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I'm sure there are console commands to do it as well, of course.
I think a 'hide quest' option would be safer and more useful.
So far the game has intrigued me enough to stick out 30 hours or so. A dozen or so artefact skills and so on.
But this Coe bloke wont get off my back. he's like a letcher.
And as is stated here Qusts are growing like viruses. I want to choose what quest I take on. I find IM talking to someone and suddenly my ships full of about six people.
I love Bethesda. I adore ESO.
But this is trying my patience.
And if that robot clogs my access to the cockpit one more time Im going to dismantle it and sell it for scrap metal.
At least none of them Preston Garvey you with endlessly repeating quests.
I've got a bugged sidequest clogging up my quest list. Unusual SOS. Which was a fake SOS that was a trap by spacers. Or maybe pirates. A very obvious fake SOS trap. So I sprung their trap and killed them. And the sidequest remains on my list forever. Worse, it remains as an actively chosen quest at all times, so whenever I do any quest the Unusual SOS bugged sidequest is set as my current quest.
I'm doing the same. It's how I tend to play games like this. Look around, do the things. Often ignore the main questline(s). Yes, yes, terrormorph menace urgent OMG. But it'll wait until I get around to it because everything does. Someone is paying me to take some boots and put them in a box in the backside of nowhere. That comes first! And some bored coddled people on a tour want the thrill of speaking to a Real Captain. I'll do that to give the poor tour guide a bit of a rest. Mysterious artefacts? Yeah, I'll get around to looking into that. After I find out who stole a DJ's tablet and get it back for them. And have a look over there at that thing. But top priority is buying a bigger ship so my crew can have comfy quarters.
But I would like to get that bugged sidequest out of my quest list. Or at least hidden.
Pre-CK mods would be a bit of a gamble. Modders are often very skilled, but they're currently working in the dark. There have been relevant changes since Fallout 4 and modders don't have any of the necessary documentation. Reverse engineering the whole game accurately enough might take longer than waiting for the CK and documentation. It would definitely be far more work.
I installed some pre-CK mods for FO4. Most were fine. One of them could not be removed or updated without completely breaking the game. Any update to the base game that broke compatibility with that mod would have resulted in all my saved games since I installed that mod becoming completely useless. Not the modder's fault. They had to make some assumptions about how the game worked under the hood.
Wanting loads of quests to be available and wanting to be allowed to refuse a quest aren't incompatible.
For example, there's a questline to help a rather unpleasant character solidify their hold on the local illegal drug trade by killing one of their employees who they think is no longer useful to them and maybe might make a deal with the police. I don't want to do that quest for that character, nor do I want to do further quests for them. It's roleplaying - in additional to ethical issues, it would also make me vulnerable to them. They could (and should, given who they are) retain evidence of my involvement in their business and use it as leverage against me.
"I don't like COE".
Have you considered reassigning him off your ship?