On a happier note, this mod seems to peacefully coexist with FO4 Settlement Basement (which opens a tunnel into Vault 111 from Sanctuary; I guess the Institute did it?).
This would make things interesting for the non-111 start characters as it means the intrepid wastelander gets to "learn" all the details of what went down. So the fridge brilliance is real for this!
Ooh very good point! Vault 111 would be such a bland, pointless visit for an alt-start player the way it exists in vanilla, especially compared to the fun/horrifying weirdness of the other Vaults. At least having the notes to flesh-out the situation around the terminal entries can give the place a sense of actual (posthumous) habitation to discover, and make the exploration feel (hopefully) a little less comparatively lackluster. Thank you for that thought!
Thank you for catching the typos! It's so hard to proof-read in the Creation Kit's tiny little screen, sigh. I appreciate you finding those for me, and do please let me know if you find any other errors so I can get those corrected also.
The Gilded Grasshopper issue has already been dealt with, you just need to download the updated 1.1.0 file.
I'm really glad you're enjoying the mod, thank you!
I'm not sure. The other mod I made that added clutter like this ran into an issue with Scrap Everything due to the necessity of creating a persistent item so that game could do a Player Name Alias in one of the notes (since Fallout4 doesn't have an in-built Player-Name-Alias feature for some reason???), and it seems the mod you linked also permits mass-scrapping, so if they're set up to handle that feature the same way as Scrap Everything does, you could potentially run into the same issue.
Other than that, it doesn't sound like that mod rearranges any furnishings, so it shouldn't require any physical patching to move things around, at least. Drop this one into your game and see if it works. If it doesn't, let me know and I'll work up a compatible version. In the meantime, you can always open up this mod in xEDIT and go into CELLS and delete the one placed object under PERSISTENT, as that's the only point of potential incompatibility. You'll lose one note, that's all.
I picked one of the Notes from your Mod up, specifcally in the Cryo Room in which the Player awakens from, and it suddenly activated/updated the "Gilded Grasshopper" Quest to Quest Stage 30 (find Shem Drowne's Grave). I doubt that is suppose to happen, since... it didn't mention anything along from the "Food for the Grasshopper" Note.
No. It definitely is not supposed to do that, that is very strange. I will investigate that as soon as I get home from work tonight, thank you for the heads-up.
Looks like I had the misfortune of choosing the note from the Gilded Grasshopper Quest when I selected a note to duplicate into a new reference to make some of these, and never noticed it had a Quest Script attached. At least I'm not the only one who ever made this mistake...
I'll get a new, grasshopper-free version uploaded shortly! Since I'm uploading a new file anyway, I'm going to go ahead and write some notes about those roaches that KMoore61 reminded me about while I'm at it, and remove the Player=Alias feature for better compatibility with other mods.
Thanks for finding this error! Honestly when I saw the "Gilded Grasshopper" alerts in my own testing, I just ignored it, because I figured it was just another Startup Quest announcing its presence, and completely unrelated to anything I was doing. SIGH.
Update is now posted! This should take care of both the Gilded Grasshopper error, and any potential issues with mods that apply Settlement or Scrapping features to Vault 111. Let me know how it goes!
Nice, but lends to where is the medical wing, Armory, storage area, other (Empty?) cryo units, And why did the staff not use them rather than face starvation, ect... and how long after the blast did the roaches start growing and make it into a sealed vault (that they had time to make safety posters about them)
I'm sorry, I'm having a problem understanding this comment. Language issues, maybe? To clarify: the only things this mod adds to Vault111 are some pieces of paper. No weapons, no food, no other supplies. Everything else you see in the screenshots above are part of the vanilla game (and all the food/drink containers found there are empty).
You make a good point about the roaches, though. I forgot there were safety posters about those critters already hanging up in there. Maybe I should add a few notes referring to the Roach Growth Issue at some point...
*edit: oh, and two pencils. I do add two pencils. But everything else is pre-existing!
I'm just guessing but I think the person is asking if these additional notes create a plot hole on how or why things in Vault 111 fell apart. "Why didn't they do X to solve their problem?" so to speak.
Oh! No. I wrote these notes to fit into what we know happens in Vault 111, with the mutiny and all. I even matched-up names and roles to the NPCs we see during the intro, so there are the right number of scientists/staff/security. It's all designed to fit into and supplement the vanilla game.
19 comments
On a happier note, this mod seems to peacefully coexist with FO4 Settlement Basement (which opens a tunnel into Vault 111 from Sanctuary; I guess the Institute did it?).
Just some issues that range from simple typos to "oh that definitely shouldn't be happening":
I'll comment on any more I find, but the Gilded Grasshopper one is the most egregious and should be fixed immediately.
Great job otherwise!
The Gilded Grasshopper issue has already been dealt with, you just need to download the updated 1.1.0 file.
I'm really glad you're enjoying the mod, thank you!
I'll have a look around for the new notes.
Is this compatible with this here Vault 111 Settlement?
https://www.nexusmods.com/fallout4/mods/19663?tab=posts
Other than that, it doesn't sound like that mod rearranges any furnishings, so it shouldn't require any physical patching to move things around, at least. Drop this one into your game and see if it works. If it doesn't, let me know and I'll work up a compatible version. In the meantime, you can always open up this mod in xEDIT and go into CELLS and delete the one placed object under PERSISTENT, as that's the only point of potential incompatibility. You'll lose one note, that's all.
Let me know how it goes!
I picked one of the Notes from your Mod up, specifcally in the Cryo Room in which the Player awakens from, and it suddenly activated/updated the "Gilded Grasshopper" Quest to Quest Stage 30 (find Shem Drowne's Grave). I doubt that is suppose to happen, since... it didn't mention anything along from the "Food for the Grasshopper" Note.
I'll get a new, grasshopper-free version uploaded shortly! Since I'm uploading a new file anyway, I'm going to go ahead and write some notes about those roaches that KMoore61 reminded me about while I'm at it, and remove the Player=Alias feature for better compatibility with other mods.
Thanks for finding this error! Honestly when I saw the "Gilded Grasshopper" alerts in my own testing, I just ignored it, because I figured it was just another Startup Quest announcing its presence, and completely unrelated to anything I was doing. SIGH.
You make a good point about the roaches, though. I forgot there were safety posters about those critters already hanging up in there. Maybe I should add a few notes referring to the Roach Growth Issue at some point...
*edit: oh, and two pencils. I do add two pencils. But everything else is pre-existing!