izzyknows Posted August 2, 2019 Posted August 2, 2019 3 hours ago, SayKoRn said: Ok, maybe this has to do with raider pet itself, maybe some other mod is doing weird stuff but i'll just leave this here just in case. Yesterday i was doing the note thing that Jun gave me. Went to Corvega unarmed, got collared and did a mission for Lucky to entertain some raiders. After that i was told by Lucky to cozy up to another guy and steal something from him. Then i was told to cozy up to the boss and this is where it went south. I went to the boss (Jared in this case and i already did the thing where Jared told me to find some open space and was abused by a bunch of raiders) and each time i talked to him, no matter what i said (1-2-3-4) my collar would start beeping and explode. My only course of action was to not talk to him, remove the collar and murder everyone in Corvega. After that, the "Cozy up to the boss" miscellaneous quest remained in my log. Anyway, not looking for a solution because the mod WORKS, it was just weird and since i murdered everyone as some settlers asked me to, it's all good. I've had "Boss" related quests get stuck after killing them. Not often enough to reliably replicate the bug. But as soon as your PC is collared again... everything clears out of your quest log.
Tanglin Posted August 2, 2019 Posted August 2, 2019 7 hours ago, AdrienHqt said: I actually have, checked folders and AAF also put Fourplay file in F4SE's That's what everyone says. Open up the console and type getf4seversion What does it say?
stobor Posted August 2, 2019 Author Posted August 2, 2019 10 hours ago, Tanglin said: Is there anything I can do on my end to make Strong take advantage of Nora when she's in heat? If I'm right about the cause, no. Fraid not. The only workaround I can suggest is to use SEU to initiate a scene instead.
SqueakyDolphin Posted August 3, 2019 Posted August 3, 2019 Since there's almost thirty pages on this topic, I'm going to ask my question here and hope it hasn't been answered already. I first tried this mod by infiltrating Mass Pike Tunnel East (just a little bit East of the Diamond City front gate) and everything seemed to trigger correctly - collar snapped on, animations all triggered, the works. After a while of wandering around the place, a raider told me the boss wanted to see me, and things started to get weird. The first time this happened, I got a quest marker to speak to the boss about a mile South West, in a nice little ghoul-infested park with a fountain. Apparently one of the ghouls (I think he was a feral ghoul roamer, but I can't see that being important) was tagged as the raider boss, and the Raider Pet quest wanted me to speak to him, even though my presence wasn't aggro-ing the ghouls (they were just lying there, letting me walk up and pickpocket them. Also, of course, I couldn't talk to any of the ghouls). After reloading a previous save, I got the Speak to the Boss notification again, and this time I was sent into the Mass Pike Tunnel and told to speak to the glowing ghoul in there (again, none of the ghouls targeted me, but I couldn't speak to the ghoul in question). I have a bunch of other (mostly adult-related) mods, so I don't know if they're conflicting with this one, but I was wondering if this was a known/fixable issue or not. The only relevant mod I can think of is AAF Violate (since I have it set up for my character to surrender to "everything", including ghouls); or maybe Mass Pike Tunnel East just isn't big enough to have a raider boss, and the game is struggling to pick an enemy at random? As an aside, I can't test this in Corvega, since I put off the initial Sanctuary improvements and never got the quest note from Jun Long.
izzyknows Posted August 3, 2019 Posted August 3, 2019 1 hour ago, SqueakyDolphin said: Since there's almost thirty pages on this topic, I'm going to ask my question here and hope it hasn't been answered already. I first tried this mod by infiltrating Mass Pike Tunnel East (just a little bit East of the Diamond City front gate) and everything seemed to trigger correctly - collar snapped on, animations all triggered, the works. After a while of wandering around the place, a raider told me the boss wanted to see me, and things started to get weird. The first time this happened, I got a quest marker to speak to the boss about a mile South West, in a nice little ghoul-infested park with a fountain. Apparently one of the ghouls (I think he was a feral ghoul roamer, but I can't see that being important) was tagged as the raider boss, and the Raider Pet quest wanted me to speak to him, even though my presence wasn't aggro-ing the ghouls (they were just lying there, letting me walk up and pickpocket them. Also, of course, I couldn't talk to any of the ghouls). After reloading a previous save, I got the Speak to the Boss notification again, and this time I was sent into the Mass Pike Tunnel and told to speak to the glowing ghoul in there (again, none of the ghouls targeted me, but I couldn't speak to the ghoul in question). I have a bunch of other (mostly adult-related) mods, so I don't know if they're conflicting with this one, but I was wondering if this was a known/fixable issue or not. The only relevant mod I can think of is AAF Violate (since I have it set up for my character to surrender to "everything", including ghouls); or maybe Mass Pike Tunnel East just isn't big enough to have a raider boss, and the game is struggling to pick an enemy at random? As an aside, I can't test this in Corvega, since I put off the initial Sanctuary improvements and never got the quest note from Jun Long. The only places RP works is ones with a "Boss" NPC. You can get collared by any raider... but if there's no a Boss at the location, it gets weird. LOL Also, you can get collared at Corvega anytime. It's not dependent on Jun giving you the note. It's just for a bit of immersion there.
SqueakyDolphin Posted August 3, 2019 Posted August 3, 2019 1 hour ago, izzyknows said: The only places RP works is ones with a "Boss" NPC. You can get collared by any raider... but if there's no a Boss at the location, it gets weird. LOL Also, you can get collared at Corvega anytime. It's not dependent on Jun giving you the note. It's just for a bit of immersion there. Forgot to mention I couldn't get collared in Corvega because I'd also cleared it out (or at least I'd thought. Looking back, I don't think I actually went there yet, so I guess my aside is irrelevant haha. Is there a list of all establishments with boss NPCs? I didn't see one in the original post, and, like I said, 30 pages... :3 Thanks for getting back to me btw
izzyknows Posted August 3, 2019 Posted August 3, 2019 13 minutes ago, SqueakyDolphin said: Is there a list of all establishments with boss NPCs? I didn't see one in the original post, and, like I said, 30 pages... :3 Currently.... Andrew Station Back Street Apparel Beantown Brewery Camp Kendall Corvega Assembly Plant Drug Den East Boston Preparatory School Federal Ration Stockpile Hardware Town Layton Towers Lexington Apartments Monsignor Plaza Quincy Quarry Revere Beach Station The Shamrock Taphouse USAF Satellite Station Olivia Walden Pond 1
stobor Posted August 3, 2019 Author Posted August 3, 2019 Last I checked, the alias fill for the boss required a human, so unless something in your load order altered those ghouls, they shouldn't have been picked for the boss alias. Ghouls not speaking is normal; you'd have to have something modify the ghoul race to make them support dialogue (which is precisely why the mod requires humans for the alias fill). 13 hours ago, SqueakyDolphin said: As an aside, I can't test this in Corvega, since I put off the initial Sanctuary improvements and never got the quest note from Jun Long. The note is not required for Corvega to work as a site. It's window dressing, not a quest starter.
Tanglin Posted August 4, 2019 Posted August 4, 2019 On 8/3/2019 at 6:44 AM, stobor said: If I'm right about the cause, no. Fraid not. The only workaround I can suggest is to use SEU to initiate a scene instead. Hmmm ... so I am the first to have discovered this bug with Strong? I guess I'm one of the weirdos who want Nora to give him some "milk of human kindness" ...
Mistress Jade Posted August 4, 2019 Posted August 4, 2019 On 8/2/2019 at 6:48 AM, SayKoRn said: Ok, maybe this has to do with raider pet itself, maybe some other mod is doing weird stuff but i'll just leave this here just in case. Yesterday i was doing the note thing that Jun gave me. Went to Corvega unarmed, got collared and did a mission for Lucky to entertain some raiders. After that i was told by Lucky to cozy up to another guy and steal something from him. Then i was told to cozy up to the boss and this is where it went south. I went to the boss (Jared in this case and i already did the thing where Jared told me to find some open space and was abused by a bunch of raiders) and each time i talked to him, no matter what i said (1-2-3-4) my collar would start beeping and explode. My only course of action was to not talk to him, remove the collar and murder everyone in Corvega. After that, the "Cozy up to the boss" miscellaneous quest remained in my log. Anyway, not looking for a solution because the mod WORKS, it was just weird and since i murdered everyone as some settlers asked me to, it's all good. Whats happening is lucky has used you to kill the boss, so if dont want to die tell the boss you let lucky mess with the collar
Saya Scarlett Posted August 5, 2019 Posted August 5, 2019 17 hours ago, Mistress Jade said: Whats happening is lucky has used you to kill the boss, so if dont want to die tell the boss you let lucky mess with the collar Must have missed it if he told me to kill the boss then. Good to know..
Mistress Jade Posted August 5, 2019 Posted August 5, 2019 1 hour ago, SayKoRn said: Must have missed it if he told me to kill the boss then. Good to know.. no he dosent tell you to kill him he's USING you to kill the boss, to avoid death confess, you let lucky mess with your collar.
Saya Scarlett Posted August 5, 2019 Posted August 5, 2019 20 hours ago, Mistress Jade said: no he dosent tell you to kill him he's USING you to kill the boss, to avoid death confess, you let lucky mess with your collar. Oh, ok, thanks. 1
JB. Posted August 6, 2019 Posted August 6, 2019 21 hours ago, Mistress Jade said: I remember when I got to this point and I was very surprised with the twist. In addition to dialogues and all missions. Stobor is as good with the scripts of the game as with the writing hehe. These details of the story I would put it in spoilers. 1
LazyIcarus Posted August 6, 2019 Posted August 6, 2019 I'm running into a couple of issues that I'm trying to investigate with `spv RaiderPetDialogueQuest` and `setpqv RaiderPetDialogueQuest <var> <val>`: - I'm not getting any quest markers/logs apart from the Speak to Lucky one - All raiders ignore me when I try to talk to them unless isAvailable is True, after the initial collaring and miniquest 1 (gift): this seems to happen earlier for Cinder (female boss) in Revere Beach Station than a male boss, which gets stuck after miniquest 1 > miniquest 3 > miniquest 2 - After removing the tape gag from miniquest 3, isGagged remains True, and I had to setpqv to get rid of it - Can't activate the other miniquests normally (setpqv on nextMiniQuest works) How can I make the bosses give out quests?
Mistress Jade Posted August 6, 2019 Posted August 6, 2019 9 hours ago, JBpy said: I remember when I got to this point and I was very surprised with the twist. In addition to dialogues and all missions. Stobor is as good with the scripts of the game as with the writing hehe. These details of the story I would put it in spoilers. Your Right thanks for the heads up!
ssscramble Posted August 6, 2019 Posted August 6, 2019 How the fuck do I get the guard I'm meant to talk to stop talking their normal lines, I'm tired of him saying I got shot in the ass last year
stobor Posted August 6, 2019 Author Posted August 6, 2019 @TabulaRasa: Ignoring you for the brief period while 'isAvailable' is false (about 120 sec., starting from start of animation, IIRC) is intended. This is to prevent ForceGreet loops that would trap you in a perpetual scene with the same actor. I don't advise forcing mini-quests from console like that; many of them have dependencies on optional mods (piercings, etc.) that may not be present. If you short-circuit the compatibility checks that way, odd things can happen. I can't be sure from your brief description, but it could be that you're missing several of the optional dependencies, and thus it's skipping past the content that relies on those.
stobor Posted August 6, 2019 Author Posted August 6, 2019 11 minutes ago, YoThatsWackBruv said: How the fuck do I get the guard I'm meant to talk to stop talking their normal lines, I'm tired of him saying I got shot in the ass last year Context?
LazyIcarus Posted August 7, 2019 Posted August 7, 2019 4 hours ago, stobor said: @TabulaRasa: Ignoring you for the brief period while 'isAvailable' is false (about 120 sec., starting from start of animation, IIRC) is intended. This is to prevent ForceGreet loops that would trap you in a perpetual scene with the same actor. I see; I'll just wait it out then. 4 hours ago, stobor said: I can't be sure from your brief description, but it could be that you're missing several of the optional dependencies, and thus it's skipping past the content that relies on those. I have the latest version of Devious Devices (2.0), SexAttributes (2.0.0), moddable piercings (lePiercings_v0.4), and Toxic Raider Armor. Could it be a problem with me having the toxic raider armor already on coming into the camp?
inventor69 Posted August 7, 2019 Posted August 7, 2019 I'm trying to start it and each time I have the interaction with the guy talks to me about the note but I don't get the note and a quest docent start any ideas on how to fix that?
izzyknows Posted August 7, 2019 Posted August 7, 2019 1 hour ago, inventor69 said: I'm trying to start it and each time I have the interaction with the guy talks to me about the note but I don't get the note and a quest docent start any ideas on how to fix that? The quest is already running. (In away it's always running) If I remember right, if Jun doesn't give you the note, you have missing scripts.. aka a bad install. But that part is just fluff. And it doesn't give you quest markers. You can store your weapons and head to Corvega... or another Raider camp that has a Boss. You might have to actually talk to one to get collared.
izzyknows Posted August 7, 2019 Posted August 7, 2019 7 hours ago, YoThatsWackBruv said: How the fuck do I get the guard I'm meant to talk to stop talking their normal lines, I'm tired of him saying I got shot in the ass last year There's a small area in the cell, and just outside it.. left hand corner in the back where you need to stand for the Guard to engage in RP dialogue. Outside that area, it reverts back to normal dialogue.
stobor Posted August 7, 2019 Author Posted August 7, 2019 2 hours ago, TabulaRasa said: Could it be a problem with me having the toxic raider armor already on coming into the camp? No, that can't be it. This isn't a repeat visit to a prior camp is it? Because that would mostly be limited to the repeatable mini-quests, and it sounds like you're starting with the usual sequence [1, 2, ...] . The best thing I can suggest is to see what mini-quests are in the pipeline (at the point where you seem to be stuck), and then try to work out why they're not progressing. As you saw, 'nextMiniQuest' is the one with an active intro topic - but there's also an array containing all the ones queued up. The script keeps picking prospective mini-quests out of that array (and refreshing it with the repeatable ones, if it runs out); if the next one isn't eligible (missing dependency, aliases won't fill, etc.) it just goes on to the next one in line. I think there's only one array property on the quest, so it should be easy to spot. I don't recall the variable name off the top of my head. In some cases, the mini-quests have actual CK quests associated with them; in those cases, the controller logic attempts to start them and then checks if it was successful (it might fail for alias fill issues, or if the quest was already running). So just setting 'nextMiniQuest' from console wouldn't have the desired effect in those cases, because you'd be skipping the actual work (the quest start). TL;DR - There's a lot going on under the hood, to make things fail gracefully if something unexpected happens. Which makes it hard to duplicate with console hackery.
stobor Posted August 7, 2019 Author Posted August 7, 2019 21 minutes ago, izzyknows said: There's a small area in the cell, and just outside it.. left hand corner in the back where you need to stand for the Guard to engage in RP dialogue. Outside that area, it reverts back to normal dialogue. I don't recall any location-specific triggers (assuming we're talking about the DC jail cell). It might look that way, based on NPC patrol patterns and the usual distance-from-NPC triggers for a ForceGreet to kick in. But the game isn't even 100% reliable about picking the same NPC every time - it's supposed to be 'closest to player', but sometimes...
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