I've been very busy in real life the past couple weeks but soon I'll be coming back to have a look at any issues (Particularly an issue with the Monroeville Doctor quest where the Scorpion's body is missing) as well as making some quality of life tweaks (Essential NPC's) etc
Latest upload should fix some of the issues that have been brought to my attention with two quests in particular (Sorry about having to install the full mod again but I may have forgotten to include a few assets). Please don't forget to let me know if something breaks so I can fix it as soon as possible for everyone else.
This had real potential but amount of bugs happening. Game breaking bug in which Robert constantly tells me to "wait gotta tell you something" and then zooms out and then literally 3 seconds in repeats itself made me uninstall this mod. If/when this patches up I will re-download.
If you get the large bag of nails early for the "Building Buildings Here" quest, it bugs out and keeps sending me to the same cabinet to get the nails I already have. Since I can't drop it because it is a quest item, I can't put it back in the cabinet and Karl won't talk to me any further locking me out of this quest it seems.
IF you have FNVEdit, just find the bag of nails there and then player.additem them, if not then use a deselect quest item mod to drop and pick the bag up again.
I'm having a pretty strange glitch with this mod. For whatever reason, my character gets frozen in place in front of the Legion arena in Fortification Hill. The Legion flags still wave, fires still burn, and legionnaires can still attack me. Despite this, all I can do is hit the pause button. I can't open my Pip-Boy, crouch, anything. I've tried the enableplayercontrols command and loading multiple saves to try but they didn't fix the issue. After un-enabling and re-enabling all my mods to see which one was causing the trouble I narrowed it down to this one.
It's fairly strange because I don't believe this mod conflicts with the Fort at all, yet it's definitely this mod causing the glitch. I really like this mod so any help I could get would be greatly appreciated.
Does anyone know which version of this mod is the most complete? It would make sense for version 2.0 to be the version to download but the downloads page says 1.01 was the most recently released? I've tried both and can't tell if there's any difference between the two at all.
Fun settlement mod with lots to do, however I checked with FNVEdit and it seems this mod breaks a script in Honest Hearts when Joshua Graham enters the Narrows which essentially soft-locks you, which is weird since Honest Hearts isn't even in the Requirements. So just as a warning, complete Honest Hearts before installing this mod, but otherwise it's good for extra content and quests, as well as a neat player home.
Also, The Living Desert has an abandoned raider base right in the middle of the town, but it actually blends in quite well and looks like it's actually part of the settlement, so it shouldn't be to big of a deal.
Ok new issue, in the quest "paging courier six" at the stage where I find the dead brahmin and am told to "search for clues", it appears that some critical items/scripting is not happening? I'm neck deep in other mods so my first thought was to TCL and see if anything is buried within the map but no dice. Any guidance where I should be looking? The caravan is only a single brahmin corpse with no possessions. No other NPC bodies or other objects near by. Great mod so far though!
Hey sorry for the late reply seems that a few people have been having this issue but after checking I have no idea where this problem stems from. For now check out my replies to others in order to skip the bugged part of the quest.
Where exactly is this town? I head SW from Raul's shack and see nothing? The only other place line of sight to the SW is the hospital from Tales From The Burning Sands chapter III - is that conflicting?
Edit: Found it, at least per my map, the town is slightly *northwest* of Raul's shack. May want to change the description on the front page lol
Hey sorry for the confusion, but in relation to Raul's Shack (In game not on the map) it's just on the road going SW. Glad you found it though and I hope you enjoy the mod!
I've been very busy in real life the past couple weeks but soon I'll be coming back to have a look at any issues (Particularly an issue with the Monroeville Doctor quest where the Scorpion's body is missing) as well as making some quality of life tweaks (Essential NPC's) etc
Expect an updated ESP within the week!
Hey dude, just a heads up( in case if you didn't read it), Scorpion's body is not missing if you don't finish quest White Wash( vanilla quest) because when you kill them, they're gone forever and I have killed them that's why Scorpion's body don't show up. I checked new game( where I didn't finish White Wash and body is there. So, basically it's not bug since it's there but pre-White Wash, but if you finish White Wash quest, it's not there( so post-White Wash).Hopefully that clears it up.
Hi, forgive me for not knowing the names of some NPCs in this. I collected Robert and have had him as a companion for some time, with no problems. I finally got around to his quest. I followed the signal from Jacobstown to the Super Mutant bunker, raided it and decided too kill the BBG in the overseerers office. I got the message to speak to Robert and did, but had nothing to discuss with him. I left the complex and tried talking to him again and still nothing. I looked up the quest and something has happened, it states I should still kill the BBG and then speak to Robert. Any ideas here? On kind of a side note, I went back to the town, which I love and it was under attack by raiders, Scorpions I think and I noticed that the NPC who gives you the quest to build the house was killed. I still have the quest active and I'm hoping he's immortal. I haven't been back to the town since he was killed, though. Thanks for any help and I love this mod, it feels very old school, love it!
He isn't set to respawn I'm afraid, didn't want to make all of the NPC's immortal as I never really liked the idea of immortal NPC's to begin with. Maybe try resurrecting him? Not sure if that'll reset his dialogue.
If it does then here's the quest ID if you want to reset the quest 0200DA16 (Replace "02" with it's place in the load order)
Hi, forgive me for not knowing the names of some NPCs in this. I collected Robert and have had him as a companion for some time, with no problems. I finally got around to his quest. I followed the signal from Jacobstown to the Super Mutant bunker, raided it and decided too kill the BBG in the overseerers office. I got the message to speak to Robert and did, but had nothing to discuss with him. I left the complex and tried talking to him again and still nothing. I looked up the quest and something has happened, it states I should still kill the BBG and then speak to Robert. Any ideas here? On kind of a side note, I went back to the town, which I love and it was under attack by raiders, Scorpions I think and I noticed that the NPC who gives you the quest to build the house was killed. I still have the quest active and I'm hoping he's immortal. I haven't been back to the town since he was killed, though. Thanks for any help and I love this mod, it feels very old school, love it!
I can help. I also killed mutant in the Overseer office and I got dialogue from Robert saying that we should activate a bomb(?) self-destruct and escape and so I did and we escaped and he talked to me. So, basically after you kill a mutant , find Robert and let him speak to you, I guess dialogue will trigger itself.
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Expect an updated ESP within the week!
It's fairly strange because I don't believe this mod conflicts with the Fort at all, yet it's definitely this mod causing the glitch. I really like this mod so any help I could get would be greatly appreciated.
It would make sense for version 2.0 to be the version to download but the downloads page says 1.01 was the most recently released? I've tried both and can't tell if there's any difference between the two at all.
Also, The Living Desert has an abandoned raider base right in the middle of the town, but it actually blends in quite well and looks like it's actually part of the settlement, so it shouldn't be to big of a deal.
NN is load order.
Edit: Found it, at least per my map, the town is slightly *northwest* of Raul's shack. May want to change the description on the front page lol
Hey dude, just a heads up( in case if you didn't read it), Scorpion's body is not missing if you don't finish quest White Wash( vanilla quest) because when you kill them, they're gone forever and I have killed them that's why Scorpion's body don't show up. I checked new game( where I didn't finish White Wash and body is there. So, basically it's not bug since it's there but pre-White Wash, but if you finish White Wash quest, it's not there( so post-White Wash).Hopefully that clears it up.
On kind of a side note, I went back to the town, which I love and it was under attack by raiders, Scorpions I think and I noticed that the NPC who gives you the quest to build the house was killed. I still have the quest active and I'm hoping he's immortal. I haven't been back to the town since he was killed, though.
Thanks for any help and I love this mod, it feels very old school, love it!
He isn't set to respawn I'm afraid, didn't want to make all of the NPC's immortal as I never really liked the idea of immortal NPC's to begin with. Maybe try resurrecting him? Not sure if that'll reset his dialogue.
If it does then here's the quest ID if you want to reset the quest 0200DA16 (Replace "02" with it's place in the load order)
I can help. I also killed mutant in the Overseer office and I got dialogue from Robert saying that we should activate a bomb(?) self-destruct and escape and so I did and we escaped and he talked to me. So, basically after you kill a mutant , find Robert and let him speak to you, I guess dialogue will trigger itself.