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Posted
47 minutes ago, izzyknows said:

I just rolled back to version 0.90 of Violate (new run) and it worked fine. The Raider that had the "You're the best fuck" dialog had my weapons & cap (only had 1) in his inventory. And the Boss had my keys. 

Yes, that is what I expected.  In 0.90, Violate calls Raider Pet's StakeClaim() routine before that dialog scene, so the alias is still valid and the items get transferred.  The alias gets cleared at the end of the scene.  The problem is, if Violate is configured to apply DD at the end of the violation, that can interfere with the DD collar applied by Raider Pet.  So in 0.91 I moved the StakeClaim() call after the scene to introduce a delay, but forgot to deal with the alias clearing.

 

In 0.93, I am calling the two Raider Pet functions from within the scene itself, so the alias is still valid and there is enough delay to prevent the DD issue.

Posted
1 hour ago, izzyknows said:

It was DD no death handling that was blocking the explosive collar from going off. DD really needs some love. ;)

Isn't that DCW, rather than DD itself?  (though the rest of the point still stands)

Posted
4 hours ago, stobor said:

Isn't that DCW, rather than DD itself?  (though the rest of the point still stands)

Yes it does. In dcw_main_playerRefScript.

I always forget who does what to who. LOL

Posted
10 hours ago, MrCruelJohn said:

Don't think there is enough of us in Fallout 4 to justify Kimy spending time here, instead of Skyrim... I am actually surprised someone hasn't done a spunoff of Devious - such as the 20 or so other Devious mods that are available?  

 

Kimy might even let someone use the assets similarily… wouldn't a fully integrated system... be wonderful.  Might even attract more people to Fallout 4 - Sexlab and animations and not to mention about 10,000 different followers you can have... is way too entrapping lol ;)

Similarly, it would be awesome if someone has the time to port DD to the ZeX Fusion Girl body.

Posted
1 hour ago, Akinos said:

What if player are male? Mod will be relevant? Just came in Corvega and nothing, raiders just shoot to me.

Then you haven't installed something correctly, or haven't put your weapons away, because the mod doesn't check player gender.  It's written for females, but that's not enforced in any way... though there may be a shortage of MM animations in spots.

 

37 minutes ago, Hudzy11 said:

well for some reason the raiders keep saying sex things but theres no sex?

Then 99 times out of 100, your AAF installation is incomplete or broken.  Get that working reliably first.  Then worry about quest mods that rely on it.

 

For either of you: verify that AAF works correctly first. Does the AAF wizard come up when you hit the home key?  Can you select a couple of actors and run an animation (any animation)?  If not, there are tools in the AAF Discord #tools channel that can help diagnose installation issues in detail.

Posted

Just out of curiosity, have you considered implementing raider's pet into the one quest in DCW, I think it is called "Alice in the Wasteland", as a bad ending to that quest?

Posted

Hi, Stobor :) I hope you're well! :) Something interesting happened on Raider Pet today I figured I'd share. I don't think it's something you can or even should code against, but it's neato either way :)

 

So on a new playthrough I decided to get a deactivated collar for my character so she could explore in peace. I went to Outpost Zimonja and let her get captured there. Eventually, one of the raiders became the boss, and a good while after that another raider's name changed to Lucky (and the third to Bruiser). Zimonja only has 3 raiders, but I knew that'd be enough.

 

So Lucky had me go on a mission, but when I returned the "talk to lucky and return to camp" mission wouldn't complete, and when I did "sqt" console command, it wasn't in the list with targets.

 

I walked over to the boss and noticed he was dead. The boss had died while I was away, and now I had a "talk to boss when you're ready" quest which was sending me to Lucky.


I quickly figured out that when the boss died, it turned Lucky into the boss. However, now Lucky and the Boss are the same person! *Laughs*

 

The questline is stuck now because there's no Lucky anymore as far as the mod is concerned. There's a raider called Lucky, but Lucky is now the boss.

 

*sighs* I may have to end up finding another place to get captured so I can get the collar *Laughs*

 

I don't think you can do anything about this. I'm just letting you know because in a way it's funny :)

 

Posted
21 hours ago, radbomber said:

Just out of curiosity, have you considered implementing raider's pet into the one quest in DCW, I think it is called "Alice in the Wasteland", as a bad ending to that quest?

That'd be hacking into another author's mod, to do something it wasn't designed for.  So no.

 

I have provided and documented mechanisms for using Raider Pet as a follow-on to existing scenarios (AAF Violate is using this, and I believe RSE II CSA will probably get there too, and I wouldn't be surprised to see other examples).  But that requires changes in the mod that wants to initiate such a hand-off.

 

That said, there's nothing stopping you from role-playing such a hand-off.  This mod's starting conditions aren't difficult to create, and finding an appropriate raider camp (following that quest) shouldn't be hard.

Posted

@Karna5: Glad to see that the mod coped with those corner cases without completely falling over.  But you're right, that's probably a rare enough case that coding around it might cause more problems than it'd solve.  ?

Posted

Now that I have had blood lust chance at 100% for a while now, I've noticed that even when I've cleared the dungeon (one of the RSE mods tells me so when this happens) and I hear Nora breathing heavily and then talk to a relevant companion, such as Cait or Deacon, many times, their normal dialogue options would appear, instead of the "You look flushed" line. Is there something else I'm missing?

Posted

Hi, Stobor. This is just to give you a heads up that I'm trouble shooting an issue which definitely is not caused by Raider Pet but is affecting it. I simply can't keep the raiders alive this playthrough. They keep draining health and dying. They can be in bed and drop dead. Or I can have one raider have sex with another (to try to get the female one pregnant so I can take her baby), and she'll drop dead. Or the guy will drop dead. I spent several game days trying to build up the Raider Pet questline at a location, but it won't advance to boss stage probably because it's still stuck waiting for me to find lucky and take her to the camp from the previous location.

 

But during those several game days while I was trying to advance the questline, the raiders dropped dead at least ten or twelve times. And I regularly gave them the "resethealth" command when I could to keep them from dying, but it wasn't enough. I even gave one raider several health regeneration items, and she died twice anyway while wearing them.

 

I definitely won't be able to advance your questline this play through because of this issue and because it's stuck on the older quest, but I'll keep your mod installed because I still like the way it lets me travel unarmed without automatic combat triggering everywhere.

 

I saw AAF Themes had a patch in the last several hours, so I reinstalled it with STATS to see if the dance got patched. It wasn't  patched, but that's no longer an issue as I can't advance to Boss stage anymore and thus won't need to dance.

 

Is there a Survival Mode bug where raiders are starving to death? Is there a bug with stats or something else causing steady damage? I just don't know, but as it is, I cannot keep raiders alive and am constantly having to resurrect them :)

Posted
1 hour ago, Karna5 said:

Hi, Stobor. This is just to give you a heads up that I'm trouble shooting an issue which definitely is not caused by Raider Pet but is affecting it. I simply can't keep the raiders alive this playthrough. They keep draining health and dying. They can be in bed and drop dead. Or I can have one raider have sex with another (to try to get the female one pregnant so I can take her baby), and she'll drop dead. Or the guy will drop dead. I spent several game days trying to build up the Raider Pet questline at a location, but it won't advance to boss stage probably because it's still stuck waiting for me to find lucky and take her to the camp from the previous location.

 

But during those several game days while I was trying to advance the questline, the raiders dropped dead at least ten or twelve times. And I regularly gave them the "resethealth" command when I could to keep them from dying, but it wasn't enough. I even gave one raider several health regeneration items, and she died twice anyway while wearing them.

 

I definitely won't be able to advance your questline this play through because of this issue and because it's stuck on the older quest, but I'll keep your mod installed because I still like the way it lets me travel unarmed without automatic combat triggering everywhere.

 

I saw AAF Themes had a patch in the last several hours, so I reinstalled it with STATS to see if the dance got patched. It wasn't  patched, but that's no longer an issue as I can't advance to Boss stage anymore and thus won't need to dance.

 

Is there a Survival Mode bug where raiders are starving to death? Is there a bug with stats or something else causing steady damage? I just don't know, but as it is, I cannot keep raiders alive and am constantly having to resurrect them :)

 

Have you been poisoning them? If you have rat poison in your inventory while using a chem station or a cooking station, there is a chance that the raiders around you will get poisoned and die from it.

 

Posted
9 hours ago, Tanglin said:

Now that I have had blood lust chance at 100% for a while now, I've noticed that even when I've cleared the dungeon (one of the RSE mods tells me so when this happens) and I hear Nora breathing heavily and then talk to a relevant companion, such as Cait or Deacon, many times, their normal dialogue options would appear, instead of the "You look flushed" line. Is there something else I'm missing?

Companion dialogue is quite finicky.  Bethesda evidently thought their own deathless prose couldn't be improved upon, so they never designed companions to have new lines added by mods.  So it might just be the dialogue system flaking out.

 

But it's worth checking a couple things in console to see if we can find a reason for this particular glitch.

  1. Right before attempting to talk to them, 'sqv RaiderPetDialogueQuest' and look for the 'isHorny' property.  If that's still 'false' then there's something preventing the scene (actor in another scene, actor in combat, actor in power armor).
  2. If that property is 'true', then check what stage that companion's quest is on.  I've got a long-standing hack to Deacon's quest (already built into the mod) because at one particular stage he'd get stuck on one line and repeat it ad nauseum.  Possibly you've hit another such blind alley, and it'd help to know which one.
Posted

@Karna5 That sounds like the rat poison kicking in, yes.  You could disable it (for the current captivity) by 'setpqv RaiderPetDialogueQuest hasPoison_var false' in the console.  (I think I'm remembering that syntax correctly).

Posted
1 hour ago, Tanglin said:

 

Have you been poisoning them? If you have rat poison in your inventory while using a chem station or a cooking station, there is a chance that the raiders around you will get poisoned and die from it.

 

Oh, I don't know! I go around the commonwealth trying to convert every settlement before letting Preston out of the Museum (so he doesn't send me around to convert settlements--there could be irony in that, hehe). So I carry all the miscellaneous junk I can for building up stuff. I wonder, then, if I had rat poison and didn't realize it!

 

Thanks Tanglin and Stobor! :)

 

On side note, interesting discovery today. I'd converted Hangman's Alley which is near a barge with raiders. My character carried a baby from the raiders, and I got a message that a raider gave birth in the commonwealth. So I searched and found the raider on the barge (the one with power armor) had a baby in her inventory. So I went and killed her and brought the baby to Hangman's Alley.

 

I put both my baby and the raider's baby into cribs and waited until they turned into children. Then I gave them jobs and waited until they turned into adults.

 

The day they became adults instead of turning into grown settlers they turned into raiders and started attacking. I killed one of them by accident when he tried to surrender, but the next one I let surrender.

 

I got her pregnant and wanted to see what her baby would become, but the turrets kept attacking her constantly, and even though she was protected, around the 8th month she finally died to the turrets.

 

Anyway, it's pretty interesting that babies of raiders become raiders *Laughs* that's really neat (and a little sad, hehe).

 

Thanks for the info on poison! This said, when they were dying in Outpost Zimonja I'm pretty sure I didn't have poison, and yet they kept taking damage and dying from day one. So although it "sounds" like poison, there really may be something else going on, too. I'll keep an eye on this and will make sure I don't have poison in my inventory if I do another raider outpost :) Thanks.

Posted

@Stobor hi :) if you ever happen to remember or know a console command to kill the "find lucky and take lucky back to the camp" would you mind letting me know? I think the reason raiders don't set a boss even after days and days is probably it's still stuck on the Outpost Zimonja camp where the boss died, and lucky became the boss. If there's no command that's fine. I'm still enjoying your mod without bosses. But if you do know a command I'd appreciate it :) Thanks.

 

Edit: Duh, I'm silly. I should look inside the ESP for the quest name *Laughs* Never mind :) Thanks.

Posted

Okay, I typed:

ShowQuestStages RaiderPetReturnToBase

 

and it said the quest is stopped.

 

So I typed:

CompleteAllObjectives RaiderPetReturnToBase

CompleteQuest RaiderPetReturnToBase

 

And that didn't work. It's still in my log. So that must not be the quest.

 

I'll try more stuff and report if I find an answer.

Posted
7 minutes ago, Karna5 said:

Okay, I typed:

ShowQuestStages RaiderPetReturnToBase

 

and it said the quest is stopped.

 

So I typed:

CompleteAllObjectives RaiderPetReturnToBase

CompleteQuest RaiderPetReturnToBase

 

And that didn't work. It's still in my log. So that must not be the quest.

 

I'll try more stuff and report if I find an answer.

Dont know how convenient it would be to try this, but it might be worth it: uninstall the mod. Enter the game. The objectives of the mod should no longer be available. Save game. Reinstall the mod. Everything would be reset and you could start the mod in another place.

Posted
15 minutes ago, JBpy said:

Dont know how convenient it would be to try this, but it might be worth it: uninstall the mod. Enter the game. The objectives of the mod should no longer be available. Save game. Reinstall the mod. Everything would be reset and you could start the mod in another place.

That's a superb idea, JBpy. Thanks for it. If I can't solve it by command line I may just do that. Thanks :)

 

Follow Up: I couldn't figure out the command line to clear the quest, so I took JBpy's suggestion. And that seems to have worked. The quest is no longer in the log, so theoretically next raider camp should work again :) Thanks.

Posted

Just make sure the main quest (RaiderPetDialogueQuest) is running again.  Visiting any settlement or workshop site ought to do the trick, but there's always console commands...

Posted
1 hour ago, stobor said:

Just make sure the main quest (RaiderPetDialogueQuest) is running again.  Visiting any settlement or workshop site ought to do the trick, but there's always console commands...

Thanks for the tip on that, Stobor. It turns out reinstalling the mod did not automatically start that quest. When the raiders attacked me on sight I followed your instructions and travelled to a distant settlement and used the workshop there, and now that quest is running :) Thanks.

Posted
2 hours ago, stobor said:

Just make sure the main quest (RaiderPetDialogueQuest) is running again.  Visiting any settlement or workshop site ought to do the trick, but there's always console commands...

Hi, Stobor :) Well, the RaiderPetDialogueQuest is running again, but the raiders still attack on sight even though I'm not even carrying a single weapon (this whole play through and the previous playthrough have been no-weapons no-armor no-stimpaks).

 

If you have another suggestion how to retrigger it i'd appreciate it. I went to Sanctuary and then back to backstreet apparel, but the backstreet apparel raiders are hostile still since reinstalling the mod :)

 

EDIT: I think your "setpqv RaiderPetDialogueQuest forceDisarm true" suggestion might be working :) Thanks.

 

EDIT #2: Nope, that doesn't work either. I can walk up to them with that setting, but they attack when I talk to them :)

Posted

Double-check that the quest is in fact running ('sqv RaiderPetDialogueQuest'), and then scroll up to look at several quest variables: isCaptive, isClaimed, isUnarmed.  It sounds very much like you're not in CaptiveFaction (which you should be if unarmed and you've crossed at least one location boundary after stowing your weapons). 

 

If you are in CaptiveFaction, but the raiders are attacking you anyway, then I have no idea what's going on - that sounds like something modified the faction relations (but that would break several vanilla quests, so it's not at all likely). 

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