one error, with dead seas dialogue not matching Dead sea gets mad at you if you mention stalemate but in the un voiced he says their a stalemate with ranger milo
Yeah I noticed that on my last playthrough. I'll change the line when I have a minute in You Go To My Head standalone before downstreaming the fix into this mod.
The only reasons the Frumentarius wouldn't appear outside the El Rey are if Driver Nephi is already dead before First Recon gets to the Samson Rock Crushing Plant, or you're Hated by the Legion, or if he's already dead (killed by a Fiend or something), but that should automatically fail the quest anyways.
If either of those first two happen, the Frumentarius will return to The Fort.
Also, make sure you have all the dependencies installed.
I'm a dumbass; you're right, I completely forgot I changed the file name after version 1.0.0, and the LQE patch now references the new name.
Updating the main file to 1.0.2 or 1.0.1 should fix that issue, and fix some other issues since I made the updates.
I apologize, changing the mod's file name in an update is pretty bad modding etiquette. Completely forgot I did that.
If you're mid-playthrough with the mod installed already, changing the ESM name to "DefinitelyNotSade's Legion Quests.esm" should suffice as a temporary fix.
These are some of the best quest mods ever: The mods seamlessly and naturally feel like vanilla quests in their integration; my only complaint is that there seems to be a bug with five-card ante where the recon team seems a bit to eager to be crucified (they literally walk to the fort to get crucified)
As for crucifying First Recon, yeah I've noticed that behaviour too. Unless you Fast Travel to The Fort shortly after completing Five-Card Ante, it shouldn't be that noticeable.
The quest script actually is supposed to teleport FR to markers right in front of their respective crucifixes, and let their AI packages handle the rest.
However, for some reason they always get teleported to the entrance of The Fort instead. Don't really know why.
I have an idea that might fix it if I'm not lazy enough to do an update in the future.
Does anyone have a file for Legion Quests Expanded that isn't buggy or if someone has converted it into an ESM? I've seen a lot of people saying not to use it because it's either broken or buggy. I'm using TTW and as I understand it, most quest mods have to be in a ESM plugin, not a ESP plugin to work properly with navmesh or something like that to keep AI and pathfinding intact and to limit the possibility of a crash occurring. Someone out there knows more on the matter I'm sure. I'm just sharing what I've heard.
Regarding LQE being buggy, the only thing you can really do at this point is to use DiDisaan's patch for LQE and YUP, though it does forward fixes from an older version of YUP, there really isn't much else to deal with it.
Regarding navmeshes, yes navmeshes should really only be in .ESM's, as far as I understand it, especially if creating your own Improved AI patch. Fortunately this is really easy to do in xEdit; just add ESM to the plugin's Record Flags. You don't even have to change the file extension from .ESP to .ESM.
I just realized I probably should've asked this when I posted. Should I add the ESM flag to Legion Quests Expanded.esp? I installed your mod, then LQE, and also DiDsaan's patch compilation and I'll install your patch file for LQE. I'm not using Improved AI if that helps answer my question.
I've had LQE flagged as ESM for a while and I haven't noticed any issues.
EDIT: Actually there are two things to keep in mind if choosing to flag LQE as an ESM that I forgot to mention.
First, you'll encounter the infamous White Face NPC bug.
To remedy that, you'll need to generate FaceGen data for all the NPC's edited/added by LQE. Follow this tutorial, and ensure you have GECK Extender installed to do it properly.
Second, is that some of YUP's NPC's fixes ESP will override some NPC records from LQE. To combat this, ensure you have DiDisaan's YUP and LQE Patch installed!
It is great to get more content focused on the Legion.
You said a lot of true things about LQE. I also wish I could use it but it is getting to that point, or I mean it's already at that point, where it needs an overhaul and bug fixes.
I may not be a voice actor and I agree that some quest mods for NV have below average to outright terrible voice acting, but there are also a lot of great voice actors for Someguy2000 mods, TheOverseer's quest mods, and , (don't hate me for saying this,) The Frontier.
23 comments
If either of those first two happen, the Frumentarius will return to The Fort.
Also, make sure you have all the dependencies installed.
Interesting, I don't think so.
I'm a dumbass, I did change the file name and completely forgot.I deleted, re-downloaded, and re-installed the mod and the LQE patch from Nexus just in case, and I'm not seeing that error in MO2.
The patch I haven't changed at all since its original upload, so it can't be that.
Can you send a screenshot of what you see in MO2/Vortex?
https://imgur.com/6vBzCvh
Updating the main file to 1.0.2 or 1.0.1 should fix that issue, and fix some other issues since I made the updates.
I apologize, changing the mod's file name in an update is pretty bad modding etiquette. Completely forgot I did that.
If you're mid-playthrough with the mod installed already, changing the ESM name to "DefinitelyNotSade's Legion Quests.esm" should suffice as a temporary fix.
As for crucifying First Recon, yeah I've noticed that behaviour too. Unless you Fast Travel to The Fort shortly after completing Five-Card Ante, it shouldn't be that noticeable.
The quest script actually is supposed to teleport FR to markers right in front of their respective crucifixes, and let their AI packages handle the rest.
However, for some reason they always get teleported to the entrance of The Fort instead. Don't really know why.
I have an idea that might fix it if I'm not lazy enough to do an update in the future.
Regarding navmeshes, yes navmeshes should really only be in .ESM's, as far as I understand it, especially if creating your own Improved AI patch.
Fortunately this is really easy to do in xEdit; just add ESM to the plugin's Record Flags. You don't even have to change the file extension from .ESP to .ESM.
I've had LQE flagged as ESM for a while
and I haven't noticed any issues.EDIT: Actually there are two things to keep in mind if choosing to flag LQE as an ESM that I forgot to mention.
First, you'll encounter the infamous White Face NPC bug.
To remedy that, you'll need to generate FaceGen data for all the NPC's edited/added by LQE. Follow this tutorial, and ensure you have GECK Extender installed to do it properly.
Second, is that some of YUP's NPC's fixes ESP will override some NPC records from LQE. To combat this, ensure you have DiDisaan's YUP and LQE Patch installed!
If not, it will just mess with one potential avenue of solving one of the quests, unless you make a patch with xEdit. Not a big deal.
You said a lot of true things about LQE. I also wish I could use it but it is getting to that point, or I mean it's already at that point, where it needs an overhaul and bug fixes.
I may not be a voice actor and I agree that some quest mods for NV have below average to outright terrible voice acting, but there are also a lot of great voice actors for Someguy2000 mods, TheOverseer's quest mods, and , (don't hate me for saying this,) The Frontier.