MyOtherNameIsKnown Posted November 10, 2021 Posted November 10, 2021 (edited) In my current playthrough, I just fought my way out of a Raider Pet scenario and now I have a stuck misc quest objective: "Find Lucky, and return to camp". I had already successfully returned to Corvega way earlier after the rival boss offering stuff, but it seems that objective never resolved. After that, Lucky tried to kill the boss using my collar, but it didn't go off. (After this point, the boss kept repeating the reaction dialogue over and over, but I didn't think much of it at the time.) Now lucky is dead, the boss is dead, I'm long gone from the camp, and this objective remains. I've tried using sqt to find the quest ID so I can complete it, but I can't figure out which one it is (even it even has a marker, which it doesn't seem to). Can anyone tell me a console command to clear this misc objective out of my Pip-Boy? Edited November 10, 2021 by MyOtherNameIsKnown forgot a detail
KKSSL Posted November 12, 2021 Posted November 12, 2021 Guys i "Met Lucky" but after the first encounter he/she doesn't give me any quests like truce and stuff. And the boss only gives me tape and reward quests. I've been sitting here trying to get the quest for a lot of time now. Any help please ?
izumonoryu Posted November 26, 2021 Posted November 26, 2021 Is it possible to remove the condition to not have any weapons on your person, and make it so it's no weapons equipped? Because the condition to stash weapons before a cell change (and get them back later) can be cumbersome.
vaultbait Posted November 27, 2021 Posted November 27, 2021 On 11/26/2021 at 5:24 PM, izumonoryu said: Is it possible to remove the condition to not have any weapons on your person, and make it so it's no weapons equipped? Because the condition to stash weapons before a cell change (and get them back later) can be cumbersome. You can use AAF Violate's integration for Raider Pet, and surrender to some raiders in combat.
zeetreegg Posted December 3, 2021 Posted December 3, 2021 I'm trying to track down some behavior, and so far this mod seems like the leading cause. Does this mod make ALL npc's neutral to the player if they're unarmed, not just the raider faction?
bubbabignose Posted December 3, 2021 Posted December 3, 2021 19 minutes ago, zeetreegg said: I'm trying to track down some behavior, and so far this mod seems like the leading cause. Does this mod make ALL npc's neutral to the player if they're unarmed, not just the raider faction? Yes, I've found that if you remove all weapons from your inventory then things like ghouls will not be hostile.
vaultbait Posted December 3, 2021 Posted December 3, 2021 3 hours ago, zeetreegg said: I'm trying to track down some behavior, and so far this mod seems like the leading cause. Does this mod make ALL npc's neutral to the player if they're unarmed, not just the raider faction? Correct, the only exception I'm aware of is deathclaws. Basically, when you discard all your weapons and Raider Pet recognizes you're unarmed, it adds you to the captive faction which is used in the base game for the random captive NPCs you come across occasionally, or when one of your settlers gets captured for ransom. The Raider Pet Tweaks patch that StaticPhobia made disables this feature, so you don't get the non-hostility effect by default (and you can't really surrender to raiders the same way since they'll be hostile too, better to rely on Violate's hand-off to RP instead). Once you're a pet the raider faction is no longer hostile, but as soon as you end the main pet quest by taking off your collar or drawing a weapon, they all become hostile again. Raider Pet Tweaks makes a bunch of other changes too, so may not be to everyone's liking, but I continue to use it in my playthroughs:
zeetreegg Posted December 4, 2021 Posted December 4, 2021 15 hours ago, vaultbait said: Correct, the only exception I'm aware of is deathclaws. Basically, when you discard all your weapons and Raider Pet recognizes you're unarmed, it adds you to the captive faction which is used in the base game for the random captive NPCs you come across occasionally, or when one of your settlers gets captured for ransom. The Raider Pet Tweaks patch that StaticPhobia made disables this feature, so you don't get the non-hostility effect by default (and you can't really surrender to raiders the same way since they'll be hostile too, better to rely on Violate's hand-off to RP instead). Once you're a pet the raider faction is no longer hostile, but as soon as you end the main pet quest by taking off your collar or drawing a weapon, they all become hostile again. Raider Pet Tweaks makes a bunch of other changes too, so may not be to everyone's liking, but I continue to use it in my playthroughs: Interesting. I guess this is a bug then, because I don't have the raider quest active. I had just the Violate quest active to retrieve my gear from a raider, but even after I did that everything still remained neutral to me, even with a weapon equipped. Hell, I could shoot things a few times and it would only go aggro to me like it was an ally I was turning on. I could walk into a super mutant camp and point a gun at them, hearing them say "Go away, Bleeder" until I shot them a few times. Also the file for the script tweaks appears to be taken down. Is there a manual way in the console or something to change your faction?
izumonoryu Posted December 4, 2021 Posted December 4, 2021 18 hours ago, vaultbait said: Correct, the only exception I'm aware of is deathclaws. Basically, when you discard all your weapons and Raider Pet recognizes you're unarmed, it adds you to the captive faction which is used in the base game for the random captive NPCs you come across occasionally, or when one of your settlers gets captured for ransom. The Raider Pet Tweaks patch that StaticPhobia made disables this feature, so you don't get the non-hostility effect by default (and you can't really surrender to raiders the same way since they'll be hostile too, better to rely on Violate's hand-off to RP instead). Once you're a pet the raider faction is no longer hostile, but as soon as you end the main pet quest by taking off your collar or drawing a weapon, they all become hostile again. Raider Pet Tweaks makes a bunch of other changes too, so may not be to everyone's liking, but I continue to use it in my playthroughs: What are the features? I know there's drug integration, but anything else?
vaultbait Posted December 4, 2021 Posted December 4, 2021 6 hours ago, zeetreegg said: Interesting. I guess this is a bug then, because I don't have the raider quest active. I had just the Violate quest active to retrieve my gear from a raider, but even after I did that everything still remained neutral to me, even with a weapon equipped. Hell, I could shoot things a few times and it would only go aggro to me like it was an ally I was turning on. I could walk into a super mutant camp and point a gun at them, hearing them say "Go away, Bleeder" until I shot them a few times. Also the file for the script tweaks appears to be taken down. Is there a manual way in the console or something to change your faction? I was describing how Raider Pet Tweaks changed things. If you've got normal Raider Pet then yes, everything except deathclaws and some scripted NPCs will ignore you as long as you remain unarmed regardless of whether the main pet quest is active or not.
vaultbait Posted December 4, 2021 Posted December 4, 2021 4 hours ago, izumonoryu said: What are the features? I know there's drug integration, but anything else? Sex activities grant sustenance in case you're playing in survival or similar, a number of the dialogues are changed including a means of prostituting yourself to raiders for an (extremely small) income, Toxic Raider outfit and Lord Escobar's Moddable Piercings are swaped out for some different items, also I think the odds that your collar misfires and burns out if you don't reset the timer soon enough have increased (though it's hard to be sure). Even StaticPhobia noted that he couldn't remember everything he'd changed in it, so I'm probably not covering it all.
zeetreegg Posted December 5, 2021 Posted December 5, 2021 On 12/4/2021 at 9:42 AM, vaultbait said: I was describing how Raider Pet Tweaks changed things. If you've got normal Raider Pet then yes, everything except deathclaws and some scripted NPCs will ignore you as long as you remain unarmed regardless of whether the main pet quest is active or not. I'm saying things are not hostile even WITH a weapon equipped. They continue to remain non-hostile as I shoot them until I shoot them a few times, then only THAT ONE npc turns hostile. If I'm shooting synths, or super mutants, or wild animals, then their allies remain neutral/friendly when the one I'm shooting turns hostile. This is definitely a bug, and it persisted through saves. I made a new game and I haven't encountered this behavior again so far.
vaultbait Posted December 5, 2021 Posted December 5, 2021 3 hours ago, zeetreegg said: I'm saying things are not hostile even WITH a weapon equipped. They continue to remain non-hostile as I shoot them until I shoot them a few times, then only THAT ONE npc turns hostile. If I'm shooting synths, or super mutants, or wild animals, then their allies remain neutral/friendly when the one I'm shooting turns hostile. This is definitely a bug, and it persisted through saves. I made a new game and I haven't encountered this behavior again so far. Oh, now I understand. I agree, that's definitely weird. I've never seen that with or without Raider Pet (even without the Tweaks overhaul).
Olmech Posted December 6, 2021 Posted December 6, 2021 5 hours ago, vaultbait said: 8 hours ago, zeetreegg said: I'm saying things are not hostile even WITH a weapon equipped. They continue to remain non-hostile as I shoot them until I shoot them a few times, then only THAT ONE npc turns hostile. If I'm shooting synths, or super mutants, or wild animals, then their allies remain neutral/friendly when the one I'm shooting turns hostile. This is definitely a bug, and it persisted through saves. I made a new game and I haven't encountered this behavior again so far. Oh, now I understand. I agree, that's definitely weird. I've never seen that with or without Raider Pet (even without the Tweaks overhaul). I have seen this. usually logging completely out of game, then back in resolves this.
bwagdog669680 Posted December 10, 2021 Posted December 10, 2021 Okay. I probably messed something up, but I can't get RP to work. I have DD RC8, Violate, and RSE CSA. I downloaded the other mods for RP (earrings, slave poses). Turned off combat surrender in RSE, enabled RP and abduction in Violate MCM. Stashed weapons at Starlight, put on makeshift slave collar and tape gag, walked to corvega. Raiders weren't hostile. I went inside and attacked raiders to start combat surrender etc. After I surrendered, nothing else happened. I just stood there with my hands up. No scenes started. I tried again tweaking everything I could think of in MCM. Same result. I went to the raiders in lexington up on the catwalk (one has a fatman). No scenes would start. I got the note from Jun long, stashed weapons, walked over to corvega wearing the collar. Finally a raider came up and talked to me saying don't run off etc. Went inside, a couple raiders talked to me, one got me drunk, but no sex scenes would start. I disabled RP and RSE, (only Violate was on), surrendered to raiders, no sex scene. Like I said, I probably messed something up. Any suggestions? Thanks!
vaultbait Posted December 11, 2021 Posted December 11, 2021 2 hours ago, bwagdog669680 said: Okay. I probably messed something up, but I can't get RP to work. I have DD RC8, Violate, and RSE CSA. I downloaded the other mods for RP (earrings, slave poses). Turned off combat surrender in RSE, enabled RP and abduction in Violate MCM. Stashed weapons at Starlight, put on makeshift slave collar and tape gag, walked to corvega. Raiders weren't hostile. I went inside and attacked raiders to start combat surrender etc. After I surrendered, nothing else happened. I just stood there with my hands up. No scenes started. I tried again tweaking everything I could think of in MCM. Same result. I went to the raiders in lexington up on the catwalk (one has a fatman). No scenes would start. I got the note from Jun long, stashed weapons, walked over to corvega wearing the collar. Finally a raider came up and talked to me saying don't run off etc. Went inside, a couple raiders talked to me, one got me drunk, but no sex scenes would start. I disabled RP and RSE, (only Violate was on), surrendered to raiders, no sex scene. You don't need to rely on Violate's RP handoff if you're unarmed, one of the raiders should approach you and initiate dialogue. As to why you're not getting animations, that's certainly a deeper issue. Make sure AAF is set up and working correctly, then come back to troubleshooting RP and/or Violate.
bwagdog669680 Posted December 11, 2021 Posted December 11, 2021 11 hours ago, vaultbait said: You don't need to rely on Violate's RP handoff if you're unarmed, one of the raiders should approach you and initiate dialogue. As to why you're not getting animations, that's certainly a deeper issue. Make sure AAF is set up and working correctly, then come back to troubleshooting RP and/or Violate. I definitely think you're right about the deeper issue. I think my save got borked somewhere along the way. I went back to a save before I left the vault, only had Violate on and everything worked fine. Surrender, retrieval quest, sex scenes. I have the cheat terminal mod on, any thoughts as to if that may be causing issues? I think either that mod or the RSE CSA mod or allowing my companion to get DDs might be the culprit. I'll keep testing
PunkRock Vixen Posted December 12, 2021 Posted December 12, 2021 I can't seem to get this mod to work. I have downloaded all of its required as well as its optional mods. I got Jun Lee's note but when I take off all weapons and stash them at home then go to corvega all raiders are just immediately hostile. Can't seem to trigger the event to which they capture me
vaultbait Posted December 12, 2021 Posted December 12, 2021 27 minutes ago, PunkRock Vixen said: I can't seem to get this mod to work. I have downloaded all of its required as well as its optional mods. I got Jun Lee's note but when I take off all weapons and stash them at home then go to corvega all raiders are just immediately hostile. Can't seem to trigger the event to which they capture me Make sure you've wielded a weapon at least once after starting with this mod installed, then stash all your weapons somewhere. Double-check that you're not wearing/carrying any mod-added items which might be flagged as weapons even when they aren't. Also check player.showinventory for the presence of any invisible weapons, for example added by hand-to-hand martial arts combat mods. Also make sure you're not using any mods which alter the base game's raider faction.
bwagdog669680 Posted December 13, 2021 Posted December 13, 2021 On 12/10/2021 at 5:01 PM, vaultbait said:
bwagdog669680 Posted December 13, 2021 Posted December 13, 2021 Okay, you were right. I disabled violate and RP. AAF didn't work. I removed/reinstalled AAF. No dice. Checked my load order and discovered I had a plug-in for slave poses. I disabled the plug-in. Viola! Everything worked! Violate, AAF, even sex scenes are auto-starting on RP. I haven't done all of RP's quests yet, so I'll keep everyone posted if any issues come up. Thanks again vaultbait!
bwagdog669680 Posted December 14, 2021 Posted December 14, 2021 Ok. Tested/Played with this mod all day. Everything seemed to work fine. This mod was a lot of fun. I just about got Stokholm (sp) syndrome at Corvega. Ha! Then I remembered Diamond City Security office... Damn! Two thumbs up on this mod!
3D_Killer Posted December 15, 2021 Posted December 15, 2021 I've SCOURED this thread looking for a solution, and I can't find one. I've made sure my character was completely unarmed, player.showinventory included. I have my stuff dropped at Drumlin Diner, then go to Starlight Theatre, and then Corvega. They're still hostile. Raider Pet is as low in the load order as it can go according to the AAF Fucking Manual (Not below AAF or any animations but below everything else). I don't have slave poses, and I don't think I have any mods that change the raider faction. Even if they did, Raider Pet would override them. I've got my mod order linked below. loadorder.txt
vaultbait Posted December 15, 2021 Posted December 15, 2021 6 minutes ago, 3D_Killer said: I don't think I have any mods that change the raider faction. Even if they did, Raider Pet would override them. Well, you could still have mods which replace vanilla raiders with something else that doesn't use the same faction, but regardless this mod doesn't just make raiders non-hostile, it makes basically everything except deathclaws and a handful of scripted NPCs non-hostile by putting you into the captive faction any time you drop all your weapons. I suppose if something alters the captive faction, that could also interfere with this?
3D_Killer Posted December 15, 2021 Posted December 15, 2021 4 minutes ago, vaultbait said: I suppose if something alters the captive faction, that could also interfere with this? I don't have any mods that alter raiders, and I wouldn't know what changes the captive faction. I've gone through my mod list, cutting out ones that seem to cause problems. The only way RP works is when I start an entirely new game with only Raider Pet and dependencies. When other mods start being introduced, that's when the problem shoots in. And it wouldn't be a script thing, because AAF works, and so does Violate. I'm trying to figure out where the conflict could be and I can't see it.
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