Jump to content

Recommended Posts

Posted

Cannot, for the life of me, get the raider location boss to talk to me about anything RaiderPet. I activate and get generic raider hello dialogue, to the effect of "Just one more haul, then I call it quits." Should note, the "Clear Corvega" minuteman quest is active for me. I've noticed the raider boss gets the skipgenericlines keyword, but I'm not sure what specifically that does. Please advise.

Posted

I do not get any quests, jun finds me and initiates the dialog but i get nothing in quests  / pipboy, , Im able to walk into raider camp and that also orks, just no quest to follow someone help ?? 

Posted

There isn't a quest to follow - the note is just to point you in that direction if you so choose. Once enslaved you might get the odd misc quest objective like 'talk to the boss' pop up but that's it.

Posted

So far i got it working very well.
Is Jun suppose to aproach multiple times and give you a note? or is that a one time thing to introduce you to the mod?
Or does corvega need a respawn first?

 

Also, i went back to corvega after escaping as a pet and clearing it once. and the raiders Lucky and Bruiser came back with the respawn.

is this suppose to happen. do they replace the generic raider permanently?

 

Is there a command for me to check if im perhaps stuck active in the Pet faction?

Posted
6 hours ago, jarno5 said:

So far i got it working very well.
Is Jun suppose to aproach multiple times and give you a note? or is that a one time thing to introduce you to the mod?
Or does corvega need a respawn first?

 

Also, i went back to corvega after escaping as a pet and clearing it once. and the raiders Lucky and Bruiser came back with the respawn.

is this suppose to happen. do they replace the generic raider permanently?

 

Is there a command for me to check if im perhaps stuck active in the Pet faction?

As far as I know Jun is only suposed to approach once , but I just installed this myself, however you can restart it or stop it by using console commands, e.g stopquest RaiderPetDialogueQuest and startquest RaiderPetDialogueQuest  to get Jun to re approach

Posted
On 3/31/2020 at 6:14 AM, Charindy said:

There isn't a quest to follow - the note is just to point you in that direction if you so choose. Once enslaved you might get the odd misc quest objective like 'talk to the boss' pop up but that's it.

Thank you for the response :)

Posted

Currently stuck on one of Lucky's quests, the one where he wants you to get the key from Bruiser. When I engage in dialogue with Lucky he removes the collar off my character which turns the raiders hostile and ends everything. Could handcuffs be interfering with this somehow? Never had this issue before. 

Posted
55 minutes ago, DeadSoldierBoy said:

Currently stuck on one of Lucky's quests, the one where he wants you to get the key from Bruiser. When I engage in dialogue with Lucky he removes the collar off my character which turns the raiders hostile and ends everything. Could handcuffs be interfering with this somehow? Never had this issue before. 

Yes, there is a conflict.

 

What I recommend is to leave the base where you are captured. Stay away from the site, but not so much. Take off your collar and hancuffs using the RealHandcuffs MCM. If you are too close to the base, the raiders will attack you when you return, but if you are far enough away, they will do nothing to you when you return.

 

Put on a DD collar. Like "Makeshift Slave Collar". I use ESP Explorer to get one. Very easy.

 

Put your handcuffs again. Come back and continue. 

Posted

Hi. I just download this mod for my current load order. 

 

After reading mod description I was thinking about other option ( I don't know is possible ) but what If for example to get key to the collar we have to be a Mule. 

This quest give us some package ( drugs? ) which one we need to deliver from point A to point B. But we need to pass territory which belong to enemy's Raiders gang and during travelling enemy raiders will spawn who wants to kill us to get this package. 

If Player survive and deliver this package and come back alive to the riders camp he/she get a key. Collar could explode in X hours/days? game time. 

 

Another quest, could be raiders game called Turkey hunting.  The riders from this camp will hunt...on us, because they think they are funny and most important bored with life. But we know they are sons of bitches. We need to run unarmed from Camp ( point A ) and passing raiders spawn zones to safe zone ( point B ) where on the end is key to our collar. This collar also will explode in X hours/days? game time. 

 

It's just an idea.

Posted

I really love this mod, so thank you for that! 

I would really love it if there was some more things to do though, first of all, with the rival gang visit, you could just add - service x amount of rival gang members before returning. 

Maybe add another 'quest' like that, but just on a different location with a Lucky2, this one maybe not ending in betrayal, and it could be repeatable - kinda like a gang whore thing.... or maybe a go rob a gang with bruiser, steal x item without getting caught, you are the "distraction" while bruiser takes his sweet time to get the item.

 

The 'find me some duct tape' thing should not be repeatable, there usually are not enough tape around for multiple times.

 

Anyhow whatever you do with this in the future, I am exited to see, no pressure ;D

Thanks again.

 

Posted
On 2/1/2019 at 2:52 PM, stobor said:

setpqv RaiderPetDialogueQuest verbose true

You say to put that in Papyrus section. Are you referring to The Papyrus Section in Fallout4.ini?

Posted
2 hours ago, Cookiekid said:

You say to put that in Papyrus section. Are you referring to The Papyrus Section in Fallout4.ini?

In the console. copy & paste ;)

  • 2 weeks later...
Posted

For some reason the raiders at Corvega are always hostile to me. I’ve tried removing all items from my inventory and startquest & forcedisarm console commands but nothing seems to work. I get the note from Jun after the Santuary quest perfectly fine but raiders always just start shooting when I go near them

Posted
3 hours ago, JR98 said:

For some reason the raiders at Corvega are always hostile to me. I’ve tried removing all items from my inventory and startquest & forcedisarm console commands but nothing seems to work. I get the note from Jun after the Santuary quest perfectly fine but raiders always just start shooting when I go near them

Try this. Throw all your weapons, grenades, etc, into Drumlin Diner and then get closer to the Corvega raiders.

Posted
On 4/20/2020 at 8:49 PM, HuntressLilith said:

Yeah I am having the same issue, I dismissed  companions, stripped down naked entirely and still when I approach the Raiders to get enslaved they start shooting me.

On 4/20/2020 at 2:12 PM, JR98 said:

For some reason the raiders at Corvega are always hostile to me. I’ve tried removing all items from my inventory and startquest & forcedisarm console commands but nothing seems to work. I get the note from Jun after the Santuary quest perfectly fine but raiders always just start shooting when I go near them

Make sure you use some form of fast travel after storing your weapons and dismissing your companions. The weapons check on the player happens by travel. It's as simple as entering a building and exiting.

Posted

Ok so Ive had this installed for a bit now but how do I meet the boss  I never got that mini guest so the boss can ask fr the other mini quests ????

Posted

Hello All,

 

I have Raider's pet getting activated through AAF Violate I have Start me up (alternate start mod), and in my case, the raiders are the one near bunker hill, on the way towards diamond city. 

I also have other mods like devious devices, real handcuffs. Now the PC is all tied up and all the raiders stand in a circle. The slave collar is there, but the PC is not able to move. 

 

One and only one raider is communicating with the PC and any and all option leads to another fuckfest. 

 

The only concern I have here is that for some reason PC is unable to move. Apart from the time of the sex scene, going into third person is also not possible

  • 2 weeks later...
Posted

Hello, I have dd installed and the raider boss put tape on my mouth, but I cant see the tape. I get the mphh dialog so i know it's supposed to be there. Thank you for the mod!

Posted
1 hour ago, jackdaniels789 said:

Hello, I have dd installed and the raider boss put tape on my mouth, but I cant see the tape. I get the mphh dialog so i know it's supposed to be there. Thank you for the mod!

Do you also have Torture Devices installed?  And are you using a Race mod or have a odd face on your PC? Because the tape gag is made around the vanilla face, so you may have to tweak its position in Outfit Studio.

 

Posted
On 5/6/2020 at 9:24 PM, izzyknows said:

Do you also have Torture Devices installed?  And are you using a Race mod or have a odd face on your PC? Because the tape gag is made around the vanilla face, so you may have to tweak its position in Outfit Studio.

 

I'm using the vanilla face, I took it off and put it back on, now it's showing.

  • 2 weeks later...
Posted

Hello. This remains a wonderful mod, and thanks again for sharing it. Lately I've noticed a couple of issues, possibly related to its integration with AAF Violate. This is not necessarily a bug with the Raider Pet mod and likely part of integration between other mods, but I mention it just in case.

 

Twice now when my character has been captured and went through the day long period to get the "Boss wants to talk to you" phase the boss to which I was directed ended up being a feral ghoul. As feral ghouls cannot speak, it essentially breaks the chain and forces me to kill the boss instead of progressing in the quest line. The pet chain started the first time with raiders as the capturers and the second time as super mutants as the capturers. So it's not an issue of how the chain starts but that the boss is not always the same race as when it begins.

 

If there is a setting in MCM I can set to block feral ghouls from becoming the boss I'd appreciate being told what that is.

 

Also, fyi, my current play through is no-combat, no-weapons and no-armor. I built up pick pocket, sneak and explosives, and I do nearly all my killing by stashing a live grenade in enemies. So my character lets herself get captured and then secretly kills everyone by blowing them up. It's fun :)

 

But when the captors put devious devices mittens on her, this gets treated as arming a weapon, and her disguises as a pet ends, and she has to start the pet chain again from the beginning. I don't mind the mittens stopping the quest, but it wouldn't be so bad if feral ghouls didn't become the boss forcing the whole scenario to be done from the beginning :)

 

Thanks again for the awesome mod :)

Posted

The ghoul thing can happen if the group that captured you is too small, eg random strays , this does not happen when you are caught in places where there are designated bosses like Jared in Corvega etc etc I think the mod does not find said boss and assigns the title to some random npc  and that random npc is not necesarily closeby, there is no way to block it as far as I know, so try to only be caught by big gangs ?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...