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Posted
4 minutes ago, Raven 54 said:

I got to the end of the mod, been waiting for this, Having a good time playing it, Thank You for your work and for sharing with us!  

Thank you very much! I'm glad you're enjoying the mod.

Posted
On 10/28/2024 at 2:00 AM, Heinz01 said:

the mod.

2.2.2

What was in the update, the Collector?

Did any other parts get changed?

Thanks.

Posted
10 minutes ago, Raven 54 said:

2.2.2

What was in the update, the Collector?

Did any other parts get changed?

Thanks.

 

The last updates mostly changed technical things and bugfixes.

 

Here is a list:

Spoiler

V 2.2.2

Fixed: Corrected a typo in the LittlePawn_positionData.xml with thanks to @zjzc

If you have already downloaded 2.2.1 you only need the patch.

 

The optional 2.2.1 Sourcescripts (for modders) are still valid.

 

 

Older changes:

 

V 2.2.1 

Fixed: Corrected the script for the Helpmenu Entry "Delivery Quest is broken". It was not clearing the old objective.

 

V 2.2


Added: MCM. Currently has a slider for AAF scenes duration and the propability of receiving Lootboxes in the random quests (default 50%)
Added: AAF Handler Script which now uses OnSceneEnd events instead of a timer.
Added: Additional Option to stop Daisys and Freds Quests to buy tokens or fern from the player. Also added a missing condition.

Added: New SideQuest "The Collector".
Added: New random repeatable Misc Collect and Deliver Quests. Including endless chain option.
Added: Fixes for potential issues with the random quests are included in the Helpmenu.
Added: New Lootbox Rewards (7 different types)
Added: Ten "unique" Legendary weapons. There is a small chance to get one of these when "opening" a Lootbox.

 

Changed: AAF XML improved with many thanks to @mishovur
Changed: New Targetlocation within my cell for moved NPCs instead of the References in Goodneighbor. This is done to avoid persistant cell records on vanilla references and should increase compatibility.
Changed: Some minor furniture adjustments in the Velvet Lounge for more compatibility with sexscenes started by other mods.
Changed: Fahrenheit will now give you one Lootbox instead of the old Goodie Box as a reward for bringing chess items to her
Changed: The Mail delivery guy is now a new NPC copied from the original drifter to avoid problems. The Helpmenu contains a check if the quest is properly running and will offer a reset if necessary.


Fixed: The greeting Guard will now be removed when the player declines Hancocks invitation.
Fixed: Fahrenheit should not leave the bedroom before the conversation is over.
Fixed: Potential Fail for the scene with the Drifter at Daisy's.

 

The difference between the 2.0 and the 2.2.2 Version is the MCM, the way my mod recocgnizes AAF events and a few bugfixes. It is a technical upgrade. "The Collector" and the misc quest is a short quest on top to add a new NPC, make further use of the existing cell "The Tunnel" and add something i missed, simple noncombat missions and special rewards. There is no new story stuff in 2.2.2. This will be something for a 3.0 Version, as a complete new chapter. 

Posted (edited)

I fixed another small issue. Its not critical, because it was just a Message Box which was suppossed to be displayed when an AAF Scene of my mod fails. By mistake it was displayed when any AAF scene failed by any mod. It was not causing problems but confusing and unnecessary. 

Edited by Heinz01
Posted
12 minutes ago, sickisick123 said:

the bodyguard never showed up (first time I entered goodneighbour was ages ago), is there any way I can make him spawn?

 

Hi! Check this first: 

SQV DialogueGoodneighborHancockSpeech

 

It must be at stage 100. If that is the case you can enter

SetStage LP_Startup 50

 

This will skip the very short dialog with the guard and start the first quest.

 

 

Posted
3 minutes ago, Heinz01 said:

 

Hi! Check this first: 

SQV DialogueGoodneighborHancockSpeech

 

It must be at stage 100. If that is the case you can enter

SetStage LP_Startup 50

 

This will skip the very short dialog with the guard and start the first quest.

 

 

thank you very much for the quick response! it worked!

Posted
On 10/11/2024 at 5:23 AM, Heinz01 said:

Use the helpmenu. It will activate the questmarker :)

 

In case you dont have the helpmenu, the key is hidden here:
 

  Hide contents

image.jpeg.3d7a926aba246e1b4bd2fb7d3b710518.jpeg

image.jpeg.9a5a9454bdb4519ae8d00b4057826f86.jpeg

 

 

Hey! thanks so much for the quick response! that helped! I have to say I'm enjoying your mod immensly!
what's the helpmenu? and where do I find it? :)

Posted
35 minutes ago, sickisick123 said:

 

Hey! thanks so much for the quick response! that helped! I have to say I'm enjoying your mod immensly!
what's the helpmenu? and where do I find it? :)

 

I'm glad you have fun!

 

The Helpmenu should already be in your inventory. It is a Holotape. Look in the MISC section for (LP) Helpmenu.

 

It contains two "cheats" (to show the marker for the key and a maintenance room) and some fixes for potential issues (these options only appear under certain circumstances).

Posted
2 hours ago, Heinz01 said:

 

I'm glad you have fun!

 

The Helpmenu should already be in your inventory. It is a Holotape. Look in the MISC section for (LP) Helpmenu.

 

It contains two "cheats" (to show the marker for the key and a maintenance room) and some fixes for potential issues (these options only appear under certain circumstances).


cool, thanks man!!

Posted
27 minutes ago, sickisick123 said:

so, I finished the story! really well done, thanks for all your efforts! hope there will be more some day :D

Thank you very much!

Posted (edited)

What a brilliant mod, brings some life to Goodneighbor. This will definitely become part of my permanent load order

 

I started this late in my game to test it as I hadn't done Shroud, Dig or Warehouse, and aside from having to manually start LP_Startup everything has so far worked perfectly.

 

A couple of observations, it's probably a good idea to deactivate Sexual Harassment early on (if used) as it may interfere with the flow of the scripting/movement with Hancock and if using Provocative Perks the Life of the Party perk will get you some extra action with the mercs 😃

Edited by Slorm
Posted
51 minutes ago, Slorm said:

What a brilliant mod, brings some life to Goodneighbor. This will definitely become part of my permanent load order

 

I started this late in my game to test it as I hadn't done Shroud, Dig or Warehouse, and aside from having to manually start LP_Startup everything has so far worked perfectly.

 

A couple of observations, it's probably a good idea to deactivate Sexual Harassment early on (if used) as it may interfere with the flow of the scripting/movement with Hancock and if using Provocative Perks the Life of the Party perk will get you some extra action with the mercs 😃

Thanks you for your nice words!

 

Breathing some more life into GN was my original idea when I started this mod and modding in general. I was missing something when the regular quests were done in one of my plathroughs. I'll be glad when I've accomplished that :)

 

One day i will have to take some time and redo the startup quest. 

Posted

One small suggestion (I'll put in a spoiler as it refers to a key location)

 

Spoiler

The crate where Bobbi's key is hidden can be accidentality knocked when you jump on the box below the cabinet. If this happens the pc cannot reach the key without using the console.

 

I'm not sure if the crate can be fixed in place to avoid that

 

 

Hmm, your avatar looks familiar, didn't we meet in the Hotel Rexford 😃

Posted (edited)
29 minutes ago, Slorm said:

One small suggestion (I'll put in a spoiler as it refers to a key location)

 

  Reveal hidden contents

The crate where Bobbi's key is hidden can be accidentality knocked when you jump on the box below the cabinet. If this happens the pc cannot reach the key without using the console.

 

I'm not sure if the crate can be fixed in place to avoid that

 

 

Hmm, your avatar looks familiar, didn't we meet in the Hotel Rexford 😃

 

Okay i'll consider backup key.

 

Yeah, before I released the first version of this mod a year ago, I thought I needed a profile picture. I'm lazy about things like that and didn't want to use a picture of my female character. Luckily, I took tons of screenshots of the dialogues, so I just took a picture of Ford :D

 

Edited by Heinz01
Posted (edited)

Just finished, everything worked perfectly.

 

It's such an improvement on that awful vanilla bug ridden Dig mission (which I always avoided), it's now playable and much more interesting. I did like the new Shroud mission as well.

 

Just getting started with the Collector side missions now

 

This will definitely be a permanent addition, such a vast improvement over vanilla

Edited by Slorm
Posted
52 minutes ago, Slorm said:

Just finished, everything worked perfectly.

 

It's such an improvement on that awful vanilla bug ridden Dig mission (which I always avoided), it's now playable and much more interesting. I did like the new Shroud mission as well.

 

Just getting started with the Collector side missions now

 

This will definitely be a permanent addition, such a vast improvement over vanilla

Thanks again, I'm glad you had fun with this mod!

Posted (edited)

Bug Report

 

Having a problem with one of the collector side quest (continuous quests).

 

I've put the locket in the safe but the quest doesn't seem to update. Tried a cell change but it still tells me to store the locket in the safe (screenie below)

 

Spoiler

ScreenShot135.jpg.e3018609d8cf4b66a455b52e89ad0304.jpg

 

Edited by Slorm
Posted (edited)
34 minutes ago, Slorm said:

Bug Report

 

Having a problem with one of the collector side quest (continuous quests).

 

I've put the locket in the safe but the quest doesn't seem to update. Tried a cell change but it still tells me to store the locket in the safe (screenie below)

 

  Reveal hidden contents

ScreenShot135.jpg.e3018609d8cf4b66a455b52e89ad0304.jpg

 

 

Please try the "The Delivery quest is broken" option in the (LP) Helpmenu Holotape. (and take the locket out of the safe before, you still need it)

Edited by Heinz01
Posted
41 minutes ago, Heinz01 said:

 

Please try the "The Delivery quest is broken" option in the (LP) Helpmenu Holotape. (and take the locket out of the safe before, you still need it)

 

Many thanks, that did the trick it sent me to an NPC

Posted

Quick question on the Shroud side quests (Sanctuary of Justice). If you end the conversation he no longer speaks to you, is that the end of all the side quests or does he contact the pc again?

 

Thought I'd best ask as I didn't want to accidentally stop those quests as they're good

Posted (edited)
23 minutes ago, Slorm said:

Quick question on the Shroud side quests (Sanctuary of Justice). If you end the conversation he no longer speaks to you, is that the end of all the side quests or does he contact the pc again?

 

Thought I'd best ask as I didn't want to accidentally stop those quests as they're good

 

He should give you up to 5 quests on a seemingly random basis. If he stops giving them before the five quests, then something is going wrong. I'll take a look at it.

Edited by Heinz01
Posted
8 hours ago, Slorm said:

Quick question on the Shroud side quests (Sanctuary of Justice). If you end the conversation he no longer speaks to you, is that the end of all the side quests or does he contact the pc again?

 

Thought I'd best ask as I didn't want to accidentally stop those quests as they're good

Okay, it's just a cooldown. He should talk again after an hour. I can't remember why I added a cooldown there in the first place, but I'll remove it later.

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