vaultbait Posted February 25, 2023 Posted February 25, 2023 On 2/24/2023 at 10:06 PM, Ezio1 said: Hi there, I can't get this mod to work, well I suppose it is running but with no effect. I couldn't get the letter, no matter what, so I just used startquest, then I fast travelled to corvega, the raiders basically are ignoring me completely. You need to drop/store all your weapons, dismiss all your companions, then walk for a ways or fast travel to another location. When you're not carrying weapons, just about everything except deathclaws and some scripted/mod encounters should be indifferent to you and not attack. If you walk up to raiders, one of them should greet you after a moment and then put a collar on you and rape you. If stuff is still attacking you when you don't carry weapons then the mod is definitely not installed correctly or you have a conflict with another mod (for example a martial arts mod that equips a hidden melee weapon whenever you're unarmed). If raiders are not hostile but also not talking to you and putting a collar on you then you probably have a mod conflict specific to raiders, maybe one which replaces them or overrides their quest dialogue (Hardship, possibly Sexual Harassment). Also, as the mod description says, make sure you have subtitles enabled, there are no voiced lines. And don't fiddle with the quest stages from the console unless you're just testing something, definitely don't save and continue playing after doing that.
Ezio1 Posted February 26, 2023 Posted February 26, 2023 9 hours ago, vaultbait said: You need to drop/store all your weapons, dismiss all your companions, then walk for a ways or fast travel to another location. When you're not carrying weapons, just about everything except deathclaws and some scripted/mod encounters should be indifferent to you and not attack. If you walk up to raiders, one of them should greet you after a moment and then put a collar on you and rape you. If stuff is still attacking you when you don't carry weapons then the mod is definitely not installed correctly or you have a conflict with another mod (for example a martial arts mod that equips a hidden melee weapon whenever you're unarmed). If raiders are not hostile but also not talking to you and putting a collar on you then you probably have a mod conflict specific to raiders, maybe one which replaces them or overrides their quest dialogue (Hardship, possibly Sexual Harassment). Also, as the mod description says, make sure you have subtitles enabled, there are no voiced lines. And don't fiddle with the quest stages from the console unless you're just testing something, definitely don't save and continue playing after doing that. I have Sexual Harassment, but I disabled NPC approach beforehand. I have the Commonwealth Slavers though. I didn't start it, but I didn't disable it either. Maybe that's the problem?
Ezio1 Posted February 26, 2023 Posted February 26, 2023 24 minutes ago, Ezio1 said: I have Sexual Harassment, but I disabled NPC approach beforehand. I have the Commonwealth Slavers though. I didn't start it, but I didn't disable it either. Maybe that's the problem? Okay, I disabled the Slavers mod and it seems to be working. Thanks for the help
Charindy Posted February 26, 2023 Posted February 26, 2023 Fairly sure Commonwealth Slavers disables Raider Pet whilst it's active by default as it would potentially interfere with the questline. I think there's an option in the MCM for it to reenable Raider Pet when you're done though. 2
kharita Posted March 13, 2023 Posted March 13, 2023 (edited) I'm playing on survival and need food and drink. Currently a pet in Revere station. Anyone got suggestions for food/drink? I have AAF hardship so thought to beg for food, but then everyone tries to menace me (so i'm too busy with menacing approaches to ask for anything). I can probably get water by running outside briefly... Edited March 13, 2023 by kharita more detail
izzyknows Posted March 13, 2023 Posted March 13, 2023 21 minutes ago, kharita said: I'm playing on survival and need food and drink. Currently a pet in Revere station. Anyone got suggestions for food/drink? I have AAF hardship so thought to beg for food, but then everyone tries to menace me. I can probably get water by running outside briefly... As long as you bang a Raider every 19 minutes real time (timer is set for 20min.) and don't draw a weapon, you can go anywhere in the game. And, you can turn off menacing raiders in the MCM.
vaultbait Posted March 13, 2023 Posted March 13, 2023 2 hours ago, kharita said: I'm playing on survival and need food and drink. Currently a pet in Revere station. Anyone got suggestions for food/drink? Better Living Through Cumistry's ability to satisfy hunger and thirst comes to mind. ? Also there's a patch somewhere back in the discussion history called Raider Pet Tweaks (by StaticPhobia). One of the many changes it made is that every raider encounter force-feeds you a noodle cup. 2 hours ago, kharita said: I can probably get water by running outside briefly... Yeah, as already suggested, feel free to head outside and forage, and help satisfy the urges of the raiders inhabiting Revere Beach and surrounding regions of the Commonwealth for that matter. 2
katrina.balanchuk Posted March 13, 2023 Posted March 13, 2023 On 1/11/2023 at 2:11 PM, vaultbait said: Most common causes people have isolated in the past are: mods equipping invisible weapons on the player when not wielding weapons (some martial arts mods do this), carrying mod clothing items which were created as weapons instead of armor, mods which change the raider or captive factions... Oh, and when you say "tweaks" do you mean StaticPhobia's Raider Pet Tweaks? That removes the default captive faction membership for being unarmed, so the only way to trigger RP if you're using that is through hand-off from Violate or the raiders already being passive for other reasons (RSE II: CSA for example). Also I'm not sure uninstalling RPTweaks mid-playthrough will properly undo its changes and may just break things, so be sure you're testing on a fresh playthrough. Oh, and Jun Long giving you the letter is fairly irrelevant. It essentially tells you that the mod is active, but it's neither necessary nor guaranteed (for example if you haven't visited the Museum of Freedom and saved him). Edit: One more thing, if you're relying on Violate's integration, make sure you keep equipment theft set to the default 100% chance, I'm pretty sure that's what transfers your inventory to your captors in that case, otherwise you're still armed and the raiders will just go back to attacking. Anyone have a link to Raider Pet Tweaks?
vaultbait Posted March 13, 2023 Posted March 13, 2023 2 hours ago, katrina.balanchuk said: Anyone have a link to Raider Pet Tweaks? https://www.loverslab.com/topic/155490-statics-script-tweaks/page/2/#comment-3247692
katrina.balanchuk Posted March 13, 2023 Posted March 13, 2023 8 minutes ago, vaultbait said: https://www.loverslab.com/topic/155490-statics-script-tweaks/page/2/#comment-3247692 Thahnk you so much! Does anyone know what it does? Also would love to have a RP version where the DC guards did not know you where there (how wuld they w/o internet?)
vaultbait Posted March 14, 2023 Posted March 14, 2023 (edited) 38 minutes ago, katrina.balanchuk said: Thahnk you so much! Does anyone know what it does? Off the top of my head, it stops the player from being put into the captive faction when not carrying weapons, so you need something like Violate or a CSA abduction to hand you off to raider captors. It force-feeds you noodle cups every time a RP sex scene gets initiated. It rewords some of the dialogue prompts. It replaced some of the reward clothing/jewelry with items from other mods. It seemed (may have just been my imagination) to increase the chances of your collar being a dud and misfiring. Probably also more stuff I'm not remembering or never noticed. 38 minutes ago, katrina.balanchuk said: Also would love to have a RP version where the DC guards did not know you where there (how wuld they w/o internet?) I've never seen a patch to do that, you'd probably have to edit and recompile the scripts or adjust the plugin with FO4Edit/FO4CK yourself. I just assume they can still smell the raider stink on me, see the degrading tattoos, probably also the inevitable bun in my oven... Edited March 14, 2023 by vaultbait
kharita Posted March 14, 2023 Posted March 14, 2023 17 hours ago, vaultbait said: Better Living Through Cumistry's ability to satisfy hunger and thirst comes to mind. ? Also there's a patch somewhere back in the discussion history called Raider Pet Tweaks (by StaticPhobia). One of the many changes it made is that every raider encounter force-feeds you a noodle cup. Yeah, as already suggested, feel free to head outside and forage, and help satisfy the urges of the raiders inhabiting Revere Beach and surrounding regions of the Commonwealth for that matter. Awesome, thanks vaultbait! i'll check those out
kharita Posted March 14, 2023 Posted March 14, 2023 20 hours ago, izzyknows said: As long as you bang a Raider every 19 minutes real time (timer is set for 20min.) and don't draw a weapon, you can go anywhere in the game. And, you can turn off menacing raiders in the MCM. Oh true, I didn't know how long exactly the timer was. Yep that's plenty of time to run to the nearest settlement for some food too. 1
dakotad Posted April 27, 2023 Posted April 27, 2023 ran into an issue they do not remove the collar after the end and have found no way to get it off i even tryed to use the key after killing the boss after he killed lucky
tinkerbelle Posted April 27, 2023 Posted April 27, 2023 (edited) 12 hours ago, dakotad said: ran into an issue they do not remove the collar after the end and have found no way to get it off i even tryed to use the key after killing the boss after he killed lucky I can't recall for certain which key you need, I think it's the restraint key from devious devices. But I've never received one through the game. Lock picking is your best bet. If you click on the equipped makeshift collar in your inventory, you should get a pop-up menu. The first choice is something like, "unlock", which requires the correct key. Second choice is something like, "Investigate the lock", which brings up more choices. One of which is to lock pick the lock. I seem to recall it's an advanced lock, so spend your perk points wisely. Also, if you haven't retrieved your stuff, you'll only have one lock pick. I've never tried any of the other options, like "cutting" (or whatever it's called). Edited April 27, 2023 by tinkerbelle forgot an up.
UncleRuckus Posted May 1, 2023 Posted May 1, 2023 I'm running into a problem where the aaf animations don't end. Sex 'Em Up and Violate work fine but whenever I initiate this one the animations go on an infinite loop and there's no way for me to interact with it to cancel them. Any advice?
vaultbait Posted May 1, 2023 Posted May 1, 2023 1 hour ago, UncleRuckus said: I'm running into a problem where the aaf animations don't end. Sex 'Em Up and Violate work fine but whenever I initiate this one the animations go on an infinite loop and there's no way for me to interact with it to cancel them. Any advice? Make sure you have the latest version of AAF from Moddingham (AAF_V166-0_beta.7z), there was an earlier version which exhibited that behavior with some mods due to a temporary API change which was later rolled back. 2
UncleRuckus Posted May 1, 2023 Posted May 1, 2023 8 minutes ago, vaultbait said: Make sure you have the latest version of AAF from Moddingham (AAF_V166-0_beta.7z), there was an earlier version which exhibited that behavior with some mods due to a temporary API change which was later rolled back. That's the version I have, so that's not the issue. Thanks though.
katrina.balanchuk Posted May 1, 2023 Posted May 1, 2023 (edited) 12 minutes ago, UncleRuckus said: That's the version I have, so that's not the issue. Thanks though. Have you tried ot press "home" to get into the AAF animations menu and then press the "end" button? Always works for me. I had to roll back from v166 after I changed some unrelated things because AAF stopped working but ti works fine with a earlier version. Edited May 1, 2023 by katrina.balanchuk
vaultbait Posted May 1, 2023 Posted May 1, 2023 (edited) 16 minutes ago, UncleRuckus said: That's the version I have, so that's not the issue. Thanks though. In that case, make sure you don't have any other mods overwriting the scripts from AAF (or from F4SE because it relies on those too). It's possible the calls or parameters Raider Pet uses to set duration or end running animations are different from those used by the mods you've observed working correctly, and could be impacted by incorrect script files while they're not. Oh, and make sure you're running the latest version of RP (Raider Pet v1_4 Localized.7z) with no patches overwriting it. Edited May 1, 2023 by vaultbait
UncleRuckus Posted May 1, 2023 Posted May 1, 2023 29 minutes ago, katrina.balanchuk said: Have you tried ot press "home" to get into the AAF animations menu and then press the "end" button? That wasn't it but it seems to be working now (at least the animations don't endlessly loop any more). Might have been the load order or location, idk.
KalBreen Posted May 17, 2023 Posted May 17, 2023 (edited) I've just got the note from Jun. I've checked sqv raiderpetdialoguequest and noticed that there is no gangboss assigned, which i suspect won't be a problem as i understand this should be assigned when being collared by the first raider. More of an issue is that I'm getting the reference 'isarmed = false', meaning my pc is still armed. I've offloaded everything into the workbench, including removing quest items, and also dismissed my companion. I actually have no inventory at all but still getting 'isarmed = false' Any help would be appreciated. Thanks. Edited May 17, 2023 by KalBreen
izzyknows Posted May 17, 2023 Posted May 17, 2023 (edited) 46 minutes ago, KalBreen said: I've just got the note from Jun. I've checked sqv raiderpetdialoguequest and noticed that there is no gangboss assigned, which i suspect won't be a problem as i understand this should be assigned when being collared by the first raider. More of an issue is that I'm getting the reference 'isarmed = false', meaning my pc is still armed. I've offloaded everything into the workbench, including removing quest items, and also dismissed my companion. I actually have no inventory at all but still getting 'isarmed = false' Any help would be appreciated. Thanks. Try the command setpqv RaiderPetDialogueQuest forceDisarm true and see if it updates. Also, moving to another "named" cell will update a few things. Edited May 17, 2023 by izzyknows 1
KalBreen Posted May 18, 2023 Posted May 18, 2023 15 hours ago, izzyknows said: Try the command setpqv RaiderPetDialogueQuest forceDisarm true and see if it updates. Also, moving to another "named" cell will update a few things. Thanks Izzy. Got it working perfectly now. Just want to say also, one of the best things about the Fallout 4 modding community here, is not only the great mods, but the amazing support. Thanks again 3
xxalinaxx Posted June 21, 2023 Posted June 21, 2023 I followed the note "Raiders demands" Tried many different ways (Even using the commands) and it doesn't seem to work.
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