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Raider Pet


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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.

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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.

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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.

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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 by izzyknows
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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?

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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 by izzyknows
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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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30 minutes ago, vaultbait said:

 

It would need some editing. Nuka World raiders use different factions, as do the raiders in the Combat Zone for that matter.

You know, i tried to go to that place. Combat Zone, but of course only for short time till i passed away. :)

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Excuse me, i got a problem to start up the quest, can't trigger the quest by talking to that guy in the Sanctuary(He gives me a note though), can't trigger the quest by surrendering to a raider at the Corvega assembly plant too, even startquest raiderpetdialoguequest didn't give me the quest. 

did I miss something?

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Posted (edited)
21 hours ago, wutpickel said:

You know, i tried to go to that place. Combat Zone, but of course only for short time till i passed away. :)

 

I highly recommend Combat Zone Restored since it makes the raiders inside non-hostile and puts back the mostly-finished prize fighting and betting implementation which was cut from the final game. If nothing else it explains why they have their own separate faction, though it still doesn't make them Raider Pet raiders, it's a fun place to camp out and makes acquiring Cait easier since you don't have to kill a theater full of enemies, just defeat her in one-on-one combat.

 

Of course, you still have to get past the raiders outside... Hardship can be useful for that at low levels. Or if you are already a raider pet, you can just pop outside the entrance and "talk" to one of them to reset the timer on your collar.

Edited by vaultbait
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2 hours ago, vaultbait said:

 

I highly recommend Combat Zone Restored since it makes the raiders inside non-hostile and puts back the mostly-finished prize fighting and betting implementation which was cut from the final game. If nothing else it explains why they have their own separate faction, though it still doesn't make them Raider Pet raiders, it's a fun place to camp out and makes acquiring Cait easier since you don't have to kill a theater full of enemies, just defeat her in one-on-one combat.

 

Of course, you still have to get past the raiders outside... Hardship can be useful for that at low levels. Or if you are already a raider pet, you can just pop outside the entrance and "talk" to one of them to reset the timer on your collar.

Ah, downloaded.

Never checked for a mod in that regard.

Normally, i have to get through these two dudes, have sex and then i can enter. But of course, not much to do except dying inside. :)

Well with that mod that should change then. :)

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1 hour ago, junky1234 said:

Anyone know a way to disable the raiders turning friendly with no weapon? This seems to cause issues with other mods :/

 

StaticPhobia made a Raider Pet Tweaks.7z and attached it to a comment somewhere, probably somewhere many pages back in this topic, which did that (among other adjustments). A cursory search did not turn it up, but maybe you can find it (or someone else might recall where it is).

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  • 2 weeks later...

I wonder if it's my setup issue or somebody else experiences similar problem too.

After playing for a while with this mod in the load order, even if I don't invoke any of its  functions, the game starts to consistently crash on the load. I.e. I am able to save but it crashes when I try to load. Same setup, same playthrough, but without Raider Pet - and it all is fine. Tried on 4 different characters and yep, reproducible.

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On 07/18/2021 at 10:20 AM, Operand said:

I wonder if it's my setup issue or somebody else experiences similar problem too.

After playing for a while with this mod in the load order, even if I don't invoke any of its  functions, the game starts to consistently crash on the load. I.e. I am able to save but it crashes when I try to load. Same setup, same playthrough, but without Raider Pet - and it all is fine. Tried on 4 different characters and yep, reproducible.

Funny you should bring that up.  I finally started a playthrough with Raider Pet, and while nothing is crashing, I've had *loads* of seemingly unrelated errors.  Global values not saving, modav commands reverting on load, papyrus chock full of new errors and stack dumps, etc.  Nothing I can lay directly at the feet of RP (and heaven knows that mods get too much blame for things that aren't their fault).  Suspicious nonetheless.

 

Is that instability common?  Are the Staticphobia tweaks more stable?

 

Edited to add: just for the historical record, my issues were predictably unrelated to Raider Pet.  It just happened to be the most recent mod installed on a borked save.

Edited by spicydoritos
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  • 2 weeks later...

Best AAF Mod out there. Thanks so much @ stobor for sharing this

Looking forward to maybe one last update one day.

My wishlist would be to extend it to nuka world, far harbor, and to be a slave to the children of the atom in far harbor. 

That would just be amazeballs.

 

Thanks again for this, just awesome !

Edited by MisterTime
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  • 2 weeks later...

Having troubles with 

7: Time Out (some time cuffed to a stool, given by the boss, requires S&M poses)

 

When the mini quest activates, I get only Atomic-Lust Animations showing up as options in AAF, but I have S&M Poses v 2.0 installed and working correctly on its own. They show up and animate when starting a new scene in AAF but I cant get Raider Pet to call them up during that mini-quest. Any Ideas ?

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41 minutes ago, MisterTime said:

Having troubles with 

7: Time Out (some time cuffed to a stool, given by the boss, requires S&M poses)

 

When the mini quest activates, I get only Atomic-Lust Animations showing up as options in AAF, but I have S&M Poses v 2.0 installed and working correctly on its own. They show up and animate when starting a new scene in AAF but I cant get Raider Pet to call them up during that mini-quest. Any Ideas ?

It's a script bug. t basically calling the wrong reference. Not hard to fix and compile, I forget which file it's in atm.

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9 minutes ago, izzyknows said:

It's a script bug. t basically calling the wrong reference. Not hard to fix and compile, I forget which file it's in atm.

 

It's possible StaticPhobia's Raider Pet Tweaks overhaul patch (posted some pages back as an attachment) fixes that problem, I don't particularly recall. On the other hand, it changes many other things about the mod (both cosmetically and the actual gameplay mechanics), so I wouldn't recommend using it directly unless you want all those things... but the archive for it also contains script sources so it could be worth skimming those or diffing to compare them to the originals. I see adjustments to some of the other similar miniquests like Belling the Cat and Taped Up, so... maybe?

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1 hour ago, vaultbait said:

 

It's possible StaticPhobia's Raider Pet Tweaks overhaul patch (posted some pages back as an attachment) fixes that problem, I don't particularly recall. On the other hand, it changes many other things about the mod (both cosmetically and the actual gameplay mechanics), so I wouldn't recommend using it directly unless you want all those things... but the archive for it also contains script sources so it could be worth skimming those or diffing to compare them to the originals. I see adjustments to some of the other similar miniquests like Belling the Cat and Taped Up, so... maybe?

I'll see if I can find it and take a peek.

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