Eldenwise Posted July 24, 2023 Share Posted July 24, 2023 I have a lot of quest mods. A lot is 70. Those that I managed to check during the tests of the mod pack work fine, but there is one problem. Perhaps together we will find a solution to this old bug, which, as I understand it, has been going on since the original Fallout 4. I have tried to be brief so that it doesn't drag on too long. There are mods that start like this. A quest appears with a message that you need to listen to the radio or radio signal in your pipboy. You listen, and the task is updated. The game tells you where to go. Everything seems simple. But there is a nuance for which I am writing this message. If a quest appears and you immediately listen to this signal or radio wave, then there are no problems. But if you missed the moment and did not listen immediately, then there is a possibility that, in the future, this radio will not work and the quest will not go on. I know this nuance, and therefore I try to immediately listen to the signals that push the quest. But yesterday I missed the moment when the signal came from the Rising America mod and the quest was frozen because the radio did not work if you turned it on in the pip-boy. I decided to try to solve this problem and used Google to the fullest to find a solution. All the advice that was in Google came down to the following: sit on a chair for 24 hours or sleep, make a teleport to another location. These methods haven't helped me. Perhaps all this can help if you have a bug with the original music station. In my case, with the America Rising mod, there are 2 exits. You must either push the mod to the next quest stage through the console command or disable the mod, go into the game, save it without the mod, then exit and enable the mod again, and then when you enter the game, immediately listen to the song. These methods don't work for me at all. I need something simple that does not require management with mods during the passage. I set a goal for myself to make the America Rising mod never bug again in my modpack. I got into FO4Edit and found the next stage of the quest after listening to the radio and I turned it in so it starts automatically on loading. I will never have this problem again with this mod. But this is not a solution to the general problem because there are other mods that start with listening to the radio. I'm not a lazy person; I can find each such mod, find the next stage of the quest, and set it to start on load. This method is good, but it deprives you of the opportunity to listen to the immersive and atmospheric intro to the quest. You just immediately get a label telling you where to go. There is such a mod. The Fens Sheriff's Department, Bleachers 2 This mod adds a holotape with settings. In these settings, there is an option to restart the radio stations that this mod adds if they fail. I think this is the method that is needed to reset a radio that has stopped working. I tried to see how to do this using the example of this mod, but to be honest, I could not figure it out. The best way to deal with this problem is to find a way to make holotape, which will restart radios in your pip-poy. I'll be honest, I don't know how to do that. Maybe it's possible to make holotape for certain quests, or maybe it can be a common solution. I don't know yet. If you can help or give me material so that I can figure out how to solve this problem without in-depth knowledge of modding, programming, or scripting, I will be glad to hear your advice and suggestions. P.S. Maybe there is a proper solution already, but I just don't know about it. Link to comment Share on other sites More sharing options...
LarannKiar Posted July 24, 2023 Share Posted July 24, 2023 I don't know how the mods you mentioned were made so I can't give a mod-specific answer but radios, in general, can be set up to loop forever. However, I've seen youtube tutorials in which they configured the radio but forgot to implement the necessary failsafe feature that actually keeps the radio running. As I said, I don't use these mods myself so I can't tell if the issue is with them or one of your other mod that's conflicting but I know that even the Noir Penthouse Creation Club mod has this problem. As for the solution, if it's surely not caused by a common mod conflict, one would need to edit the radio (likely involves adding or editing Papyrus scripts) of the affected mod. There's no simple and direct way (like console commands) to fix it as far as I know. Link to comment Share on other sites More sharing options...
Eldenwise Posted July 26, 2023 Author Share Posted July 26, 2023 On 7/24/2023 at 11:23 PM, LarannKiar said: I don't know how the mods you mentioned were made so I can't give a mod-specific answer but radios, in general, can be set up to loop forever. However, I've seen youtube tutorials in which they configured the radio but forgot to implement the necessary failsafe feature that actually keeps the radio running. As I said, I don't use these mods myself so I can't tell if the issue is with them or one of your other mod that's conflicting but I know that even the Noir Penthouse Creation Club mod has this problem. As for the solution, if it's surely not caused by a common mod conflict, one would need to edit the radio (likely involves adding or editing Papyrus scripts) of the affected mod. There's no simple and direct way (like console commands) to fix it as far as I know.Thank you for your replay. I will try to find a way, but I shure now that it wont be easy cause I do not have enough knowlege. Thought I can go FO4edit and change something there to fix it but it seems the way is much more difficult. Link to comment Share on other sites More sharing options...
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