whiskeyandropes Posted October 5, 2025 Posted October 5, 2025 On 10/4/2025 at 5:28 AM, gegging said: 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. KFT is tightly integrated into original 0.5 and would take a bit of work to unbind in all. For reasons I gave above and that I like those mechanics. it's not something I'll do. A couple of suggestions though: Try the original Raider Pet, without 0.5 or 0.5ng patches. It doesn't use KFT, downside is I'm not sure if it also had the generic dialogue and beeping issues. Cheat and use the KFT MCM to escape restraints after they're applied. It won't impact the quests, even Lucky's. If amputated using KFT, will re-amputate (on bad rng) on next offense (escape attempt or pickpocket)
deathmorph Posted October 5, 2025 Posted October 5, 2025 1 hour ago, whiskeyandropes said: and beeping issues fyi - no, the original didn't beep without a collar. Since your patch I haven't noticed this anymore 1
gegging Posted October 25, 2025 Posted October 25, 2025 Using Whiskeyandropes patch Despite having animal content disabled, raider boss and lucky would start the fido task. The latter of which would force me in kft binds but fido wouldn't spawn. On repeated tests, whipping outcomes seemingly permanently disables my ability to sprint at random.
nonofyodambiznes Posted October 30, 2025 Posted October 30, 2025 what does the blood lust feature do?
ectrshgpp Posted October 31, 2025 Posted October 31, 2025 (edited) Hi, .I'm stuck facing Furniture issue, meaning my PC can't interact with Xcross or pillory from Torture Devices. Boss instruct my PC to go to these TD but she can't. NPC can use them. when using aaf in manual mode my PC is able to use it. But using the classic interactive way she can't. 🤯 Any idea ? Edited October 31, 2025 by ectrshgpp
xXxMikeyxXx Posted November 2, 2025 Posted November 2, 2025 This mod is the best. It has a permanent place in my load order. However, I've come across an issue: now , when I walk into Corvega and get the collar on , it starts ticking and blows up before any scene can begin. I did add Raider Pet Tweeks after wards to extend the time time but now they go hostile from the get go despite being unarmed. I took it all off from my LO now but this mod is a favorite and a absolute staple. What am I doing wrong ? why does it tick and blow as soon as they put it on? Why do they go hostile from the get go?
ectrshgpp Posted November 2, 2025 Posted November 2, 2025 On 10/31/2025 at 4:24 PM, ectrshgpp said: Hi, .I'm stuck facing Furniture issue, meaning my PC can't interact with Xcross or pillory from Torture Devices. Boss instruct my PC to go to these TD but she can't. NPC can use them. when using aaf in manual mode my PC is able to use it. But using the classic interactive way she can't. 🤯 Any idea ? Finally found a workaround. By default in MCM ->Mini quest > Furniture Round is set to 0. But it trigger a round anyway. Change it to 1 then trigger a round using manual aaf. The round is completed and you're supposed to wait to be delivered. Go to talk to the boss. Fido event was triggered and the "wait to be delivered" was grey out in the Pipboy menu.
whiskeyandropes Posted November 8, 2025 Posted November 8, 2025 (edited) On 10/25/2025 at 3:21 AM, gegging said: Using Whiskeyandropes patch Despite having animal content disabled, raider boss and lucky would start the fido task. The latter of which would force me in kft binds but fido wouldn't spawn. On repeated tests, whipping outcomes seemingly permanently disables my ability to sprint at random. That's an original 0.5 (or base?) thing. Whipping applies a debuf, use cream (obtained by begging raiders) to remove the whip marks and re-enable running. Edit: Or don't be naughty I'm unsure about Fido, I only tested with said feature enabled. I don't believe any of the fixes would've impacted that functionality. Edited November 8, 2025 by whiskeyandropes
deathmorph Posted December 27, 2025 Posted December 27, 2025 On 9/17/2025 at 4:15 AM, whiskeyandropes said: Infrequent beeps when not a raider pet should no longer occur I no longer hear the beep from the collar, but instead, every now and then, the ratchet of a large-caliber machine gun's bolt. I can't describe it any better.
Zaunite Urchin Posted December 28, 2025 Posted December 28, 2025 Does anyone have the version that uses amputator as scenario?
whiskeyandropes Posted December 28, 2025 Posted December 28, 2025 18 hours ago, deathmorph said: I no longer hear the beep from the collar, but instead, every now and then, the ratchet of a large-caliber machine gun's bolt. I can't describe it any better. I haven't experienced that, is it during raider pet captivity or general play? Might be a different mod too, service rifle revamp had a similar sound issue to what you describe. If you want, post your modlist, might help isolate.
deathmorph Posted December 28, 2025 Posted December 28, 2025 1 hour ago, whiskeyandropes said: If you want, post your modlist During the game. Without a collar. Is the plugin list okay, or would it be better to use the mods themselves?
whiskeyandropes Posted December 28, 2025 Posted December 28, 2025 30 minutes ago, deathmorph said: During the game. Without a collar. Is the plugin list okay, or would it be better to use the mods themselves? Plugin list
deathmorph Posted December 28, 2025 Posted December 28, 2025 3 hours ago, whiskeyandropes said: Plugin list Thank you for checking. plugins.txt
whiskeyandropes Posted December 29, 2025 Posted December 29, 2025 5 hours ago, deathmorph said: Thank you for checking. Nothing stood out, does the sound match one of the weapon mods in your loadout? And if so, are they distributed to npc's?
deathmorph Posted December 29, 2025 Posted December 29, 2025 2 hours ago, whiskeyandropes said: Nothing stood out, does the sound match one of the weapon mods in your loadout? And if so, are they distributed to npc's? No. I'm playing with the makeshift rifle, the .50 caliber, and the hunting rifle. And the lever-action rifle from FH. The ratcheting sound is completely different. Slow, like a mini-gun, but not exactly like the mini-gun itself. Sharper.
whiskeyandropes Posted December 30, 2025 Posted December 30, 2025 15 hours ago, deathmorph said: No. I'm playing with the makeshift rifle, the .50 caliber, and the hunting rifle. And the lever-action rifle from FH. The ratcheting sound is completely different. Slow, like a mini-gun, but not exactly like the mini-gun itself. Sharper. I can't think of anything in raider pet that would cause that, It's nothing I've experience when running original, 0.5 or the ng patch. 1
Holden McGroin Posted January 6 Posted January 6 Does anyone know if there is a way to increase the range that the PC can travel when she becomes a Raiders Pet? I am using 4estGimp's Raider Gangs Extended, I got captured by one of these added gangs near the church just north of DC. They stay in that area, so I am bound to stay close to there. I have now been told to go see the boss. However, the boss is on the SS Riptide, I can only get half way there before my head explodes. I figure if I can extend the range then I can continue to use Raider Gangs Extended mod because I quite like it. I have tried to find something using F04edit, I am assuming it is a condition or a global variable but I just don't have the modding skills to find it.
Mahuhu Posted January 6 Posted January 6 One solution, set "Collar Leash" to "fail" at 100 percent. Quest continues, but collar basically deactivated, allowing greater travel. Can always change back on next capture.
Holden McGroin Posted January 7 Posted January 7 3 hours ago, Mahuhu said: One solution, set "Collar Leash" to "fail" at 100 percent. Quest continues, but collar basically deactivated, allowing greater travel. Can always change back on next capture. Thanks, I'll do that to go there, find out who it selected as the boss, as there is no default boss there. I can them come back into the 'controlled' area and use moveto player to get him to come to me.
deathmorph Posted January 7 Posted January 7 With the "normal" Raider Pet you have Lucky, who prevents the collar from exploding by having sex on the go. I guess it doesn't exist here?
Holden McGroin Posted January 7 Posted January 7 1 hour ago, deathmorph said: With the "normal" Raider Pet you have Lucky, who prevents the collar from exploding by having sex on the go. I guess it doesn't exist here? This is not the quest where you are sent to another Raider camp, I am being told the boss wants to see me. I am just speculating here but, I have AAF Spectators installed, I think he came the watch the initial capture, and as there is no defined boss for the Raiders that captured me, as they are from the Raiders extended mod, he got selected. He then returned to the Riptide. The raider who has the key and I have to stay close to is from the Raider gangs Extended, but he is not the boss. The boss is the base game raider in power armor on the Riptide. I tried what Mahuhu suggested, I went over to the Riptide to see if I could move the quest along, however, as luck would have it a group of asaultrons attacked and killed the boss. I haven't reloaded the save and tried again. I don't think I can use Raiders Pet and the Raider Gangs Extended Mods together. I think I will just unistall the extended gangs load an earlier save and carry on. 1
OtstaliyDayn Posted January 11 Posted January 11 How do I start the quest itself? I have all the necessary mods and patches installed, and I have the MCV Raider Pet, but I get killed when I get to Corvega.
Darkmind_mc Posted January 11 Posted January 11 1 hour ago, OtstaliyDayn said: How do I start the quest itself? I have all the necessary mods and patches installed, and I have the MCV Raider Pet, but I get killed when I get to Corvega. Are you carrying any weapons? Have you left all your companions behind? (Even Dogmeat?)
OtstaliyDayn Posted January 11 Posted January 11 8 minutes ago, Darkmind_mc said: У вас есть какое-нибудь оружие? Вы оставили всех своих товарищей? (Даже Догмита?) there are no weapons in hand, no partners
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