vaultbait Posted September 19, 2020 Posted September 19, 2020 On 9/17/2020 at 7:40 PM, ETSubmariner said: On 9/17/2020 at 6:13 PM, jcslaneve said: I can't get the raiders to enslave me. I walked up without any weapons yet they still attacked me, I had to use AAF Violate, once they enslaved me, They just shot me. I tried to force a disarm but it didn't work Any help would be appreciated Maybe the quest itself didn't start? Talking with Jun can give you an item, walking to Lexington too, but there's also a console command to just start the quest so you can get to be their kinky raider pet. I had to use the console because I started in Diamond City. I believe the console command is: startquest RaiderPetDialogueQuest And if that's not working, try player.showinventory to see if you have any hidden items, maybe equipped by other mods, which cause you to count as armed.
justforcensor Posted September 20, 2020 Posted September 20, 2020 I like this mod a lot, you did a very interesting role play here. I just drop some ideas of mine here just in case you find some of them good enough to expand this mode. 1. animation progression. every time player is being banged new animation become available, at first it is only passive simple m+w, then more active, dansing, then with multiple actors, animals and so one. 2. camp progression. If player failed to escape (or she doesn't want to) after all quests run few times she resive new tattoo new part or new type of clothes, new name(rank) and being sold to another camp. where she learn more animations, do her part of quest, get new tattoo, clothes, rank and sold to enother. when all raiders camp is done, gunners next, then supermutants(new animations). in the end she get her freedom, fully tatooed body, mega whore armor and all this hostile factions become neutral or friendly for player and companions. + all items can be taken without stealing. 3. some camps has the arena, mostly for fights but where player can be sent as punishment to face some craeture they have in stock(new animation learning)
vaultbait Posted September 20, 2020 Posted September 20, 2020 13 hours ago, justforcensor said: 3. some camps has the arena, mostly for fights but where player can be sent as punishment to face some craeture they have in stock(new animation learning) Speaking of arenas, I really enjoy playing with Combat Zone Restored, but it puts the raiders inside there into their own (non-hostile) faction. Vanilla also has them in a separate faction from normal raiders (but still hostile). It would be great if the Combat Zone could work as an available raider camp for Raider Pet, with or without CZR.
Molevalence Posted September 21, 2020 Posted September 21, 2020 16 hours ago, vaultbait said: Speaking of arenas, I really enjoy playing with Combat Zone Restored, but it puts the raiders inside there into their own (non-hostile) faction. Vanilla also has them in a separate faction from normal raiders (but still hostile). It would be great if the Combat Zone could work as an available raider camp for Raider Pet, with or without CZR. Honestly, I am surprised there isn't more companion additions to the mod. In my opinion it would be pretty kinky to see you and your companion as a raider pet.
ETSubmariner Posted September 21, 2020 Posted September 21, 2020 Having trouble on a new character I created last night getting RP to work. Used player.showinventory and also the start quest command despite having received the Lexington Discovered notice, Corvega Discovered too. Once I use that Start quest console command what should the next stage show with GetStage? Do I need to be inside the plant itself or . .? Update edit: Through AAF violate I got turned into a raider pet (100% chance), but in a few short moments they turned violent. The console command clearly shows I have nothing in my inventory that is considered a weapon. I don't have any weapons. Just not getting this to work properly. Update edit #2: Even tried setpqv RaiderPetDialogueQuest forceDisarm true before and it did nothing. Violate worked at 100% to turn me into a pet, they gave the pet dialogue, then 2 seconds later shot me dead.
vaultbait Posted September 21, 2020 Posted September 21, 2020 4 hours ago, ETSubmariner said: Having trouble on a new character I created last night getting RP to work. Used player.showinventory and also the start quest command despite having received the Lexington Discovered notice, Corvega Discovered too. Once I use that Start quest console command what should the next stage show with GetStage? Do I need to be inside the plant itself or . .? Update edit: Through AAF violate I got turned into a raider pet (100% chance), but in a few short moments they turned violent. The console command clearly shows I have nothing in my inventory that is considered a weapon. I don't have any weapons. Just not getting this to work properly. Update edit #2: Even tried setpqv RaiderPetDialogueQuest forceDisarm true before and it did nothing. Violate worked at 100% to turn me into a pet, they gave the pet dialogue, then 2 seconds later shot me dead. This definitely sounds like some sort of a mod conflict, though I don't have any great guesses as to what other mods besides things which equip invisible weapon items would have this result. Are you maybe using a custom (non-vanilla) player race (not that I know whether that would cause a problem), or maybe something which messes with the captive faction? The mod does work, at least it's working for me in a loadout of >200 mostly kink mods.
ETSubmariner Posted September 21, 2020 Posted September 21, 2020 Just poking through all of my mods, which aren't many. The Kicks and Punches mod might indeed by adding a truly invisible weapon to the player but itself doesn't use an esp, just meshes. I'm asking in that mod if it in anyway becomes a "weapon" that the game thinks you have, but as before, I also used the console command to tell the game I was True unarmed and though Violate did turn me into a pet, 2 seconds later they were pissed anyway. lol So with RP, if you have a weapon your inventory they become aggressive or that it's displayed? Looks like it is "equipped", but if equipped wouldn't the raiders ask what you have or do they turn aggressive instantly? Have to see what that mod author says I guess. Unrelated to that, you said 200+ kinky mods? Do you have a list of them perchance? update edit: Kicks and Punches not it. Removed it, tested that I was doing vanilla animations, they didn't want to Pet me, but Violate did kick it off because I made sure it was 100%. They had the same dialogue as before, got to the where they say the collar will pop my head off, 2 seconds later shot me dead. Same.
vaultbait Posted September 22, 2020 Posted September 22, 2020 1 hour ago, ETSubmariner said: So with RP, if you have a weapon your inventory they become aggressive or that it's displayed? Looks like it is "equipped", but if equipped wouldn't the raiders ask what you have or do they turn aggressive instantly? You need to have absolutely no weapons in your inventory (go drop them somewhere safe) and then move into a new cell. For example, if you test at Lexington, you should be able to ditch your weapons in the dumpster behind the bombed-out building just to the North of the Corvega plant with the radroach infestation, then walk up to the main entrance and wiggle your tail. 1 hour ago, ETSubmariner said: Unrelated to that, you said 200+ kinky mods? Do you have a list of them perchance? Well, I said "mostly kink" (maybe more like half kink and half mundane stuff) but sure, it's a mashup of everything from texture replacers (lewd billboards, paintings and posters, Vaultmeat on your prewar money, new on Nexus today is pinup art painted on vertibirds) to infrastructure/frameworks (counters, perks and effects for pervy stuff), violation/abduction/harassment/pregnancy/menstruation, over the top idles and sex animations of course, quest mods with varying degres of integrated kink from extreme fetish to mild suggestion, perverted/misogynistic dialogue additions (voiced and subtitle only), lewd outfit replacers, slutty overlays, UI tweaks (experience gaining sounds, UI pop-ups, main menu replacer), kinky location/settlement additions... I could go on and on. Also it's not always clear that mundane stuff can be used to accentuate the kink, like I use a Fight Club soap texture replacer and a soap crafting mod and one which places usable soap dishes, but those are to make Get Dirty and its Additional Effects addon more fun/playable, which I'm running because of the Dirty Sex mod. Also I'm using Rad Morphing redux, so if I get dirty (from sex or just wandering) and can't bathe and so start taking radiation damage, I'll eventually swell to the point that I burst out of my clothing and have to cross the wastes naked and sweaty until I can find a doctor and get cured. So yeah, indirectly at least, soap crafting and textures can be kinky. Roughly half of these are from LL and half from Nexus. Unfortunately Vortex isn't really adapted to generating sharable lists of mods, but this is what my mod dir looks like (these are the ones installed and active for my current playthrough, but as you'll see some of the authors did a poor job when naming their archives): Spoiler 4k (MYBed) Lovers Luxury Bed - the LADY KILLER-7400-v0-3 4k Lovers Luxury Bed - the LADY KILLER-7400-v0-2 A Diamond City Story - Enhanced Textures-40267--95-1570822569 A Diamond City Story - Main File-40267--96-1571518106 AAF Bondage Animations 2.00 AAF Dirty Sex 1.0 AAF Spectators v1.3 AAF Violate Purgatory 1.01 AAF-Creature-Resources v1.1.3 AAFTurnTheLightON_v1.0.0 AAF_FamilyPlanningEnhanced_2.611 AAF_V147-0_beta AAF_VanillaKinkyCreatureAnimations_Themes_V200831.0 AAF_Violate_V1.46 FOMOD ActiveEffects.zip-32735-1-2-5-1575571768 Addon - Starlight Drive-In Module v2.2.1-24435-2-2-1-1544529788 Advanced Needs 2 (v1.7.3) Main File-40440-v1-7-3-1565642561 Advanced Needs 2 - Expansion 2 - Consumable Spoilage-40440-v1-1-1566170149 Advanced Needs 2 - 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ETSubmariner Posted September 22, 2020 Posted September 22, 2020 3 hours ago, vaultbait said: Hide contents Raider Pet v1_4 Localized Localized? I am currently on 1_1.7 because to me localized means a specific language version. Should I be using 1_4 or is 1_1.7 for English users, etc etc? I tested the 1_4 at Corvega, and yet once again despite the pipboy and the console command telling me I am unarmed, they attacked immediately. Violate did its thing, two seconds after telling me about the collar, they shot me. Guess I'm just going to skip the mod and let either Violate or Beggar Whore do its mod things.
Elsidia Posted September 22, 2020 Posted September 22, 2020 44 minutes ago, ETSubmariner said: I am unarmed You don't be unarmed. You must be unarmed and all INVENTORY empty from weapons.
ETSubmariner Posted September 22, 2020 Posted September 22, 2020 4 hours ago, Elsidia said: You don't be unarmed. You must be unarmed and all INVENTORY empty from weapons. I am unarmed and the console command to show hidden items shows I have no weapons.
Elsidia Posted September 22, 2020 Posted September 22, 2020 44 minutes ago, ETSubmariner said: I am unarmed and the console command to show hidden items shows I have no weapons. As i remember if you have armed weapon and remove it by put in container - raider pet thinks that you are armed. You need unarm in inventory and then store the weapon into chest. If you open than stored weapon fallout 4 still shows in chest that is equipped.
ETSubmariner Posted September 22, 2020 Posted September 22, 2020 I wonder what I can chance in exedit to remove that they are looking at weapons. Might be nice to see if a weapon at all is keeping the mod from working. AAF Violate set to 100% always turns me into a raider pet, but they then shoot me dead in a few seconds lol
JB. Posted September 22, 2020 Posted September 22, 2020 5 minutes ago, ETSubmariner said: I wonder what I can chance in exedit to remove that they are looking at weapons. Might be nice to see if a weapon at all is keeping the mod from working. AAF Violate set to 100% always turns me into a raider pet, but they then shoot me dead in a few seconds lol The mod is activated once you have visited a settlement. I remember a couple of users saying that they were running straight to a raider camp to be captured (lol) and that the mod was not working for them.
ETSubmariner Posted September 22, 2020 Posted September 22, 2020 1 hour ago, JBpy said: The mod is activated once you have visited a settlement. I remember a couple of users saying that they were running straight to a raider camp to be captured (lol) and that the mod was not working for them. The quest entry while in console shows it is running and ready. My character had also visited Abernathy. I even used the console command provided by the mod author to ensure it started after I tried Corvega the first time as a test. Several ways the quest starts to include Jun's note. My character never had any weapons in one test.
izzyknows Posted September 23, 2020 Posted September 23, 2020 7 hours ago, ETSubmariner said: The quest entry while in console shows it is running and ready. My character had also visited Abernathy. I even used the console command provided by the mod author to ensure it started after I tried Corvega the first time as a test. Several ways the quest starts to include Jun's note. My character never had any weapons in one test. If the quest is running, your PC has no weapons in the inventory, then all you have to do is travel to another "location" and your PC will be Raider Pet meat. For example, You empty out your weapons tab in Sanctuary, you have to travel to at least Red Rocked before the script updates the variables. Jun's note does not activate the main quest, it's just a bit of fun. The main quest is running on game load. If you run 14.sv and scroll up you should see something about unarmed = 1 or 0. Maybe true or false... forget at the moment. LOL
Balmung889 Posted September 23, 2020 Posted September 23, 2020 Hi could you kindly explain some things to me? 1) If we go around unarmed, does Raider Pet activate automatically if we are in Raider territory? Do we have no chance to draw the weapon and defend ourselves? 2) What is the player's goal? Obviously run away, ok! But as a slave to the Riders what is our job? What should we do for the raiders? To steal? Kill? Satisfy them with sex? Are we assigned real quests? 3) The poisonings! How do poisonings work? Do they exist in the base game or are they introduced by the Raider Pet mod?
EgoBallistic Posted September 23, 2020 Posted September 23, 2020 1 hour ago, Balmung889 said: 1) If we go around unarmed, does Raider Pet activate automatically if we are in Raider territory? Do we have no chance to draw the weapon and defend ourselves? If you have no weapons in your inventory, Raiders won't be hostile to you. If you get close to them, one of them may enslave you. You won't have a choice. 1 hour ago, Balmung889 said: 2) What is the player's goal? Obviously run away, ok! But as a slave to the Riders what is our job? What should we do for the raiders? To steal? Kill? Satisfy them with sex? Are we assigned real quests? Your goal is up to you. You can think of it as infiltrating the raiders to spy on them, or you can think of yourself as an unwilling slave. You satisfy them with sex often, and you are assigned real quests occasionally. To make the story progress, keep having sex with the raiders until you get another quest. 1 hour ago, Balmung889 said: 3) The poisonings! How do poisonings work? Do they exist in the base game or are they introduced by the Raider Pet mod? They are introduced by the mod. You may have the opportunity to cook for them.
Balmung889 Posted September 24, 2020 Posted September 24, 2020 23 hours ago, EgoBallistic said: If you have no weapons in your inventory, Raiders won't be hostile to you. If you get close to them, one of them may enslave you. You won't have a choice. Your goal is up to you. You can think of it as infiltrating the raiders to spy on them, or you can think of yourself as an unwilling slave. You satisfy them with sex often, and you are assigned real quests occasionally. To make the story progress, keep having sex with the raiders until you get another quest. They are introduced by the mod. You may have the opportunity to cook for them. Forgive the double post. Yesterday I just asked for information. Now I have downloaded Raider Pet, but it doesn't work! Jun Long does not give me the note, the Raiders attack me even if I am unarmed and the mod does not appear in the MCM menu. I checked the plugins. Raider Pet is there and it's active! Can you help me?
EgoBallistic Posted September 24, 2020 Posted September 24, 2020 7 hours ago, Balmung889 said: Jun Long does not give me the note, the Raiders attack me even if I am unarmed and the mod does not appear in the MCM menu. Raider Pet doesn't have an MCM. You need to travel to another settlement, or to Diamond City or Goodneighbor, to activate the mod.
vaultbait Posted September 25, 2020 Posted September 25, 2020 On 9/22/2020 at 4:14 AM, ETSubmariner said: Localized? I am currently on 1_1.7 because to me localized means a specific language version. Should I be using 1_4 or is 1_1.7 for English users, etc etc? I tested the 1_4 at Corvega, and yet once again despite the pipboy and the console command telling me I am unarmed, they attacked immediately. Violate did its thing, two seconds after telling me about the collar, they shot me. Guess I'm just going to skip the mod and let either Violate or Beggar Whore do its mod things. This could be part of the problem, LOTS of bugs were fixed between 1_1 and 1_4. Versions after 1_1 are marked "localized" because they include support for string translation patches. By default the language is English and then you add the most recent patch for your preferred language (if there is one). Also there is no "1_1.7" version, you're just misreading the file extension (.7z because it's a 7zip archive) as being part of the version. 1
Guest Posted September 26, 2020 Posted September 26, 2020 Ive finished the Out of Time quest, went to Goodneighbor, got rid of anything that's remotely attached to weapons (mods and stuff like that) and raiders still attack me. If anyone can help that would be much appreciated.
izzyknows Posted September 27, 2020 Posted September 27, 2020 5 hours ago, jcslaneve said: Ive finished the Out of Time quest, went to Goodneighbor, got rid of anything that's remotely attached to weapons (mods and stuff like that) and raiders still attack me. If anyone can help that would be much appreciated. You can have weapon mods in your inventory, you can't have any weapons. Then, you need to move to a different "named" location before the RP quest flags you as unarmed. The Raider Pet main quest is always running, Jun is just a little extra role playing that has no effect on anything.
Balmung889 Posted September 27, 2020 Posted September 27, 2020 On 9/24/2020 at 7:09 PM, EgoBallistic said: Raider Pet doesn't have an MCM. You need to travel to another settlement, or to Diamond City or Goodneighbor, to activate the mod. I tried to go to Diamond City and Goodneighbor, but nothing happens. I just took a quick tour of the 2 cities just to see if anything happened. I'll try to play normally (without the rush to see if the mod is activated) and see if anything happens.
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