vaultbait Posted September 3, 2021 Share Posted September 3, 2021 1 hour ago, izzyknows said: Or... see post above. Oh, yep, I too interpreted "no pip-boy" to mean the pip-boy was unequipped/vanished, not simply an inability to access the pip-boy. It could certainly be that, as the post wasn't specific. Link to comment
totally18 Posted September 3, 2021 Share Posted September 3, 2021 (edited) It seems that when I'm having sex with Jared, my collar's beeping then explode. Is there anything I could do to fix this? Edit: Welp, I guess that's part of The Get Lucky quest, huh? Edited September 3, 2021 by totally18 Link to comment
izzyknows Posted September 3, 2021 Share Posted September 3, 2021 4 hours ago, totally18 said: Edit: Welp, I guess that's part of The Get Lucky quest, huh? Yes it is. Choose wisely. 1 Link to comment
Aztral Posted September 3, 2021 Share Posted September 3, 2021 (edited) 12 hours ago, darkon74slayer said: are you using Deviously curse waste land, if so there is an option for the pip boy to be removed while bound. Yes i do, but i can't find any option in MCM settings to not remove the pip boy. Are you sure there is one to do that ? 11 hours ago, izzyknows said: I think I understand. You can't access the Pip-Boy because you're handcuffed, and you can't pick the lock because they took your bobby pins. Use the Real Handcuffs MCM>Debug menu to remove the cuffs. IF you're using Real Handcuffs. If not, you can use the console command diel to show input enabled layers, then use riel (layer Number) to disable the layer referring to being cuffed. That wont remove the cuffs, but it will allow access to your Pip-Boy, picking things up.... which you can then pickpocket the Boss and get the restraints key. Thanks for your answer ! I'll try that asap. But i tried a console command to make my pip-boy appear again and it work but i could'nt do anything with it or access inventory. So i think i can't access to pip-boy because there is no pip-boy even if i make it appear again by console commande. And it disappear when violate animation (AAF violate) begin. Thanks for all your answers guys. Edited September 3, 2021 by Aztral Link to comment
Slorm Posted September 3, 2021 Share Posted September 3, 2021 (edited) 1 hour ago, Aztral said: Thanks for your answer ! I'll try that asap. But i tried a console command to make my pip-boy appear again and it work but i could'nt do anything with it or access inventory. So i think i can't access to pip-boy because there is no pip-boy even if i make it appear again by console commande. And it disappear when violate animation (AAF violate) begin. Thanks for all your answers guys. The pipboy will disappear during an animation, it is a setting in AAF_settings.ini (remove_pipboy = true) however it is then replaced at the end of the animation so I doubt it is the cause of your problem. You could try setting it to false to see if it helps though probably clutching at straws. AAF Violate Purgatory also removes it but only while in Purgatory and always replaces once you're transported back to Sanctuary. Edited September 3, 2021 by Slorm Link to comment
non_existing123 Posted September 4, 2021 Share Posted September 4, 2021 Hey guys. how to get my inventory back after i get captured or when i manage to escape? i don't see where they keep my gun Link to comment
izzyknows Posted September 4, 2021 Share Posted September 4, 2021 3 minutes ago, non_existing123 said: Hey guys. how to get my inventory back after i get captured or when i manage to escape? i don't see where they keep my gun The one that collars you has your goodies. Link to comment
JonX67 Posted September 4, 2021 Share Posted September 4, 2021 (edited) 3 minutes ago, izzyknows said: The one that collars you has your goodies. But not the gun, right? From how I understand it, Raider Pet only works if you meet the raiders unarmed with no weapon in your inventory. Or did I get something wrong...again? Edited September 4, 2021 by JonX67 Link to comment
izzyknows Posted September 4, 2021 Share Posted September 4, 2021 1 hour ago, JonX67 said: But not the gun, right? From how I understand it, Raider Pet only works if you meet the raiders unarmed with no weapon in your inventory. Or did I get something wrong...again? Correct. But if you're running Violate and have it set to hand off to Raider Pet after being violated, then the Raider that collars you will have all your stuff. Weapons included. Link to comment
JonX67 Posted September 4, 2021 Share Posted September 4, 2021 24 minutes ago, izzyknows said: Correct. But if you're running Violate and have it set to hand off to Raider Pet after being violated, then the Raider that collars you will have all your stuff. Weapons included. I see. So it was the "I get something wrong" part Never had my heroine ending up as a Raider Pet from Violate, so far. Guess I'll dial up the chances for that a bit to learn how that works Link to comment
Mistress Jade Posted September 4, 2021 Share Posted September 4, 2021 1 hour ago, JonX67 said: I see. So it was the "I get something wrong" part Never had my heroine ending up as a Raider Pet from Violate, so far. Guess I'll dial up the chances for that a bit to learn how that works Are you using CSA by chance? Link to comment
JonX67 Posted September 4, 2021 Share Posted September 4, 2021 2 hours ago, Mistress Jade said: Are you using CSA by chance? Not sure. What is "CSA"? Link to comment
darkon74slayer Posted September 4, 2021 Share Posted September 4, 2021 23 hours ago, Aztral said: Yes i do, but i can't find any option in MCM settings to not remove the pip boy. Are you sure there is one to do that ? these will help you with MCM menu options for deviously devices and deviously cursed wasted land. this way you can adjust the settings to your preference. Link to comment
non_existing123 Posted September 4, 2021 Share Posted September 4, 2021 9 hours ago, izzyknows said: Correct. But if you're running Violate and have it set to hand off to Raider Pet after being violated, then the Raider that collars you will have all your stuff. Weapons included. ah i see. thank you for the answer Link to comment
JonX67 Posted September 5, 2021 Share Posted September 5, 2021 On 9/4/2021 at 9:52 AM, Mistress Jade said: Are you using CSA by chance? Found out what "CSA" meant, as it seems to be part of RSE II, or something. And no, I don't have that installed and have also set the chance to have it starting in "Violate" to zero. 1 Link to comment
robert.marquis Posted September 12, 2021 Share Posted September 12, 2021 I have been taken as a Raider Pet at a location without a named boss. The raiders I talk to tell me the boss is waiting for me. I cannot find the 'boss'! Is there a hint as to who it is .. outfit .. weapon .. will he find me if I can't find him? Can I use a hot key or console command to move to the boss? Any ideas would be appreciated. Thanks in advance. Link to comment
vaultbait Posted September 12, 2021 Share Posted September 12, 2021 30 minutes ago, robert.marquis said: I have been taken as a Raider Pet at a location without a named boss. The raiders I talk to tell me the boss is waiting for me. I cannot find the 'boss'! Is there a hint as to who it is .. outfit .. weapon .. will he find me if I can't find him? Can I use a hot key or console command to move to the boss? Any ideas would be appreciated. Thanks in advance. Enable the related quest in your Pip-Boy and there will be a head marker for the boss on your compass/map. Link to comment
robert.marquis Posted September 12, 2021 Share Posted September 12, 2021 4 hours ago, vaultbait said: Enable the related quest in your Pip-Boy and there will be a head marker for the boss on your compass/map. Thanks. A fairly simple solution. I'm a little embarrassed that I didn't figure it out on my own. Interestingly, after I talked to the boss and walked away, the bandits own turret killed her but never targeted my pc. Strange. Link to comment
vaultbait Posted September 12, 2021 Share Posted September 12, 2021 6 hours ago, robert.marquis said: Thanks. A fairly simple solution. I'm a little embarrassed that I didn't figure it out on my own. Interestingly, after I talked to the boss and walked away, the bandits own turret killed her but never targeted my pc. Strange. There is one mini-quest/event where a female raider will accuse you of "stealing her man" and turn aggressive, usually almost instantly killed by the other raiders and possibly turrets within line of sight. Link to comment
Ambibop Posted September 13, 2021 Share Posted September 13, 2021 No matter what I do or where I go raiders just end up attacking me. I tried having a weapon until I'm close and then dropping it. I tried going in with 0 weapons. Does anyone know why this could be happening? Link to comment
izzyknows Posted September 13, 2021 Share Posted September 13, 2021 24 minutes ago, Ambibop said: No matter what I do or where I go raiders just end up attacking me. I tried having a weapon until I'm close and then dropping it. I tried going in with 0 weapons. Does anyone know why this could be happening? RP checks unarmed condition on "named" cell change. Dump your gear at Starlight and walk to Corvega. You'll go through 3 named locations, Lexington, Super Duper Mart and Corvega. If they're still hostile follow the "Trouble shooting guide" There are some new debug trace settings to help track down problems in this area: To generate lots of extra detail in the Papyrus log, turn on verbose messages: setpqv RaiderPetDialogueQuest verbose true To force the mod to treat you as disarmed (even if you're not): setpqv RaiderPetDialogueQuest forceDisarm true I'd recommend turning both of those flags back to 'false', once you've gotten past any problems. Link to comment
vaultbait Posted September 13, 2021 Share Posted September 13, 2021 One other thing which sometimes trips me up as well when testing on a new playthrough... you need to have at some point equipped a weapon after the mod was installed. My unmodded starter save doesn't have a weapon equipped, so if I load that up with RP enabled and toss the weapon without equipping it first briefly, then RP doesn't start up fully. Link to comment
izzyknows Posted September 13, 2021 Share Posted September 13, 2021 6 minutes ago, vaultbait said: One other thing which sometimes trips me up as well when testing on a new playthrough... you need to have at some point equipped a weapon after the mod was installed. My unmodded starter save doesn't have a weapon equipped, so if I load that up with RP enabled and toss the weapon without equipping it first briefly, then RP doesn't start up fully. This is very true!! Link to comment
Ambibop Posted September 14, 2021 Share Posted September 14, 2021 22 hours ago, izzyknows said: RP checks unarmed condition on "named" cell change. Dump your gear at Starlight and walk to Corvega. You'll go through 3 named locations, Lexington, Super Duper Mart and Corvega. If they're still hostile follow the "Trouble shooting guide" There are some new debug trace settings to help track down problems in this area: To generate lots of extra detail in the Papyrus log, turn on verbose messages: setpqv RaiderPetDialogueQuest verbose true To force the mod to treat you as disarmed (even if you're not): setpqv RaiderPetDialogueQuest forceDisarm true I'd recommend turning both of those flags back to 'false', once you've gotten past any problems. What about just not getting the quest from Jund? He keeps bringing it up and no matter what I say the note doesn't get added and the quest doesn't start Link to comment
iEdge Posted September 15, 2021 Share Posted September 15, 2021 Quick question: Does Raider pet work for male player characters? Because I wasn't given an actual quest when Jun gave me the raider demands note. Link to comment
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now