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Posted
18 minutes ago, stobor said:

Sort of.  Once you're most of the way through Lucky's quest, regardless of how it ends, that raider camp becomes a permanent 'home base'.  If you approach it again, after your first escape, as long as you're wearing a collar and you don't have a weapon equipped, they'll react as if you'd never left.  Basically, you've got the freedom to move about, but you're still "theirs".

 

If the boss died, then there won't be anyone to restart the repeatable mini-quests; if he lived, they'll pick up again.  But I haven't given the boss any followup topics, the way Madanach had in the Druadach Redoubt scenes after Cidhna Mine.  I might do more with that in future - and the outcomes would most likely vary depending on how Lucky's scheme played out.

 

NOTE: You don't have to put your weapons in storage, the way you did to originally start the mod. You just have to unequip your primary weapon (grenades can remain equipped, WeaponTypeUnarmed is also still permitted).

 

I think I mentioned this in the change log, but I didn't especially highlight it.  Hope this explanation is clearer.

 

 

Yeah, much clearer, thanks! I should escape without killing the boss just in case you give him more quests later.

Posted
3 hours ago, stobor said:

That's just... bizarre.  I'll have to dig into the CK to see what oddball faction arrangement they were set up with.

It's prolly leftovers from the original cut content where you'd have a cage match against Cait. Adding the player to the captive faction for the fight. Sort of how they did it with the fist fight with Ronny Shaw.....just a guess. LOL

Posted
1 hour ago, Tanglin said:

Yeah, much clearer, thanks! I should escape without killing the boss just in case you give him more quests later.

That'd keep your options open, yes.  I'll probably try to make allowances for changes in gang leadership too - raiders aren't known for stable organization.  ?

 

Posted

So Jun gives me the note. I read it but don't get a quest start or anything like that. I then go where it says and the dialogue with the raider plays out but after that nothing. No collar is put on and I cant talk to the raiders anymore. I have all necessary mods installed so I have no idea what is wrong.

Posted

Question any plans for punishment for PC's that refuse/"I'm Tired" to often??

Oh side question any chance of an MCM or at least console commands to adjust either time spent there to gain a quest or number of sexual partners to gain a quest?  I tried the previous version out with a test character and I spent two in game days there and the only two events that fired was "Meet the Boss" and the "jealous" event.  Two in game days is quite a long time to be a piece of meat with only two quests.

I understand that this is a punishment quest, but couldn't they maybe tell you to "go make your rounds", "give every knob here a turn", "go fill ten milk bottles for proof" ? then come back

Wandering around not knowing how much progress I am making other then my head hasn't gone boom yet. .. .. 

Just suggestions 

Posted
2 hours ago, GoldenRain said:

Oh side question any chance of an MCM or at least console commands to adjust either time spent there to gain a quest or number of sexual partners to gain a quest?

None of it (except the brief delay before the "Meet the Boss" quest marker shows) is based on either time spent or number of partners, so that would be pointless.  I suspect that you'd find the new v1_3 does a better job of moving things along, between the changes to the mini-quest selection and a few fixes that should prevent important lines from being preempted by generic ones.

 

2 hours ago, GoldenRain said:

Question any plans for punishment for PC's that refuse/"I'm Tired" to often??

I might.  Right now, that's as much to give players some control over pacing as anything else, so I'm reluctant to penalize those choices too much.  Same reason I haven't made any punishment for skipping Lucky's mission to a rival gang.

Posted
8 hours ago, LordDamis89 said:

So Jun gives me the note. I read it but don't get a quest start or anything like that. I then go where it says and the dialogue with the raider plays out but after that nothing. No collar is put on and I cant talk to the raiders anymore. I have all necessary mods installed so I have no idea what is wrong.

Two things:

  1. Confirm that AAF is installed and working for you.  Hit the 'Home' key, bring up the AAF wizard, and try to run an animation - any animation.  If that's not working, nothing else will.
  2. Collect a Papyrus log covering the period around that 1st raider interaction (search the web for instructions, if you don't know how), and post it here (as an attachment, please - not a wall of text).

 

If AAF isn't working for you, there are excellent support tools available on the AAF Discord server (#tools channel) which can help pinpoint the reasons.

Posted
11 minutes ago, stobor said:

None of it (except the brief delay before the "Meet the Boss" quest marker shows) is based on either time spent or number of partners, so that would be pointless.  I suspect that you'd find the new v1_3 does a better job of moving things along, between the changes to the mini-quest selection and a few fixes that should prevent important lines from being preempted by generic ones.

 

I might.  Right now, that's as much to give players some control over pacing as anything else, so I'm reluctant to penalize those choices too much.  Same reason I haven't made any punishment for skipping Lucky's mission to a rival gang.

Well. It is your quest @stobor.  I understand the need for pacing... one can always pace by sleeping on the beds around as well.   Or you learn to avoid raiders, just off scaffolding instead of walking by a raider. Avoidance or hiding in an area not travelled is pacing as well

 

I think the idea is for a wrong answer.   You are submitting yourself to the raiders.  You are already using devious devices.  You could hit the spell the shock collar uses when you wear clothes.  Of course multiple no's and shocks would /could lead you to die and reload last save. Or install a vibrating vaginal plug and chastity belt.  And much like the tape gag limits certain usage, well, doing such would lead to one entrance.  More devious devices could be installed each time you say no or tired. (Just nothing that would stop quest progression- albeit much more difficult)  you already have the assets to implement further humiliation .... 

 

Or my personal choice?  Another actor called an enforcer.  Unarmed. Attacks you with fists and beats you till you hit an instituted "deathdeferred" .... 

 

Honestly, the whole quest is about right choices and losing the choice.  Skyrim has whipping and pillory punishments. I havent seen this in Fallout 4 (aaf never scans the equipment if it exists - for me)...

 

I am all for hardcore NSFW quests where things happen to you because of choices.  But that's me .

 

John

Posted

2 things I'd like to see..
1: Force locked conversations for capture & scenes. (At least the collar event) No mouse shake and ignore.

2: The ability to fast forward the conversations like the vanilla ones. I think adding silent sound files makes it so you can then skip ahead. (I think!)

Posted

Would be better if my character just has to be naked+Unarmed. Sucks having to store all my items lol. Even just storing weapons/ armor isn't enough. But once i store everything i can possibly store, the mod can finally work.

 

Also it seems the raider boss quests don't work. He just acts like any other raider. Even the named ones. And never seen this "Lucky" guy.

 

Other then that great mod. Would be awesome if those quests worked as intended though.

Posted
16 minutes ago, Im_The_Real_Deal said:

Other then that great mod. Would be awesome if those quests worked as intended though.

Since they clearly do work as intended for hundreds of other users, that's a bit of a broad generalization.  But anyway... to be precise, which version were you using? 

Posted
1 minute ago, stobor said:

Since they clearly do work as intended for hundreds of other users, that's a bit of a broad generalization.  But anyway... to be precise, which version were you using? 

1.3 and before that 1.2.  Was hoping the update would fix it. Oh well. Maybe it'll fix itself or a later update will work better for me. I can still do the basic stuff in the meantime. Plus I plan to do some more testing including on another character.

 

So far i've only tested on Bosco, Helter Skelter, sully mathis and at back street apparel (The original boss was long dead though there).

Posted

@Im_The_Real_Deal: Check the console, 'sqv RaiderPetDialogueQuest' and scroll up to see if GangBossRef is set (after the collar scene).  Also check the 'nextMiniQuest' property at that point (should be 0, i.e. "Meet the Boss", and advance to 1 after first dialogue w/ the boss).  If for some reason the GangBossRef alias couldn't be filled, that'd explain your problem... though the alias fill's been pretty reliable so far, so I don't know why it would fail for you. 

Posted

Great Job.  Played both endings... Lucky gets killed.  Jared Dies... Reading your notes, that's as far as it goes for now.  I appreciate the work. and way things do move along better... though lucky is hyper.... and you have to make sure she is with you before you leave Corvega interior.  First time I left, she was smoking with Jared and thought she would be with me... she never caught up and was at the rival boss... went back to save and took her with me...

 

For some reason, letting the boss live seemed more appropriate and path I took... plus collar bomb - disarmed... the Lucky route just seemed to simply... end.

 

Thanks again, love the work.

John

Posted
4 hours ago, MrCruelJohn said:

For some reason, letting the boss live seemed more appropriate and path I took... plus collar bomb - disarmed... the Lucky route just seemed to simply... end.

Did you manage to actually kill the Boss with the bomb?
All that happened for me was, I died & the Boss was fine.

Posted

It should kill both, IIRC.  But it doesn't matter much, since you'd have to go back to the prior save anyway.  Note: the quest does a scripted save after the last dialogue w/ Lucky, to avoid people having to roll back several hours of play.

 

Spoiler

If you've been poisoning raiders, Lucky will use that in his/her scheme instead of turning you into an unwitting suicide bomber.  So there's a way to kill the boss and let Lucky live instead (in addition to things like shoving bladed brass knuckles in their kidneys, turning a protectron on them, or ...).

 

Posted
1 hour ago, stobor said:

It should kill both, IIRC.  But it doesn't matter much, since you'd have to go back to the prior save anyway.  Note: the quest does a scripted save after the last dialogue w/ Lucky, to avoid people having to roll back several hours of play.

 

  Reveal hidden contents

If you've been poisoning raiders, Lucky will use that in his/her scheme instead of turning you into an unwitting suicide bomber.  So there's a way to kill the boss and let Lucky live instead (in addition to things like shoving bladed brass knuckles in their kidneys, turning a protectron on them, or ...).

 

DD and Violate have never "die" functions. Instead of having to reload, you're bound and teleported to a settlement (violate) or Vault 111 (DD). Which means.. you can run back and try again and again.....

Have to try the poison route!

Posted
1 hour ago, izzyknows said:

Did you manage to actually kill the Boss with the bomb?
All that happened for me was, I died & the Boss was fine.

 

No, I didn't get Jared with the bomb... I tried it Lucky's way 1st... then it was over... I escaped... I did it a 2nd time confessing I was bad... and then Lucky went bye bye...

 

I also tried it just saying whatever he wanted and I got blown up on the other options...

 

I let Jared live because I thought the boss living would be better for future versions?  Or is it better for Lucky to live?

 

John

Posted
3 hours ago, izzyknows said:

I did find a use for the stage at Andrew Station. LMAO!!

Ha!  It pays to give the player some control over the scene placement.  ?

I wouldn't have been able to arrange for that tableaux if I'd tried.

Posted
3 hours ago, MrCruelJohn said:

I let Jared live because I thought the boss living would be better for future versions?  Or is it better for Lucky to live?

The boss living might be better for this version, if you intend to revisit the camp periodically.  See my earlier exchange with Tanglin on that subject.

 

If I build followups though, I'll probably try to give relatively equal time to both outcomes (or elect a new boss, if both contenders have died).  So it's not going to be severely limiting either way.

Posted
3 hours ago, izzyknows said:

DD and Violate have never "die" functions. Instead of having to reload, you're bound and teleported to a settlement (violate) or Vault 111 (DD). Which means.. you can run back and try again and again.....

Hmm, maybe I need to try something else, if I can detect a DeferredKill situation...

Posted
56 minutes ago, stobor said:

Hmm, maybe I need to try something else, if I can detect a DeferredKill situation...

Can you add a live grenade to the Boss via script like you can with pick pocket? Or even the player..
I know you can place an explosive.. seen another mod do that with the slave collar... but it never worked for me. The shock effect worked great! Funny as hell too! LOL

 

Most of the locations can be cleared multiple times. Some only have 1 or 2 "named" boss's, then it's just generic Raider "whatever".

I also just had Lucky die before meeting him, in some weird (unseen) fight at Corvega. (3rd visit) Good part, when the boss told me to give Lucky a taste, the script assigned a new NPC. Weird.. but at least the quest moved forward.  :)

 

Posted

@izzyknows: It was probably the ghouls (scripted attack) in the basement that got 'Lucky' that time.  It's accidents like that which are the reason I wait until the last moment to actually fill the aliases for Lucky's quest.  Sounds like that recovered as intended then.

 

Names persist even if the quest which assigned them has stopped.  Which can have weird consequences - I've met 'Bruiser' on a second visit, and discovered that she had become male (not died and respawned, just changed gender).  Same reference, apparently, but I'd been away long enough that the leveled actor had changed.

Posted
2 hours ago, stobor said:

@izzyknows: It was probably the ghouls (scripted attack) in the basement that got 'Lucky' that time.  It's accidents like that which are the reason I wait until the last moment to actually fill the aliases for Lucky's quest.  Sounds like that recovered as intended then.

 

Names persist even if the quest which assigned them has stopped.  Which can have weird consequences - I've met 'Bruiser' on a second visit, and discovered that she had become male (not died and respawned, just changed gender).  Same reference, apparently, but I'd been away long enough that the leveled actor had changed.

I met Bruiser the 1st time I went in. Ran into him while going to find lucky...

 

John

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