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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.

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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.

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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 by katrina.balanchuk
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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 by vaultbait
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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.

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  • 3 weeks later...

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 by KalBreen
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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 by izzyknows
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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 :)

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  • 1 month later...
On 6/21/2023 at 2:35 AM, xxalinaxx said:

I followed the note "Raiders demands" Tried many different ways (Even using the commands) and it doesn't seem to work.

 

You'll have to be a lot more specific. What did they say/do? Did sex animations play afterward? Did your collar explode even right after initiating sex with this mod?

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4 hours ago, NihilObsessed said:

Would you like to help, please? I faced an issue installing the mod - it just crushes my game. What can be a reason for this? I installed Raider Pet v1_1.7z. 

Try the latest version 1_4.

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3 hours ago, Zyria1 said:

is there a way to change the time until the collar explodes? (i want it to be shorter. i couldnt find a MCM menu or an ini File. I have F4 Edit, but i dont have much experience with it.)

If I remember. it's in one of the scripts. You'll need to make the change in the source file, save it, then compile it.

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On 6/22/2023 at 11:32 PM, vaultbait said:

 

You'll have to be a lot more specific. What did they say/do? Did sex animations play afterward? Did your collar explode even right after initiating sex with this mod?

Nothing happened at all only being shot at like normal, even if I used the commands stated or even had Weapons and  apparel in storage.

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20 minutes ago, xxalinaxx said:

Nothing happened at all only being shot at like normal, even if I used the commands stated or even had Weapons and  apparel in storage.

Do you get an error using the console commands?

Also is your PC & Raiders/Gunners human?

 

When you store your weapons you then need to move to a named cell. The scripts only update when entering named cells.

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On 6/28/2023 at 6:26 PM, izzyknows said:

Do you get an error using the console commands?

Also is your PC & Raiders/Gunners human?

 

When you store your weapons you then need to move to a named cell. The scripts only update when entering named cells.

it doesn't say anything at all. (example on picture)

 

As far as I know everyone is human 

 

I just tried to go into the assembly plant after making sure I wasn't spotted and all of that Nothing happens I just get close to a raider and they start shooting

`1.png

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On 7/3/2023 at 10:58 PM, xxalinaxx said:

it doesn't say anything at all. (example on picture)

 

As far as I know everyone is human 

 

I just tried to go into the assembly plant after making sure I wasn't spotted and all of that Nothing happens I just get close to a raider and they start shooting

`1.png

Do you have any fusion cores in inventory?  I have a vague hint of a memory that those can hose raider pet.  And your weapon inventory screen should be completely empty, no guns, blades, explosives, etc.

 

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I went in there without anything in the guns inventory or wearing anything, I am still in the early stages of fallout awhile doing this so No extra fusion cores and I'm saving the power Armor for a difficult mission.. So no problems there.

I also tried to do with dogmeat (making the dog sit way away from the raiders) and than reloaded the save to try without dogmeat (or any other followers) both times it did not work.

Edited by xxalinaxx
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  • 2 weeks later...
17 hours ago, eflat01 said:

Likely my game but "Cozy up to Bruiser" never ends. Lucky's not gonna be too lucky either 'cause he sent Hannah to him... 

Did you steal the key?  I think that's what moves the quest forward.  There's a brief few moments after "pleasing" Bruiser where you can pick pocket the key from him.

 

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21 hours ago, tinkerbelle said:

Did you steal the key?  I think that's what moves the quest forward.  There's a brief few moments after "pleasing" Bruiser where you can pick pocket the key from him.

 

Thanks for the reply, but yes I stole the electronic key though did not advance after doing that.

 

I think it may be because right before doing that I ran out of Corvega to handle a couple settlements being attacked (Greygarden and Longfellow's Island), not sure? Anyway, I fixed it after looking up the stage in CK.

 

 

I'll state one thing, when Lucky took the PC to meet another boss it was in the middle of a fire-fight was funny as hell. Happened to be to a group of raiders on the buildings on the north side of the far eastern bridge crossing from Cambridge ... the boss could had been killed, but just the rest of the raiders died.

 

Numerous supply lines cross that bridge constantly, so is not a good place for the raiders in that area, settlement provisioner's are extremely well armed and armored enough to rival BOS knights and have a few lvl'd escorts. 

Edited by eflat01
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