Melissa Gorka Posted May 5, 2025 Posted May 5, 2025 9 hours ago, Heinz01 said: Yep, this is from Classy Chassis Outfits. I think you meant the non-replacer, right? Because the replacer version would already overwrite the vanilla meshes of the sequin dress which Fahrenheit gives. But it's a good idea to also add a check for the standalone version of CCO if it's installed. I've recently started doing this when a more appealing alternative for a vanilla outfit exists. Oh, I see! Yes, that's what I meant. I don't use the replacer but the standalone version of CCO so that I have both the vanilla and the classy versions in my game.
Melissa Gorka Posted May 12, 2025 Posted May 12, 2025 After having played until the start of "The Tunnel", I wanted to emphasize what a lovely mod this is! The atmosphere is great and it's extremely well made! One thing I noticed is that the doctor in the mall does not offer the Family Planning Enhanced dialogue, so if your character is pregnant you still need to travel to Diamond City for a checkup and for healing your baby from damage or radiation. Might this be because of the special dialogue of the doctor in this mod? Is she not tagged as a doctor before selecting the option in dialogue and moving to her doctor's office? If there was any chance to integrate the FPE doctor's dialogue for Doc Jessica it would be highly appreciated! If not, I guess gynecology is just not her area of expertise 😉 1
Hober9 Posted May 12, 2025 Posted May 12, 2025 There is a mod for other settlements Bunker Hill, and i think DLC Far Harbor and Nuka World (not sure) have this service.
Heinzelman Posted May 12, 2025 Author Posted May 12, 2025 5 hours ago, Melissa Gorka said: After having played until the start of "The Tunnel", I wanted to emphasize what a lovely mod this is! The atmosphere is great and it's extremely well made! One thing I noticed is that the doctor in the mall does not offer the Family Planning Enhanced dialogue, so if your character is pregnant you still need to travel to Diamond City for a checkup and for healing your baby from damage or radiation. Might this be because of the special dialogue of the doctor in this mod? Is she not tagged as a doctor before selecting the option in dialogue and moving to her doctor's office? If there was any chance to integrate the FPE doctor's dialogue for Doc Jessica it would be highly appreciated! If not, I guess gynecology is just not her area of expertise 😉 Thank you very much for your kind words! Yeah, technically Jessica isn't a real doctor. So FPE doesn't recognize her as such. Since she has two jobs, I just wrote my own dialog for her instead of trying to break the vanilla doctors I agree it would be great if she could provide FPE services too. I'll write this down and think about a clever solution to implement a call of FPE's functions.
usernotregistred Posted May 17, 2025 Posted May 17, 2025 As i enter goodneighbor, Finn just say it's first line and nothing more happens, i cant trigger the scene where Hancock kill him or even if i kill him, Hancock just greets my attitude and leave, he doesn't complete his line by saying that i shouldn't forget whos the mayor, then he got stuck in a corridor talking to fahrenheit.
Heinzelman Posted May 18, 2025 Author Posted May 18, 2025 (edited) 7 hours ago, usernotregistred said: As i enter goodneighbor, Finn just say it's first line and nothing more happens, i cant trigger the scene where Hancock kill him or even if i kill him, Hancock just greets my attitude and leave, he doesn't complete his line by saying that i shouldn't forget whos the mayor, then he got stuck in a corridor talking to fahrenheit. That sounds as if the Quest "DialogueGoodneighborEntrance" isnt working properly. I would try these things. -Go back to save a before you entered Goodneighbor. As far as I understand that quest does not start before the location is loaded. So entering again "for the first time" should startup this quest and normally it should just work -Otherwise I would try setting stages (consider this as very experimental, I am not 100% sure how this quest works). When Finn is dead: SetStage DialogueGoodneighborEntrance 60 If that still doesnt help try: SetStage DialogueGoodneighborEntrance 98 Continue only if everything else is fine (like the Balcony speech) If you have any Mods that change Goodneighbor, you could load them up in FO4Edit and look under Quests if "DialogueGoodneighborEntrance" is changed by any of these. But I don't think that's the reason. Edited May 18, 2025 by Heinz01
webb71 Posted May 26, 2025 Posted May 26, 2025 Hey, pretty great mod so far but I'm having a bit of an issue. I'm on the good news quest and it says to find a man in goodneighbor to help but I've talked to literally every man in the city and nothing. Not sure what to do. Don't know if its bugged since I don't have a quest marker or if I'm just blind lol.
Heinzelman Posted May 26, 2025 Author Posted May 26, 2025 (edited) 4 hours ago, webb71 said: Hey, pretty great mod so far but I'm having a bit of an issue. I'm on the good news quest and it says to find a man in goodneighbor to help but I've talked to literally every man in the city and nothing. Not sure what to do. Don't know if its bugged since I don't have a quest marker or if I'm just blind lol. Hmm it sounds either the Drifter doesnt exist in your game and/or the Quest Alias for that NPC wasnt filled. The first Drifter would be the ghoul with the jumpsuit who is hanging around near daisy on daytime. The second drifter is on the other side of GN. Spoiler You can check with SQV LP_SQ_Reporter in the console. It will show a list of things and if an alias is unfilled, it shows up with "NONE". So if both NPCs are alive in your game you could go back to a save before you handed in the "Cleaning service" Quest and see if "Good News" starts correctly. Otherwise you could only skip the quest with SetStage LP_SQ_Reporter 1000 because unfortunately I have not set the quest to be resettable. EDIT: @webb71 If the SQV command shows "NONE" for Drifterone and/or DrifterTwo you can try this file. It contains a fix in the Helpmenu, that should repair the Alias. LittlePawnGoodNewsFix.7z Edited May 26, 2025 by Heinz01
webb71 Posted May 26, 2025 Posted May 26, 2025 2 hours ago, Heinz01 said: Hmm it sounds either the Drifter doesnt exist in your game and/or the Quest Alias for that NPC wasnt filled. The first Drifter would be the ghoul with the jumpsuit who is hanging around near daisy on daytime. The second drifter is on the other side of GN. Reveal hidden contents You can check with SQV LP_SQ_Reporter in the console. It will show a list of things and if an alias is unfilled, it shows up with "NONE". So if both NPCs are alive in your game you could go back to a save before you handed in the "Cleaning service" Quest and see if "Good News" starts correctly. Otherwise you could only skip the quest with SetStage LP_SQ_Reporter 1000 because unfortunately I have not set the quest to be resettable. EDIT: @webb71 If the SQV command shows "NONE" for Drifterone and/or DrifterTwo you can try this file. It contains a fix in the Helpmenu, that should repair the Alias. LittlePawnGoodNewsFix.7z Ok thanks, i will give this a shot tomorrow. Appreciate it.
Melissa Gorka Posted June 6, 2025 Posted June 6, 2025 @Heinz01 I recently came accross this mod, Home Plate - Diamond City Workbenches, which connects the workbenches at the Diamond City Market to the Home Plate workshop, so that you can build and modify equipment without carrying junk items on you. It might be a nice addition to Little Pawn to connect the workshop in the Old State House to the various workbenches accross Goodneighbour, if you like the idea. 1
Heinzelman Posted June 6, 2025 Author Posted June 6, 2025 (edited) 7 hours ago, Melissa Gorka said: @Heinz01 I recently came accross this mod, Home Plate - Diamond City Workbenches, which connects the workbenches at the Diamond City Market to the Home Plate workshop, so that you can build and modify equipment without carrying junk items on you. It might be a nice addition to Little Pawn to connect the workshop in the Old State House to the various workbenches accross Goodneighbour, if you like the idea. I like the idea and linked the workbenches to the workshop with an internal quest. I tested it very roughly, so feel free to be my betatester Maybe you need to activate the workbench in the attic first, if starting a new game. If the links break for any reason, you can try to repair it with StopQuest LP_WorkshopQuest StartQuest LP_WorkshopQuest Make sure you either have a separate profile or are able to rollback to the stable version and your save. This contains also the recent drifter fixes posted earlier and some other minor fixes. But it is not a regular update, because this would require more serious work and testing from my side. LittlePawn224Exp.7z Edited June 6, 2025 by Heinz01 1
Melissa Gorka Posted June 6, 2025 Posted June 6, 2025 5 hours ago, Heinz01 said: I like the idea and linked the workbenches to the workshop with an internal quest. I tested it very roughly, so feel free to be my betatester Maybe you need to activate the workbench in the attic first, if starting a new game. If the links break for any reason, you can try to repair it with StopQuest LP_WorkshopQuest StartQuest LP_WorkshopQuest Make sure you either have a separate profile or are able to rollback to the stable version and your save. This contains also the recent drifter fixes posted earlier and some other minor fixes. But it is not a regular update, because this would require more serious work and testing from my side. LittlePawn224Exp.7z 65.63 MB · 0 downloads Oh, wow, that was quick! I'd love to test it right away but I'm going on vacation tomorrow morning, so I'll have to wait for 2 weeks before I can give it a try. I'll report then.
Heinzelman Posted June 6, 2025 Author Posted June 6, 2025 23 minutes ago, Melissa Gorka said: Oh, wow, that was quick! I'd love to test it right away but I'm going on vacation tomorrow morning, so I'll have to wait for 2 weeks before I can give it a try. I'll report then. That's fine, enjoy your vacation! I could use some too 1
relaxedCow12 Posted June 11, 2025 Posted June 11, 2025 (edited) Recently finished this mod, that was so GOOD, very inmersive, i was invested into the whole development of goodneighbour, that was all really good, very fresh experience to get to see the events unfold from a different POV, It's all very cohesive and everything makes sense, very wonderful atmosphere,very well made mod,10/10. I'll eagerly wait for any updates, in the meantime, It's time to go and play triggerwoman now. (also as a small suggestion but could it be possible to add fast travel to the tunnels once bella sets up there?, gets tiring going trough all the tunnels to deliver her stuff) Edited June 11, 2025 by relaxedCow12 forgot 2
Heinzelman Posted June 11, 2025 Author Posted June 11, 2025 4 hours ago, relaxedCow12 said: Recently finished this mod, that was so GOOD, very inmersive, i was invested into the whole development of goodneighbour, that was all really good, very fresh experience to get to see the events unfold from a different POV, It's all very cohesive and everything makes sense, very wonderful atmosphere,very well made mod,10/10. I'll eagerly wait for any updates, in the meantime, It's time to go and play triggerwoman now. (also as a small suggestion but could it be possible to add fast travel to the tunnels once bella sets up there?, gets tiring going trough all the tunnels to deliver her stuff) Thank you very much. I am glad you enjoyed this mod I'll think about a fast travel option. 2
Melissa Gorka Posted June 21, 2025 Posted June 21, 2025 On 6/6/2025 at 9:44 PM, Heinzelman said: That's fine, enjoy your vacation! I could use some too Dear @Heinzelman, as promised I tested the modified version and the linked workbenches in Goodneigbor worked perfectly well, both for crafting and acessing ressources! I travelled to Home Plate and back on foot and to Sanctuary and back via fast travel and the link was still working. All good from my side. If the feature makes it into your next release version, I´d be really happy ☺️ By the way, I can really recommend vacations. Your good wishes worked 😅 1
Heinzelman Posted June 22, 2025 Author Posted June 22, 2025 (edited) 7 hours ago, Melissa Gorka said: Dear @Heinzelman, as promised I tested the modified version and the linked workbenches in Goodneigbor worked perfectly well, both for crafting and acessing ressources! I travelled to Home Plate and back on foot and to Sanctuary and back via fast travel and the link was still working. All good from my side. If the feature makes it into your next release version, I´d be really happy ☺️ By the way, I can really recommend vacations. Your good wishes worked 😅 Thank you for your Feedback. The workbench solution will stay and will also be included in my other mod Edited June 22, 2025 by Heinzelman
Guest Posted June 22, 2025 Posted June 22, 2025 (edited) On 6/10/2025 at 7:50 PM, relaxedCow12 said: add fast travel to the tunnels once bella sets up there? On 6/10/2025 at 11:53 PM, Heinzelman said: I'll think about a fast travel option. I would also like to see this added, nothing I dislike more than grinding through doors and load screens for a 60 second conversation only to grind back through them to exit, I skip this part and call it quits, love the mod up to that point. Unless the intent is to make the user suffer.... Why does triggerwoman not show in the files tab at your homepage?? Edited June 22, 2025 by Raven 54
Heinzelman Posted June 22, 2025 Author Posted June 22, 2025 (edited) 1 hour ago, Raven 54 said: I would also like to see this added, nothing I dislike more than grinding through doors and load screens for a 60 second conversation only to grind back through them to exit, I skip this part and call it quits, love the mod up to that point. Unless the intent is to make the user suffer.... Why does triggerwoman not show in the files tab at your homepage?? I think it could be a good QoL improvement. There is no usual upload of the old Triggerwoman mod, I removed it over a year ago and attached the mod directly in my thread. When my new Triggerwoman mod is ready, it will be uploaded as usual. Edited June 22, 2025 by Heinzelman 2
*DJ_SMITH01* Posted June 24, 2025 Posted June 24, 2025 ALTERNATE START. When starting a new playtrough, AS give you many roles/factions to start with. I was worring what were the best role for LP, i chose this time Triggerman, instead of Silver Shroud. What do you guys think about that ? Spoiler
*DJ_SMITH01* Posted June 24, 2025 Posted June 24, 2025 On 5/12/2025 at 4:45 PM, Heinzelman said: instead of trying to break the vanilla doctors I can't be more agree, especially those vanilla-doctors you encounter on roads or elsewhere (tagged non essential).
*DJ_SMITH01* Posted June 27, 2025 Posted June 27, 2025 NEED SOMETHING ? Yes. In the last misssion, when the heroine get caught, Spoiler i was surprised about her nude wrists, but cuffed. As Real Handcuffs are not required/recommanded in the presentation' page, i added them mid-game in the modlist. I restarted this mission, and well, disapointed to see Real Handcuffs are not managed by the scenario. Spoiler @Heinzelman, please do something 😁. PS: Same results with Prisoner Shackles. https://www.nexusmods.com/fallout4/mods/18436
*DJ_SMITH01* Posted June 27, 2025 Posted June 27, 2025 (edited) WALKING DEAD. You find this amazing mod too easy ? Here's one cure : Turn the game in a Zombie'nation ! https://www.nexusmods.com/fallout4/mods/59293 https://www.nexusmods.com/fallout4/mods/77713 https://www.nexusmods.com/fallout4/mods/46097 + their dependencies, indeed. Those heavy mods doesn't interfer that much with LP ... untill you go out of Good Neighbor 😆 Now missions with Fahrenheit or Shelly become extremely challenging. Long story short : you have to deal with ~700 spawned NPCs around Boston, composed of Lickers, hyenas, zombies and all between. Spoiler They replace some base-game NPCs, so you will encounter them in regular quantities in the whole CW. Spoiler Happy hunting guys ! Edited June 27, 2025 by *DJ_SMITH01*
*DJ_SMITH01* Posted June 27, 2025 Posted June 27, 2025 (edited) SUGGESTIONS (for 2.2.3). We are all agree to say LP is a very great light quest-mod. Like any great movie, the story is always too short. I really enjoyed redoing the Goodneighbor missions, with a new approach (compared to Vanilla quests or Outcasts and Remnants). Anyway, if @Heinzelman is in the mood to update LP, or to make another chapter(s), here's some 3 main suggestions : 1/ A more peacefull ending for Kendra. She might be an interesting mercenary for side missions, or bouncer in the new adult club. Spoiler 2/ A more hardcore sex scene in the last mission. Goons of Sinjin are using and using again the sole survivor (you) with FM or FMM scenes. Why not more ? AAF manage fine FMMM scenes. Spoiler 3/ During the initial tour of the city, Hancock mention the Rexford hotel, but nothing will happen there. Please make a brothel or a spa ! Spoiler Regards. Edited June 27, 2025 by *DJ_SMITH01*
Heinzelman Posted June 27, 2025 Author Posted June 27, 2025 (edited) 5 hours ago, *DJ_SMITH01* said: NEED SOMETHING ? Yes. In the last misssion, when the heroine get caught, Hide contents i was surprised about her nude wrists, but cuffed. As Real Handcuffs are not required/recommanded in the presentation' page, i added them mid-game in the modlist. I restarted this mission, and well, disapointed to see Real Handcuffs are not managed by the scenario. Hide contents @Heinzelman, please do something 😁. PS: Same results with Prisoner Shackles. https://www.nexusmods.com/fallout4/mods/18436 The handcuffs might be a nice addition. I'll put it on the list. Kendra's ending is set in stone. It has to be this way. Edited June 27, 2025 by Heinzelman
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now