Jump to content

stobor

Members
  • Content Count

    1,497
  • Joined

  • Last visited

  • Days Won

    1

About stobor

  • Rank
    Mega Poster
  • Birthday 03/03/1966

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. stobor

    Raider Pet

    @Agnot2014: Still ?! OK, try removing the 10mm ammo (though ammo shouldn't matter, it is odd that this particular pile of ammo isn't shown in the inventory menu). Also (real long shot, but I'm out of other ideas) let's confirm that the player character has the standard Ref ID (0x14). Do a 'prid 14' in console, and then 'showinventory' (without the 'player' prefix). It should show the same inventory that 'player.showinventory' did. BTW, the sit & wait step in your test isn't necessary. The checks run on change location events, not a timer. Your trip to Sanctuary should've run the check though.
  2. stobor

    Raider Pet

    That is indeed a 'weapon', known as 'Unarmed Human'. It doesn't have the keyword ObjectTypeWeapon (in a vanilla game anyway), but if it is equipped (shown as Worn in the inventory report) that would certainly count. I tested that in game, to confirm. It's not normally in inventory, but it's used in a few quests where brawling is called for - so I can imagine that a late-game character might have it hanging around. Try console 'player.removeitem c2c27' to get rid of it, and see if that fixes the problem. Meanwhile, I'll build an exception for this into the weapons checks.
  3. The jingle-bell sound effect that's present on the nipple and navel rings (with the bell OMOD) is missing from the clit ring. It appears to be a matter of one missing keyword on the relevant OMOD. Patched ESP attached. le666piercings.esp
  4. stobor

    Raider Pet

    Not to my knowledge. Try this (after creating a save you can fall back to): put everything in storage (except for keys and other items that can't be put down). console 'player.showinventory' (to see what's left, even things that the menus don't show). Look through that listing, pay special attention to any items you don't recognize. Remember, the quest won't react immediately to inventory changes - it only checks on location change events, so 'isUnarmed' would lag the reality by a bit. If that doesn't show the problem, I'm out of ideas.
  5. stobor

    Raider Pet

    @Agnot2014: meds are no problem. the power armor check is a builtin Papyrus function, and I don't believe it's looking for anything other than whether you're in a power armor frame. If RSE items were a problem, there'd be a ton of bug reports. What is consistently missing from your Papyrus log is a trace saying you were added to CaptiveFaction (a vanilla game faction used for captured settlers and the like). The checks that should trigger that are: This check is run anytime the PlayerRef changes locations. 'isUnarmed' is a boolean condition in the RaiderPetDialogueQuest (part of that long listing of 'sqv' output), if you want to confirm the quest state before getting shot at. Since there's no sign of script errors in your logs, I have to assume this script event is happening, and these checks are finding something that counts as a weapon (i.e. has keywords like ObjectTypeWeapon or WeaponTypeThrown). Any unarmed combat mods that add invisible 'weapons' to the character, for example. (I know I ran into some such in Skyrim, I don't know if there are any for Fallout).
  6. stobor

    Raider Pet

    @Agnot2014: Try approaching on foot, instead of fast travel (fast travel to somewhere nearby, not direct to Corvega, then approach on foot). The fast-travel may be short-cutting the usual location change events. The only other theory I can come up with is that some mod has radically altered the CaptiveFaction in your game. But that would break a number of vanilla quests, so it seems really unlikely.
  7. stobor

    Raider Pet

    If it were down to 1 min., you'd most likely blow up in mid-animation. And it would be totally impractical for some of the new content coming.
  8. stobor

    Raider Pet

    @Agnot2014: That's better, the log shows normal RaiderPet traces and no errors. What it does not show is the mod recognizing a potential captive. But I note that you wrote 'no weapons equipped', not 'no weapons in inventory'. The latter is the required pre-condition.
  9. stobor

    Raider Pet

    @Agnot2014: Your Papyrus log shows no mention of RaiderPet whatsoever. Which most likely means that the quest is simply not running, since it ought to be leaving log traces any time a save is loaded (among other things). Check the main quest status in console: 'sqv RaiderPetDialogueQuest'. What puzzles me is how that could be true, if Jun Long delivered his note. That required the quest to be running, including the scripts (to put the note in your inventory). That version of AAF is most definitely supported, since that's what I've been using since it was released. And you are correct, DD would have nothing to do with the symptoms you're seeing. I didn't see anything in your load order that jumped out as a potential suspect.
  10. stobor

    Raider Pet

    I'll add that LocType too, for the next one. I didn't notice, because I tested in Sanctuary (which is both LocTypes).
  11. stobor

    Raider Pet

    As I said in the announcement post at the top of this page, it isn't functionally different from the original v1_1 (unless you want German or Russian translation). So no, you don't need it.
  12. stobor

    Raider Pet

    Supports local language translations, i.e. the ESP strings have all been extracted into string tables for translators to work with.
  13. stobor

    Raider Pet

    Then the scripts are not working. At all. Which suggests that you're on an older, unsupported version of AAF, and your Papyrus logs are probably full of fatal errors.
  14. stobor

    Raider Pet

    BTW, you can struggle out of the gag pretty easily (it's only duct tape, and your hands are free), and removing it won't aggro the raiders the way the collar would. It's there for humiliation, not real control. Hmm, speaking of the DC jail, I think maybe that part of the Big Dig quest needs some extra spice... especially if you venture in there w/o backup.
  15. stobor

    Raider Pet

    With thanks to @CGi and @Caiena, we now have German and Russian translations available. The localized version of the mod, with those translations consolidated into a single package, is not functionally different from the original v1_1 release.
×