sigh.... would have been nice if this was mentioned in the description.
forgive me if this is a really dumb question, but is there a way to activate the markers without the McM? I've never been able to get the McM to actually show up in my game (don't know why, I'm following the instructions. Can get the skyrim McM to work though, just not fallout 4...)
Make sure you install F4SE before installing MCM. When launching your game make sure you're launching f4se_loader.exe instead of the original Fallout4.exe. I don't think there's anything else to it.
Q. What version of the Creation Kit was the mod made in? A. 1.10.982.3 (Next-Gen Patch).
Just out of curiosity, what is the difference between pre and post next-gen .esp? As far as I can tell the post next-gen form ID is the same as pre next-gen (form version 131). The 'next-gen' update just includes CC content, right? This mod isn't dependent on any of it and doesn't include and .dll files so I'm not sure I understand why it wouldn't work on pre next-gen builds. Can someone shine some light on this?
Can you elaborate? What specifically about this mod isn't working? Is the Collectibles Helper quest not appearing in your journal after enabling a collectible to track in the MCM? Are the Automatic Transfer buttons not working? Have you tried the Loose Files version in case you're exceeding the 256 BA2 archive limit?
The loose file version should work with both versions, and that one actually works for me with a downgraded version. The difference is in the file format version of the archive files. They replaced the old ba2 archive file format version (version 1 for Fallout4, also used in Fallout 76) with new versions (version 7 and 8 for next Gen, 8 is general and 7 for textures). That numbers are not only for Fallout, Starfield uses version 2 for general and version 3 for textures. There's no difference in the esp-files.
If you downloaded the regular version you might be exceeding your ba2 limit. Try the loose files version. Sounds like your game isn't reading the script files.
113 comments
Either way great mod thank you very much for taking the time to make it
But... it seems like it needs some fix for Star cores.
I understand that it is need to be 'acquired' to remove markers automatically. So if I install the mod after having some collectives, those collectives that I already had will show blank markers.
But for star cores, even when I start the quest with this mod, and when I acquire the core, marker doesn't get removed.
Also, it doesn't show cores outside, such as those cores in Galazy zone, but not inside.
But still, good tracker so far :)
I just wished if I had this before I got bobbleheads xD
Make sure you install F4SE before installing MCM. When launching your game make sure you're launching f4se_loader.exe instead of the original Fallout4.exe. I don't think there's anything else to it.
Q. What version of the Creation Kit was the mod made in?
A. 1.10.982.3 (Next-Gen Patch).
Just out of curiosity, what is the difference between pre and post next-gen .esp? As far as I can tell the post next-gen form ID is the same as pre next-gen (form version 131). The 'next-gen' update just includes CC content, right? This mod isn't dependent on any of it and doesn't include and .dll files so I'm not sure I understand why it wouldn't work on pre next-gen builds. Can someone shine some light on this?
“我使用的是V1.0.163版本,但它不工作。"
There's no difference in the esp-files.