I think I’ve abandoned the strategy to release in large phases in favor of just releasing whenever. The reason being is twofold – the lack of testers for new quests and the need for hotfixes for the old ones. So instead of just putting out a fix and walling off untested quests, I think it’s just better to let it fly and see what happens.
Thanks to all those who reported bugs, it really helps to have everything in one place. Remember, you can report anonymously so there’s no need to login, but if you’d like to register or post in the forums, there’s a Social Login option to make registering easy.
Changelog from v1.5:
Picket Fences – Fixed issue where the quest would never load unless a non-Dogmeat Companion was in your party when a save was first loaded; changed Companion to optional
Picket Fences – Changed Post Office cabinet to be lockpick-able, if note is read prior to quest it will do nothing until quest is at the appropriate juncture
Added Audrey‘s companion interjections to Great Green Jewel, Picket Fences, and A Pair of Jacks
Added three Brotherhood of Steel NPCs at Boston Airport
Added “Likes” to R4-04 to help push affinity along faster
Fixed MHDT and MLEV changes removed by older versions of xEdit
Fixed Robot Clinic entrance so it’s not blocking the Mechanist Lair’s exit
Altered Birdie’s generic idles to fire while traveling as opposed to only when in conversation
Fixed “Get to know you better” line where R4-04 uses Birdie’s voice
Atom’s Glow – Fixed issue where clearing Mass Disposal of mutants before meeting the cult would improperly advance the quest
Human Nature – Fixed objective to speak to R4-04 not completing
Full Changelog:
Spoiler:
Changelog from v1.3:
Added 29 new generic idles for Birdie
Fixed bad condition on Birdie’s post-romance “How’s our relationship” dialogue
Another bowling alley was found west of Libertalia. I must’ve been drunk with the CTRL+V button when I copy/pasted the one in East City Downs. This time I combed through FO4edit and didn’t find another one, but I’ll likely be seeing them in my sleep. If you see any in your travels, let me know.
Changelog from v1.2:
One of the greets for R4-04 used to clear the affinity forcegreet referenced the wrong stage and as a result never cleared, thus blocking the greet for her companion quest
Changelog from v1.1:
When I “fixed” Birdie’s Affinity conversation, I messed up the condition. So instead of not firing, it fired right away. Fixed to only fire if stage 500 of f3DNPC_ComBirdie is done (stage is triggered at 1000 max affinity)
Changelog from v1:
New R4-04 companion quest “Human Nature”
Removed duplicated Bowling Alley near the USS Constitution
Fixed Birdie’s final 1000 affinity conversation to properly trigger (he was forcegreeting endlessly but the dialogue was improperly conditioned)
Fixed an instance where neutral question led to negative response and vice versa in Three Little Wastelanders
Fixed Birdie generic idles to have higher priority than base idles
Fixed Birdie’s “Travel with me?” responses so they don’t loop to his initial conversation
Fixed a handful of Audrey’s action-based commentary that was in the wrong section
Hi
Thank you for this amazing good Quest mod…..Starting playing with a toon level 100 (or so) so i had finished the game(this was before the latest DLC) have not got the need of building anything, when i suddenly realized that i missed the furniture building category so im not sure its your mod but can it have something to do with you adding something? the chem thing to craft? havent added or removed other mods so .
Is there anybody else who has this problem?
Thanks again for this mod better than any official DLC’s
If you haven’t added any other mods, does disabling the mod return the category? Is the category gone for all settlements or just a specific one? Perhaps when I tested, I wasn’t testing the right settlement.
Also, in the future please use the bug report section on the header, so that any issues get logged in the database and can be searched, as opposed to the comment section here which will come and go with each version release.
I cannot believe I saw Tales From the Commonwealth and just kept scrolling. I rarely check the author’s name but seeing how it’s from Interesting NPC’s I just had to stop everything and download it. I’m not even hopeful, I know for a fact that this is going to be awesome. Can’t wait to see what other interesting quests and npc’s get added further down the road.
Hi
Thank you for this amazing good Quest mod…..Starting playing with a toon level 100 (or so) so i had finished the game(this was before the latest DLC) have not got the need of building anything, when i suddenly realized that i missed the furniture building category so im not sure its your mod but can it have something to do with you adding something? the chem thing to craft? havent added or removed other mods so .
Is there anybody else who has this problem?
Thanks again for this mod better than any official DLC’s
This mod doesn’t add any crafting stuff or edit that part of the game. Plus Furniture works just fine for me.
If you haven’t added any other mods, does disabling the mod return the category? Is the category gone for all settlements or just a specific one? Perhaps when I tested, I wasn’t testing the right settlement.
Also, in the future please use the bug report section on the header, so that any issues get logged in the database and can be searched, as opposed to the comment section here which will come and go with each version release.
I cannot believe I saw Tales From the Commonwealth and just kept scrolling. I rarely check the author’s name but seeing how it’s from Interesting NPC’s I just had to stop everything and download it. I’m not even hopeful, I know for a fact that this is going to be awesome. Can’t wait to see what other interesting quests and npc’s get added further down the road.