Due to the size of the mod, I wasn’t planning on making another update for a while but I felt like some of these fixes needed to be implemented right away, so here’s a hotfix. It adds a new companion quest and fixes the 1000 level affinity of another, so the romances should work all the way through for both characters.
I have no idea why Bethesda.net’s patch notes are limited to 160 characters, but that’s how it is so not all the changes are documented there. Fortunately, there are no such limitations here, so this is the one true changelog from v1.
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)
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.
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.
https://www.youtube.com/watch?v=SPCXr_wmc-k
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.
I think the scene is temporary anyway (it’s conditioned to only run when you’re in the cell), but it doesn’t hurt to put a stop to it, just in case there’s some confusion as to why your wifey/husband isn’t following you out the door.
Added failsafe script that forcibly stops post-wedding ceremony sandbox scene in the event another mod runs it(from what I can tell the scene does not run on a vanilla game), which causes spouse and wedding guests to get temporarily stuck in the Temple of Mara
Added unique comb to Veralene’s inventory (mesh/texture 1ndajone5)
Blacksmith sandbox packages added to Isobel if she’s in a Hearthfire home with a forge in the cellar (MTWTF 9-12pm)
Added missing drum file for Portraiture duet with Ygglief
Fixed unfilled property for PlayerREF in Pit Dogs (bug introduced in 3.11 or 3.12)
Added mod bards to the BardAudienceExcludedFaction
Forwarded some MHDT changes made by Dragonborn.esm
Carmella‘s skeletons are now protected
Carmella removed from necromancer faction and added to Riverwood faction to avoid battles at inn
Fixed a scene near the end of As You Like It that sent Daenlyn to the docks making him AWOL for the actual scene
Removed (Quest in Alpha) on dialogue to start Aldmeri Prisoner
Disabled trigger box in longhouse of Idle Dreams after initial use, as running into it a second time would make the initial scene repeat
Fixed Batheru‘s intro dialogue not to repeat when speaking to a Dunmer character
Made Blood of Kings possible to start before Pit Dogs. However, starting either quest must be done to completion before you can start the other.
In order to limit how often this idle is run, I set it to only play on 1 of 2 conditions, she’s a follower and it’s Sundas, or she’s married and at home and waiting for your return. Still only a 50% shot the idle will run, even then. Hopefully that will keep it somewhat rare. If Viridiane makes any more of them I’ll be happy to add them to her saylist, which is like a playlist, only you say it.