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Also if you like collecting stuff. Look for a Mod on Nexus called Ketaros Treasures.
Yes, I know about Alternate Start mod. I tried it before. But just checked its nexuspage again now. Watched its demonstration video. It is not actually removing main and/or side quests, it just lets you start in different ways. Quests are still there.
Checked the Keratos Treasures too, not related but might be a good addition to collectibles. thanks.
I've watched some Creation Kit tutorials on youtube. I might start doing it myself. The guy i mentioned in my first post (second guy) says, that was his first mod. It gave me some hope and motivation. Removing things is easier than making them ;) but i probably will need to fix connections of removed objects.
that's what i do. but i want to make commonwealth a free sandbox game area.
you know, like minecraft ;)
The only mod i could think of is the one which disables the red zone area in workshop mode (i think it's called, i never use it too much except for EXP farming)
Is that what you mentioned?
Place in Red
https://www.nexusmods.com/fallout4/mods/1267/?
I might need this too. Since it lives up to 'Free building' spirit. Every bit counts ;)
Place Everywhere [REQ: F4SE]
https://www.nexusmods.com/fallout4/mods/9424
here's some things you might find useful: one of these mods lets you build for free if you tick the box, nothing costs any resources:
Mod Configuration Menu [REQ: F4SE]
https://www.nexusmods.com/fallout4/mods/21497
Game Configuration Menu [REQ: Mod Config Menu]
https://www.nexusmods.com/fallout4/mods/33759
^ you're going to want game config menu because it lets you modify a lot of aspects of the game. it can help you get to a sandbox state.
Workshop Framework
https://www.nexusmods.com/fallout4/mods/35004
Workshop Plus [REQ: Mod Config Menu, Workshop Framework]
https://www.nexusmods.com/fallout4/mods/35005
Faster Workshop (Workshop Lag Fix) [REQ: Mod Config Menu, F4SE]
https://www.nexusmods.com/fallout4/mods/35382
^ these are going to improve your workshop experience
Settlement Menu Manager
https://www.nexusmods.com/fallout4/mods/24204
Build High - Expanded Settlements 5.0
https://www.nexusmods.com/fallout4/mods/3528
^build high will remove height limit from settlement building and it does a lot more as well. it expands the settlement build area and lets you scrap more.
here are 2 mods i know of that manipulate quests
Spare Railroad When Playing As Brotherhood
https://www.nexusmods.com/fallout4/mods/20330
Subversion - The Institute-Railroad Alliance Alternate Ending
https://www.nexusmods.com/fallout4/mods/50975
you might try to find more like that.
this one will stop automatron from starting automatically. if you want to start automatron manually just listen to the radio broadcast
No Quest Autostart - Automatron
https://www.nexusmods.com/fallout4/mods/31576
Skip Home Sweet Home (raiding your own settlements quest) - Nuka World
https://www.nexusmods.com/fallout4/mods/18121
^ you can skip raiding your own settlements during the nuka-world campaign
cheat terminal is quite simply going to let you create any object you want so it's going to be an important part of sandboxing. it does a lot more than that, you can create settlers at your settlements too instead of waiting for them to show up via a recruitment beacon.
Cheat Terminal
https://www.nexusmods.com/fallout4/mods/13285
if you know how to use the DISABLE and MARK FOR DELETE commands in the console then you know how to add AND remove settlers at will.
Better Console - F4SE
https://www.nexusmods.com/fallout4/mods/26582
^ this is just going to help you find ID #'s and whatnot when you are trying to do stuff in the console. very handy and if you're truly going to be sandboxing fallout 4 then you're probably going to be doing stuff in the console.
Random Encounter Manager by SKK
https://www.nexusmods.com/fallout4/mods/42081
SKK Random Encounter Manager - MCM Settings Menu [REQ: MCM]
https://www.nexusmods.com/fallout4/mods/56580
^ these mods help manage random encounters at settlements. i don't know if it only handles encounters that it created itself or if it can also handle the game-created encounters. it's worth looking in to.
i have not played with this mod yet but mobile workshop is supposed to basically let you set up a new settlement and build anywhere:
Mobile Workshop by SKK
https://www.nexusmods.com/fallout4/mods/43493
and that concludes what i have on my list that might be useful to you on this play-through. :D
have fun Zes!
https://www.nexusmods.com/fallout4/mods/5320
https://www.nexusmods.com/fallout4/mods/37658
What i understand is Quests are triggered (or delayed/disabled) by *.pex scripts. So i may decompile those scripts and get sourcecodes and learn how to do it. I saw the author has bunch of other No Quest Autostart mods for different DLCs too. So they must have a common way. I think i can handle this. Since all quests are known, i just need a list of them and do some scripting. sounds possible in theory :)
CK will help me to edit NPCs, i already watched some tutorials of creating Npcs.. editing will be easier i guess. I should edit quest givers and remove their triggers to start quests. Or remove them completely.
and Game configuration menu mod has many features, like changing game core mechanics.
I should work and gain some experience on them. thanks for your helps. And thank you @kweebsters i'll sure check your mods too :)
I now have tons of things to do.. what was i thinking lol.
Especially considering the hundreds of quests just in the vanilla game that would have to be sorted between needed dialogue, actor behavior and quests that are given to the player it would take months to edit every one of them to open up the quest areas it would be easier to just write a batch file with setstage, additem, commands to auto complete all the quests to open things up.
The entire game uses quests to control everything from the behavior of every actor in the game to every scene we see play out while wandering around so it is not as simple as just removing or disabling all the quests using the creation kit.
what you're talking about editing files makes sense. i bet you could get fallout 4 editor and find a way to disable a lot of quests from ever triggering
FO4Edit
https://www.nexusmods.com/fallout4/mods/2737/
god knows what kind of bugs it could create tho. XD
exactly ;) it wont be easy. Only obstacle i can see from now; some quests change the world after they finish. Disabling them will leave those responsibility to me.
Like retaking castle restores castle ground in a few days and cleans it (by the Ronnie Shaw's return). It will probably stay dirty when i disable that quest. Or rescuing Nick creates a manhole cover on the street to access that vault. It is not there before the quest. things like that..
Some quests give you some keys to some areas.. those areas should be unlocked or keys should be left nearby etc.. all will require manual laboring.. no way to automate them with a script i guess.