Love the concept, but it does not seem to be working currently. Added to the game before first jump to Alpha Centauri, she did not appear at the space port exit, but then following the main quest, she appeared in Cedonia.
Hey, sorry for my late follow up here. "Added before the first jump to alpha centurari" is already too late, I'm afraid. The offending quest will already have been started by that point, as it starts on game start by default.
I've added this mod to the start of a clean playthrough and even despite being "functionally disabled" I still end up meeting the Tracker. Maybe there's something going wrong?
Loaded mod into a NG+ run, set the Gameplay Options to Functionally Blocked, Use Bounties was On, nothing each touched and the stupid mission still auto-started and put itself in my mission log. UGH I just want the b&@*$ to shut the hell up and leave me alone. What do I have to do to stop this mission from starting???
Hey, if you're still having trouble with this I'd suggest checking a few things:
Did you add the mod and set those settings before unity, or after? If all the globals are in the right place and nothing is overriding your quest edits, I think that'd be the only thing that'd still allow her to start on auto. You might also check the globals themselves to see if they are, in fact, set to what you expect.
yeah she shows up period tagged "inevitable" (in the console) instead of "mysterious tracker"
setting all of my game play settings immediately after char creation on vectera
settings use Bountys off Count effectively blocked Use levels on Late Level
if she is not at NA she appears at The Lodge when I exit...if i fast travel to ship from the upstairs garden she appears at the next port i land
sigh...bout ready to just shoot her and any bounty hunters and trackers who follow after lol
both on existing game and new install of game on second physical computer doesnt stop her showing up just labels her "Inevitable" lol
i appreciate that a lot of people want to be a tracker... it is difficult to imagine that a trackers alliance would be stupid enough to consider every single person who happens to come along(loads the game) would even want to think about it much less choose it ...seems more desperate than picky ....
think i would prefer she just be marked unessential killable and (maybe) add the wanted trait while setting only the trackers alliance hostile if she cant be blocked completely to begin with
guess i will do the install creations from within mo2 thing to be able to unselect it from installing when the game starts to begin with
i mean even if it just did NOT set the travel to akila stage if you tell her if i show up you will have my answer so its not in the mission list would be better thnxtoddnot
I was testing this today with default settings and ran into one issue. I did 6+ missions from the 'mission board' and 'rangers mission board' and they did not trigger the start of TA. I then did 5 from the TA mission board and then it triggered. It would be nice if all bounties worked, not just TA ones.
With the latest update, I'm getting that annoying tracker lady. I thought I set it to permanently prevent the tracker quest from starting, but it's not working. I rolled back a few saves and made sure the RTFP file was configured correctly. It was. And still the damned tracker lady was there when I landed in Akila.
I think what might have triggered it is getting an Astra out of a loot box. I was a bit button happy, but didn't know it would trigger the quest. That's a theory anyway. Could you add that into the "ignore" pile?
I figured out the problem. Gameplay Settings and the RTFP file don't play well together. I deleted the file from my mod list and used the Gameplay settings exclusively. Now it works as intended.
What exploits? I think single-handedly killing a full squad of Crimson Fleet pirates on two moons, destroyed 3 crimson fleet pirate ships with an old ship and actually intimidated a crimson fleet captain to back down and leave them alone would count as someone worth having in the Tracker's Alliance as quickly as possible. Especially if the player already has a bounty on their head and a former Bounty Hunter themselves. She better spawn on New Atlantis when I landed there first time, or I'm just going to reload a save until she does.
Jokes aside, really well done on the mod and I can see the appeal for other players. But it's just not for me as I want to join the Tracker's Alliance ASAP.
And how in hell is the tracking alliance keeping "track" of your every move? I get it the defeat of the crimson fleet in kreet can be immersive by the lore of the SSNN report. But how can they possible know you defeated 3 crimson fleet pirate ships and intimidated a crimson fleet pirate? lol xD I'm all in favor of this mod, I just HATED the annoying ass lady who stalks me in every city.
Why not talk to the annoying stalking lady and tell her to go away? I'm pretty sure she only stalks until you talk to her and make a decision. And then you can ignore the quest.
She's been tracking your movement for some time; it doesn't have anything to do with the stuff you did on Vectera and Kreet. And if you do follow through and go to Alila City, you find that this isn't normally how someone gets involved with the Trackers Alliance.
In case this information is useful to somebody else...
I was convinced this mod had made it so that the mysterious tracker just never showed up. I did another five bounty missions just to make sure I had done them, and she still wasn't showing up. So I setstage the quest to 100 to get a quest marker to talk to her. Then I noticed she was on a planet I hadn't visited in ages. I reverted my save to before I used setstage and went to that location, and there she was, just waiting to wave me down and start the quest.
So it seems I had already spawned her in a location I missed, probably by fast traveling away without getting within her greet radius, and once she spawns, she stays put at her first location. So if you never go back to that location, you might not see her. Or at least that's the behavior I experienced in my game. This behavior isn't something touched by the mod, and the issue is either vanilla or something else on my particular save. The mod works perfectly as intended.
But if you can't find her, try running "help SFBGS003_MiscPointer 4" to get the quest id, then "setstage XXXXXXXX 100" to get a quest maker to figure out where she's hiding from you.
The way it works with this last Beta patch is regardless of how far away from here you are the mission to speak to her will trigger and appear in your quest log. I reloaded that save several times in different cities and once you leave your ship, even if you try to run the other way, the mission auto appears.
I am opted into the Beta yes But at first, without your mod installed I noticed the mission auto -appearing in my log without me speaking to her so I came here and commented.
After I commented here I then installed the mod (no form patcher), jumped back in game on a previous save, landed in New Atlantis, walked past the Trackers Alliance agent on the ramp without speaking to her and the mission "Trackers Alliance" appeared in my log with the entry "Speak with the Trackers Alliance agent". So the mod doesn't appear to be working with the Beta.
I have no other mods related to the TA. I am running the Starfield Unofficial Patch and an Achievement Enabler.
On, thanks for clarifying. If I'm understanding you right, I believe that's all working as intended.
By default, the trackers alliance quest starts on game start. It won't put the log in your journal until the scene when she gets your attention, but it will start it up in the background so it can move the agent to your position and start the part of the quest the player can see.
My mod removes the on game start condition and switches it to event based, so as long as the quest has not already started, it won't do so until you meet the conditions I've added.
That means that it'll block the player from seeing her on a new game, it'll block the player from seeing her after going through unity, and it'll block the player from seeing her on an existing pre-12.30 save (as the quest would not have been started yet by the game on those).
In all other cases, though, the quest has already started in the background, and this mod won't "unstart" the quest.
That means that it'll block the player from seeing her on a new game, it'll block the player from seeing her after going through unity, and it'll block the player from seeing her on an existing pre-12.30 save (as the quest would not have been started yet by the game on those).
I had started a new game and upon landing in New Atlantis there she was and as soon as I get out of my ship I get the popup message to speak with her. Not sure if it makes a difference that i am currently opted in for the Beta.
Can you make a mod variant where the tracker NEVER appears no matter how many mission board quests you do? Vortex won't let me disable the mod because it's made by God Howard.
Next on my list is trying to hook this count up to a global, to allow people comfortable with the console or RTFP to set their own counts. If I can get that working as intended, you could probably set it to 99999 and never hear from her - stay tuned.
I'm trying to understand the optional text file. What do I do if I want to ensure the tracker never appears?
Update: I think we have a winner. This is what I used: [Global] # Default. Uncomment to revert to default settings. sw_ttad_TrackersMissionCount|val(99999) sw_ttad_UseBountiesCompleted|val(1)
After starting a new game and landing in New Atlantis, no tracker at the spaceport or commercial district (where she'd appear if the didn't appear the spaceport for whatever reason).
As a suggestion, you might want to retitle this mod to "[...] delayed start or never start" so that people searching for a way to disable the tracker quest completely can find it. Might want to also put something obvious above the fold in blinking bold italic underline so -- you guessed it -- it's plainly obvious.
81 comments
And I see that you got it sorted. Sorry I missed this, got swept up. Thanks for your work on POI cooldown!
Did you add the mod and set those settings before unity, or after? If all the globals are in the right place and nothing is overriding your quest edits, I think that'd be the only thing that'd still allow her to start on auto. You might also check the globals themselves to see if they are, in fact, set to what you expect.
setting all of my game play settings immediately after char creation on vectera
settings
use Bountys off
Count effectively blocked
Use levels on
Late Level
if she is not at NA she appears at The Lodge when I exit...if i fast travel to ship from the upstairs garden she appears at the next port i land
sigh...bout ready to just shoot her and any bounty hunters and trackers who follow after lol
both on existing game and new install of game on second physical computer doesnt stop her showing up
just labels her "Inevitable" lol
i appreciate that a lot of people want to be a tracker...
it is difficult to imagine that a trackers alliance would be stupid enough to consider every single person who happens to come along(loads the game) would even want to think about it much less choose it
...seems more desperate than picky ....
think i would prefer she just be marked unessential killable and (maybe) add the wanted trait while setting only the trackers alliance hostile if she cant be blocked completely to begin with
guess i will do the install creations from within mo2 thing to be able to unselect it from installing when the game starts to begin with
i mean even if it just did NOT set the travel to akila stage if you tell her if i show up you will have my answer so its not in the mission list would be better thnxtoddnot
I think what might have triggered it is getting an Astra out of a loot box. I was a bit button happy, but didn't know it would trigger the quest. That's a theory anyway. Could you add that into the "ignore" pile?
Jokes aside, really well done on the mod and I can see the appeal for other players. But it's just not for me as I want to join the Tracker's Alliance ASAP.
I'm all in favor of this mod, I just HATED the annoying ass lady who stalks me in every city.
If they don't come quietly, they'll go in a body bag.
I was convinced this mod had made it so that the mysterious tracker just never showed up. I did another five bounty missions just to make sure I had done them, and she still wasn't showing up. So I setstage the quest to 100 to get a quest marker to talk to her. Then I noticed she was on a planet I hadn't visited in ages. I reverted my save to before I used setstage and went to that location, and there she was, just waiting to wave me down and start the quest.
So it seems I had already spawned her in a location I missed, probably by fast traveling away without getting within her greet radius, and once she spawns, she stays put at her first location. So if you never go back to that location, you might not see her. Or at least that's the behavior I experienced in my game. This behavior isn't something touched by the mod, and the issue is either vanilla or something else on my particular save. The mod works perfectly as intended.
But if you can't find her, try running "help SFBGS003_MiscPointer 4" to get the quest id, then "setstage XXXXXXXX 100" to get a quest maker to figure out where she's hiding from you.
But at first, without your mod installed I noticed the mission auto -appearing in my log without me speaking to her so I came here and commented.
After I commented here I then installed the mod (no form patcher), jumped back in game on a previous save, landed in New Atlantis, walked past the Trackers Alliance agent on the ramp without speaking to her and the mission "Trackers Alliance" appeared in my log with the entry "Speak with the Trackers Alliance agent". So the mod doesn't appear to be working with the Beta.
I have no other mods related to the TA. I am running the Starfield Unofficial Patch and an Achievement Enabler.
By default, the trackers alliance quest starts on game start. It won't put the log in your journal until the scene when she gets your attention, but it will start it up in the background so it can move the agent to your position and start the part of the quest the player can see.
My mod removes the on game start condition and switches it to event based, so as long as the quest has not already started, it won't do so until you meet the conditions I've added.
That means that it'll block the player from seeing her on a new game, it'll block the player from seeing her after going through unity, and it'll block the player from seeing her on an existing pre-12.30 save (as the quest would not have been started yet by the game on those).
In all other cases, though, the quest has already started in the background, and this mod won't "unstart" the quest.
Update: I think we have a winner. This is what I used:
[Global]
# Default. Uncomment to revert to default settings.
sw_ttad_TrackersMissionCount|val(99999)
sw_ttad_UseBountiesCompleted|val(1)
After starting a new game and landing in New Atlantis, no tracker at the spaceport or commercial district (where she'd appear if the didn't appear the spaceport for whatever reason).
As a suggestion, you might want to retitle this mod to "[...] delayed start or never start" so that people searching for a way to disable the tracker quest completely can find it. Might want to also put something obvious above the fold in blinking bold italic underline so -- you guessed it -- it's plainly obvious.
You can run "help sw_ttad 3" to get confirmation if you want to check that your settings are what you expect.
As for the description, yeah. I'm still adding some things, but that'll get an update once the features are baked.
Just in case you wanted to check that your real time form Patcher configs have had the indended effect