Lonewanderer Posted December 20, 2024 Posted December 20, 2024 Hello, if someone could answer this question please: I use GOG 1.10.163 with UFO4P 2.15 (the last one which was made for this game version). I can disable DLC with the Nexus Modmanager. Disabling just switches it off in plugins.txt - no idea if it works. I used it to switch off the High Resolution DLC. and it _seems_ to work - not sure. Switching off means, the DLC is fully installed, but disabled via plugin.txt. Now - can I do this with other DLC too? Can I - for example - switch off Automatron DLC, so that it will not start at level 14? I ask, because while it still is fully installed, the UFO4P expects it to be there, and not switched off? Will disabling DLC (except High Resolution DLC) somehow disturb UFO4P - or will disabling not work anyway? Thank you!
Arthmoor Posted December 22, 2024 Posted December 22, 2024 UFO4P will not work without those DLCs. They're required.
Lonewanderer Posted December 22, 2024 Author Posted December 22, 2024 Hello, thank you for answering - I knew that the DLCs are required, and in the meantime I read in several places that if they installed, they WILL start, deactivating with Nexus Mod Manager won't work. If I may add a question: There are several mods which allow to postpone the start of the DLC quests, which now start at a fixed point (level 14 for Automatron I think). Since all DLCs are present, installed and 'active', and only the quests themselves are delayed, this should work fine with the UFO4P? Thanks
Scythe Bearer Posted December 22, 2024 Posted December 22, 2024 Please, help me understand. Why deal with a mod just to delay the start of a quest? Why not just let the quest start, and then ignore it? It hurts nothing to have a quest sitting there, unloved and unattended, while you do other things. Even works for the main quest.
Arthmoor Posted December 23, 2024 Posted December 23, 2024 It depends on how the delayer works and whether or not the quests happen to be ones we've bug fixed.
Lonewanderer Posted December 23, 2024 Author Posted December 23, 2024 20 hours ago, Scythe Bearer said: Please, help me understand. Why deal with a mod just to delay the start of a quest? Why not just let the quest start, and then ignore it? It hurts nothing to have a quest sitting there, unloved and unattended, while you do other things. Even works for the main quest. Two reasons: Automatron: After starting you can ignore it, but after the fight near Wattz Electronics happened, Ada is in the game. You can ignore Ada, but at this point around 50% or more of all random encounters become Automatron encounters. UFO4P people did report why, but did not change it, because it seems intentional. The problem is, the robots are a real threat for a lower level character. And this changes the game. So you cannot really ignore it. But all this starts not before Automatron starts. You can delay it after it starts by ignoring the message and NEVER go near Wattz Electronics. As long as the fight which starts it all does not happen the quest 'sleeps'. This is reason number one for people to delay this a bit, because they want to do other things before Automatron. Far Harbor: Far Harbor can be ignored fairly easily, but has one side effect: Random quests ('Radiant') include Far Harbor locations, so it can happen, that after - for example - doing the starting BoS quest 'Fire Support' and after this helping Danse you should receive 'radiant' quests from Haylen and Rhys. You will receive at least ONE quest near the BoS Police station (from either Rhys or Haylen), which will satisfy the quest 'Help BoS', but if one is unlucky the other quest is in Far Harbor, which is idiotic. At this point you have to go to Far Harbor, or abandon the radiant quests from these two NPCs sooner or later, if both locations are in Far Harbor. The same goes for Railroad radiant quests, which can include FH and even Nuka World locations, but only for fairly unimportant things. These things are often mentioned for the mods which delay the starts for the DLCs. So I am not the only one who does not like this 'forced' behavior, which is not even logical, because BoS is never seen in FH, except if you rat out the Synths there. I can live with it, but I still would like to use a stable mod, provided it does not interfere with UFO4P. Hope I could explain...
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