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Posted
6 hours ago, chubjub said:

looking at the xml each mod sets up its own keywords then tells AFF via an xml ?

 

Oh, good point! I think my file example is useless because the Devious Devices.esp plugin needs to include that keyword in it, which the 2.0 version doesn't (but it's in RC8). So yes, upgrade to RC8 or hunt around for a suitable patch for 2.0, but RC8 is mainly an accumulation of all the various quality of life patches for 2.0 anyway.

Posted

I can't figure out what I'm doing wrong with this mod. I can't get it to trigger no matter what I do.

I've started a fresh crispy save with just it and the requirements enabled, I've set the forceDisarm flag on the quest, and I even approach totally naked anyway and the raiders still gun me down.

Posted
23 minutes ago, Nitu23 said:

I can't figure out what I'm doing wrong with this mod. I can't get it to trigger no matter what I do.

I've started a fresh crispy save with just it and the requirements enabled, I've set the forceDisarm flag on the quest, and I even approach totally naked anyway and the raiders still gun me down.

Is you PC human female?

Is AAF installed & working correctly?

You can also see if the main quest is running with the following command.

sqv RaiderPetDialogueQuest

 

 

Posted
On 12/8/2022 at 1:44 PM, izzyknows said:

Is you PC human female?

Is AAF installed & working correctly?

You can also see if the main quest is running with the following command.

sqv RaiderPetDialogueQuest

 

 

 

I think there must have been something wrong with my load order (I hate how Vortex handles that) because after I disabled and re-enabled everything again it suddenly started working after starting the quest in console. (Thanks for that tip)

Even on older saves it works now, thankfully.

  • 2 weeks later...
Posted

I'm having trouble with the first mission, where you're supposed to meet Bosco in the basement. Each time I approach, no matter what I do beforehand (toss weapons and ammo away, walk up buck naked, turn on Hardship, use Menacing Raiders, change the priority and load order in MO2, etc), Bosco and his lackeys get aggressive on me. Please help :(

Posted
1 hour ago, usertwo said:

I'm having trouble with the first mission, where you're supposed to meet Bosco in the basement. Each time I approach, no matter what I do beforehand (toss weapons and ammo away, walk up buck naked, turn on Hardship, use Menacing Raiders, change the priority and load order in MO2, etc), Bosco and his lackeys get aggressive on me. Please help :(

 

Find or cheat a restraint key into your inventory and unlock the collar, then go get captured in a different location. You can't use RP in that raider camp, since the boss there has vanilla scripts which turn him hostile against the player automatically when entering the pool area.

Posted
23 minutes ago, vaultbait said:

 

Find or cheat a restraint key into your inventory and unlock the collar, then go get captured in a different location. You can't use RP in that raider camp, since the boss there has vanilla scripts which turn him hostile against the player automatically when entering the pool area.

 

Thanks. Are there any other Raider camps I should avoid? I tried Andrew Station and turned off Menacing Raiders but they shot on sight.

Posted
27 minutes ago, usertwo said:

Thanks. Are there any other Raider camps I should avoid? I tried Andrew Station and turned off Menacing Raiders but they shot on sight.

 

Concord museum raiders because of the vanilla game main quest, The Forged (can't remember if they count as raiders for RP's purposes but their boss is scripted to have dialogue and then aggro for the Finch Farm quest), Combat Zone because they are in a completely different faction (I recommend Combat Zone Restored Restored, then they won't be hostile anyway), also the Nuka World raider factions aren't recognized by RP, nor I believe are the trappers in Far Harbor.

Posted (edited)
1 hour ago, usertwo said:

 

Thanks. Are there any other Raider camps I should avoid? I tried Andrew Station and turned off Menacing Raiders but they shot on sight.

Here's the ones that work with RP.

Spoiler

Andrew Station
Back Street Apparel
Beantown Brewery
Camp Kendall
Corvega Assembly Plant
Drug Den
East Boston Preparatory School
Federal Ration Stockpile
Hardware Town
Layton Towers
Monsignor Plaza
Quincy Quarry
Revere Beach Station
The Shamrock Taphouse
USAF Satellite Station Olivia
Walden Pond

To add to vaultbait's list, DB Tech, Bosco is scripted to be hostile.

Edited by izzyknows
Posted
6 minutes ago, izzyknows said:

To add to vaultbait's list, DB Tech, Bosco is scripted to be hostile.

 

Right,I interpreted the question as whether there were any others in addition to DB Tech (already covered in the post to which they replied), but it's certainly good to reiterate.

Posted

Is there a way to remove the collar if you don't have DD installed. I don't even know what I'm looking for in my inventory. I think I'm given the chance to remove it and I'm supposed to talk to the Boss which I do and the collar starts beeping and bang I'm dead. I don't know what I'm supposed to do.

Any help would be appreciated.

Posted
1 hour ago, Agnot2014 said:

Is there a way to remove the collar if you don't have DD installed. I don't even know what I'm looking for in my inventory. I think I'm given the chance to remove it and I'm supposed to talk to the Boss which I do and the collar starts beeping and bang I'm dead. I don't know what I'm supposed to do.

Any help would be appreciated.

When you talk with the boss, confess. Doing so will end up with the collar deactivated.

Posted
28 minutes ago, izzyknows said:

When you talk with the boss, confess. Doing so will end up with the collar deactivated.

AH! That’s the one thing I didn’t do Thank You.

Posted
1 hour ago, Agnot2014 said:

AH! That’s the one thing I didn’t do Thank You.

 

Also there's the chance when the timer runs out that the collar will misfire and cease to be active from that point on (but the raiders don't realize you're walking around with a dead bomb of course).

Posted
5 hours ago, izzyknows said:

Here's the ones that work with RP.

  Hide contents

Andrew Station
Back Street Apparel
Beantown Brewery
Camp Kendall
Corvega Assembly Plant
Drug Den
East Boston Preparatory School
Federal Ration Stockpile
Hardware Town
Layton Towers
Monsignor Plaza
Quincy Quarry
Revere Beach Station
The Shamrock Taphouse
USAF Satellite Station Olivia
Walden Pond

 

And Thicket Excavations. In this post you show how to add this location.

Posted (edited)
10 hours ago, vaultbait said:

 

Also there's the chance when the timer runs out that the collar will misfire and cease to be active from that point on (but the raiders don't realize you're walking around with a dead bomb of course).

I didn’t realise that once you had a misfire the collar was dead. I thought it could still explode.

Thank You

Edited by Agnot2014
  • 2 weeks later...
Posted (edited)
Spoiler

Is there something I’m missing or is it completely random when the collar goes off whether you’re near the raiders or not.  I have to keep saving before each encounter as I’m being killed 3 or 4 times before I get a misfire.

Is there something I’m missing

Edited by Agnot2014
Posted
1 hour ago, Agnot2014 said:
  Hide contents

Is there something I’m missing or is it completely random when the collar goes off whether you’re near the raiders or not.  I have to keep saving before each encounter as I’m being killed 3 or 4 times before I get a misfire.

Is there something I’m missing

 

You have to talk to the raiders via the (forced) greetings this mod gives them, which result in AAF sex scenes. You can use any raiders anywhere in the Commonwealth though (with some exceptions for nonstandard factions like the Combat Zone raiders, the Forged in Saugus Ironworks, Nuka World raider clans, Trappers in Far Harbor...), but basic raiders all do it when you've been collared. I've often traveled from one end of the map to the other with this mod, stopping along the way to bang raiders so my collar doesn't prematurely end the journey.

Posted
8 hours ago, vaultbait said:

 

You have to talk to the raiders via the (forced) greetings this mod gives them, which result in AAF sex scenes. You can use any raiders anywhere in the Commonwealth though (with some exceptions for nonstandard factions like the Combat Zone raiders, the Forged in Saugus Ironworks, Nuka World raider clans, Trappers in Far Harbor...), but basic raiders all do it when you've been collared. I've often traveled from one end of the map to the other with this mod, stopping along the way to bang raiders so my collar doesn't prematurely end the journey.

Thank You

My collar seems to start beeping straight after a scene, mostly with the boss and bang I’m dead. I’ve been friendly with everyone I can but still the collar starts its countdown.

Posted
12 hours ago, Agnot2014 said:

Thank You

My collar seems to start beeping straight after a scene, mostly with the boss and bang I’m dead. I’ve been friendly with everyone I can but still the collar starts its countdown.

 

The collar timer starts counting down immediately after a scene, and you only get something like 20 minutes real time to initiate another scene before it explodes.

Posted
1 hour ago, vaultbait said:

 

The collar timer starts counting down immediately after a scene, and you only get something like 20 minutes real time to initiate another scene before it explodes.

Is there a setting I’ve missed because after a scene finishes, I’m only getting seconds, 8 seconds max before the beeping stops and I’m either dead or a misfire. Normally the first three will kill me and the fourth or fifth will be a misfire.

Is there may be a way in console command to increase the timer. It’s just very un-immersive to keep having to save before each scene starts because it may be my last before reloading a save. I am doing as you say continuously approaching Raiders to start a scene, but the collar timer seems to start at random.

Posted
22 minutes ago, Agnot2014 said:

Is there a setting I’ve missed because after a scene finishes, I’m only getting seconds, 8 seconds max before the beeping stops and I’m either dead or a misfire. Normally the first three will kill me and the fourth or fifth will be a misfire.

Is there may be a way in console command to increase the timer. It’s just very un-immersive to keep having to save before each scene starts because it may be my last before reloading a save. I am doing as you say continuously approaching Raiders to start a scene, but the collar timer seems to start at random.

 

That doesn't sound right at all.

 

To be clear, Raider Pet only detects sex scenes initiated with raiders through its own dialogue, not just any old sex scene involving the player and a raider. If you're using mods which may cause initiation of their own sex scenes with raiders (Harassment, Hardship, SexEmUp, Bump Ride, and so on) then you should disable them while collared if they get in the way of RP's dialogues and sex scenes.

Posted
11 hours ago, vaultbait said:

 

That doesn't sound right at all.

 

To be clear, Raider Pet only detects sex scenes initiated with raiders through its own dialogue, not just any old sex scene involving the player and a raider. If you're using mods which may cause initiation of their own sex scenes with raiders (Harassment, Hardship, SexEmUp, Bump Ride, and so on) then you should disable them while collared if they get in the way of RP's dialogues and sex scenes.

I thank you for your help

It looks like a conflict as the Raider Pet isn’t the first topic when I speak to a Raider, I have to go through a few Raiders generic comments before I get to the Raider Pet topic each time, but I didn’t think that would interfere with the Collar trigger timer. Although Raider Pet is the last in the load order.

I have installed:

Realistic Conversations

Player Comments and Head Tracking

AAF Spectators

Posted
4 hours ago, Agnot2014 said:

I thank you for your help

It looks like a conflict as the Raider Pet isn’t the first topic when I speak to a Raider, I have to go through a few Raiders generic comments before I get to the Raider Pet topic each time, but I didn’t think that would interfere with the Collar trigger timer. Although Raider Pet is the last in the load order.

I have installed:

Realistic Conversations

Player Comments and Head Tracking

AAF Spectators

 

I don't think load order influences it much, and it's more to do with what priority number the authors of each of those mods set on the containing quests for their dialogues. Normally, RP dialogues will be "forced" greetings/hellos from the raiders, you just need to stand around for a bit and hope one of them starts talking to you. There's also a cooldown period of something like a minute after a previous RP scene where they won't do it.

Posted
19 hours ago, vaultbait said:

 

I don't think load order influences it much, and it's more to do with what priority number the authors of each of those mods set on the containing quests for their dialogues. Normally, RP dialogues will be "forced" greetings/hellos from the raiders, you just need to stand around for a bit and hope one of them starts talking to you. There's also a cooldown period of something like a minute after a previous RP scene where they won't do it.

I thank you for your valued input I will keep it all in mind when playing and wait till they approach me.

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