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Posted
1 hour ago, riveth said:

The is mod called assimilation. Pc can be asimilated into diferent factions after having sex with that group. If you use any defeat mod you can trigger sex with mutants and it can lead to asimilate you into their faction

Ty Ill have a look :)

Posted (edited)

Hi! Sadly there has been no real communication, so I don't expect the new update anytime soon.

With regards to neutral NPC's (Settlers, etc) not giving their generic voice lines, has anyone found a permanent solution? I have looked with F04edit through the different Quests and Dialogue, sadly I found non with start the  'Start Game Enabled'  flag in the GaggedDialogue quest, nor in the other quests. 3 other instances, which did have the Start Game Enabled flag were RaiderPetBegging, RaiderPetRestraints and RaiderPetPunishment, but changing these did nothing either.

 

If anyone found the solution, I'd love to know, the fixes make this mod a thousand times more enjoyable. 

 

Edit: If you write stopquest RaiderPetDialogueQuest in the console, it suddenly works again until you exit the game or fast travel, needing to repeat the console command. 

Edited by Helping8
Posted
12 hours ago, Helping8 said:

Hi! Sadly there has been no real communication, so I don't expect the new update anytime soon.

With regards to neutral NPC's (Settlers, etc) not giving their generic voice lines, has anyone found a permanent solution? I have looked with F04edit through the different Quests and Dialogue, sadly I found non with start the  'Start Game Enabled'  flag in the GaggedDialogue quest, nor in the other quests. 3 other instances, which did have the Start Game Enabled flag were RaiderPetBegging, RaiderPetRestraints and RaiderPetPunishment, but changing these did nothing either.

 

If anyone found the solution, I'd love to know, the fixes make this mod a thousand times more enjoyable. 

 

Edit: If you write stopquest RaiderPetDialogueQuest in the console, it suddenly works again until you exit the game or fast travel, needing to repeat the console command. 

Yes, I tried to edit that flag in CK, yet it was not set for this quest, so it looks like false lead. Maybe there is some trigger in quest script but I'm not confident enough to mess with that.

Posted

I have kinda rare issue, cause i cant google it anyway =/
I guess nothing but a comm can help.
SO, my issue is i have a quest to Enter the furniture (pillory), but i just cant interact with it.
And the most strange thing to me, that in older savefile (absolutely same modlist, using mo2) i CAN interact with pilory and get punished.
What the hell should i do? PLEASE help me 

Posted
On 9/11/2025 at 2:15 AM, riveth said:

Yes, I tried to edit that flag in CK, yet it was not set for this quest, so it looks like false lead. Maybe there is some trigger in quest script but I'm not confident enough to mess with that.

 

It's the "Hello" dialogue topic on the main RaiderPetDialogueQuest, flag it as deleted and the issue goes away when the quest is running. It's not a solution as a couple of the topics trigger raider pet quests.

 

Sexual Harassment uses custom topics without blocking the default Hello, so I assume there's a solution to this. But I've had too much wine and xedit to go further tonight.

Posted (edited)

Attached patch should fix the hello dialogue issue for tweaked versions 0.5 or 0.6

 

The last dialogue group, RaiderPetRaiderTaunts, only had an empty topic and that seems to block all other hello's.

 

 

 

Patch is esp flagged esl using the delete record header. If there are issues, or if in a future update the group is expanded and utilized, the patch can be removed.

 

Edit: File removed as changes were rolled into the NG Patch below

Edited by whiskeyandropes
Posted
16 hours ago, whiskeyandropes said:

Attached patch should fix the hello dialogue issue for tweaked versions 0.5 or 0.6

 

The last dialogue group, RaiderPetRaiderTaunts, only had an empty topic and that seems to block all other hello's.

 

 

You're a legend! Thank you!

Posted
21 hours ago, whiskeyandropes said:

Attached patch should fix the hello dialogue issue for tweaked versions 0.5 or 0.6

 

The last dialogue group, RaiderPetRaiderTaunts, only had an empty topic and that seems to block all other hello's.

 

Raider Pet Tweak Dialogue Patch.7z 1.88 kB · 9 downloads

 

Patch is esp flagged esl using the delete record header. If there are issues, or if in a future update the group is expanded and utilized, the patch can be removed.

This is great! Any chance to fix collar beeps after it was removed?

 

 

Posted (edited)
17 minutes ago, riveth said:

This is great! Any chance to fix collar beeps after it was removed?

 

 

I think I've got a fix, testing the script change along with another to swap SUP_F4SE to Papyrus Common Library to support latest NG 1.10.984 (along with all prior versions). Maybe by eod if the event will trigger in testing.

Edited by whiskeyandropes
Posted
53 minutes ago, riveth said:

This is great! Any chance to fix collar beeps after it was removed?

 

I also wanted to ask how to get rid of the annoying beeping without a collar. 😁

Posted (edited)

0.5 Patch to Support All Game Versions - Including FO4 NG (1.10.984)

 

Latest Update: 09-26-2025

 

Mod patch to support all game versions and fixes minor bugs. No other changes are intended.


Load Order:

Raider Pet

Raider Pet Tweak - 0.5

Raider Pet Tweak - 0.5ng (attached)

 

If you have Raider Pet Tweak - 0.6 installed, uninstall it when using this this patch as it will conflict.

 

IMPORTANT: SUP_F4SE is no longer required with this patch, Papyrus Common Library is!

 

Primary Fixes and Updates

  • Generic NPC dialogue is restored (prior patch is no longer required).
  • Infrequent beeps when not a raider pet should no longer occur.
  • Updates usage of SUP_F4SE commands to Papyrus Common Library to support game versions up to 1.10.984
  • Amputator is now a softer soft dependency as it is also not available for 1.10.984.
    • If Amputator is not installed but MCM is configured, Kziitd will be used instead.
    • If both are installed and you want to use Kziitd over Amputator, set the MCM value to 4.

 

Additional Quest Fixes

Spoiler

Punishment

  • Fixed function call error that prevented punishment scene after a failed escape attempt.

Stuck in Place

  • Fixed "Wait until you are released" objective not completing
  • Fixed issue where PC would be frozen during Stuck in Place if approached by a regular raider dialogue before entering furniture

Truce

  • Fixes potential issue where "Talk to your Escort" quest objective marker is not marked complete.

Begging

  • Explicitly sets random end flags to fix instances of stuck dialogue camera.
  • Function AddCuffs() now properly equips cuffs instead of gag.

Doctor

  • Augmented the original logic that healed Amputator amputations to also heal Kziitzd amputations.
    • If the functionality is not desired, the script can be deleted.

MCM

  • Fixed variable name mismatch for iCooldownMediumDelay. Set value will now persist.
  • Fixed variable name mismatch for iPsychoBuffChance. Set value will now persist.
  • iUseFurniturePref variable is now settable to 0, enabling original script logic to disable furniture. In practice, some furniture is still used.

 

Please report any bugs or issues!

 

 

 

Raider Pet Tweak - 0.5ng.7z

Edited by whiskeyandropes
Included additional quest fixes.
Posted (edited)
4 hours ago, deathmorph said:

 

Thanks so much! I'm using version 163. Is it backward compatible?

Yep! Just grab the prerequisites for common library, should be F4SE version agnostic.

 

Edit: Clarified the title

Edited by whiskeyandropes
Posted

Is anyone else having dialogue tree issues with the begging?

 

In several of them (food for instance) the game can't seem to find or pick an npc response. The dialogue camera perpetually stays focused on the player until I pivot focus off the npc. Nothing else happens.

 

I'm not sure if it's a general issue, my load out, or a 984 bug. I've slowly started fixing it locally by tweaking the conditions and usage of randomize in the begging dialogue branches.

Posted
1 hour ago, whiskeyandropes said:

Is anyone else having dialogue tree issues with the begging

 

Can you please explain in more detail what you mean? English isn't my native language.


If that's the case, I sometimes have to click "E" on an NPC before he responds. And within a minute, I had a gun dealer who was marked "stranger" and wasn't responding at all. Even though he was supposed to be trading. (yes, I installed your dialogue patch)

Posted
35 minutes ago, deathmorph said:

 

Can you please explain in more detail what you mean? English isn't my native language.


If that's the case, I sometimes have to click "E" on an NPC before he responds. And within a minute, I had a gun dealer who was marked "stranger" and wasn't responding at all. Even though he was supposed to be trading. (yes, I installed your dialogue patch)

I’m playing through the various raider pet scenarios as a raider pet, inside corvega. I’m also on survival difficulty.
 

Trying to ask a raider for food and the game acts like there’s no npc responses available and stays in dialogue camera mode till I point my character away from the npc.

Posted
On 9/16/2025 at 9:15 PM, whiskeyandropes said:

0.5 Patch to Support All Game Versions - Including FO4 NG (1.10.984)

 

This patch updates the mod to support all game versions and fixes minor bugs. No other changes are intended.


Load Order:

Raider Pet

Raider Pet Tweak - 5.0

Raider Pet Tweak - 5.0ng (attached)

 

If you have Raider Pet Tweak - 0.6 installed, uninstall it with this patch as it will conflict.

 

IMPORTANT: SUP_F4SE is no longer a requirement with this patch, Papyrus Common Library is!

 

Change Log

2025-09-19

  • Rebased NG changes onto version 0.50 as I had better stability with that version in testing.
  • Amputator is now a soft dependency as it is also not available for 1.10.984.
    • If Amputator is not installed but MCM is configured, Kziitd will be used instead.
    • If both are installed and you want to use Kziitd over Amputator, set the MCM value to 4.
  • Fixes issue where Generic NPC dialogue was unavailable (prior patch is no longer required).
  • Fixes begging dialogue branches by adding explicit 'Random End' flags where multiple topics existed in a single tree (XDI).
  • Fixed MCM variable name mismatch for iCooldownMediumDelay. Setting this value in MCM should now persist.
  • Fixed issue in begging quest where function AddCuffs() was equipping a gag instead of a cuff.
  •  

2025-09-17

  • Updates usage of SUP_F4SE commands to Papyrus Common Library.
  • Removed one call to BeepMulti() to (hopefully) remove the infrequent beep when not an active Raider Pet.

 

Please report any bugs or issues!

 

Raider Pet Tweak - 0.5ng.7z 48.55 kB · 0 downloads

 

Updated the NG patch, primarily to resolve another conflict with 1.10.984 (amputations)

Posted
3 hours ago, whiskeyandropes said:

 

Updated the NG patch, primarily to resolve another conflict with 1.10.984 (amputations)

everything seems fine for now. I only had issue with collar. I exceeded "no action" time while sleeping and collar started to beep. Beep sounds where somewhat broken, like playng two at same time. (tested this 4 times each time same problem) then it misfired. So I took another nap and collar started to beep again, which is strange, since previosly if it misfires it stayed off.
 

 

Posted
15 hours ago, riveth said:

I exceeded "no action" time while sleeping and collar started to beep. Beep sounds where somewhat broken, like playng two at same time. (tested this 4 times each time same problem) then it misfired.

 

If you can upload a papyrus log, I'll take a look.

 

15 hours ago, riveth said:

So I took another nap and collar started to beep again, which is strange, since previosly if it misfires it stayed off.

 

Looking through the code, there's two timers that can trigger an explosion. The boom timer will only ever go off once during a captivity (I think). The Collar Tick will always continue unless the player escapes or deactivates the collar, even if the tick ends in an explosion. The tick timer is reset just before the detonation.

 

Posted (edited)
On 9/16/2025 at 9:15 PM, whiskeyandropes said:
  • Removed one call to BeepMulti() to (hopefully) remove the infrequent beep when not an active Raider Pet.

 

@riveth In looking through the events I think I better isolated why commenting out the one MultiBeep (partially) worked. The main quest, which is always running, has a listener setup on AAF:AAF_API.OnAnimationChange

 

Any AAF scene will start or reset the Cooldown timer (causing the first infrequent beep). The cooldown timer then kicks off the collar tick timer which will cause a second beep, but not reinitialize.

 

All that to say I think I only partially fixed the random beeps when not an active raider pet. But fixing it should be as simple as wrapping the event logic in a conditional based on whether the player is a raider pet (isCaptive)

 

Edited by whiskeyandropes
Posted
7 hours ago, whiskeyandropes said:

 

@riveth In looking through the events I think I better isolated why commenting out the one MultiBeep (partially) worked. The main quest, which is always running, has a listener setup on AAF:AAF_API.OnAnimationChange

 

Any AAF scene will start or reset the Cooldown timer (causing the first infrequent beep). The cooldown timer then kicks off the collar tick timer which will cause a second beep, but not reinitialize.

 

All that to say I think I only partially fixed the random beeps when not an active raider pet. But fixing it should be as simple as wrapping the event logic in a conditional based on whether the player is a raider pet (isCaptive)

 

 

Posted a new update to the patch, this looks to be the actual fix for the beeps when not a raider pet (before or after captivity).

Posted
On 9/17/2025 at 5:45 AM, whiskeyandropes said:

0.5 Patch to Support All Game Versions - Including FO4 NG (1.10.984)

 

This patch updates the mod to support all game versions and fixes minor bugs. No other changes are intended.


Load Order:

Raider Pet

Raider Pet Tweak - 0.5

Raider Pet Tweak - 0.5ng (attached)

 

If you have Raider Pet Tweak - 0.6 installed, uninstall it when using this this patch as it will conflict.

 

IMPORTANT: SUP_F4SE is no longer a requirement with this patch, Papyrus Common Library is!

 

Change Log

2025-09-20

  • Fixed infrequent beeps when not a raider pet
    • Caused by a listener attached to AAF's OnAnimate event.
      • Mod was always attached, even when not an active raider pet.
      • Any AAF scene would trigger one of the mod's timers causing a beep when it expired.
    • Fixed by registering and unregistering the listener based on raider pet captivity.
  • Fixed the GenericDoctorsScriptDoctor  to "heal" Kziitd amptuations.
    • I added this to keep the mod inline with the original author's design.
    • If the functionality is not desired, the script can be deleted.

2025-09-19

  • Rebased NG changes onto version 0.50 as I had better stability with that version in testing.
  • Amputator is now a soft dependency as it is also not available for 1.10.984.
    • If Amputator is not installed but MCM is configured, Kziitd will be used instead.
    • If both are installed and you want to use Kziitd over Amputator, set the MCM value to 4.
  • Fixes issue where Generic NPC dialogue was unavailable (prior patch is no longer required).
  • Fixes begging dialogue branches by adding explicit 'Random End' flags where multiple topics existed in a single tree (XDI).
  • Fixed MCM variable name mismatch for iCooldownMediumDelay. Setting this value in MCM should now persist.
  • Fixed issue in begging quest where function AddCuffs() was equipping a gag instead of a cuff.

2025-09-17

  • Updates usage of SUP_F4SE commands to Papyrus Common Library.
  • Removed one call to BeepMulti() to (hopefully) remove the infrequent beep when not an active Raider Pet.

 

Please report any bugs or issues!

 

 

Raider Pet Tweak - 0.5ng.7z 48.54 kB · 7 downloads

can i have an all-in-one file please?

Posted
2 hours ago, nonofyodambiznes said:

can i have an all-in-one file please?

 

Can't or won't... can't... but also won't... for two reasons:

  1. I'm neither the author of the original mod or 0.5 and don't have the permission to do so.
  2. Patches should be kept separate for change accountability (maybe more a personal belief, like "code is documentation")

The patch mod is eslified, saving the esp space. But if you want to reduce to one file it's perfectly safe to merge the changes into the Raider Pet.esp using FO4Edit. I'll leave that to individuals to do on their own.

 

If there are future updates to the patch, I'll note if there are esp changes in the patch log.

 

4wnj47frc8871.webp.a8c01a602bc69a8c286a203914751ffc.webp

Posted
9 minutes ago, whiskeyandropes said:

 

Can't or won't... can't... but also won't... for two reasons:

  1. I'm neither the author of the original mod or 0.5 and don't have the permission to do so.
  2. Patches should be kept separate for change accountability (maybe more a personal belief, like "code is documentation")

The patch mod is eslified, saving the esp space. But if you want to reduce to one file it's perfectly safe to merge the changes into the Raider Pet.esp using FO4Edit. I'll leave that to individuals to do on their own.

 

If there are future updates to the patch, I'll note if there are esp changes in the patch log.

 

4wnj47frc8871.webp.a8c01a602bc69a8c286a203914751ffc.webp

Understandable_Have_a_Great_Day.jpg.1aca1f2ac7b9e8e1294e5995f6111229.jpg

  • 2 weeks later...
Posted
On 9/17/2025 at 11:15 AM, whiskeyandropes said:

Amputator is now a softer soft dependency as it is also not available for 1.10.984

Thank you for your work.

Can you turn KFT a soft dependeny instead of a hard one. I do not care for the mechanics involving them, so I set them to 0 in the mcm anyways.

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