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LoonyLiberal

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  1. As I previously explained, the way that the mod adds additional raiders interferes with the way Bethesda hard-coded raiders into the quest as a condition to clear the quest stage. Mods that add non-raider-class enemies don't break the quest. I'm not following this thread any longer; I feel like I'm going in circles and that my original intent has been all but lost.
  2. @363rdChemicalCompany: Thanks for the offer, but my main goal in starting this thread was to identify a root cause for "When Freedom Calls" breaking. Prior to posting, I did some searching and found that issues like these have been happening for almost a decade now. Since I'm a former certified software tester, I wanted to do more than "It don't work ORZ." I'm hoping that my findings and/or studying how the "Hunted" and/or "Raider Children" mods avoided triggering the defect can prevent triggering the bug or, better yet, resolving it (something similar to the "Unofficial Fallout 4 Patch").
  3. Possibly, but my fear is that any other quest that has coded a similar body count will break as well. With regards to the vanilla game, I have gotten only as far as the Kellogg confrontation in the main quest. I haven't started any Bethesda DLC yet, and I've only cleared a handful of story-based mods. I don't mind debugging/uninstalling/reinstalling mods in the middle of the game, but the constant start-at-the-beginning playthroughs are wearing me down. Also, if I've managed to narrow down the root cause, perhaps a modder or a Bethesda employee can apply some sort of fix, remedy, or workaround other than "Disable until x."
  4. Well, part of my hypothesis was wrong. The only other mods that I have that increase the number of raider enemies are Raider Children and Other Horrors of the Commonwealth - Raider Children (https://www.nexusmods.com/fallout4/mods/16586) and Mortal Youths (https://www.nexusmods.com/fallout4/mods/56224). These mods portray the raiders as even worse than in the vanilla game by having children fight alongside them (among other horrors). I installed the mods and ran through "When Freedom Calls." I eliminated the vanilla raiders first. The quest advanced, but Preston's door remained closed until I eliminated the raider kids. After that, I opened FO4Edit. PallidaCulus, the creator of the former mod, created new EditorIDs for the enemies that the mod introduces. That explains how the presence of raider kids doesn't interfere with the global variables tracking the number of raiders. Having identified the root cause (I hope), I'd still like to know a solution. I increased enemy counts to counterbalance some of the gamebreaking aspects of other mods; raiders are less of a threat after I craft a 10mm gun that shoots cannonballs, after all....
  5. I found one of the causes: the More Spawns mod (https://www.nexusmods.com/fallout4/mods/4253). After uninstalling all of my mods and installing them one at a time, I remembered that the quest requires the Sole Survivor to kill 7 raiders inside of the Museum of Freedom. As a hypothesis, I installed the More Spawns - High mod after six positive install-mod/complete-quest trials. After I eliminated the more-than-7 raiders, Preston refused to open the door. I opened up FO4Edit to see if I could pinpoint a specific conflict, but no luck. With the 6-7 mods currently installed, none of them conflict with the main game file. I did notice something, though: FO4Edit then lists each of the seven vanilla raiders as quest targets. I haven't coded for a game mod yet but have worked as a software developer and certified software tester. My hypothesis is that adding raiders to the Museum of Freedom interferes with the game's ability to track the quest raiders and correctly determine when the quest stage has been cleared. This has not been an issue when I've done "When Freedom Calls" with "No Place is Safe - Hunted Encounters" (https://www.nexusmods.com/fallout4/mods/23358) installed. My guess is that it's because of the enemies that the Hunted mod spawns are not raiders. I'm not entirely certain why seven nameless enemies were hard-coded into a quest, and I don't expect any mod author to generate similar quest-tied code for their mods. I did notice that there are two global variables -- MQ102FirstRaiderStart and MQ102FirstRaiderTotal -- used as conditionals to track quest stage completeness. I can't help but wonder if there's a simpler way to detect when all of the raiders have been eliminated, something along the lines of: recalculate MQ102FirstRaiderTotal to reflect additional raider enemies increment MQ102FirstRaiderStart when the player eliminates a raider when MQ102FirstRaiderStart == MQ102FirstRaiderTotal, set the quest stage as complete I suspect that other mods that increase the number of raider classes and/or raider enemies introduce similar issues. I'll reinstall a few and share my findings.
  6. The TV Tropes website says it best: Your settlements can be infiltrated by synths armed with Institute weaponry! Which is bad. Sometimes these synth infiltrators are Brahmin... and searching them yields synth components, and sometimes Institute Weaponry as well. Which is just weird. What was the Institute even trying to accomplish with that one, anyway?
  7. Apologies in advance; I've seen this topic once before, but I'm hoping to find a more technical and precise fix than "Save scum, run the quest, activate a mod, reload, repeat until gamebreaker is found." I'm having the "no hostiles to clear" problem during the "Clear Concord of Hostiles" point of "When Freedom Calls." Console commands such as "completeallobjectives 001A001C" and "completequest 001A001C" can advance or close the quest, but Preston, Sturges, etc. remain in the Museum of Freedom and talk as if they're stuck in the "Clear Concord of Hostiles" phase. I visited the Fallout 4 Wiki to see if I found find a Form ID or similar technical data for Gristle (https://fallout.fandom.com/wiki/Gristle). Form ID: 00019567; EditorID: EncRaider01Boss. But what struck me as odd is that the Ref ID that the wiki lists doesn't seem to line up with the game proper. Console commands such as "000012E4.moveto player" are either no-ops, or they return an error indicating that the Ref ID is invalid. So I opened up FO4Edit to see if I could find Gristle. I expand "[00] Fallout4.esm (75D3D6CA) \ Non-Player Character (Actor)" and see some named non-boss Raiders such as Tweez and Whiplash, but no Gristle. My thought was that one of the mods was messing with Gristle's generation. My plan: disable all mods, refresh the game files from Steam, verify Gristle's existence, then activate mods one at a time to see which one leads to the missing Gristle. To make a short story long: it didn't work. All of my mods are disabled. The original game files are refreshed. FO4Edit offers and displays only the main game and DLCs. And yet, I can still see some named non-boss raiders such as Tweez and Whiplash, but there's no Gristle. I've read mixed posts that this quest has been broken since launch, which would explain why a quest-relevant character doesn't show up. However, I'm hoping that there's some technical detail (or possibly a head-slapper of a foul-up) that I'm overlooking instead of a fundamental defect that can only be resolved by dumb luck. Does anyone have technical information on how/if the game assigns IDs to characters that don't initially have them? (I did the prerequisite web search before posting here; no luck.) I'm not averse to save scumming until I find the quest-breaking mod, but I'm hoping that there's a more efficient troubleshooting method.
  8. Regarding the save files: I decided to start a new game, manually save immediately after naming the prisoner, looking at where the game placed the save files, and manually copying the "old" save files to that location. I also had to perform a manual full reinstall of SKSE 64 because many of the mods did not recognize SKSE running. After performing these two steps, both new games and previously saved games are working as expected. Thanks for your help.
  9. With regards to running Vortex as administrator: neither account runs Vortex as an admin. With regards to the save files: I attempted to manually copy the save files to the new directory for shared data. The game still does not identify the save file. I attached a screenshot: when I click the "Open Save Games" button, Vortex loads up the "old" location of the save files. I'm curious if this has anything to do with the save files not being recognized when I copy them into the ProgramData/vortex Skyrim folder.
  10. Vortex is set to Shared. I made the change on both my account and hers after you answered my previous question.
  11. I'm pretty sure that I did; since Vortex shows up on her account without needing to be installed a second time, and since the splash screen appears for her, it looks like she can access the app just fine.
  12. A few hours ago, I posted about attempting to share my Skyrim SE mod data and profile with another user on my WIndows 10 Home 64-bit machine. I've managed to get Vortex to rediscover and reinstall my previously-downloaded mods and tools. However, I've encountered two problems: - When the other user logs into the computer and attempts to launch Vortex, she gets an error message indicating that Vortex is already running. We determined that Vortex does not appear in her Task Manager. It appears in mine when I log in, but I can also use Task Manager to kill the task. Also, we tried restarting the computer and logging in as her, but that did not resolve the issue. - On my profile, I can launch Skyrim SE using the Skyrim Script Extender. However, the game does not recognize the save files. I have confirmed that the save files are still present by using both Vortex's "Open Save Games" and from supplementary web-searching for similar errors. I'm not able to get the game to recognize the existing save files. Please let me know if you require additional information regarding these issues.
  13. I am using Vortex 1.4.12 on a gaming desktop running Windows 10 Home 64-bit. I have installed mods for a Steam version of "Skyrim: Special Edition" and created a profile for the mod configuration. Yesterday, I created a separate user account (with admin rights) for my girlfriend. She can see Vortex and "Skyrim: Special Edition," but she does not see any of the mods that I installed. I'm looking for a way to make my profile and downloaded-and-installed mods visible in her account without having to reinstall all of the mods from scratch. Does anyone have any suggestions? Please let me know if you require additional information from me.
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