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Changelogs
Version 1.04
Carried forward changes made in Unofficial Fallout 4 Patch v2.1.8.
The optional files are identical to versions 1.00, 1.01, and 1.03, so you can keep using what you have. I just uploaded new copies because mod managers get weird about file versioning.
Version 1.03
Replaced the main and update files with an all-in-one FOMOD
There is no need to update if you already have the mod installed - no changes were made to the mod itself
Patches for other mods will remain separate for now
Version 1.02
Resolved an edge case where Automatron's pre quest and mid quest rate changes might not properly detect the player starting Mechanical Menace if they managed to skip the radio objectives.
The optional and update files are identical to versions 1.00 and 1.01, so you can keep using what you have. I just uploaded new copies because mod managers get weird about file versioning.
Version 1.01
Added additional redundancies to help prevent Mechanical Menace from breaking.
Thank you to Briggzhu for the save file that helped me identify this issue.
The optional and update files are identical to version 1.00, so you can keep using what you have. I just uploaded new copies because mod managers get weird about file versioning.
Version 1.00
Armor Paint Job - Enclave: Paints can be unlocked by completing "Speak of the Devil" or "Echoes of the Past"
Automatron: "Mechanical Menace" no longer automatically adds itself to your quest log when you hit the appropriate level
Automatron: The first objective for "Mechanical Menace" will be automatically removed from your quest log
Automatron: If you only had the first objective for "Mechanical Menace," then the quest will be hidden
Automatron: Significantly reduced the broadcast range for the Caravan Distress Call
Automatron: You can begin "Mechanical Menace" by entering the broadcast range for the Caravan Distress Call, once your player is at least level twenty while at least forty-five in-game days have passed since the game started
Automatron: Adds twenty new Rust Devil themed random encounters that begin at level five, after at least a week has passed in-game
Automatron: The frequency of Automatron's random encounters will now be adjusted by your progress in the DLC
Automatron: The frequency of Automatron's workshop attacks will now be adjusted by your progress in the DLC
Automatron: The frequency of Automatron's load screens will now be adjusted by your progress in the DLC
Enclave Remnants: "Echoes of the Past" no longer automatically adds itself to your quest log
Enclave Remnants: The first objective for "Echoes of the Past" will be automatically removed from your quest log
Enclave Remnants: If you only had the first objective for "Echoes of the Past," then the quest will be hidden
Enclave Remnants: You can start "Echoes of the Past" by discovering the missing caravan or getting attacked by Enclave soldiers
Far Harbor: "Far From Home" no longer automatically adds itself to your quest log when you hit the appropriate level
Far Harbor: The first objective of "Far From Home" will be automatically removed from your quest log if it has not yet been completed
Far Harbor: If you only had the first objective for "Far From Home," then the quest will be hidden
Far Harbor: Significantly reduced the broadcast distance for Nick Valentine's Detective Agency
Far Harbor: You can begin "Far From Home" by entering the range of the radio broadcast from Nick Valentine's Detective Agency or approaching the Nakanos' house
Halloween Workshop Pack: "All Hallows' Eve" no longer automatically adds itself to your quest log
Halloween Workshop Pack: The first objective for "All Hallows' Eve" will be automatically removed from your quest log
Halloween Workshop Pack: If you only had the first objective for "All Hallows' Eve," then the quest will be hidden
Halloween Workshop Pack: Significantly reduced the broadcast distance for the Mysterious Signal
Halloween Workshop Pack: You can begin "All Hallows' Eve" by listening to the Mysterious Signal or entering the new portion of the Harbormaster Hotel.
Halloween Workshop Pack: Completing "All Hallows' Eve" enables three random encounter featuring feral ghouls wearing Unfinished De-Capitalist Helmets and/or Jack O'Lantern masks.
Heavy Incinerator: "Crucible" no longer automatically adds itself to your quest log
Heavy Incinerator: The first two objectives for "Crucible" will be automatically removed from your quest log
Heavy Incinerator: If you only had the first two objectives for "Crucible," then the quest will be hidden
Heavy Incinerator: You can begin "Crucible" by killing the Forged Keeper in Saugus Ironworks
Heavy Incinerator: Implements a new random encounter to point players to Saugus Ironworks and the Heavy Incinerator
Heavy Incinerator: Completing "Crucible" will enable a new random encounter where the Forged track down and try to kill the player. This encounter only occurs while Saugus Ironworks does not have the [CLEARED] status
Hellfire Power Armor: "Pyromaniac" will be automatically hidden from your quest log
Hellfire Power Armor: Moves Pyro to a much more level appropriate area near Lake Chochituate
Hellfire Power Armor: Buffs Pyro and other Forged associated with "Pyromaniac" to have a more appropriate level
Hellfire Power Armor: Implements a completely new replacement for "Pyromaniac"
Hellfire Power Armor: You can begin "Pyromaniac" by approaching the bonfire near Saugus Ironworks
Hellfire Power Armor: Completing "Pyromaniac" enables ten new Forged-themed random encounters that will occur so long as Saugus Ironworks is not currently [CLEARED]
Makeshift Weapon Pack: "When Pigs Fly" no longer automatically adds itself to your quest log
Makeshift Weapon Pack: The first objective for "When Pigs Fly" will be automatically removed from your quest log
Makeshift Weapon Pack: If you only had the first objective for "When Pigs Fly," then the quest will be hidden
Makeshift Weapon Pack: You can begin "When Pigs Fly" by reading the appropriate entry on Suggs' terminal
Makeshift Weapon Pack: Adds a new random encounter to point players to Suggs and "When Pigs Fly"
Makeshift Weapon Pack: Completing "When Pigs Fly" will enable nine new random encounters featuring the new weapons and explosives. These encounters will continue so long as Suggs is alive.
Nuka World: "All Aboard" no longer automatically adds itself to your quest log when you hit the appropriate level
Nuka World: The first objective for "All Aboard" will be automatically removed from your quest log if it has not yet been completed
Nuka World: If you only had the first objective for "All Aboard," then the quest will be hidden
Nuka World: Significantly reduced the broadcast range for Nuka-Cola Family Radio
Nuka World: You can begin "All Aboard" by entering the broadcast range for Nuka-Cola Family Radio
Tesla Cannon: "Best of Three" no longer automatically adds itself to your quest log
Tesla Cannon: The first objective for "Best of Three" will be automatically removed from your quest log
Tesla Cannon: If you only had the first objective for "Best of Three," then the quest will be hidden
Tesla Cannon: Significantly reduced the broadcast range for the Vault-Tec Distress Signal
Tesla Cannon: Completing "Best of Three" will enable a new random encounter where Gunners track down and attempt to kill the player in order to recover the tesla cannon
Tesla Cannon: Added distress pulsers next to the Gunners who are broadcasting radio signals
Tesla Cannon: Fixed "Best of Three" not completing all objectives. This fix is retroactive
Tesla Cannon: Improved the ash pile placement for gunners who were killed by Caroni
Vault-Tec Workshop: "Vault-Tec Calling" no longer automatically adds itself to your quest log when you hit the appropriate level
Vault-Tec Workshop: The first objective for "Vault-Tec Calling" will be removed from your quest log if it has not yet been completed
Vault-Tec Workshop: If you only had the first objective for "Vault-Tec Calling," then the quest will be hidden
Vault-Tec Workshop: Significantly reduced the broadcast range for the Vault 88 radio beacon
Vault-Tec Workshop: You can begin "Vault-Tec Calling" by entering the broadcast range for the Vault 88 radio beacon
X-02 Power Armor: "Speak of the Devil" no longer automatically adds itself to your quest log
X-02 Power Armor: The first objective for "Speak of the Devil" will be automatically removed from your quest log
X-02 Power Armor: If you only had the first objective for "Speak of the Devil," then the quest will be hidden
X-02 Power Armor: You can begin "Speak of the Devil" by picking up the note at Wattz Electronics
X-02 Power Armor: Adds a new random encounter to point players to Wattz Electronics and the X-02 Power Armor
X-02 Power Armor: Fixed a script error tied with playing a sound for "Speak of the Devil"
Weapon Paint Job - Enclave: Paints can be unlocked by completing "Speak of the Devil" or "Echoes of the Past"
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.
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.