Tales from the Commonwealth v1.8

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Tales From the Commonwealth – DOWNLOAD v1.8

Okay, I didn’t plan on doing another mini-update, but I saw something horrific on a Let’s Play recently that prompted a quick fix. Well, not a quick fix, because it took me forever to change, but a fix nonetheless. Look upon this horror, if you dare.

See that? That’s some kind of modification that displays the prompts as I typed them. Thing is, I had originally (and improperly) assumed that there would be two kinds of players, the vanilla kind, in which case prompts would be converted to ALL CAPS, and the Full Dialogue crowd, who wouldn’t see the prompts at all. This middle ground of dialogue in list form + prompts was not expected, and it’s horrifying to look at unless grammatically correct.

So this should fix that, and a few other things which I’ll list below.

Changelog from v1.7:

  • Fixed prompts to be properly capitalized, previous versions didn’t account for mods and assumed all prompts were all-caps
  • Indecent Exposure – Fixed Noon priest’s clue to imply the correct number of apostles and headstones
  • Auction House – Fixed issue where junk items weren’t being given to the player after winning auction
  • Auction House – Removed bounty amount when committing crimes
  • House that Bruce Built – Fixed Charisma check to check player’s charisma instead of Bruce’s
  • Love and Peace – Fixed unvoiced “Howdy” from Crystal Moonbeam
  • Love and Peace – Added an objective to ensure viewing post quest scene
  • Love and Peace – Removed unvoiced line in scene between Cosmos and Starchild
  • Fairline Hills Wastelander – Fixed issue where wastelander would walk away during conversation (Needed a stay put package)
  • Human Nature – Fixed issue where R4-04 would walk away during initial quest conversation (Needed a stay put package)
  • A Pair of Jacks – Fixed objective marker to point to bounty board if Ghost hasn’t been met yet
  • Paradise Bay – Fixed objective “Return to Singh” showing early if door to lab lockpicked before given key
  • Paradise Bay – Added additional workers

Full Changelog:

Spoiler:

Changelog from v1.6:

  • Added alpha quest Paradise Bay
  • Patriots – added classic handegg uniforms by FlipDark95
  • Added NPC encounter Lost Libertalia Raider
  • Added NPC encounter Diamond City Reporter and Busker
  • Added Crabber and Son to fishing pier northwest of Witchcraft Museum
  • Love and Peace – Added Virgil’s 3 Day timer script to quest, so player no longer has to enter modded cell to trigger next phase of the quest, 72 hours is all it takes
  • Saints and Sinners – Fixed line from Cue being skipped when player hands them a note
  • Saints and Sinners – Fixed failsafe greet for Cue if forcegreet fails after receiving note (version 1.6 introduced bug where base dialogue was prioritized over quest dialogue)
  • Picket Fences – Fixed quest objective to point to Doc Crocker’s terminal and not Joe
  • Under the Bridge – Fixed wrong ingredients message to correctly display after multiple failed attempts
  • Under the Bridge – Fixed issue where finishing Antoinette’s room too quickly would leave leftover radiation because Audrey‘s prep advice scene fails to finish
  • Under the Bridge – Fixed first aid kit being opened automatically instead of being clicked on
  • Great Green Jewel – Fixed issue where Brennan would award the player 2500 caps instead of 100
  • Great Green Jewel – Fixed issue where entering Boston Library from a separate entrance instead of the intended meetup would force you to go back to Copley station to continue
  • Great Green Jewel – Removed sandox furniture in unused portion of the cells which NPCs were teleporting to, trapping them inside and causing them to go missing
  • Like a Goodneighbor – Fixed the inventory name for Fred Allen’s chem stash, previously said Solomon
  • Like a Goodneighbor – Fixed issue where if player picked up ghoul mask before talking to Black Eye Bobby, the quest would not progress
  • Rock ’em Sock ’em Robots – Altered cheering crowd to cheer immediately, removing potential lag time caused by game waiting to start animations.
  • Rock ’em Sock ’em Robots – Fixed issue where killing Bobby and the crew would leave the quest stuck in your journal

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

Changelog from v1.4:

  • Added quest The Great Green Jewel
  • Added quest Picket Fences
  • Added quest A Pair of Jacks
  • Added Birdie and R4-04’s companion interjections to Great Green Jewel, Picket Fences, and A Pair of Jacks
  • Added random encounter Hail Oh Hail Oh Infantry
  • 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

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
  • Added failsafe to stop affinity based forcegreets

Full Cast and Credits:

Spoiler:

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Cells
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Meshes and Textures
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  • Ghoul mask by 1ndajone5
  • Feral ghoul mask by FlipDark95
  • Football uniforms by FlipDark95
  • Slinky black dress by Elianora
  • Widow Jane Bottle by 1ndajone5

——————————————————–
QA
——————————————————–

  • Reznore
  • 1ndajone5
  • Elianora
  • Bigcowfeet
  • Damndirtycasual

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Voice Acting
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Full Exposure

Sinners and Saints

You’ve Got Mail

  • Mechanic/Handyperson – Marion Toro
  • Postman – Bigcowfeet

Radio Raiders

Three Little Wastelanders

  • Wolf – Matthew Dixon
  • Carlos – Jessica Osborne
  • Annie – Ginger Roll
  • Franz – James McLauchlan

Love and Peace

  • Cozmos -Bigcowfeet
  • Crystal Moonbeam –Zillac
  • Earthstone – Will Handford
  • Starchild – Marion Toro
  • Gary -Mike Foble

Extra NPCs

  • Birdie – Mooder Fooger
  • Ghost – Will Handford
  • Johnny Friendly – Joseph Landis
  • Minuteman Deserter – CK MacNamara
  • Drunk – Ivy Dupler
  • Crash – Ivy Dupler
  • Old Bus Lady – Lila Paws
  • Lynn – Anna Castiglioni
  • Garrett – Jeff Werden
  • Fisherman – James McLauchlan
  • Farmer – Lila Paws
  • Crabber – Spacefiddle
  • Crabber’s Son – Matthew Dixon

Robot Medical Clinic

Under the Bridge

  • Audrey – Natalie Proudlock
  • Mr. Handy – FairfieldFencer
  • Margaret – Ginger Roll
  • Father – James McLauchlan
  • Arthur – FairfieldFencer

Atom Cats

  • Atom Cat – Jessica Osborne

Brotherhood of Steel Soldiers

  • BoS 1 – MooderFooger
  • BoS 2 – Josh F
  • BoS 3 – Jessica Osborne

Jet Fueled

  • Rabbit – Ivy Dupler
  • Virus – J.T. Decker
  • Slim – Mike Foble

Commonwealth Karaoke

  • Stand-Up Comic – Ivy Dupler
  • Ghoul Crooner – James McLauchlan
  • Bartender – J.T. Decker
  • Mama Mabel – Ginger Roll

The House that Bruce Built

  • The Pin – Matt Leonen
  • Strike – Shannon L. Shook (Arvil143)
  • Washout – Adoxographist
  • Teddy – Crys Blue
  • Bench Coach – Will Handford
  • Catcher -Giramor
  • Fast Pitch Fannie – Anna Castiglioni
  • Baseballers – MooderFooger
  • Bruce – Roksys

Patriots

  • Clarissa – Ash Eluned
  • Grogan/Gronk – James McLauchlan
  • Skinny – Nathan Suhara

European Immigrants

  • Ghoul 1A – Alice Bell
  • Ghoul 1B -Mike Foble
  • Ghoul 2 – James McLauchlan
  • Aaron – Will Handford
  • Cecylia – Viridiane

Atom’s Glow

  • Father Malcolm – Bigcowfeet
  • Emily – Kelly Camelio
  • Doctor Feldman – Bigcowfeet
  • Brother Jacob – J.T. Decker

Human Nature

  • R4-04 – Alice Bell
  • Overseer – Noi Sek

Picket Fences

  • Sanctuary Joe – Joseph Landis

Hail Oh Hail Oh Infantry

  • Brick – Pat Sabourin
  • Commie – Viridiane
  • Joker – Roksys
  • Anchorage – J.T. Decker
  • Chorus – John Crosthwaite

The Great Green Jewel

  • Brennan – CK MacNamara
  • Derrick – Matthew Dixon
  • Sophie – Lila Paws

A Pair of Jacks

  • Selfless Jack – Will Handford
  • Selfish Jack – Will Handford
  • Bounty Hunter – Will Handford
  • Arthur Dean – Mason Quinn

BoS Airport Guards

  • Guard 01 – Josh F
  • Guard 02 – MooderFooger
  • Guard 03 – Jessica Osborne

Paradise Bay

  • Doctor Singh – PotasticPanda
    Gomez – Will Handford
    Nilesh Singh – J.T. Decker
    Harvey – Matthew Dixon
    Rick – James McLauchlan
    John – James McLauchlan
    Jeff – Jeff Wereden
    Josh – J.T. Decker
    Beth – Alice Bell
    Craig – Michael Kennedy
    Alex – Michael Kennedy

18 thoughts on “Tales from the Commonwealth v1.8

  1. Hi,

    i wanted to say your work is amazing. big congrats to all the voice acting as well, i was shocked. i actually didn’t read all the quests names and such to not get spoiled : and stumbled on sinners and saints by pure luck… it’s while i was google for a fallout wiki about this quest that i understood it was from your mod :D

    i was wondering can we continue quests that are on going and update to 1.7 or will that break the progression ?
    also thinking about i’m thinking waiting for you to release your next batch, i still have plenty of things to do. when you so will take longer to develop are speaking of days, weeks, months… years :p ?

    again just amazing work !

  2. Hey Kris! Great work, youve given This game new life. Bethesda is screwing up killing the game after NukaWorld, but thanks to people like you, we don’t have to start over to continue playing. Forgive my “newness”, but do you have a complete quests list and how to kick start or trigger each quest? I’ve only found Under The Bridge and Belchers Cave. I’d love to keep going but don’t know how to or where to start the rest? Thanks for any help and this awesome mod!

    1. The Wiki on this website gives more detailed info, but you can also finish the “You’ve Got Mail” quest in Nahant, the reward will put a lot of new locations on the map. Not all(still working on it), but most.

  3. A guy on the Nexus was asking if there could be a patch for the Full Dialogue Interface mod (I remember Numeriku recommending that mod) and another guy was experiencing instability around the NukaWorld entrance that he thought he would mention before that DLC came out.

    1. Where in Boston is the NukaWorld DLC entrance? He should ask using the FAQ/Ask a Question button above so it gets logged and others can find/report the same issue. Teach a man to fish, instead of giving him one, and all that. Might have something to do with a location I’ve edited, but I can’t know without knowing the actual spot.

      Full Dialogue has a TFTC patch IIRC. Version 1.8 does capitalize the prompts correctly as I saw a Let’s Play with a Full Dialogue mod and the prompts looked awful because they displayed them as I typed them, with lowercase “i’s” and lowercase everything.

    2. Update btw, someone mentioned to me the Nuka World entrance was close to Belcher’s Cave ( a location added by TFTC) which would explain why there might be issues.

      Thing is, that person didn’t CTD or have trouble going to Nuka World so I don’t know.

  4. Just got done done downloading this and wanted to tell you that it is awesome so far. Just ran into my first mod added NPC and thought they were somebody that had been added by a vanilla F4 update, they were that good.

    I do have one question though…is there any chance that the legendary ‘Motorcycle Guy’ might make an appearance at some point? I always felt sad that we couldn’t meet up with him.

  5. I had the Saints and Sinners bug, the line from Cue being skipped when the player hands them a note.
    I upgraded to v1.8 with NMM, then deleted the previous version.
    I lost the Boston Bordello, its boarded up, gone.
    I lost the Nahant Post Office, gone as well, I had 1 terminal installed in Sanctuary, its gone.
    WRVR radio bunker still exists.
    I finished the submarine thread.
    I’m completing the ‘Like a Goodneighbor

    How do recover Boston Bordello and Nahant Post Office?
    I don’t mind delete all the files and reloading from scratch, I just want to do it correctly the next time and do this only once more…..

    1. Sounds like you just made an installation error, perhaps when deleting you deleted the mod entirely. Doesn’t NMM remove the previous version for you? I’ve never used it, just guessing.

      You can’t delete specific cells like the brothel or the post office, it’s part of the mod. Not unless you went into the CK or FO4edit and deleted them and left everything else. Edit: Meaning, if the brothel isn’t there, the mod isn’t installed. I’m guessing the Goodneighbor quest is just in your Pip Boy as a remnant, like something baked in that save.

      I’d reinstall fresh, then load a save from before your last attempt to upgrade. I don’t know much about NMM to help you there, but consulting installation guides should help.

      1. This game has given me most all the bugs you could ever expect, from day 1 with it.
        I ended up completely deleting:
        01) Hangman’s Alley Interior Apartments
        02) Jamaica Plain Interior Home
        03) Egret Tours Marina Interior Buildings
        04) Starlight Cinema
        06) Vault 119
        07) MOP – Medical Overhaul Project
        08) Delightful Dead Fish – HD Retextures for the Commonwealth and Far Harbor DLC
        09) Better Atom Cats Garage
        10) Better Skylanes Flight 1665 (Glowing Sea)
        11) Better Boston Airport
        12) Better Skylanes Flight 1981 Crash-site
        13) New Bed and Toilet
        14) Fallout 4 – Texture Optimization Project
        15) Fallout 4 Configuration Tool – By Bilago
        16) Fallout 4 Enhanced Color Correction

        Now your mod works …..
        BUT, now I have no ‘E’ interaction with NPC’s in Far Harbor. I can’t complete any quests.

        #@%!&! BS game and Beethesda … {content removed} holes.
        Nothing but problems with this crap.

  6. Any plans to make some of the NPC’s romancable? Audrey‘s become my favorite follower, I’m usually found wandering the Commonwealth with her and Nick, I’m pretty early in my playthrough of this ‘expansion’ so I haven’t met all of them, but with the wit and personality of some of these characters, even the ghoulish Audrey is a better choice to romance then the vacuous shells that are Piper, cait and Curie.

    1. Birdie and R4-04 are romanceable, although a lot of the romance greets and things haven’t been recorded (just pillow talk and a couple of and a couple “how’s are relationship” replies, although R4 has an additional conversation). It’ll get more in depth as we move along.

      Audrey I’m not sure because she might be too old and cynical to fall in love. There are romantic qualities about her, but romantic in the way ball room dancing and old money and paintings are romantic, like echoes from another time. And given what happens with her family, there’s a bit of seeing the Sole Survivor as the same, and the worry for someone like Audrey might be that bringing romance into the equation only sours things.

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