izzyknows Posted September 1, 2022 Posted September 1, 2022 (edited) 10 hours ago, vaultbait said: I don't know if there's anything "special" the game does to Sully or his cohorts which might cause RP not to fire. After a bit of poking around, once the quarry is drained it's like a normal Boss location with a named boss & generic replacement boss. Both of which have the Boss tag, so in theory RP should fire. Dunno...did notice it's not in the formID list list. What if...... Edit: adding Thickets to the list caused RP to fire there. So there's that. LOL Edited September 1, 2022 by izzyknows 1
deathmorph Posted September 1, 2022 Posted September 1, 2022 6 hours ago, izzyknows said: After a bit of poking around, once the quarry is drained it's like a normal Boss location with a named boss & generic replacement boss. Both of which have the Boss tag, so in theory RP should fire. Dunno...did notice it's not in the formID list list. What if...... Edit: adding Thickets to the list caused RP to fire there. So there's that. LOL Can you please write where I have to change what exactly?
vaultbait Posted September 1, 2022 Posted September 1, 2022 6 hours ago, izzyknows said: adding Thickets to the list caused RP to fire there. Makes sense. Stobor probably missed it because it doesn't start out as a raider camp, and only becomes one after you finish the prerequisite sidequest.
izzyknows Posted September 2, 2022 Posted September 2, 2022 8 hours ago, vaultbait said: Makes sense. Stobor probably missed it because it doesn't start out as a raider camp, and only becomes one after you finish the prerequisite sidequest. To be honest, outside camps do have their issues. Mainly because there needs to be a sanity check or 3 when filling aliases. Interiors don't have the issue since they're confined to a single cell. Annnd Thicket needs some TLC to the navmesh and other little tweaks. It's where the Dev's learned about packages, triggers & factions. If you pay close attention you can see each location has something they just learned featured. All (of the more technical stuff) is showcased at Boston Airport.
izzyknows Posted September 2, 2022 Posted September 2, 2022 8 hours ago, deathmorph said: Can you please write where I have to change what exactly? Right click the empty space above WaldonPondLocation and click Add Double click the new record and copy & paste this 24FAE into the field to get the Thicket location. Exit/save with backup... play. Spoiler 1
deathmorph Posted September 2, 2022 Posted September 2, 2022 1 hour ago, izzyknows said: Exit/save with backup... play. Thanks for the guide. I added the location (see screenshot). However, my actress is still being shot at when she approaches the camp. I had been commissioned by settlers to kill the raiders in the quarry. Could this have anything to do with it? Spoiler This time I wanted to use the Rat Poison variant - unfortunately that doesn't work as long as RP does not trigger.
izzyknows Posted September 2, 2022 Posted September 2, 2022 4 hours ago, deathmorph said: Could this have anything to do with it? Shouldn't. Seems you're not getting flagged as unarmed, which can be cause by several things. You can manually do it by running setpqv RaiderPetDialogueQuest forceDisarm true
deathmorph Posted September 2, 2022 Posted September 2, 2022 11 hours ago, izzyknows said: setpqv RaiderPetDialogueQuest forceDisarm true no, unfortunately it wasn't. Even after entering the code, the raiders attack me immediately. I only had a hunting rifle and a stunner with me, but I gave them to Heather beforehand. And asked heather to wait outside the premises. I have no grenades or other weapons with me. I even gave heather the ammunition. The only thing - a Stealth Boy doesn't count as a weapon, does it?
vaultbait Posted September 2, 2022 Posted September 2, 2022 1 hour ago, deathmorph said: no, unfortunately it wasn't. Even after entering the code, the raiders attack me immediately. I only had a hunting rifle and a stunner with me, but I gave them to Heather beforehand. And asked heather to wait outside the premises. Perhaps you weren't far enough away from Thicket Excavations when you handed off your weapons? The mod triggers its check for whether you're armed by listening for OnLocationChanged events, which fire when you enter or exit the vicinity of named location areas, or cross some cell boundaries, but not necessarily when entering or exiting an interior cell. 1 hour ago, deathmorph said: I have no grenades or other weapons with me. I even gave heather the ammunition. The only thing - a Stealth Boy doesn't count as a weapon, does it? No, carrying a Stealth Boy shouldn't count, I don't think. The other thing to keep in mind is that the way this mod works is that as soon as it considers the player unarmed it adds membership in the CaptiveFaction faction, which almost all other factions are non-hostile toward (its the one the vanilla game puts captured settlers in for the ransom/rescue radiant quests so that their captors won't attack them as soon as they load in). The result is that just about everyone/everything should be non-hostile toward you when wandering around unarmed. Gunners, Children of Atom, yao gual, mongrels, mirelurks, you name it. Deathclaws and mirelurk queens will still attack, as will some unique NPCs who are scripted to do so, but for the most part you can wander from one end of the Commonwealth to the other without being attacked much. If you're not seeing that behavior, then RP is definitely not working as intended. I highly doubt it,but you're not using StaticPhobia's Raider Pet Tweaks patch are you? Now that does significantly change the way RP works, and doesn't use the CaptiveFaction, so if you're being attacked (even by some raiders) then that's normal with the patch. 1
deathmorph Posted September 3, 2022 Posted September 3, 2022 25 minutes ago, vaultbait said: Perhaps you weren't far enough away from Thicket Excavations when you handed off your weapons? ... I highly doubt it,but you're not using StaticPhobia's Raider Pet Tweaks patch are you? You're right. For not thinking of that... I thought the border was the gate and I handed the guns to Heather on the street in front. Now I tried Olivia station and then ran to the quarry again - it works now. Thanks for the hint. And no, I don't use the patch.
izzyknows Posted September 3, 2022 Posted September 3, 2022 3 hours ago, deathmorph said: but I gave them to Heather beforehand. And asked heather to wait outside the premises. You cannot have a companion or follower. Raider Pet will not trigger if you do. Dismiss your companion/s store your weapons in a settlement and try again. Like Vaultbait said, you have to be unarmed AND move to at least 1 "named" cell for RP to flag you as unarmed.
deathmorph Posted September 3, 2022 Posted September 3, 2022 With Heather it works. I handed her the guns and walked her from Olivia back to the quarry. There I made them wait at the entrance, but I didn't release them. RP was triggered. Heather is different from the vanilla companions. For example, I can add one of these vanilla companions without dismissing Heather. Presumably, due to these peculiarities of RP, Heather is not perceived as a "real" companion.
Missynissy Posted September 4, 2022 Posted September 4, 2022 So the mod seems to work fine on my female character, but it doesnt seem to want to work for my male, character, Jun is just standing there and when i get near him he just says his normal dialogue lines but there silent, is this mod just for a female character (i wouldnt be surprised) or is there a way to fix this with out just disabling the mod for my male character
izzyknows Posted September 4, 2022 Posted September 4, 2022 3 hours ago, Missynissy said: So the mod seems to work fine on my female character, but it doesnt seem to want to work for my male, character, Jun is just standing there and when i get near him he just says his normal dialogue lines but there silent, is this mod just for a female character (i wouldnt be surprised) or is there a way to fix this with out just disabling the mod for my male character It's meant for a female PC. Raiders use males for deathclaw bait. 1
Missynissy Posted September 5, 2022 Posted September 5, 2022 36 minutes ago, izzyknows said: It's meant for a female PC. Raiders use males for deathclaw bait. figured though is there any way to fix him from just standing there?
izzyknows Posted September 5, 2022 Posted September 5, 2022 2 hours ago, Missynissy said: figured though is there any way to fix him from just standing there? setessential 19fdb 0 Put a bullet in his head & scrap the body. He's not necessary for anything.... except 3 fertilizer. LOL Seriously, disable the mod or use the hot key to disable the dialogue for the male play through.
Missynissy Posted September 7, 2022 Posted September 7, 2022 On 9/4/2022 at 11:08 PM, izzyknows said: setessential 19fdb 0 Put a bullet in his head & scrap the body. He's not necessary for anything.... except 3 fertilizer. LOL Seriously, disable the mod or use the hot key to disable the dialogue for the male play through. i know im late to replying to this, but what hotkey are you talking about exactly?
izzyknows Posted September 7, 2022 Posted September 7, 2022 (edited) 7 hours ago, Missynissy said: i know im late to replying to this, but what hotkey are you talking about exactly? Wrong mod! They all blend together at times. LOL You'll need to disable the RP for a male play through. Edited September 7, 2022 by izzyknows 1
Leytra Posted September 14, 2022 Posted September 14, 2022 any chance of this ever having the DD requirement thrown out and replaced with the collar from Real Handcuffs? Since DD for fallout 4 is basically dead but real handcuffs works nicely.
vaultbait Posted September 14, 2022 Posted September 14, 2022 5 minutes ago, Leytra said: any chance of this ever having the DD requirement thrown out and replaced with the collar from Real Handcuffs? Since DD for fallout 4 is basically dead but real handcuffs works nicely. If you follow the DD support thread, there's some pretty heavy development being done by community members like Naaitsab and Elsidia who have taken it over in the past year or so; Kimy (the original author) just hasn't replaced the main file download with the community updated version yet. What's really dead is Raider Pet development, unfortunately. Newer captivity and slavery mods are in development by a variety of authors, thankfully, so hopefully one or more of them will reach a usable state soon (TSEX Hardship's menacing raiders feature isn't a terrible stand-in for the feel of Raider Pet even if it's not quest-driven, Ego and Kitzid are working my My Little Meat Toilet which apparently could be a new alternative to DD, JB. has some raider slavery quest mod in the works now that Nuka Ride is in a good place, I'm in the process of putting some polish on the scripts for a super mutant breeding slave scenario mod, and so on). 3
Leytra Posted September 17, 2022 Posted September 17, 2022 On 9/14/2022 at 9:10 PM, vaultbait said: If you follow the DD support thread, there's some pretty heavy development being done by community members like Naaitsab and Elsidia who have taken it over in the past year or so; Kimy (the original author) just hasn't replaced the main file download with the community updated version yet. What's really dead is Raider Pet development, unfortunately. Newer captivity and slavery mods are in development by a variety of authors, thankfully, so hopefully one or more of them will reach a usable state soon (TSEX Hardship's menacing raiders feature isn't a terrible stand-in for the feel of Raider Pet even if it's not quest-driven, Ego and Kitzid are working my My Little Meat Toilet which apparently could be a new alternative to DD, JB. has some raider slavery quest mod in the works now that Nuka Ride is in a good place, I'm in the process of putting some polish on the scripts for a super mutant breeding slave scenario mod, and so on). Issue with trying to follow mod dev in threads, is that doing so is a massive pain in the arse, no way to just filter down to "Only show me files people have uploaded" so I'd have to scroll through literal hundreds of pages of conversation to find anything.
MrNicoras Posted September 17, 2022 Posted September 17, 2022 (edited) 15 minutes ago, Leytra said: Issue with trying to follow mod dev in threads, is that doing so is a massive pain in the arse, no way to just filter down to "Only show me files people have uploaded" so I'd have to scroll through literal hundreds of pages of conversation to find anything. https://letmegooglethat.com/?q=Devious+Devices+RC8 First link should take you to the download for the updated Devious Devices that @vaultbait mentioned. Edited September 17, 2022 by MrNicoras 1
MrNicoras Posted September 17, 2022 Posted September 17, 2022 (edited) If you use Fusion Girl, go to the third sub link under the first link that comes up for the FG conversion: Should be called Devious Devices RC Fusion Girl 1.80 Conversion - LoversLab Jan 6, 2022 Edited September 17, 2022 by MrNicoras
vaultbait Posted September 17, 2022 Posted September 17, 2022 6 hours ago, MrNicoras said: If you use Fusion Girl, go to the third sub link under the first link that comes up for the FG conversion: Should be called Devious Devices RC Fusion Girl 1.80 Conversion - LoversLab Jan 6, 2022 There's also an HHS enabled FG conversion updated for DD RC8 and FG >= 1.75, I just haven't put it on a separate file page yet (I was waiting for DD to get officially updated first): 1
deathmorph Posted September 17, 2022 Posted September 17, 2022 I have a question that doesn't really belong here, but which I most suspect I could get an answer to. When I speak to Jared, part of a mod comes into play that is responsible for recruiting enemy NPCs as settlers. I suspect it's one of the Flashys mods. Unfortunately, Flashy himself does not respond to my request. It's very annoying for Raider Pet because if the collar misfires, Jared doesn't want to talk about it but either tells me to leave him alone or he offers me a recruitment interview. This is killer for the RP quest. Therefore I would like to disable the mod or at least the part of the mod that is responsible for this. I installed Gun for Hire and CAP and maybe someone knows the problem. I don't know what mod else would come into question for this. 1
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