izzyknows Posted June 15, 2021 Posted June 15, 2021 8 minutes ago, Syberia said: Hello, great looking mod , but when i put away my weapons and go into Raider's Camp they are hostiles. The mod updates on "named" locations. Meaning, you store your weapons in a container in Lexington, the Raiders will still be hostile. But as soon as you make it to Corvega, the mod sees the "named" location change and adds you to the slave faction (if I remember right) and the Raiders, Gunners etc become non-hostile.
Krazyone Posted June 21, 2021 Posted June 21, 2021 Idea... if you don't go through with the ransom letter, you wake up to find Jun Long has sold you out to the Raiders anyway. Surrounded by Raiders, after sleeping, all goes black, then you wake up dressing in Rags, on a dirty mattress. Then you get your Slave Collar... 1
vaultbait Posted June 21, 2021 Posted June 21, 2021 18 hours ago, Krazyone said: Idea... if you don't go through with the ransom letter, you wake up to find Jun Long has sold you out to the Raiders anyway. Surrounded by Raiders, after sleeping, all goes black, then you wake up dressing in Rags, on a dirty mattress. Then you get your Slave Collar... As long as he sells his sister to a different raider camp, that's fine. I just don't want to have to hear her bitching and moaning the whole time I'm in there, you know? 2
DeadWabbits Posted June 21, 2021 Posted June 21, 2021 Question. Where does raiders pet pull from the for the sex scene timers? They are much longer than my say...voilate timers or MCG timers but heck if I can find the setting.
izzyknows Posted June 21, 2021 Posted June 21, 2021 13 minutes ago, DeadWabbits said: Question. Where does raiders pet pull from the for the sex scene timers? They are much longer than my say...voilate timers or MCG timers but heck if I can find the setting. It's in the script DialogueQuestScr.psc Lines 1710 and 1765 and I believe line 557 would need tweaked too. Then compile the script and see if it works.
DeadWabbits Posted June 21, 2021 Posted June 21, 2021 What program do you use to edit that .psc file?
vaultbait Posted June 21, 2021 Posted June 21, 2021 14 minutes ago, DeadWabbits said: What program do you use to edit that .psc file? It's plain text, so any text editor will do, even notepad. The tricky step isn't the editing, it's the compiling.
Krazyone Posted June 22, 2021 Posted June 22, 2021 8 hours ago, vaultbait said: As long as he sells his sister to a different raider camp, that's fine. I just don't want to have to hear her bitching and moaning the whole time I'm in there, you know? Stick a huge gag in her mouth, and have her be silent until it's removed. Maybe a new shock collar triggered by using your voice-box, that shocks annoying characters into being silent. Yes... I'm looking at you Jun and Marcy Long, and the Preston Garvey Fan Club, when you take him along with you, praising the laziest Minuteman ever...
Guest Posted June 22, 2021 Posted June 22, 2021 I love this mod but there is one problem i have. Currently i am playing more "realistic" life with survival mod from Flashy. Problem is, that raider will not feed you which leads at one point to your passing. Is there a way to have raiders feed you and support you. Drugs alone will not do it. I am sure the majority plays without these mods i am using. But if you do, you only can hope that you escape before you die (of natural causes).
JB. Posted June 22, 2021 Posted June 22, 2021 (edited) 14 minutes ago, wutpickel said: If you play as the mod is intended, with your character serving in Corvega, you will see that there is a lot of food distributed there, a water source and you will find a lot of mattresses. For what Raider Pet lasts (say two days ingame, max) is more than enough. After that you are free to go wherever you want, with or without your collar. I remember asking Stobor for an option like the one you ask, for those of us who play Survival, but it really isn't necessary and the mod is pretty round. If anything, an electric shock would be nice every time you refuse a raider, hehe. ? Edited June 22, 2021 by JBpy
Guest Posted June 22, 2021 Posted June 22, 2021 8 minutes ago, JBpy said: If you play as the mod is intended, with your character serving in Corvega, you will see that there is a lot of food distributed there, a water source and you will find a lot of mattresses. For what Raider Pet lasts (say two days ingame, max) is more than enough. After that you are free to go wherever you want, with or without your collar. I remember asking Stobor for an option like the one you ask, for those of us who play Survival, but it really isn't necessary and the mod is pretty round. If anything, an electric shock would be nice every time you refuse a raider, hehe. ? You know, i went yesterday to the hardware store by Diamond City and even though i got out at one point, i was already so weak i could not run. I think i was not really two days there (maybe i was), but then i did not check the days. I just seen the message "you are starving" and my AP points draining. I think if they would drop something, it would be nice. Since i play with Hardship enabled, i am not sure if Raiders Pet does it or Hardship but i do get some "gift" sometimes. Last time it was some caps. Definitely like the collar.
vaultbait Posted June 22, 2021 Posted June 22, 2021 (edited) 2 hours ago, wutpickel said: I love this mod but there is one problem i have. Currently i am playing more "realistic" life with survival mod from Flashy. Problem is, that raider will not feed you which leads at one point to your passing. Is there a way to have raiders feed you and support you. Drugs alone will not do it. I am sure the majority plays without these mods i am using. But if you do, you only can hope that you escape before you die (of natural causes). Scrounge for food as a first priority. Eat things which are likely to spoil, hoard junk food which keeps for longer. Of course, I'm coupling Advanced Needs with the Scavver's Closet mod's option to limit how many food items, bottles and meds I can carry to a very small number, so I also end up stashing extras in central locations in the camp. If you bring a companion with you, they can carry supplies too (and the raiders don't rob them so they're a safe place to stash initial provisions, though this is sort of a cheat). Also consider sticking some supplies an easy walk from the raider camp before you surrender to them. Edited June 22, 2021 by vaultbait
Guest Posted June 22, 2021 Posted June 22, 2021 40 minutes ago, vaultbait said: Scrounge for food as a first priority. Eat things which are likely to spoil, hoard junk food which keeps for longer. Of course, I'm coupling Advanced Needs with the Scavver's Closet mod's option to limit how many food items, bottles and meds I can carry to a very small number, so I also end up stashing extras in central locations in the camp. If you bring a companion with you, they can carry supplies too (and the raiders don't rob them so they're a safe place to stash initial provisions, though this is sort of a cheat). Also consider sticking some supplies an easy walk from the raider camp before you surrender to them. Ah, yes. Strategy. Never thought about that. Once you are with raiders, one of them follows always. Have to experiment with that a little. With the system i use at the moment, i got to the point that i was only able to carry around 20 pounds. But to be honest, i think that is the biggest flaw with RPG's in general in that game will let you carry unreal amounts of items around. But yes, i think i should be more strategic about the play. Normally, i'll never play with companions though. Thank you so much
DeadWabbits Posted June 22, 2021 Posted June 22, 2021 (edited) 22 hours ago, izzyknows said: It's in the script DialogueQuestScr.psc Lines 1710 and 1765 and I believe line 557 would need tweaked too. Then compile the script and see if it works. I'm sorry but what "lines" are you referring to? There is no number system that I can detect... Scrolling down I found this section however, I dont want to change this one and then miss the others. ;; Switch to a new position: AAF:AAF_API:PositionSettings NewPosition = AAF_API.GetPositionSettings() if ( SecondaryPos == "" ) ;; Default for most animations: NewPosition.duration = 60 else ;; Shorter duration for poses, there's less going on. NewPosition.duration = 20 Also can you explain what you mean when you say "compile the script"? Edited June 22, 2021 by DeadWabbits
izzyknows Posted June 23, 2021 Posted June 23, 2021 5 hours ago, DeadWabbits said: I'm sorry but what "lines" are you referring to? There is no number system that I can detect... Also can you explain what you mean when you say "compile the script"? Sorry, I use Notepad ++ sooo I just have a habit of referencing the line number. LOL If you search for 60 you'll find the lines that need changed. There are 3 of them. To compile a single script, Open the Creation Kit Click on Gameplay>>Papyrus Script Manager, Wait for it... In the filter box type in (or copy & paste) DialogueQuestSc Right click on RaiderPet:DialogueQuestSc and click Compile. Done. Go play the game.
DeadWabbits Posted June 23, 2021 Posted June 23, 2021 18 hours ago, izzyknows said: Sorry, I use Notepad ++ sooo I just have a habit of referencing the line number. LOL If you search for 60 you'll find the lines that need changed. There are 3 of them. To compile a single script, Open the Creation Kit Click on Gameplay>>Papyrus Script Manager, Wait for it... In the filter box type in (or copy & paste) DialogueQuestSc Right click on RaiderPet:DialogueQuestSc and click Compile. Done. Go play the game. Ooooohhh so I have to get the creation kit involved. Never even used that lol.
vaultbait Posted June 23, 2021 Posted June 23, 2021 18 minutes ago, DeadWabbits said: Ooooohhh so I have to get the creation kit involved. Never even used that lol. The Papyrus Script Compiler can be run from the command line too, you don't have to launch the interactive CK... though the compiler is distributed as part of the CK so you still need to use the Bethesda Launcher to download and install the entire thing unfortunately. When learning this on my own, I found the Papyrus FAQs an indispensable wealth of information. Also most stuff relies on the base game script sources being present, which basically nobody warns you aren't unpacked automatically, but merely installed as a zipball which you need to know to find and decompress in place manually first. 1
izzyknows Posted June 24, 2021 Posted June 24, 2021 (edited) 2 hours ago, vaultbait said: Also most stuff relies on the base game script sources being present, which basically nobody warns you aren't unpacked automatically, but merely installed as a zipball which you need to know to find and decompress in place manually first. What mods require that be done? Serious question, not being a smart arse! I've compiled a boat load of different mods scripts and don't have the base game scripts unpacked. (Using the CK, not the command line) As long as the mods source is included it just works. LOL Edited June 24, 2021 by izzyknows
vaultbait Posted June 24, 2021 Posted June 24, 2021 6 minutes ago, izzyknows said: What mods require that be done? Serious question, not being a smart arse! I've compiled a boat load of different mods scripts and don't have the base game scripts unpacked. (Using the CK, not the command line) As long as the mods source is included it just works. LOL I know I at least needed the base scripts unpacked to be able to successfully pass -f="Institute_Papyrus_Flags.flg" to PapyrusCompiler or else it wouldn't find the flags. This is for pretty much anything, but at least specifically for recompiling the Violate scripts (which in turn also require AAF script sources). Maybe the CK frontend automatically extracts the base script sources to a temporary build location or something, but invoking from the CLI doesn't?
izzyknows Posted June 24, 2021 Posted June 24, 2021 (edited) 19 minutes ago, vaultbait said: I know I at least needed the base scripts unpacked to be able to successfully pass -f="Institute_Papyrus_Flags.flg" to PapyrusCompiler or else it wouldn't find the flags. This is for pretty much anything, but at least specifically for recompiling the Violate scripts (which in turn also require AAF script sources). Maybe the CK frontend automatically extracts the base script sources to a temporary build location or something, but invoking from the CLI doesn't? Ya know that might be the case. Would explain the wait time for the compiler window to open. or not.. LOL Edit: I'll be horn swaggled! I DO have the Base.zip extracted! Honestly don't remember doing that!! Well... shite! Edited June 24, 2021 by izzyknows
gippo Posted June 24, 2021 Posted June 24, 2021 On 3/30/2021 at 4:42 PM, izzyknows said: Yes, it requires a little xEdit "remove" in Devious Devices. Would you please be more specific?
izzyknows Posted June 24, 2021 Posted June 24, 2021 18 minutes ago, gippo said: Would you please be more specific? You need to remove the Gag quest. It something like DD_Gag which would leave DD_Library & DD_Library_Kimy_VendorDLG
Guest Posted June 24, 2021 Posted June 24, 2021 It would be great if this could be expanded to the Gunners. Or is that already possible? They are violent as well.
Guest Posted June 30, 2021 Posted June 30, 2021 Is it possible to make this mod work with DLC Nuka World? Now that you can visit Nuka World with @JBpy as a normal person, this would open possibilities. At least, it seems not to work in Nuka World. Nooooooooo
vaultbait Posted June 30, 2021 Posted June 30, 2021 7 hours ago, wutpickel said: Is it possible to make this mod work with DLC Nuka World? Now that you can visit Nuka World with @JBpy as a normal person, this would open possibilities. At least, it seems not to work in Nuka World. Nooooooooo It would need some editing. Nuka World raiders use different factions, as do the raiders in the Combat Zone for that matter.
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