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"Faction" mods (expanding the main quest)


MarinaHyde

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Hey there,

I would love to expand my Commonwealth by some faction mods, preferably mods that edit the main quest. I would still love to destroy both the Institute and the BOS with the Minutemen (or with one of the new factions) in my current playthrough. The mods should be addable mid-game and not conflict which each other.
Another user has recommended the mods listed below; they said they were all compatible together, but I would like to hear a second experience just to be sure. If you don’t have all of these mods, but know a few things about one or two of them, I‘d love to hear your opinion.

Oh, almost forgot: I know, Sim Settlements makes great additions to the main quest, but sadly it’s completely incompatible with my mod list and my clean settlements.

We Are The Minutemen (already installed

Tales of the Commonwealth (already installed)

Outcasts and Remnants

Fusion City Rising

Project Valkyrie

The Bleachers: Fens Sheriff Department

America Rising 2

South of the Sea

Northern Springs

The Responders

Any help would be highly appreciated!

Many regards,

Marina~

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Thank you for your reply!

Do you know that from experience? Because Project Valkyrie alters the MQ as well and can be safely installed mid-game, so the author. 🙂 Still, if you say it might make the game unstable or the MQ buggy, I‘m not going to install AR2.

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Yes that is from experience. Tried installing mid-game against the author's advice my own established best practices and was unable to even make it to the point that it interacted with the main quest. Typically the author knows what will happen so best to trust their judgement first.

AR2 is worth an install so consider it for your next restart.

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Wait, have I missed a line? Did the author of AR2 say a new start is required in their description? 😮

Another kind user, who also knows this mod very, very well, told me that it was safe in my case, 'cause I haven't even touched the main quest once.

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1 hour ago, MarinaHyde said:

Wait, have I missed a line? Did the author of AR2 say a new start is required in their description? 😮

Another kind user, who also knows this mod very, very well, told me that it was safe in my case, 'cause I haven't even touched the main quest once.

yeah, sorry failed to mention that. i had already made contact with piper, nick and danse but hadn't reached chapter 2 yet and thought maybe i was ok to proceed.

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Because a kind translator of the mod, who knows it very well, told me there was no need to start a new game, I asked Otellino, the mod author, himself. He said there is absolutely no need for starting a new game (see screenshot). I don’t know with whom you have spoken, but I assume you just have had bad luck.

IMG_1738.png

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Sure, that is entirely possible. I just read through a few hundred comments and the common theme seems to be specific functions failing in certain quests after a mid-game start. And once i ran into a similar problem with a quest not being able to be completed because the item i had wasn't being asked for combined with the fact i had more than one mod trying to integrate with the MQ i just assumed i had problems. After starting a new game and experiencing zero issues the second time around i again assumed(perhaps wrongfully) that a restart was the way to go.

I'm just some nobody though so you shouldn't hinge whatever you decide on my anecdote alone. You already seem pretty capable of figuring things out on your own so i think the best advice i could give you is to not second guess yourself and trust your gut. You'll do fine. Good luck.

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