About this mod

Edits the DLC and Next-Gen CC addons to start up more like quests from the base game.

Requirements
Permissions and credits
Changelogs
    I'm sure that by this point you've noticed how the DLCs practically yell at you. How they intrude into your game, shove their way into your quest log, and generally make a nuisance of themselves without trying to fit in. I certainly have, which is why I've made this mod to adjust how they and their content are presented to the player in order to better integrate them into the game world.

    This mod requires all Creation Club addons that were given away for free as part of NG. That will not be changing, since addressing their design faults was the primary purpose behind building it.


FEATURES

  • Quests no longer auto-start and fill your quest log.
  • Removes DLC and addon quests from your log if you have not yet completed any of their objectives.
  • Reduces the broadcast ranges for quest-starting radio stations to match those from the base game.
  • Adds dozens of new random encounters to help integrate the new content and lead players into the new quests.
  • Locks the Enclave paints behind completing either of the new Enclave-themed quests.
  • Replaces "Pyromaniac" with an entirely new quest that better reflects how the original quest described the Pyro. An example run of the quest is available on the videos tab.
  • For the fully detailed list of changes, please read this article.
  • Flagged as a light plugin (esl-flagged esp) for minimal impact on load order.


FAQ

    How do I start using this mod?

      Just install it! No configuration or special steps necessary.


    Can I install this on an existing save?

      Absolutely, yes.


    Can I upgrade from Integrated Automatron on an existing save?

      For the most part, yes. Removing Integrated Automatron (which this would count as despite the shared content) has a chance of leaving behind NPCs used in currently active random encounters. Without the quests that were managing them, those NPCs will idle at the random encounter site indefinitely, or at least until you kill them and their corpses get disposed of. This is specific to currently active random encounters only - it will not continue occurring beyond the initial change.


    What if I have already started quests?

      Then those quests will proceed as normal. If you have not completed any objectives for those quests, then they will be removed from your log and you can "start" them later. Due to how quests are handled, you will not get a quest start popup for restarting quests this way. They will still show up in your log just fine.


    What happens if I already did Pyromaniac?

      The new quest will not start, but you will still get some new Forged-themed random encounters.


    Can this be configured?

      I have no plans to make this generally configurable, but I have exposed the internal settings for the Automatron portion in my patch for DLC Timing.


    Why don't you have patches for all of the Creation Club addons?

      Because I don't own them, and because not all of them need patches. If your character needs help coming up with the idea of painting power armor blue, there's nothing I can do for them.