RigbyJay Posted June 26 Share Posted June 26 Finished up the Cabot House story line and I wanna give Deegan a new job. Not looking for anything complicated, could just be a settler reskin as long as I don't end up with like three of him. Please. 1 Link to comment Share on other sites More sharing options...
Lemecc Posted August 17 Share Posted August 17 (edited) I've got plans for this. I can't promise an ETA, finishing up current stuff first, but it's actually on my list. edit: n'awww, the likes are giving me juice! I totally get it, I've really wanted some more to do with the Cabots for years too. Moved it up to next on my list, just for you guys. Edited September 17 by Lemecc 3 Link to comment Share on other sites More sharing options...
Lemecc Posted September 19 Share Posted September 19 In case any folk are interested; I'm now working on this. Again, no ETA because life can always happen, but this shouldn't take as long as Kowalski's Pier did, internal settlements are always significantly easier. 2 Link to comment Share on other sites More sharing options...
Lemecc Posted Tuesday at 10:37 AM Share Posted Tuesday at 10:37 AM Somebody messaged me to ask how this was going, so I'm going to copy/paste my reply here for others interested. Yes, I'm still working on it. Current progress is that the interior settlement is sorted, but I'm in the process of scripting a solution to the quest, and it's extremely finicky - way more than usual. I'm really not sure why, but Bethesda coded the quest to frequently force-reset the interior of Cabot House, and then periodically force-reset it after the quest is over. It explains to me why there aren't as many Cabot House settlements as you'd think and why I've seen some that are just clones of the house, rather than the original. There's multiple vanilla scripts firing behind the scenes that will break any settlement there. I'm afraid that as a result of the above, I'm not sure you'll be able to use the mod on a save with the quest already completed. I have to script a lot of safeguards and shutdowns, and I came to the conclusion that the safest place to intercept the vanilla quest was in the middle of it, rather than after it, otherwise the quest is able to fire off tons of disables and resets that would cause a ton of bugs. So I'm still working on it, but the script solution is not as "easy" as my other scripted settlement mods (which only fire AFTER a quest is complete so they don't interfere with any vanilla processes), and it's going to require more testing than usual. Additional notes as to the above: I have definitely tried a rough outline of some events/scripts to take into account quest completion, but it gets so messy with the number of different Random Encounter configurations and serum counters and stuff that it's safer to disallow the use of special settlers (including Deegan) at that point, which sort of defeats the purpose of my style of mod (vanilla-quest/npc-integrated and immersive). So that's why this one is turning out to be a lot more complex than usual. 1 Link to comment Share on other sites More sharing options...
RigbyJay Posted Wednesday at 01:05 AM Author Share Posted Wednesday at 01:05 AM 14 hours ago, Lemecc said: Somebody messaged me to ask how this was going, so I'm going to copy/paste my reply here for others interested. Yes, I'm still working on it. Current progress is that the interior settlement is sorted, but I'm in the process of scripting a solution to the quest, and it's extremely finicky - way more than usual. I'm really not sure why, but Bethesda coded the quest to frequently force-reset the interior of Cabot House, and then periodically force-reset it after the quest is over. It explains to me why there aren't as many Cabot House settlements as you'd think and why I've seen some that are just clones of the house, rather than the original. There's multiple vanilla scripts firing behind the scenes that will break any settlement there. I'm afraid that as a result of the above, I'm not sure you'll be able to use the mod on a save with the quest already completed. I have to script a lot of safeguards and shutdowns, and I came to the conclusion that the safest place to intercept the vanilla quest was in the middle of it, rather than after it, otherwise the quest is able to fire off tons of disables and resets that would cause a ton of bugs. So I'm still working on it, but the script solution is not as "easy" as my other scripted settlement mods (which only fire AFTER a quest is complete so they don't interfere with any vanilla processes), and it's going to require more testing than usual. Additional notes as to the above: I have definitely tried a rough outline of some events/scripts to take into account quest completion, but it gets so messy with the number of different Random Encounter configurations and serum counters and stuff that it's safer to disallow the use of special settlers (including Deegan) at that point, which sort of defeats the purpose of my style of mod (vanilla-quest/npc-integrated and immersive). So that's why this one is turning out to be a lot more complex than usual. Oh god, yeah that does sound frustrating, I wonder why that's in there. Fingers crossed there's somehow a way (though I will admit I'm far from done with new playthroughs lmao) but even if there isn't thank you for everything you're doing! I appreciate it and you! 1 Link to comment Share on other sites More sharing options...
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