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Posted

RSE II: CSA is being updated and I haven't had a chance to test it yet, but I see that a new option is that, if you commit crimes against the Minutemen or the Diamond City guard, they will take you to jail. It will be great because, except for one game mission, there is not much reason for a Raider Pet to visit the Diamond City jail.

 

I will test it when I can, it seems an excellent complement.

 

The protagonist pays the finances (or seduces the guard) to be free and the first guard she crosses at the exit will probably handcuff her again, as long as she is a Raider Pet. At least that's what I think will happen ...

Posted
1 hour ago, JBpy said:

At least that's what I think will happen ... 

We'll see.  That's got some potential for odd mod interactions, competing dialogue etc.  If you encounter any problems, let me know; I'm sure we can smooth the rough edges off.

Posted
2 hours ago, stobor said:

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). 

Thanks, Stobor. I was going to go to bed (eyes feel like scalpels sliced them, hehe), but I want to check out your suggestions first.

 

It says: CaptiveFaction const = 3E0C8 (I think)

 

Since I last tested raiders I've fast travelled to two other settlements and spent at least a week in one of them. Perhaps the faction reset? I'll go find a raider camp and test it then report back.

 

On side note, I noticed it says hasSlavePoses = False.

 

Recently I replaced the bondage pose mod with Release_50Shades_v01_04 because GrayUser said this replaces the old mod because it's better. I tested the 50 shades mod, and it's seriously really good :) Just mentioning that in case you want to include that one as an alternative to slave pose mod down the road.

 

Anyway, I'm off to find a raider camp now :) Thanks a ton.

Posted

Follow Up: I waltzed into a Gunner camp, and they didn't shoot me. Yay!! Hehe, thanks a ton again, Stobor.

 

On side note, it was not frustrating at all trying to get it running again. It was actually an adventure.

 

In Backstreet Apparel when the raiders were attacking me, I tried a bunch of stuff to trigger Raider Pet. I surrendered using CSA hoping it would throw me into Raider Pet, but instead it just got my character pregnant *Laughs*

 

She ran around the corner behind a display case, and when they stopped searching for her I did "passtime 24" to pass 24 hours in case waiting would help. Then I got a message saying I was pregnant and should confront the father (who was one of the raiders which yesterday was shooting me). I walked out there, and instead of shooting me that raider asked me if I was there about the baby *Laughs* I said I was and got the raider to pay me 1000 bucks for me to raise it alone *Laughs*

 

Anyway, then I went through the process of trying to trigger capture, but instead Clutch the boss killed me when I surrendered. (I'd saved right before, of course.)

 

In the end I had to kill everyone except the father, but before leaving I caved in and left no survivors :)

 

The point is, when one mod breaks, even temporarily, that doesn't mean the game itself is broken. It just changes things just like real life changes when something breaks.

 

But I'm glad Raider Pet is working again. Thanks very much.

Posted

Stobor, one of the things I like about your mod is it lets you walk around unarmed without being forced into combat most places. One of the things I like about EgoBallistic's family planning is having an alternate way to populate settlements instead of using the radio beacon. Those mods plus CSA and Violate really work well together.

 

Here's something you might find interesting. You'll recall that the other day I tested raider babies. One raider baby was from when a raider impregnated my character in Hangman's Alley, and the other was from when my character took the baby from inside a nearby raider at the barge. I put the babies in a crib at Hangman's Alley so they'd be raised there, but when the children turned into adults, instead of becoming Grownup Settlers they became raiders and were instantly attacked by my turret and other settlers.

 

Today I wandered into a gunner camp, and after killing off most of the gunners I noticed the last one was a woman called "Captain Bridget." Luckily she was fertile, and I successfully made a baby inside Bridget with my character as the "father."

 

I then used the "passtime 24" command to grow the Bridget's baby into a child, and as soon as it came out, Bridget started attacking it while the child ran away in terror.

 

Photo of it:

 

 


awabOkR2_o.jpg
 

 

 

I gotta say these mods are fun as heck :)

 

My next step will be to see if I can get that child into one of my settlers where it can be safe and live a fruitful (so to speak) life there :)

 

Follow Up: I had to kill Bridget because she kept beating up the kid while he cried, "Leave me alone!" (The first thing I steal from raiders and gunners is their ammo so they can't shoot.) Then when I clicked the kid I got a menu asking to which settlement he should go. So there's a great mechanism for getting your kids to settlements if they're born outside them :)

 

 

Posted

@stobor I can't be sure if anyone else has suggested this but since you are utilising mods via soft-dependencies. I have a suggestion that since there's an API for Knockout Framework is it possible for the part(s) where the player's knocked out, could it be used with this? It would allow for more potential out comes during the knockout situation also allows you to setup a quest to setup a scene for after the player's death. Instead of the standard on death actions. For instance you could have a raider appropriate after death scene with this.

Posted

Stobor, I think I figured out why the raiders are dying.

 

I ran into three raiders on a bridge, and I decided to let them collar me. After many rounds of nobody becoming a boss, the one who captured me suddenly died. She'd taken around 55k from me and had around 25k on her body, so I decided to kill the remaining two raiders. But none of the three had the key, and after around half an hour trying to break free of the collar I found a save slot with all three raiders still alive and reverted.

 

Then I noticed the raider who collared me was steadily losing health. So used the "sqv RaiderPetDialogueQuest" command you mentioned and scrolled up, and I noticed two flags:

 

hasPoison = True

hasUsedPoison = True

 

But that's impossible as these three raiders captured me on a bridge, and there's no cook pot or anything, and there are no workbenches of any sort for me to use on the bridge. Then I checked my inventory to see if I have rat poison, and I do not. Ever since I found out about the rat poison I've been making sure not to carry any, but I double checked and am not carrying it.

 

So the mod thinks I have poison when I don't. And it thinks I've used the poison when I not only did not but could not.

 

Is it possible that several raider camps ago I accidentally used poison and that the flag did not reset after that camp? If that's the case it seems once someone uses poison all camps going forward will be treated as if they're poisoned.

 

It's not the end of the world, but I figured you might want to know about it. Thanks :)

Posted
19 minutes ago, Karna5 said:

Stobor, I think I figured out why the raiders are dying.

 

I ran into three raiders on a bridge, and I decided to let them collar me. After many rounds of nobody becoming a boss, the one who captured me suddenly died. She'd taken around 55k from me and had around 25k on her body, so I decided to kill the remaining two raiders. But none of the three had the key, and after around half an hour trying to break free of the collar I found a save slot with all three raiders still alive and reverted.

 

Then I noticed the raider who collared me was steadily losing health. So used the "sqv RaiderPetDialogueQuest" command you mentioned and scrolled up, and I noticed two flags:

 

hasPoison = True

hasUsedPoison = True

 

But that's impossible as these three raiders captured me on a bridge, and there's no cook pot or anything, and there are no workbenches of any sort for me to use on the bridge. Then I checked my inventory to see if I have rat poison, and I do not. Ever since I found out about the rat poison I've been making sure not to carry any, but I double checked and am not carrying it.

 

So the mod thinks I have poison when I don't. And it thinks I've used the poison when I not only did not but could not.

 

Is it possible that several raider camps ago I accidentally used poison and that the flag did not reset after that camp? If that's the case it seems once someone uses poison all camps going forward will be treated as if they're poisoned.

 

It's not the end of the world, but I figured you might want to know about it. Thanks :)

Dump all the food items into a container (like you do with weapons) and go get collared. That always clears it for me.

But something is still odd. I've only had very low level Raiders die from poison, and with the random chance of it triggering it doesn't happen very often.

I set all the Raiders in Corvega to Very hard, which means it took 8 rounds with Jared for the poison to kill him.

Posted
9 hours ago, Karna5 said:

Is it possible that several raider camps ago I accidentally used poison and that the flag did not reset after that camp? If that's the case it seems once someone uses poison all camps going forward will be treated as if they're poisoned.

 

I think I've figured out what's happening (and why it hasn't happened to anyone else).  You've said you're doing a no-weapons play-through; I'm going to guess that you've neither equipped a weapon nor removed the collar - so the initial captivity never really ended.  The boss alias is probably still filled, and pointing at the original boss (that's the GangBossRef property on the quest, if you want to check in console).

 

Those flags do reset when a captivity scenario starts/ends.  But in your corner case, they'd still be in effect; they're not tied to location (because some locations don't have crafting stations, and you might have to wander a bit to find one).  Nor are they time-sensitive (nothing in this mod is tied to passing of game time).

Posted
3 hours ago, stobor said:
 

 


I think I've figured out what's happening (and why it hasn't happened to anyone else).  You've said you're doing a no-weapons play-through; I'm going to guess that you've neither equipped a weapon nor removed the collar - so the initial captivity never really ended.  The boss alias is probably still filled, and pointing at the original boss (that's the GangBossRef property on the quest, if you want to check in console).

 

Those flags do reset when a captivity scenario starts/ends.  But in your corner case, they'd still be in effect; they're not tied to location (because some locations don't have crafting stations, and you might have to wander a bit to find one).  Nor are they time-sensitive (nothing in this mod is tied to passing of game time).

 

That's fantastic! You're right, I never ever put on weapons or armor. In fact, everywhere I go I watch for armor and weapons workstations and scrap everything I've looted for parts. Now that I know the mechanism includes my actually removing weapons or unequipping them I'll start equipping a weapon here and there before I scrap them.

 

Thank you so much! :)

 

P.S. I think you may have solved another issued I've been having. I've been unable to remove the collar. Even if I successfully remove it, it immediately thinks I'm putting it back on and resets for four hours (by which time I'll blow up). I'm not in game, but I'll try equipping a weapon and removing it before I take the collar off next time. Thanks! :)

Posted
On 7/4/2019 at 8:31 PM, stobor said:

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.

 

I did the first one and found that hearing the moans doesn't mean that the isHorny is "true". It takes a second or two more of moaning before it is so.. How long does it stays as "true" before it reverts back?

Posted
10 hours ago, Tanglin said:

I did the first one and found that hearing the moans doesn't mean that the isHorny is "true". It takes a second or two more of moaning before it is so.. How long does it stays as "true" before it reverts back?

The timer is 2 minutes, after which the companion reverts to normal behavior (to prevent them from getting stuck in a walking-speed ForceGreet package indefinitely, and thus being left in the dust).

 

The isHorny flag doesn't always become true if you hear the moaning cue; there's still the possibility that your companion is otherwise occupied: in combat, in power armor, or in another scene.

 

I too have seen cases where it looked to me like the conditions were met, but the flag stayed 'False' (though pretty rarely).  My best guess is that the companion was unusually slow to recognize that combat was over, but it's difficult to tell.

 

But at least if the flag setting and the dialogue topics are in agreement, we're not looking at some flaky non-deterministic behavior in the companion dialogue itself.  That would be much harder to debug.

Posted

I should add: I've noticed certain places and quest stages where the companion is guaranteed to be tied up in another scene.  For example, after taking out the boss raider in the Parson's Asylum basement - there's still a scene involving Cabot, and it seems to control your companion as well.

Posted
7 hours ago, stobor said:

I should add: I've noticed certain places and quest stages where the companion is guaranteed to be tied up in another scene.  For example, after taking out the boss raider in the Parson's Asylum basement - there's still a scene involving Cabot, and it seems to control your companion as well.

Another thing to factor in is scrip lag. Depending on what, not so well coded, mods a person is running and their computer, scrip lag can cause a LOT of issues.

Posted

Installed the latest version of RSE Resources (0.8) and RSE CSA (1.9), to test the arrest. It had a small inconvenience behind bars, but the author made a couple of adjustments and now his mod gets along very well with Raider Pet.

 

So, if a Raider Pet walks near a Diamond City guard, it's better that she not be caught committing crimes... My character, apart from being addicted thanks to the Corvega boys, has become kleptomaniac, so I have a complicated situation. In jail they stripped her of all her equipment, but the guards respected the fact that she is owned by a raider boss, so the collar was left on.

 

On the other hand, if a character loses a battle against raiders, she will be transported to a camp with a boss, without weapons, causing Raider Pet to start (if it has not already started). Although I think that if you have a lot of level, they will probably take you to Saugus IronWorks ...

 

I think I have everything ready for start a new game.

Posted

@JBpy So the Raider Pet jail scene didn't trigger (or if it did, somehow managed to avoid working at cross-purposes to CSA's own scenes)?  I'm thinking I probably ought to skip the trigger event for that, if the character's already in CaptiveFaction for another mod... but if it's working, perhaps I don't need to do that.

Posted
1 hour ago, izzyknows said:

Another thing to factor in is scrip lag. Depending on what, not so well coded, mods a person is running and their computer, scrip lag can cause a LOT of issues.

Potentially, yes.  But I'm quite ruthless about cutting mods from my load order if they cause Papyrus stack dumps or other performance issues, and I still get the BloodLust event failing to trigger for non-obvious reasons from time to time.  So I don't think that's the issue in these cases.

Posted
16 minutes ago, stobor said:

@JBpy So the Raider Pet jail scene didn't trigger (or if it did, somehow managed to avoid working at cross-purposes to CSA's own scenes)?  I'm thinking I probably ought to skip the trigger event for that, if the character's already in CaptiveFaction for another mod... but if it's working, perhaps I don't need to do that.

I purposely avoid using CaptiveFaction so as to not conflict with your mod. Previous versions of CSA used it and REMOVED the player from it when abductions were done - which would not be good for your mod. So, I stopped using it now and instead force the player directly into the faction of the abductees (raider, gunner or SM). Diamond City doesnt need factions to be altered in any way for some reason - you fight them, theyre hostile, you surrender, get sent to jail and their "crime" setting towards you seems to have reset on its own, so no need for me to do anything there.

 

So yeah. CaptiveFaction, I don't touch it at all now, so as to not make problems or break points for Raider Pet, since I know people seem to love the combination of our two mods in an Abduction Scenario in RSE's CSA.

Posted
24 minutes ago, stobor said:

@JBpy So the Raider Pet jail scene didn't trigger (or if it did, somehow managed to avoid working at cross-purposes to CSA's own scenes)?  I'm thinking I probably ought to skip the trigger event for that, if the character's already in CaptiveFaction for another mod... but if it's working, perhaps I don't need to do that.

Inside the jail cell, you can't interact with anyone or anything outside (except for a small portion of the jail cell, I think it's due to the mission of Bobby No-Nose). So there is no choice but to use the option offered by RSE to call a jailer and ask for your freedom. 

 

I mentioned the small jail cell portion. Well, a guard can come up there and if you talk to him, Raider Pet's dialogue will be triggered (and the "scene" will be inside the jail cell!). Once the scene is over, all the guards retire and leave the jail cell open... and you will no longer have the option of calling the jailer to retrieve your things. So, the author added this update: 

 

5. If the door is opened for whatever reason, it auto closes after 30 seconds. If the player should still be a prisoner, it autolocks too.

 

Because of the positions, the jailer (from RSE) and the guard you can approach are not the same person, so there is no conflict.

Posted

OK, good to know.  I'm still wondering how well the Raider Pet gang scene in the DC jail meshes w/ CSA if both mods are involved.  That's the main spot where I'd expect conflicting dialogue to arise - though my mod shouldn't trigger if the actors are in another scene at the moment.

 

EDIT: OK, so from what @JBpy added there doesn't appear to be a problem at the moment.  Thanks for the confirmation.

 

I'd just add one caution: the alias fill for the selected guard can be flaky about finding the "closest" one, so it could conceivably wind up being the same one as the RSE CSA jailer.  Assuming the game engine allows the same NPC in both aliases...

Posted
6 minutes ago, stobor said:

OK, good to know.  I'm still wondering how well the Raider Pet gang scene in the DC jail meshes w/ CSA if both mods are involved.  That's the main spot where I'd expect conflicting dialogue to arise - though my mod shouldn't trigger if the actors are in another scene at the moment.

RSE requires the player to click on the locked jail cell door to start up a reflias fill / dialogue quest for the nearest guard NPC to walk over and ask the player what they want - quest priority is 100, so that it take precedence over everything else. Its a small 1 interchange dialogue - they ask what you want, you tell them, they respond. You are either freed from the cell at that point or you stay in it. Either way, once the dialogue is done, the alias quest stops and the guard goes back to normal.

 

So I would think that provided one doesnt click on the door "CALL GUARD" option, Raider Pet should have no conflict with its dialogues at all. And even if someone does call the guard over, I believe the quest priority will make it win out anyways (unless your dialogue quest is also 100, in which case, coin toss?!?).

Posted

That should be reasonably safe, and JBpy seemed to find it working smoothly, so good.  Certainly, I'm not doing anything w/ priority 100, so we won't get into a tug-of-war over who gets top priority (closest I come is with gag dialogue overrides in some raider scenes, and even those are only priority 95 or so - and they're not used in the jail scene).

Posted

So I have Raider Pet working I think, but I can never seem to find Lucky in the Raider camps.

Posted
28 minutes ago, fondrenave said:

So I have Raider Pet working I think, but I can never seem to find Lucky in the Raider camps.

Did the boss send you to find Lucky?  If not, you won't find him.  If the boss did send you, there's a quest objective pointing right to him.

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