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Fort strong...to delete the central building or not...


greekrage

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Ok guys this is a weird one...

 

IM working on the strong island ( total overhaul and landscaping )

 

Now a serious question.

 

Can i remove the central quest related building but leave only the door ( somewhere out of sight ) so i can use that area ??

 

Since the quest is in a internal world space with access from the door wouldnt it be safe like that ??

 

 

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Isn't killing the super mutants and behemoth from the vertibird also part of the quest though? You'd have to be careful not to disturb their markers in the external world and of course people would still need to access the internal fort through your out of sight door. Danse has to be able to find his way from the fort's interior, off the island and back to the airport on foot also. Personally I wouldn't even attempt something like this. But I'm a baby modder myself so someone a lot more senior could probably offer better advice.

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Ok guys this is a weird one...

 

IM working on the strong island ( total overhaul and landscaping )

 

Now a serious question.

 

Can i remove the central quest related building but leave only the door ( somewhere out of sight ) so i can use that area ??

 

Since the quest is in a internal world space with access from the door wouldnt it be safe like that ??

 

 

To answer my own question once again....YES it still works :P

I backed up my plugin and tried it...though it looks weird since the door is attached to a building ( im sure i can place it inside one of the new structures and make it more logical...:P )

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Right the door works that's not going to be the big issue. Have you tested the quest? That cell and area has different states depending on if the player goes there before getting the quest or for the quest.

 

Edit: it also may have another state after the BoS take it over. I haven't been back since I did the quest the other night.

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It's a BAD idea! I've been modding for some time and I wouldn't think about doing this mod.

 

I'm sorry but I'd bet that this is going to have major issues with the MQ,

If i remember correctly the quest is an item inside the building .(which is intact since the portal remains )

The outside activity isnt directly related to that i think....not in a "trigger" to the main quest sort of way.

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Right the door works that's not going to be the big issue. Have you tested the quest? That cell and area has different states depending on if the player goes there before getting the quest or for the quest.

 

Edit: it also may have another state after the BoS take it over. I haven't been back since I did the quest the other night.

I would have to start a new play through or a older save to try it...since i did this months ago.

Or maybe find a savegame and initialize the quest from the console..I think BoS gives you the quest ..i cant remember.

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OK found it on the wiki.. http://www.usgamer.net/articles/fallout-4-show-no-mercy-take-back-fort-strong

 

If i delete the out side markers it will break the vertibird battle and and completion of

Kill the Super Mutant Behemoth .

Im going to try to move that scene out side of the build area and see what happens...

 

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Also if by delete your really mean delete that is also not good! NEVER DELETE Vanilla Ref's. Doing so can cause many many issues such as mod conflicts, CTD's and so on.

 

If you want to get rid of something you should set it to "Initially Disabled" and then if you want it out of the way so you don't see it while your working on your mod just move it under ground. Do this means that the Ref's are still there the game and other mods can find them if they are needed for any reason that you don't see. Reasons being Quests, triggers or any other number of things.

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OK found it on the wiki.. http://www.usgamer.net/articles/fallout-4-show-no-mercy-take-back-fort-strong

 

If i delete the out side markers it will break the vertibird battle and and completion of

Kill the Super Mutant Behemoth .

Im going to try to move that scene out side of the build area and see what happens...

 

 

I would think even moving it might cause an issue. I'm not sure how the vertibird pathing works for quests, it might be scripted to path around the island in a specific way and if you move the markers that could be incompatible with the pathing.

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