Error09072001 Posted December 20, 2025 Posted December 20, 2025 would we be able to have the fast travel not in the interior of the building but outside , in the "return to base"quest , you teleport , need to go outside , adn back in
Heinzelman Posted December 21, 2025 Author Posted December 21, 2025 10 hours ago, Error09072001 said: would we be able to have the fast travel not in the interior of the building but outside , in the "return to base"quest , you teleport , need to go outside , adn back in The fast travel to the interior was made to save a cell transition. Normally, there should be no quest objective outside the base at the end of a quest. Maybe fallout had a hiccup What is the name of the quest where you encountered this issue? 1
Error09072001 Posted December 22, 2025 Posted December 22, 2025 On 12/21/2025 at 6:35 AM, Heinzelman said: The fast travel to the interior was made to save a cell transition. Normally, there should be no quest objective outside the base at the end of a quest. Maybe fallout had a hiccup What is the name of the quest where you encountered this issue? i believe it was when you had to go to the old neighbourhood , then the quest prompts you to "go back to the base" and if you fast travel you need to use the door to go outside , and then back in , it's not that the objective is outside but , it does not register as you arrived , till you go outside and back again
Heinzelman Posted December 23, 2025 Author Posted December 23, 2025 11 hours ago, Error09072001 said: i believe it was when you had to go to the old neighbourhood , then the quest prompts you to "go back to the base" and if you fast travel you need to use the door to go outside , and then back in , it's not that the objective is outside but , it does not register as you arrived , till you go outside and back again Ah I See. I Put the objective in the door outside. I'll Note that for a Change.
SeventhTokenHunter Posted January 2 Posted January 2 Does the mod work on Old Gen version (1.10.163) ?
Heinzelman Posted January 2 Author Posted January 2 25 minutes ago, SeventhTokenHunter said: Does the mod work on Old Gen version (1.10.163) ? Yes, it works on OG and NG. Should also work on AE, but never tested that 1
mk1234s Posted January 3 Posted January 3 I'm intrigued by the story and looking forward to the continuation... 2
Kain82 Posted January 7 Posted January 7 First wanted to say thank you for sharing your mod and for all of your hard work. Now unto my question: Is woman in the middle the last quest? Because mod description in the first post says I have at least two more story quests. I do not know what to do I tried speaking to everyone and there are no mini quests. 2
mk1234s Posted January 7 Posted January 7 Hi, In my build I use a mod "Not My Settlement" (Prevents the player from using beds, workstations, and stealing crops in other settlements) After I cleared the room of furniture and activated the workshop, I lost access to the workstations in the basement. I understand this is my problem, but is there a way to fix this? --- Sometimes, a leaflet (TWR) "Orders" falls out of the tray along with daily errands. It's unreadable. What is it?
Heinzelman Posted January 7 Author Posted January 7 5 hours ago, Kain82 said: First wanted to say thank you for sharing your mod and for all of your hard work. Now unto my question: Is woman in the middle the last quest? Because mod description in the first post says I have at least two more story quests. I do not know what to do I tried speaking to everyone and there are no mini quests. When you have done the first 2 Quests (Bait on the Line, Trigger Practice) you need to do some miniquests/tasks (the amount is set in the MCM). You start them by sleeping in the base and then check the deskfile on the wall next to the door of your room. It should have a note named "orders for (yourname)" and when you read it, it starts a set of randomly chosen tasks. After you have done X of these tasks the next Storyquest (Business Casualties, Fermenting Trouble, Downtown Collections, Whose Face is this anyway) automatically starts. After each one you need again to do X tasks. The last Quest (Third Rail Echo) starts directly after the previous one.
Heinzelman Posted January 7 Author Posted January 7 32 minutes ago, mk1234s said: Hi, In my build I use a mod "Not My Settlement" (Prevents the player from using beds, workstations, and stealing crops in other settlements) After I cleared the room of furniture and activated the workshop, I lost access to the workstations in the basement. I understand this is my problem, but is there a way to fix this? --- Sometimes, a leaflet (TWR) "Orders" falls out of the tray along with daily errands. It's unreadable. What is it? I dont know what that mod does, sounds like overwriting vanilla functionality of the workbenches and their linked furniture or something like that? Normally my mod would connect the workstations in the basement with the workshop in the playerhome and basically converts it to a limited settlement if you chose the playerhome option. In that case i would recommend to load a save before clearing the room and just use the provided furniture workstations as they are. The orders are spawned when you sleep in the base and some conditions are met. If for some reason more than 1 has piled up, the second one shouldnt do anything. Just the one in the deskfile should start tasks when taken out of that container. As long as that works you could ignore any additional notes that lay around (or pick them up and put them in the trash bin, we want the base to be clean 1
Kain82 Posted January 7 Posted January 7 3 hours ago, Heinzelman said: When you have done the first 2 Quests (Bait on the Line, Trigger Practice) you need to do some miniquests/tasks (the amount is set in the MCM). You start them by sleeping in the base and then check the deskfile on the wall next to the door of your room. It should have a note named "orders for (yourname)" and when you read it, it starts a set of randomly chosen tasks. After you have done X of these tasks the next Storyquest (Business Casualties, Fermenting Trouble, Downtown Collections, Whose Face is this anyway) automatically starts. After each one you need again to do X tasks. The last Quest (Third Rail Echo) starts directly after the previous one. The last quest I did was called the woman in the middle. It involved sneaking and hacking. I return to Old Neighborhood to tell the quest giver. Then I head back to the Fenway guys base. I sleep in the bed for the night and when I wake there are no small tasks to do and no one except Wally would talk to me and all he says he has nothing for me to do right now.
Heinzelman Posted January 7 Author Posted January 7 (edited) 26 minutes ago, Kain82 said: The last quest I did was called the woman in the middle. It involved sneaking and hacking. I return to Old Neighborhood to tell the quest giver. Then I head back to the Fenway guys base. I sleep in the bed for the night and when I wake there are no small tasks to do and no one except Wally would talk to me and all he says he has nothing for me to do right now. Okay, lets check some things "Woman in the middle" is not part of the storyline and can be started anytime as long as the conditions are met. It sounds like you didnt get any other except the intro quests. Aside from that quest did you do any other (except "Bait on the line" and "Trigger Practice") or even one of the small tasks* (like cleaning the base, cooking etc)? Normally the last Quest is "Third Rail Echo". *Example for the small tasks: Spoiler After sleeping in the base you should find this: And they should appear in the misc section Edited January 7 by Heinzelman
Kain82 Posted January 7 Posted January 7 3 hours ago, Heinzelman said: Okay, lets check some things "Woman in the middle" is not part of the storyline and can be started anytime as long as the conditions are met. It sounds like you didnt get any other except the intro quests. Aside from that quest did you do any other (except "Bait on the line" and "Trigger Practice") or even one of the small tasks* (like cleaning the base, cooking etc)? Normally the last Quest is "Third Rail Echo". *Example for the small tasks: Hide contents After sleeping in the base you should find this: And they should appear in the misc section Yes Nora has been sweeping, cooking, washing clothes, and picking up junk. But after the second story quest she gets no more orders. I have the mod placed all the way to the bottom as to avoid any conflicts. I am stumped.
Kain82 Posted January 8 Posted January 8 Figured out the problem I still had one more small task to do. Now the mod is progressing well. Thank you for the help. Oh I have one small suggestion can you move Jimmy closer to his cell bars? Because I had to toggle collision off and enter his cell in order to speak to him.
Kain82 Posted January 8 Posted January 8 Finished the mod and it was really well done. In both this mod and Little Pawn the AI voices need some work but I rather have it the way it is than no voiced dialogue. I hope you are able to continue work on this mod because the story got really interesting. Once again great work! 2
Heinzelman Posted January 8 Author Posted January 8 55 minutes ago, Kain82 said: Finished the mod and it was really well done. In both this mod and Little Pawn the AI voices need some work but I rather have it the way it is than no voiced dialogue. I hope you are able to continue work on this mod because the story got really interesting. Once again great work! Thank you very much
Hober9 Posted January 9 Posted January 9 Hi. When player character left the gang for some time, and return, the room door is closed. Then options are sleep at sleeping bag from the other girl room or unlock the door using console command. Greetings. 1
Heinzelman Posted January 9 Author Posted January 9 3 hours ago, Hober9 said: Hi. When player character left the gang for some time, and return, the room door is closed. Then options are sleep at sleeping bag from the other girl room or unlock the door using console command. Greetings. Thanks for letting me know. I've made a note to fix that
mk1234s Posted January 9 Posted January 9 (edited) Hi, For balance, I think it would be better to deduct more self-esteem (20-40) for canceling a daily quest. Very few mods offer side quests that don't involve killing or shooting. In a sex sandbox, your mod is a godsend for me 👍. In the MSM settings, I increased the number of side quests to force the main character to travel around the wasteland and, consequently, increase the likelihood of getting into trouble. But after successfully leveling up the character, I started canceling side quests that involve risk (for example, they're far away and I haven't been to that area, meaning there are a lot of enemies) to avoid damaging my reputation and getting into trouble. The cost for this is 1 self-esteem point. That's very little. --- Or, alternatively, for canceling side quests (after canceling a certain number of quests), send the main character to a bar in the old district for a couple of days to engage in prostitution (since she can't complete simple quests). Edited January 9 by mk1234s 1
Heinzelman Posted January 9 Author Posted January 9 (edited) 1 hour ago, mk1234s said: Hi, For balance, I think it would be better to deduct more self-esteem (20-40) for canceling a daily quest. Very few mods offer side quests that don't involve killing or shooting. In a sex sandbox, your mod is a godsend for me 👍. In the MSM settings, I increased the number of side quests to force the main character to travel around the wasteland and, consequently, increase the likelihood of getting into trouble. But after successfully leveling up the character, I started canceling side quests that involve risk (for example, they're far away and I haven't been to that area, meaning there are a lot of enemies) to avoid damaging my reputation and getting into trouble. The cost for this is 1 self-esteem point. That's very little. --- Or, alternatively, for canceling side quests (after canceling a certain number of quests), send the main character to a bar in the old district for a couple of days to engage in prostitution (since she can't complete simple quests). I could add a slider for the self esteem deduction in the MCM. As you mention the old club, It was one of the early ideas to have some sorts of punishment for bad work, like the one you suggested, but I didnt implement them yet. Although bad work is already tracked and it is counting every time you cancel a job for example Edited January 9 by Heinzelman 3
katrina.balanchuk Posted January 9 Posted January 9 41 minutes ago, Heinzelman said: some sorts of punishment for bad work, like the one you suggested, but I didnt implement them yet. Sounds both plausible and immersive. 1
eibam Posted January 17 Posted January 17 I really like the look of this mod. When i go to the start location in the picture provided, no one is there. Do you know of theres something i might be doing wrong? Are there some files in the download tab that i shouldnt download? Is there a way to force the quest to start via console commands?
Heinzelman Posted January 18 Author Posted January 18 5 hours ago, eibam said: I really like the look of this mod. When i go to the start location in the picture provided, no one is there. Do you know of theres something i might be doing wrong? Are there some files in the download tab that i shouldnt download? Is there a way to force the quest to start via console commands? If Jefferson isnt at the bus stop, the quest may have failed to initialize. Enter this in the console: Spoiler sqv TRW_MQ01_Intro and post a screen of the result. You could also try to force a restart: StopQuest TRW_MQ01_Intro StartQuest TRW_MQ01_Intro
daboi32 Posted January 19 Posted January 19 Can I play with Problems of Survivor, Little Pawn and this mod altogether? I remember seeing that I need to use the holotape to restart vanilla quests to play Hancock related Problems of Survivor quests. If I do that, I can enjoy all 3 of these mods right? If so, should I play them in some particular order? Mods like these give me many reasons to play more so it is crucial for me
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