Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- *****************************************************************
- FALLOUT 4
- DLC TIMING
- Version 1.3.2
- *****************************************************************
- Index:
- 1. Description
- 2. Manual Installation
- 3. Manual Upgrade
- 4. Configuration
- 5. Change List
- 6. F.A.Q.
- 7. Compatibility
- *****************************************************************
- 1. Description
- *****************************************************************
- DLC Timing lets you to adjust starting conditions for each of the official DLC; Automatron,
- Far Harbor, Nuka World and Vault-Tec Workshop.
- Key Features:
- Enhanced Immersion: Prevent DLC from starting until you're ready, like the Timing Is Everything
- mod for Skyrim. Is level 20 too low to start Automatron? Use the MCM included in this mod to
- increase it. Or lower the minimum level if you want to start immediately.
- Quest Integration: Define a main quest or faction quest that needs to be completed before the
- DLC is allowed to start. If you don't want to start the DLC until after the main quest, simply
- set a quest condition in the MCM. Alternatively, you can also remove existing quest conditions
- from DLC such as Far Harbor.
- Timed Startup: An option to begin a DLC after a specified number of in-game days has also been
- included, but isn't enabled by default.
- Lightweight and Compatible: This mod only touches DLC startup scripts, no other edits are made.
- It should be fully compatible with the Unofficial Fallout 4 Patch, but just make sure it's
- loaded after it in your load order.
- *****************************************************************
- 2. Manual Installation
- *****************************************************************
- 1. Unzip the contents of DLC Timing.zip to your Fallout 4 Data folder.
- D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data
- 2. Confirm you have the following files in your Fallout Data folder:
- DLC Timing.esp
- DLC Timing - Main.ba2
- MCM\Config\DLC Timing\config.json
- 3. Add *DLC Timing.esp to your plugins.txt file located in the following directory:
- %userprofile%\AppData\Local\Fallout4
- 4. Start the game.
- 5. Start a new playthrough to control the startup timings of the Fallout 4 DLC.
- *****************************************************************
- 3. Manual Upgrade
- *****************************************************************
- 1. Backup the existing DLC Timing.esp and DLC Timing.bsa files in your Fallout 4 data folder.
- D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data
- 2. Extract the new DLC Timing.esp and DLC Timing.bsa files to your Fallout 4 data folder and
- replace the existing files.
- 3. Backup your current save(s). They should be stored in the following location:
- %userprofile%\Documents\My Games\Fallout4\Saves
- 4. Start the game.
- *****************************************************************
- 4. Configuration
- *****************************************************************
- DLC Timing includes an MCM that allows you to configure the following options independently for each
- DLC. If you need to run the console commands to change these options, replace the # in DLC0# with the
- DLC number, and <DLCName> with the name of the DLC. i.e.: DLC01Automatron, DLC03FarHarbor,
- DLC04NukaWorld or DLC06VaultTecWorkshop.
- location, etc. When out in the wilderness, the type of enemy you may get caught by is randomized.
- - Minimum Level:
- Determines the minimum level the player needs to reach before the DLC will begin.
- You can also change this setting with the following console command:
- set DLCT_DLC0#<DLCName>StartLevel to # (1 - 65535)
- - Main Quest:
- Sets which quest in the main quest chain needs to be completed before the DLC will begin.
- You can also change this setting with the following console command:
- set DLCT_DLC0#<DLCName>MainQuest to # (0 - 10)
- 0 - None
- 1 - Out of Time
- 2 - Jewel of the Commonwealth
- 3 - Unlikely Valentine
- 4 - Getting a Clue
- 5 - Reunions
- 6 - Dangerous Minds
- 7 - The Glowing Sea
- 8 - Hunter/Hunted
- 9 - The Molecular Level
- 10 - Institutionalized
- - Minutemen Quest:
- Sets which quest in the Minutemen quest chain needs to be completed before the DLC will begin.
- You can also change this setting with the following console command:
- set DLCT_DLC0#<DLCName>MinutemenQuest to # (0 - 9)
- 0 - None
- 1 - When Freedom Calls
- 2 - The First Step
- 3 - Taking Independence
- 4 - Old Guns
- 5 - Inside Job
- 6 - Form Ranks
- 7 - Defend the Castle
- 8 - The Nuclear Option (Minutemen)
- 9 - With Our Powers Combined
- - Brotherhood of Steel Quest:
- Sets which quest in the Brotherhood of Steel quest chain needs to be completed before the DLC
- will begin.
- You can also change this setting with the following console command:
- set DLCT_DLC0#<DLCName>BoSQuest to # (0 - 15)
- 0 - None
- 1 - Fire Support
- 2 - Call to Arms
- 3 - Semper Invicta
- 4 - Shadow of Steel
- 5 - Tour of Duty
- 6 - Show no Mercy
- 7 - From Within
- 8 - Outside the Wire
- 9 - Liberty Reprimed
- 10 - Blind Betrayal
- 11 - Tactical Thinkiing
- 12 - Spoils of War
- 13 - Ad Victoriam
- 14 - The Nuclear Option (Brotherhood of Steel)
- 15 - A New Dawn
- - Railroad Quest:
- Sets which quest in the Railroad quest chain needs to be completed before the DLC will begin.
- You can also change this setting with the following console command:
- set DLCT_DLC0#<DLCName>RRQuest to # (0 - 15)
- 0 - None
- 1 - Road to Freedom
- 2 - Tradecraft
- 3 - Underground Undercover
- 4 - Precipice of War
- 5 - Rockets' Red Glare
- 6 - The Nuclear Option (Railroad)
- - Institute Quest:
- Sets which quest in the Institute quest chain needs to be completed before the DLC will begin.
- You can also change this setting with the following console command:
- set DLCT_DLC0#<DLCName>InstituteQuest to # (0 - 15)
- 0 - None
- 1 - Synth Retention
- 2 - The Battle of Bunker Hill
- 3 - Mankind - Redefined
- 4 - Mass Fusion
- 5 - Pinned
- 6 - Powering Up
- 7 - End of the Line
- 8 - Airship Down
- 9 - Nuclear Family
- - Game Days Passed:
- Determines the minimum number of in-game days that need to pass before the DLC will begin.
- You can also change this setting with the following console command:
- set DLCT_DLC0#<DLCName>GameDaysPassed to # (0 - 65535)
- - Notify on Start:
- If this option is enabled, you'll see a small text notification at the top left of your screen
- when the DLC starts.
- You can also change this setting with the following console command:
- set DLCT_DLC0#<DLCName>NotifyStart to # (1 - 65535)
- *****************************************************************
- 5. Change List
- *****************************************************************
- 1.0 - Initial Release.
- 1.1 - Renamed the ba2 file.
- 1.2 - DLC Timing should now be compatible with UFO4P.
- 1.3 - Added extra options to control Automatron random encounter and workshop attack chances.
- - Added extra options to control the minimum level for level-gated random encounters.
- - Added extra options to control the minimum level for level-gated enemy spawns such
- Behemoths, Mirelurk Queens, etc.
- 1.3.1 - Fixed an issue with the form IDs in config.json that could've prevented the MCM from
- recording changes made to startup conditions.
- 1.3.2 - Fixed a compatibility issue with UFO4P on DLC03MQ00 and DLC04MQ00.
- *****************************************************************
- 6. F.A.Q.
- *****************************************************************
- Q. It didn't work!
- A. You need to start a new playthrough in order to be able to control DLC startup conditions with
- this mod, as several script files from the DLC had to be modified. Also keep in mind that other
- mods such as the unofficial patch may modify the same script files modified by DLC Timing, so make
- sure DLC Timing comes after these mods.
- Q. When does it check whether it's ready to start a DLC?
- A. For most DLC, startup conditions are checked whenever you travel to a new location. For Far Harbor
- this occurs whenever you travel to a settlement.
- Q. Traveling to Quincy Quarries automatically starts the Vault-Tec DLC.
- A. The Vault-Tec DLC originally starts on its own when you travel to this location. I can change this
- in a future update, but for the sake of keeping things as compatible as possible i'm trying to
- minimize the number of changes that need to be made.
- *****************************************************************
- 7. Compatibility
- *****************************************************************
- The following is a list of modified references and is provided for the benefit of other mod developers
- for the sake of avoiding any possible incompatibilities with DLC Timing.
- Quests: Form ID:
- DLC01MQ00 01000805
- DLC03MQ00 02001B3E
- DLC04MQ00 04000800
- DLC06MQ01 030043E5
- Story Manager Nodes:
- DLC03EnterDiamondCityNode 0200215E
- Scripts:
- DLC01:DLC01MQ00Script
- DLC03:DCL03MQ00Script
- QF_DLC03MQ01ChangeLocationHa_0100215E
- DLC04:DLC04MQ00QuestScript
- DLC06:DLC06MQ01Script
Advertisement
Add Comment
Please, Sign In to add comment