That was the first thing I thought myself... but I don't have it installed on my laptop.
I did move some saves from my main system (has the MOD) over, but I don't see how that could effect a new game.
Really weird then, the original logic is (I deleted some instructions to reduce the complexity but logic flow is unchanged):
menu:
"Help her":
mc "Come with me, let me have a closer look at it."
"Let her go":
label ep6_letgo_label:
mc "..."
jump ep6_math_label
scene ep6_quinn12 with dissolve
qu "I don't need your help."
if pathMayaJosy or not quinnLikesYou or not ep4_quinn_lewd or affinity != "DIK":
scene ep6_quinn16 with dissolve
mc "Hey! Wait!"
stop music fadeout 3
jump ep6_math_label
label ep6_accept_label:
scene ep6_quinn11 with dissolve
mc "Yeah, I get it. You're strong and independent."
and the modded logic is:
menu:
"Help her (Quinn scene)":
mc "Come with me, let me have a closer look at it."
jump ep6_accept_label
"Let her go":
label ep6_letgo_label:
mc "..."
jump ep6_math_label
scene ep6_quinn12 with dissolve
qu "I don't need your help."
if pathMayaJosy or not quinnLikesYou or not ep4_quinn_lewd or affinity != "DIK":
scene ep6_quinn16 with dissolve
mc "Hey! Wait!"
stop music fadeout 3
mc "Quinn..."
jump ep6_math_label
label ep6_accept_label:
scene ep6_quinn11 with dissolve
mc "Yeah, I get it. You're strong and independent."
That yellow highlighted jump is from the mod, otherwise without that jump you need to not have any of the conditions in the blue highlighted condition. Unless patch 6.1 does this?