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Posted
40 minutes ago, JohnyBurner said:

I've since managed to start the quest (the collar exploding was probably the raider base being to large and weirdly shaped, triggering the distance explosion).

But I have a roll of issues. I'm using Latex Dreams, and most collars don't equip or work in conjuction with the mod. But Raider's Pet collar gets activated, but not equipped? As in, there's no raider collar in the inventory equipped or not, just the Latex Dream one. Which poses the issue that it can't be taken off. So, is there a command for removing the collar effect, in the event I get the keys for it? Maybe deactivating it?

I also got the impression that the Lucky raider would have the keys? But I had no such raider in the camp (actually, it was an apartment buiding, but still). The raider had the keyes, but it was not named Lucky.

I also came across the problem of being locked out of my pip-boy after a few interactions. For instance, after trying to pickpocket the keys from the raider. This issue happened several times in different times while I was trying the mod. No command managed to allow me access, not even a few debug options from other mods that usually give me back control. Disabling the mod immediately gave me back access to the pip-boy.

When you are locked out of the Pip-Boy, try "DIEL" in console and look for locked layers.

Enable any locked layers with "RIEL #", where 3 is the number of the locked layer.

Try to enter VATS and exit right away.

 

All else fails, try "player.equipitem 21b3b" in console.

Posted
3 hours ago, judge007 said:

When you are locked out of the Pip-Boy, try "DIEL" in console and look for locked layers.

Enable any locked layers with "RIEL #", where 3 is the number of the locked layer.

Try to enter VATS and exit right away.

 

All else fails, try "player.equipitem 21b3b" in console.

 

I tried the equipitem command, didn't work, but the next time I'll try the DIEL command.

 

In any case, this mod is doing numbers on my save. I set the Raider Pet chance to 100% on Violate, and during the AAF scene, it crashes. No information on the log. It's probably either Latex Dreams, Hardship or SH+. Needs more digging.

Posted

Can someone tell if the Raider Pet mod appears in the MCM ? I don t know if it is on, I saw no ingame message for its install.

Posted
1 hour ago, SSJ8 said:

Can someone tell if the Raider Pet mod appears in the MCM ? I don t know if it is on, I saw no ingame message for its install.

 

Not in the original version, but it was added in later fixes.

Posted
7 hours ago, deathmorph said:

 

Not in the original version, but it was added in later fixes.

I got the last version, forgot to mention that i finished commonwealth slavers, so i installed pet raider now after finishing the quests in there. Someone told me it won t be a problem with it because i finished the quest from the mod.I thin I tried pet raider some time ago and still had same problem.

Posted (edited)
3 hours ago, SSJ8 said:

so i installed pet raider now after finishing the quests in there

 

As I said, I only have the original version 1.4 installed now. There is no MCM there. I saw MCM at version 0.5 and higher, regardless of my own game progress.

Edited by deathmorph
Posted
6 hours ago, SSJ8 said:

I got the last version, forgot to mention that i finished commonwealth slavers, so i installed pet raider now after finishing the quests in there. Someone told me it won t be a problem with it because i finished the quest from the mod.I thin I tried pet raider some time ago and still had same problem.

Buried in these 104 pages of support thread posts are some updates other users have made for this mod.

I find the two in this pic works the best for me . . . YMMV

 

 

RaiderPet.jpg

  • 2 weeks later...
Posted

hullo
Question: Is there a way to also make the same mod for Gunners? 
ie: Gunners wont be insta aggro to you, and you can surrender yourself to them, in order to steal something from them??
recently I added Locked and Loaded and Faction Reinforcements to my mod list, which puts an ungodly amount of very strong enemies around Gunner Plaza. fighting them all, even with 5 followers is impossible. Was hoping if this mod can be adapted for Gunners so we can infilterate the Gunner HQ . . .

Posted (edited)
7 hours ago, sabster123 said:

hullo
Question: Is there a way to also make the same mod for Gunners? 
ie: Gunners wont be insta aggro to you, and you can surrender yourself to them, in order to steal something from them??
recently I added Locked and Loaded and Faction Reinforcements to my mod list, which puts an ungodly amount of very strong enemies around Gunner Plaza. fighting them all, even with 5 followers is impossible. Was hoping if this mod can be adapted for Gunners so we can infilterate the Gunner HQ . . .

Use beggar whore or hardship +tsex

 

Those mods allows non hostile gunners and non hostile but harassing raiders if player weapon is holstered

Edited by riveth
  • 2 weeks later...
Posted

The companion dog from Commonwealth Slavers has the same dialogue as a raider, so the dog tries to enslave me. This stems most likely from the dog being in the Raiders faction, but an animal shouldn't really be collaring me. I don't have a lot of knowledge about dialogue, so my attempts at editing the mod to remove this "feature" have failed so far. Would really appreciate some pointers.

Posted (edited)
On 7/21/2026 at 3:15 PM, JohnyBurner said:

The companion dog from Commonwealth Slavers has the same dialogue as a raider, so the dog tries to enslave me. This stems most likely from the dog being in the Raiders faction, but an animal shouldn't really be collaring me. I don't have a lot of knowledge about dialogue, so my attempts at editing the mod to remove this "feature" have failed so far. Would really appreciate some pointers.

You can add a condition to this dialogue greeting that NPC is human. There is probably similar condition to check if NPC is a raider already.

So just copy this condition and change it to human so only human raider will start dialogue.

Edited by riveth
Posted (edited)
6 hours ago, riveth said:

You can add a condition to this dialogue greeting that NPC is human. There is probably similar condition to check if NPC is a raider already.

So just copy this condition and change it to human so only human raider will start dialogue.

 

Yeah, JB put the exact condition needed on the Slavers thread:
Subject GetIsRace HumanRace

Added it to the first dialogue prompt ("What do we have here?"), and now raider dogs don't mess the dialogue anymore.

Edited by JohnyBurner
  • 3 weeks later...
Posted
On 6/27/2026 at 8:28 PM, deathmorph said:

 

Not in the original version, but it was added in later fixes.

And where can I get this fixes ? i have only the latest version from 2019

Posted
38 minutes ago, Moacir Jr said:

And where can I get this fixes ? i have only the latest version from 2019


I found version 0.5ng... installed it... wow... it has the MCM menu... that's great... but since version 1.4, "unarmed" mode doesn't work; instead, they attack me as soon as they see me... I still have weapons on me, but I'm not holding them or carrying explosives.

Posted
2 hours ago, Moacir Jr said:


they attack me as soon as they see me... I still have weapons on me, 

 

That's it. 
You cannot carry any weapon (or explosives) on you if you want to become a Raider Pet.
Even if not equipped. 

And (in case of Lexington) you have to get rid of all of them before crossing the city limits (the point where the game tells you that you detected Lexington). 

 

Posted
6 hours ago, JonX67 said:

 

That's it. 
You cannot carry any weapon (or explosives) on you if you want to become a Raider Pet.
Even if not equipped. 

And (in case of Lexington) you have to get rid of all of them before crossing the city limits (the point where the game tells you that you detected Lexington). 

 

Thanks...Got it... I had only understood it as "unarmed"... Thanks...

Posted
18 hours ago, Moacir Jr said:

And for whips, do I need a mod? I have several animation mods, but I don't recall if I have an animation mod for whips...

 

IIRC, I think the mod has its own whip.

Posted (edited)
23 hours ago, JohnyBurner said:

 

IIRC, I think the mod has its own whip.

Sorry to keep bothering you, but do you have the link for IIRC? I don't know that mod and I'm not familiar with the abbreviation. When I had Commonwealth Slavers installed, there was whipping, but I thought it was from the mod...

And as for the strip-search mod—there's always talk about it, but nothing ever comes of it.

Thanks a lot

Edited by Moacir Jr
Posted
21 minutes ago, Moacir Jr said:

Sorry to keep bothering you, but do you have the link for IIRC? I don't know that mod and I'm not familiar with the abbreviation. When I had Commonwealth Slavers installed, there was whipping, but I thought it was from the mod...

And as for the strip-search mod—there's always talk about it, but nothing ever comes of it.

Thanks a lot

 

I think he/she refers IIRC as a common internet abbreviation that stands for "if I remember correctly" or "if I recall correctly."

Posted
8 minutes ago, Cealapa said:

 

I think he/she refers IIRC as a common internet abbreviation that stands for "if I remember correctly" or "if I recall correctly."

OHhhhhh.. That was......embarrassing... I'll never forget that, never... thanks a lot...

Posted

Another question: using the "Sexual Harassment" mod with the "Raider Pet" might cause issues with the "Raider Pet"? I feel like the "SH" mod's with "molest attack" fits really well, because they might want to take she to be used somewhere else...

Posted (edited)
56 minutes ago, Moacir Jr said:

Another question: using the "Sexual Harassment" mod with the "Raider Pet" might cause issues with the "Raider Pet"? I feel like the "SH" mod's with "molest attack" fits really well, because they might want to take she to be used somewhere else...

 

SH doesn't search for for furniture so far to become a problem for PC trespassing. But if you want to be absolute safe turn off Use Furniture in MCM SH/General and animations will start right there. This could be a big problem (using furniture) with RSEII CSA Abductions where allowed movement area is quite small.

 

If you talk about SH + Pervert, abductions belonging to Pervert happen only in settlements, Diamond City, Goodneighbor and Bunker Hill (although they can be disabled in MCM), not in areas populated by raiders. 

 

However, SH and Raider Pet dialogues can interferer.

 

LE: Regarding whipping and searching, these are animations triggered by mod. You have to have these animations installed. 

Edited by Cealapa
Posted (edited)
1 hour ago, Moacir Jr said:

Another question: using the "Sexual Harassment" mod with the "Raider Pet" might cause issues with the "Raider Pet"? I feel like the "SH" mod's with "molest attack" fits really well, because they might want to take she to be used somewhere else...

In SH, you can pick NPC type that mod takes under consideration when looking for approaches. I simply recommend to turn off the raiders and mutants since it's just plain stupid to meet your super mutant fan of raider hypnotherapist. :) when raiders are disabled nothing interferes with raider pet

Edited by riveth
Posted (edited)
28 minutes ago, Cealapa said:

LE: Regarding whipping and searching, these are animations triggered by mod. You have to have these animations installed. 

 

Yes, about this, search, Which mod do I need to download for this? Because, like I said, the strip-search conversion is there, but nothing happens—it just ends.

 

PS: Sorry for all the questions, but until yesterday I was only using version 1.4—and I already loved it. I didn't know about all the improvements and fixes in 0.5ng, which I discovered by chance, and I absolutely love it...

Edited by Moacir Jr

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