Scarlet Queen Posted March 1, 2022 Posted March 1, 2022 (edited) Having a problem, well two. One for some reason when my character turns into a "raider pet" I could run out of the area and the collar won't detonate no matter how far I am and they won't detonate it even if I keep declining their request, 2 for whatever reason I can't find the collar keys on the slavers corpse. I'm using AAF Violate which has support for Raider pet and Devious Devices. Edited March 1, 2022 by Niggaram
izzyknows Posted March 1, 2022 Posted March 1, 2022 5 hours ago, Niggaram said: Having a problem, well two. One for some reason when my character turns into a "raider pet" I could run out of the area and the collar won't detonate no matter how far I am and they won't detonate it even if I keep declining their request, 2 for whatever reason I can't find the collar keys on the slavers corpse. I'm using AAF Violate which has support for Raider pet and Devious Devices. The collar will detonate after 20 minutes real time if you don't bang "any" Raider. Distance has no bearing. The Boss will have the restraints key, and the one that collared you will have your gear. 1
vaultbait Posted March 1, 2022 Posted March 1, 2022 12 hours ago, SpicyNuggies24 said: Is there a way to turn off the raider dialouge that happens when you walk into a random raider camp unarmed? Im currently in the middle of a RSE: CSA abduction, and when I spawned, one of the raiders started the dialouge. Im afraid it might interfere with the abduction quest RSE II: CSA has a mod compatibility option for Raider Pet in its MCM. According to Flashy though, it's assumed that people who have both installed will want Raider Pet to take over at the earliest opportunity. Also that integration option doesn't actually end the abduction, you're expected to go into the MCM and choose "end current abduction" once the raiders have put their collar on you.
Gamaramdi Posted March 1, 2022 Posted March 1, 2022 20 minutes ago, vaultbait said: RSE II: CSA has a mod compatibility option for Raider Pet in its MCM. According to Flashy though, it's assumed that people who have both installed will want Raider Pet to take over at the earliest opportunity. Also that integration option doesn't actually end the abduction, you're expected to go into the MCM and choose "end current abduction" once the raiders have put their collar on you. Speaking about RSE... has a solution been found for Brothels about the glitch of ctd when saving?, I love Brothels, but i cant play with it
vaultbait Posted March 1, 2022 Posted March 1, 2022 1 minute ago, Gamaramdi said: Speaking about RSE... has a solution been found for Brothels about the glitch of ctd when saving?, I love Brothels, but i cant play with it No clue. I never actually tried its brothel feature. If I were to consider a brothel solution today, I'd probably look at Human Resources since it's actively maintained still getting updates. 1
rubber_duck Posted March 1, 2022 Posted March 1, 2022 2 hours ago, vaultbait said: RSE II: CSA has a mod compatibility option for Raider Pet in its MCM. According to Flashy though, it's assumed that people who have both installed will want Raider Pet to take over at the earliest opportunity. Also that integration option doesn't actually end the abduction, you're expected to go into the MCM and choose "end current abduction" once the raiders have put their collar on you. Hang on a minute... Are you saying that when one gets abducted by Raiders they should 'End current player abduction' in CSA MCM? And then the player stays at the current location of the abduction only this time Raider Pet is in play?
vaultbait Posted March 1, 2022 Posted March 1, 2022 4 minutes ago, rubber_duck said: Hang on a minute... Are you saying that when one gets abducted by Raiders they should 'End current player abduction' in CSA MCM? And then the player stays at the current location of the abduction only this time Raider Pet is in play? Yes, that's what the RSE author indicated in some very old forum posts about the "integration" he added for Raider Pet.
Scarlet Queen Posted March 2, 2022 Posted March 2, 2022 8 hours ago, izzyknows said: The collar will detonate after 20 minutes real time if you don't bang "any" Raider. Distance has no bearing. The Boss will have the restraints key, and the one that collared you will have your gear. Thank you, but what do you mean by the boss? For an example there's a small raider camp not too far west of the red rocket and NW of sanctuary. There's only 3 of them yet none have the key to release me when I kill them but they have my gear. Am I doing something wrong or maybe it's a problem with Devious Devices somehow?
izzyknows Posted March 2, 2022 Posted March 2, 2022 (edited) 2 hours ago, Niggaram said: Thank you, but what do you mean by the boss? For an example there's a small raider camp not too far west of the red rocket and NW of sanctuary. There's only 3 of them yet none have the key to release me when I kill them but they have my gear. Am I doing something wrong or maybe it's a problem with Devious Devices somehow? That can happen, but one of them "should" have a restraints key. But with little outposts or random encounters the key doesn't always get placed because none of the NPC's are marked as a Boss. A "Boss" is an NPC that when killed will flag a named location as (Cleared). Edited March 2, 2022 by izzyknows 1
saqwall Posted March 5, 2022 Posted March 5, 2022 It seems I've everything correctly installed, the only problem is that it won't trigger...
vaultbait Posted March 5, 2022 Posted March 5, 2022 13 hours ago, saqwall said: It seems I've everything correctly installed, the only problem is that it won't trigger... Make sure you've wielded a weapon at least once after starting the game with this mod installed, and then placed all your weapons in a container and traveled to a different location (fast travel or walking). Also make sure you don't have any martial arts mods which may equip invisible "weapons" on you, nor wearing mod-added clothing which is marked as a weapon. Then walk into a raider camp with a named boss (e.g. the Corvega Assembly Plant in Lexington) and the raiders shouldn't attack. Within moments, one will approach you and start talking to you.
lee3310 Posted March 8, 2022 Posted March 8, 2022 after my collar went off, my character was set ablaze and a notification of an invisible item added to my inventory popped (only visible in consol with showinventory cmd) and now, i have a red skeleton (like the one you find in super mutant den) inside my body!!! is this normal ?
izzyknows Posted March 8, 2022 Posted March 8, 2022 1 hour ago, lee3310 said: after my collar went off, my character was set ablaze and a notification of an invisible item added to my inventory popped (only visible in consol with showinventory cmd) and now, i have a red skeleton (like the one you find in super mutant den) inside my body!!! is this normal ? Only if you're playing with god mode On. 1
lee3310 Posted March 8, 2022 Posted March 8, 2022 9 hours ago, izzyknows said: Only if you're playing with god mode On. is this an option in MCM menu or consol ? cause I'm not in god mode but I'm very high level and almost 2000 hp
izzyknows Posted March 8, 2022 Posted March 8, 2022 2 minutes ago, lee3310 said: is this an option in MCM menu or consol ? cause I'm not in god mode but I'm very high level and almost 2000 hp No, but I think your HP is high enough the collar cannot kill you. I forget the exact amount of damage it applies, 1k maybe?
vaultbait Posted March 8, 2022 Posted March 8, 2022 15 hours ago, lee3310 said: after my collar went off, my character was set ablaze and a notification of an invisible item added to my inventory popped (only visible in consol with showinventory cmd) and now, i have a red skeleton (like the one you find in super mutant den) inside my body!!! is this normal ? To rephrase the other comments, no this is not normal. The mod expected you to be dead and reload your last save at that point. You're not intended to continue playing in that state, but for some reason (insanely high health? some other mod making you effectively immortal?) you weren't killed. Just reload a save from before the collar "blew your head off" unless you like being a zombie.
lee3310 Posted March 8, 2022 Posted March 8, 2022 2 hours ago, vaultbait said: To rephrase the other comments, no this is not normal. The mod expected you to be dead and reload your last save at that point. You're not intended to continue playing in that state, but for some reason (insanely high health? some other mod making you effectively immortal?) you weren't killed. Just reload a save from before the collar "blew your head off" unless you like being a zombie. yeah it's obvious now. the explosion took only 50% of my health point an left me alive so the mod didn't give a thought to Hight leveled player or it's just a bug (no insta-death) from another mod like you said
Toddi Posted March 20, 2022 Posted March 20, 2022 On 3/1/2022 at 6:53 PM, Gamaramdi said: Speaking about RSE... has a solution been found for Brothels about the glitch of ctd when saving?, I love Brothels, but i cant play with it just found one on Nexus but didn´t try yet RSE II Brothel Breaking save game fix at Fallout 4 Nexus - Mods and community (nexusmods.com) 1
Gamaramdi Posted March 21, 2022 Posted March 21, 2022 15 hours ago, Toddi said: just found one on Nexus but didn´t try yet RSE II Brothel Breaking save game fix at Fallout 4 Nexus - Mods and community (nexusmods.com) oh man hopefully this works and i can play my favorite Pro mod again, thanks you so much for taking the time to let me know
ateball2010 Posted April 7, 2022 Posted April 7, 2022 Would anyone be kind enough to give me an idea of what should be happening in the Diamond City Security office? Went there to get the guy out for the Big Dig, and was expecting some fun shenanigans with the guards based on the mod description and other posts I've seen here, but as far as I can tell it plays the same as always. The guards DO call me a "raider whore" just as they do patrolling outside, but that's it. The mod seems to work perfectly for me otherwise; I had no problem getting through the Corvega scenario and have even tested it successfully in other places since then. I have Diamond City Expansion; I wonder if that makes any changes to security or the guards that could be causing a conflict? Also, thank you to the author for a really fun mod!
vaultbait Posted April 7, 2022 Posted April 7, 2022 2 hours ago, ateball2010 said: Would anyone be kind enough to give me an idea of what should be happening in the Diamond City Security office? Went there to get the guy out for the Big Dig, and was expecting some fun shenanigans with the guards based on the mod description and other posts I've seen here, but as far as I can tell it plays the same as always. The guards DO call me a "raider whore" just as they do patrolling outside, but that's it. The mod seems to work perfectly for me otherwise; I had no problem getting through the Corvega scenario and have even tested it successfully in other places since then. I have Diamond City Expansion; I wonder if that makes any changes to security or the guards that could be causing a conflict? Also, thank you to the author for a really fun mod! There's a chance that one of the guards in the office will accost you once you've become a pet, and there's a possible rape scene. But yes, it's fragile and just about anything which alters the cell will cause it to never fire. I haven't tried loading it up in the CK to see how it's implemented, but if you load all your plugins in FO4Edit and open the record for the security office cell you'll see a list of what's overwriting RP's edits to it and can try altering your load order accordingly.
ADisappointment Posted April 8, 2022 Posted April 8, 2022 Been enjoying this mod, but I have a question. Is there a mod like this for Super Mutants specifically? Head canon for such a mod would be there is a new variant of the FEV that uses human women to reproduce and they try to take pure human women to reproduce.
gravechild3 Posted April 8, 2022 Posted April 8, 2022 Is there a reason I can't get past the Get Lucky quest? Does it only work in Corvega? Or can it be anywhere if Corvega is wiped out? Right now, I just have a loop of sex and gagged dialogue. Lucky has nothing else. I also made Sexual Harassment not target Raiders, Dangerous Nights and AAF Spectators are off.
vaultbait Posted April 8, 2022 Posted April 8, 2022 16 hours ago, ADisappointment said: Been enjoying this mod, but I have a question. Is there a mod like this for Super Mutants specifically? Head canon for such a mod would be there is a new variant of the FEV that uses human women to reproduce and they try to take pure human women to reproduce. There is not. Stobor talked about making one or extending this mod for that purpose some years back, but seems to have retired from FO4 modding from what I can tell. You can set up RSE II: CSA with AAF Violate so that surrendering to super mutants in combat will send you to a random mutant encampment for a configurable period of time. I also turn on super mutants in Sexual Harassment so they pester me for sex while I'm their hostage (the default visitations in CSA are rather repetitive unfortunately). If you have Commonwealth Captives or Wasteland Dairy then you may even meet other slaves in the mutie camps, and with AAF Autonomy Enhanced the mutants can constantly molest them as well. I also like Family Planning Enhanced with its optional super mutant baby addon, or Family Planning Enhanced Redux with Wasteland Offspring (part of Wasteland Dairy) so that they might try to use me to breed more of their kin. The latter also has options to make super mutants non-hostile toward you if you're already expecting a little green one or carrying/nursing a mutie baby. I'm working on a somewhat rudimentary scenario mod of my own as a sort of alternate start with a new interior where you wake up in a super mutant breeding pit and need to do a bit of lewd puzzle solving in order to gain your freedom, but I'm a very green modder (pun intended) and haven't gotten into any of the custom scripting or dialogue work it'll need yet, so no real timeline for publishing something that's fun enough to try out yet (though my playtests of what's there so far are going well). I'm hoping to do a series of mods that add locations which explain how the Commonwealth super mutants are able to replenish their numbers constantly without you ever finding a working FEV vat (think about that for a moment!). 4
vaultbait Posted April 8, 2022 Posted April 8, 2022 15 hours ago, gravechild3 said: Is there a reason I can't get past the Get Lucky quest? Does it only work in Corvega? Or can it be anywhere if Corvega is wiped out? It works anywhere that RP is able to fill the aliases for the three main characters (The Boss, Lucky, and Bruiser). For example I often play RP scenarios with the raiders in Hangman's/Riptide and there's more than enough of them there that all the quests are playable as log as I haven't cleared the settlement yet (convenient on survival mode as the mattresses in the alley are treated as fully functional beds even if you don't control it yet). 15 hours ago, gravechild3 said: Right now, I just have a loop of sex and gagged dialogue. Lucky has nothing else. Take off the gag. It's not explicitly stated, but that little micro-quest is just for flavor. Once you get tired of the rape dialogues which result from wearing the tape gag (and they do quickly get tiresome), you can just take it off and go about your business. There are multiple quests involving lucky. The first is where he'll ask you to accompany him to a rival raider den and back again. The second starts with him asking you to use unconventional methods in order to obtain something from Bruiser. The dialogues for those can't progress if you're gagged. 15 hours ago, gravechild3 said: I also made Sexual Harassment not target Raiders, Not critical, I often use both at the same time, but you have to remember that SH approaches won't reset the timer on RP's bomb collar so you do end up having to engage in rather a lot of sex if you do that. 15 hours ago, gravechild3 said: Dangerous Nights and AAF Spectators are off. These can be problematic because they'll attract hostile factions into the raider camp, easily resulting in the death of one of the necessary NPCs in any resulting shootout. For example, I've had Spectators draw a DC guard patrol into Hangman's and wipe out the raiders while I cowered in the corner pissing myself. If you dial down the radius for Spectators you can mitigate that for the most part, but I don't know about Dangerous Nights (I tried it briefly, but adverse interactions with other mods I was using like See You Sleep caused me to uninstall it rather quickly).
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