vaultbait Posted July 2, 2022 Posted July 2, 2022 5 hours ago, BiopticRat2 said: OK so I have no idea if people are still responding to this to help solve issues and stuff, but just in case, I need help! The animation won't start at all, I can retrieve the note from Jun and I can start the whole thing but when the raiders tell me to start doing my business and shit... I get nothing. The animations won't play. It'll fade to black, then come back a second later with nothing. Not even the raider boss does anything, I tried multiple raider camps. Make sure AAF is correctly installed, you have appropriate animations, and check the AAF log in the on-screen interface's admin panel for possible error messages.
DocClox Posted July 2, 2022 Posted July 2, 2022 I got a weird one. I Have this nice incendiary combat shotgun. Been using it for a bit. No problems. Also had Violate and CAS installed. Been handcuffed a few time - no problems beyond the expected. Then I installed this mod, and ended up walking naked and handcuffed into Corvega. Eventually I escaped and found a handcuff key. Interesting thing is that, thereafter, whenever I tried to equip that shotgun, I was asked if I wanted to put the handcuffs on. If I said "yes" I got restrained hands. If I said "no" the shotgun unequipped itself. In no case did I get to use the shotgun. Eventually I tracked down the raider who put the cuffs on in the first place and retrieved my stuff. At which point the problem went away. 1
Nuka Cherry Posted July 2, 2022 Posted July 2, 2022 30 minutes ago, DocClox said: I got a weird one. I Have this nice incendiary combat shotgun. Been using it for a bit. No problems. Also had Violate and CAS installed. Been handcuffed a few time - no problems beyond the expected. Then I installed this mod, and ended up walking naked and handcuffed into Corvega. Eventually I escaped and found a handcuff key. Interesting thing is that, thereafter, whenever I tried to equip that shotgun, I was asked if I wanted to put the handcuffs on. If I said "yes" I got restrained hands. If I said "no" the shotgun unequipped itself. In no case did I get to use the shotgun. Eventually I tracked down the raider who put the cuffs on in the first place and retrieved my stuff. At which point the problem went away. o.0 Todd's gift to you, this day. 1
izzyknows Posted July 2, 2022 Posted July 2, 2022 2 hours ago, DocClox said: I got a weird one. I Have this nice incendiary combat shotgun. Been using it for a bit. No problems. Also had Violate and CAS installed. Been handcuffed a few time - no problems beyond the expected. Then I installed this mod, and ended up walking naked and handcuffed into Corvega. Eventually I escaped and found a handcuff key. Interesting thing is that, thereafter, whenever I tried to equip that shotgun, I was asked if I wanted to put the handcuffs on. If I said "yes" I got restrained hands. If I said "no" the shotgun unequipped itself. In no case did I get to use the shotgun. Eventually I tracked down the raider who put the cuffs on in the first place and retrieved my stuff. At which point the problem went away. Drop it on the ground equip handcuffs, exit Pip-Boy, pick the lock, save and load. Pick up the shotgun and it "should" be good. Sometimes you have to scrap it and get another one... worst case scenario,
DocClox Posted July 2, 2022 Posted July 2, 2022 1 hour ago, izzyknows said: Drop it on the ground equip handcuffs, exit Pip-Boy, pick the lock, save and load. Pick up the shotgun and it "should" be good. Sometimes you have to scrap it and get another one... worst case scenario, Good to know. Any thoughts on why the collar might be going off despite my girl paying due attention to her captors? First time she got away because the collar misfired, after boning Jared and half his crew. Second time, she was standing in the middle of Diamond City after a passing BoS patrol wiped out her captors and ... well i took my eyes off the screeen for a moment and when I looked back she was engulfed in fire for no obvious reason.
izzyknows Posted July 2, 2022 Posted July 2, 2022 2 hours ago, DocClox said: Good to know. Any thoughts on why the collar might be going off despite my girl paying due attention to her captors? First time she got away because the collar misfired, after boning Jared and half his crew. Second time, she was standing in the middle of Diamond City after a passing BoS patrol wiped out her captors and ... well i took my eyes off the screeen for a moment and when I looked back she was engulfed in fire for no obvious reason. You have 20 minutes real time to bang a Raider... any Raider will do which will reset the timer. Actually, 19 minutes. LOL Now, it can glitch out on occasion, but I've only had it 2 or 3 times. Also if you're running Twistedtrebla's patch.. then it can happen a lot easier/often. But that usually happens right after getting collared.
vaultbait Posted July 2, 2022 Posted July 2, 2022 6 hours ago, DocClox said: I got a weird one. I Have this nice incendiary combat shotgun. Been using it for a bit. No problems. Also had Violate and CAS installed. Been handcuffed a few time - no problems beyond the expected. Then I installed this mod, and ended up walking naked and handcuffed into Corvega. Eventually I escaped and found a handcuff key. Interesting thing is that, thereafter, whenever I tried to equip that shotgun, I was asked if I wanted to put the handcuffs on. If I said "yes" I got restrained hands. If I said "no" the shotgun unequipped itself. In no case did I get to use the shotgun. Eventually I tracked down the raider who put the cuffs on in the first place and retrieved my stuff. At which point the problem went away. I don't see how that could be a result of Raider Pet, since it never equips you with handcuffs (a bomb collar yes but not handcuffs).
DocClox Posted July 3, 2022 Posted July 3, 2022 11 hours ago, vaultbait said: I don't see how that could be a result of Raider Pet, since it never equips you with handcuffs (a bomb collar yes but not handcuffs). She was wearing the cuffs when she submitted to the raiders. Honestly, it could be anything from one time glitch to weird mod interaction, given how many mods I have doing related things.
vaultbait Posted July 3, 2022 Posted July 3, 2022 14 hours ago, lunaisbest123 said: No matter what i do i can't get this to work Good to know. Are you looking for help, or just making a statement?
lunaisbest123 Posted July 3, 2022 Posted July 3, 2022 5 hours ago, vaultbait said: Good to know. Are you looking for help, or just making a statement? I Need help
vaultbait Posted July 3, 2022 Posted July 3, 2022 1 hour ago, lunaisbest123 said: I Need help Without a lot more detailed information, nobody will be able to provide you with much assistance. But maybe if you at least read through the most recent page or two worth of comments you'll see troubleshooting suggestions for things you haven't tried yet, so I'd recommend starting with that. 1
lunaisbest123 Posted July 3, 2022 Posted July 3, 2022 1 hour ago, vaultbait said: Without a lot more detailed information, nobody will be able to provide you with much assistance. But maybe if you at least read through the most recent page or two worth of comments you'll see troubleshooting suggestions for things you haven't tried yet, so I'd recommend starting with that. I have, none of the solution's worked even the console command
Charindy Posted July 4, 2022 Posted July 4, 2022 You're still lacking any details for people to assist you. It might help if you explain what you've tried (e.g. 'I've dumped all my weapons in <wherever> and gone to find some raiders at <wherever> but they're just <doing whatever>'), post your load order and/or what your logs show after running through the troubleshooting steps in the OP?
ExtraKat Posted July 11, 2022 Posted July 11, 2022 do i need to restart? the mod would not like to start the quest
bruhwater Posted July 12, 2022 Posted July 12, 2022 So this is my second time using this mod in a couple years. My game is heavily modded, but I have been able to use this mod and haven't had any issues with its functionality...except for ONE hitch. I noticed that I don't receive a UI prompt whenever I try to interact with the slave collar given by the first raider I speak to in a given camp. For testing, I've only used the mod at the Corvega plant after Jun handed me the note. Because I don't receive the UI prompt, I can't take off the collar, so what ends up happening is I get bored of the Corvega plant and try to leave, which eventually leads to my demise after the collar time expires. Aside from this, everything else works fine, which is weird.
vaultbait Posted July 12, 2022 Posted July 12, 2022 11 hours ago, bruhwater said: So this is my second time using this mod in a couple years. My game is heavily modded, but I have been able to use this mod and haven't had any issues with its functionality...except for ONE hitch. I noticed that I don't receive a UI prompt whenever I try to interact with the slave collar given by the first raider I speak to in a given camp. For testing, I've only used the mod at the Corvega plant after Jun handed me the note. Because I don't receive the UI prompt, I can't take off the collar, so what ends up happening is I get bored of the Corvega plant and try to leave, which eventually leads to my demise after the collar time expires. Aside from this, everything else works fine, which is weird. The DD interaction menu can be interfered with by other mods. I think one (I haven't used it) is called something like "Fallsouls" so maybe that's the issue?
bruhwater Posted July 13, 2022 Posted July 13, 2022 11 hours ago, vaultbait said: The DD interaction menu can be interfered with by other mods. I think one (I haven't used it) is called something like "Fallsouls" so maybe that's the issue? Huh interesting, would have never suspected this to potentially conflict. Just tested this by disabling all of the options within Fallsouls and and re-enabling them one-by-one, revealing the culprit: the "PipBoyMenu" option. This is kind of a bummer because having time not pause while viewing the pipboy is what I feel is Fallsouls's main pointers, but at least I was able to get the UI for the collar to work. Thank you for the help! 1
vaultbait Posted July 13, 2022 Posted July 13, 2022 2 hours ago, bruhwater said: Huh interesting, would have never suspected this to potentially conflict. Just tested this by disabling all of the options within Fallsouls and and re-enabling them one-by-one, revealing the culprit: the "PipBoyMenu" option. This is kind of a bummer because having time not pause while viewing the pipboy is what I feel is Fallsouls's main pointers, but at least I was able to get the UI for the collar to work. Thank you for the help! I don't recall for certain, but if you're using DD 2.0 right now, it's possible that incompatibility is fixed by switching to the RC8 community revision (can be found in the support thread).
ExtraKat Posted July 13, 2022 Posted July 13, 2022 Is there a command to start the quest without getting a note from jun long? because ive tried, ive even started a new game but i haven't found or gotten it yet. or where do you get it does it show up is misc (your inventory)
vaultbait Posted July 13, 2022 Posted July 13, 2022 3 hours ago, ExtraKat said: Is there a command to start the quest without getting a note from jun long? because ive tried, ive even started a new game but i haven't found or gotten it yet. or where do you get it does it show up is misc (your inventory) The note from Jun doesn't start anything, it's just included for flavor. If raiders remain hostile even when you leave your weapons behind and travel some distance, then the mod's not installed properly or you have some conflict causing it not to work.
bruhwater Posted July 14, 2022 Posted July 14, 2022 21 hours ago, vaultbait said: it's possible that incompatibility is fixed by switching to the RC8 community revision Yes, this worked! I can use the aforementioned feature of Fallsouls w/ this. Thanks!
Anonym0us2DF1CD Posted July 15, 2022 Posted July 15, 2022 On 7/1/2022 at 3:52 PM, vaultbait said: Yeah, as mentioned, since AAF isn't installed correctly/completely, RP's scripts are also broken because they link against things defined in AAF's. How much of AAF does it need to work? Like does it need the entirety of it or just 00/10/11/12/13?
vaultbait Posted July 15, 2022 Posted July 15, 2022 5 hours ago, Anonym0us2DF1CD said: How much of AAF does it need to work? Like does it need the entirety of it or just 00/10/11/12/13? To make those specific errors go away? It needs the plugin, scripts and LLFP library from the AAF mod (get it from moddingham.com and install it with a modern mod manager that can handle FOMODs), as well as its dependency F4SE which needs to be used as a wrapper for the game executable, and also comes with necessary DLLs and scripts (get it from f4se.silverlock.org and follow its readme file very carefully for manual installation instructions). On Moddingham, there's also an AAF_GFV.exe tool you can run to verify that your AAF and F4SE are installed correctly. Not really sure what you mean by "the entirety of it" but you're also going to want to install the Themes mod, and at least some animation packs. If you're not familiar with the fundamentals of AAF and the surrounding mod ecosystem, you're probably better off following a guide such as The Fucking Manual.
Anonym0us2DF1CD Posted July 15, 2022 Posted July 15, 2022 On 2/1/2019 at 5:30 PM, stobor said: Did he give you the note? EDIT: I'll limit his package to Sanctuary in the next update. In the meantime, you should be able to get him to stop using a console command: setpqv RaiderPetDialogueQuest hasBeenThreatened_var True (if I'm remembering the console syntax correctly). the command doesn't work, Jun still follows me for some reason
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