As promised, here’s the open beta for Tales from the Commonwealth(see header for latest version). You can also find the Xbox version on Bethesda.net, which hasn’t been tested because I don’t own an Xbox, and probably never will. Them’s the breaks. As for the PS4 version, it will be released as soon as Bethesda figures out the whole issue with proprietary sound files, from what I understand until that issue is addressed, PS4 mods got no sound. Anyways, as with Interesting NPCs, you can report bugs by using the header at the top.
For quest and NPC locations, you can refer to the wiki or for an easy to scan list, check out this forum post here.
Next item, a hearty thanks to all who contributed. Not every quest and NPC made it into this particular version, so if you don’t see your name here it’s because it’ll be included in the second phase. And if you’d like to help out, I’m still looking for people to make custom cells, outfits, and other stuff I don’t really have the skill or patience to provide. Here are the current cast and credits:, with spoiler tags because the list is long and full of terrors:
The mod was constructed with the vanilla dialogue wheel in mind. This isn’t to say it’s not compatible with Full Dialogue mods or anything like that (although I’m not sure how they work so they may require a patch), but there are occasions where I’ve used the text prompts as a tool to add some specificity to the conversation. For instance, in this video here, you’ll notice how responses like “La Voz?” are used to bridge the gap between the generic dialogue and the specific conversation points being made.
Lastly, a few notes on the companions. They pretty much have all of their base lines recorded – companion swaps, interjections, complaints when you step on a mine, that sort of thing. In fact, you’ll notice they have more exploration lines than the vanilla companions when going to locations that are seldom visited. However, it’s important to note that since these locations don’t have specific comment triggers, and since idles don’t fire as often as they do in Skyrim, a lot of times you’ll have to actually click on the companion to get the unique commentary, as shown here.
They’ll also interject commentary during modded quests, so bringing them along should offer some depth to your questing and exploration. The other thing that’s different is I’ve scrapped some of the more gamey aspects of the affinity system. Right now, the whole thing is tied to time spent together, which goes up on its own. While this will make racking up affinity take longer, you don’t have to worry about losing affinity every time you take some drugs. You can pick whatever dialogue you want, and you can do whatever actions you want, without having to worry whether [Audrey Dislikes That].
Technically two of the three are romanceable, but one is currently blocked off since the personal quest hasn’t been constructed. That will come in phase two. For now though, I just want to polish up the quests we’ve put together so far and make sure everything’s hunky dory. That Dory, such an illusive hunk.