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
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
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”
I’m going to sleep, so I’ll update Bethesda.net and Nexus tomorrow.
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 ?
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!
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.
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.
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.
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.
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.
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…..
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.
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.
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.
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.
I’m going to sleep, so I’ll update Bethesda.net and Nexus tomorrow.
This… looks amazing. I can’t wait to play it!
Super grateful to modders like you!
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 !
You can continue quests just fine, it doesn’t alter your progress to install newer versions.
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!
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.
Fallout 4 wiki is here, using the top header will get you there as well
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.
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.
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.
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.
NOTE: Added a minor hotfix to v1.8 for Automatron robots doing Sadie’s dialogue, see thread here.
If you downloaded 1.8 and the zip is named TFTC v1.8 fix is included.
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…..
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.
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.
Hi, please use the bug report section by using the header above. I went ahead and took the liberty of making a question for you:
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.
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.