rubber_duck Posted August 31, 2023 Posted August 31, 2023 2 hours ago, vaultbait said: Yes, literally ANY normal raiders anywhere will work, you can go anywhere in the game you like so long as you keep getting fucked on schedule. The Forged don't work for this, nor do DLC raiders like the various factions from Nuka-World, Rust Devils from Automatron, nor the Trappers from Far Harbor. Also the raiders in the Combat Zone don't, because they have a special faction; they were supposed to be non-hostile, before Bethesda scrapped the original story for that location at the last minute and just made it "kill them all." Whoa! It surely is good to know that! This now opens up many new opportunities! The only real issue I've found so far with RP is that upon escaping, I still have the Lucky quest active in my PipBoy. I think it's because I've selected it in order to understand where I'm supposed to go, but have since finished it and yet, despite that, I can still see it under Miscellaneous quests (but no marker). In any case, thanks for clarifying it out! I was getting a bit bored after spending a few hours in the same dungeon with the same Raiders! Cheers!
vaultbait Posted September 1, 2023 Posted September 1, 2023 14 hours ago, rubber_duck said: The only real issue I've found so far with RP is that upon escaping, I still have the Lucky quest active in my PipBoy. I think it's because I've selected it in order to understand where I'm supposed to go, but have since finished it and yet, despite that, I can still see it under Miscellaneous quests (but no marker). It seems like some of the quest stage/objective conditions weren't thoroughly thought out, so they have a good chance of getting "stuck" if unexpected things happen (such as key characters getting killed). For example I've had Lucky drown in the Charles on the way back from visiting the neighbors, and at that point the entire quest line is unrecoverable. Unlocking your collar may reset everything, though sometimes it doesn't depending on where in the quest you were. You may be able to use console commands to clean things up, or just get collared again by another raider camp and start over there (not sure if a stuck previous quest will cause problems progressing in a new location without some console surgery). 1
rubber_duck Posted September 1, 2023 Posted September 1, 2023 4 hours ago, vaultbait said: It seems like some of the quest stage/objective conditions weren't thoroughly thought out, so they have a good chance of getting "stuck" if unexpected things happen (such as key characters getting killed). For example I've had Lucky drown in the Charles on the way back from visiting the neighbors, and at that point the entire quest line is unrecoverable. Unlocking your collar may reset everything, though sometimes it doesn't depending on where in the quest you were. You may be able to use console commands to clean things up, or just get collared again by another raider camp and start over there (not sure if a stuck previous quest will cause problems progressing in a new location without some console surgery). I'll have that in mind! Once again, thanks a lot for providing valuable info. It'll surely come in handy if things go bad! Cheers!
rubber_duck Posted September 1, 2023 Posted September 1, 2023 (edited) 5 hours ago, vaultbait said: It seems like some of the quest stage/objective conditions weren't thoroughly thought out, so they have a good chance of getting "stuck" if unexpected things happen (such as key characters getting killed). For example I've had Lucky drown in the Charles on the way back from visiting the neighbors, and at that point the entire quest line is unrecoverable. Unlocking your collar may reset everything, though sometimes it doesn't depending on where in the quest you were. You may be able to use console commands to clean things up, or just get collared again by another raider camp and start over there (not sure if a stuck previous quest will cause problems progressing in a new location without some console surgery). Huh, looks like I spoke to soon (again)... Turns out, something (primary suspect is Raider Pet) messed my save up, and it messed it up good. After spending few in-game days as a pet, then managing to escape, I recovered at one of my settlements for a few days. I know I've completed the main RP quest as I was awarded Black Widow perk. However, I then traveled (manually; I didn't use fast travel) to one of my other settlements where my favorite companion (Ivy) is. Once I entered the settlement, Ivy was there, but I cannot interact with her in any way. As in, the option to speak to her is broken. The only quest I've done is RP, and I dismissed her prior to entering the dungeon where I got violated and kept as a pet. Is there any way to fix this? I mean, I'd hate to lose a companion, but I'd also hate to lose all the progress I've made as I managed to find some rare valuables. Any help is much appreciated. I think for my next save I'll ditch both CSA and RP. Such a shame, all these good mods (well, CSA was never that great) going to waste; and there's nothing like them to be used as an alternative. EDIT: It's not that I can't talk to Ivy. I cannot interact with her in any way. To talk to companion, you aim at them and then you hit 'E' and select talk option - I don't get the menu where I can select talk/trade/wait/dismiss options. Edited September 1, 2023 by rubber_duck
tinkerbelle Posted September 1, 2023 Posted September 1, 2023 1 minute ago, rubber_duck said: Huh, looks like I spoke to soon (again)... Turns out, something (primary suspect is Raider Pet) messed my save up, and it messed it up good. After spending few in-game days as a pet, then managing to escape, I recovered at one of my settlements for a few days. I know I've completed the main RP quest as I was awarded Black Widow perk. However, I then traveled (manually; I didn't use fast travel) to one of my other settlements where my favorite companion (Ivy) is. Once I entered the settlement, Ivy was there, but I cannot interact with her in any way. As in, the option to speak to her is broken. The only quest I've done is RP, and I dismissed her prior to entering the dungeon where I got violated and kept as a pet. Is there any way to fix this? I mean, I'd hate to lose a companion, but I'd also hate to lose all the progress I've made as I managed to find some rare valuables. Any help is much appreciated. I think for my next save I'll ditch both CSA and RP. Such a shame, all these good mods (well, CSA was never that great) going to waste; and there's nothing like them to be used as an alternative. I don't know if this is a problem, but you mentioned "managing to escape", which I suspect you did a bit early. Even though you got the Black Widow perk, somethings might not be quite finished in the Pet Raider mod. There are indications that the author didn't put code in to handle things that might be done differently. What follows is what I've seen in the quest: Spoiler Start as a pet in a raider stronghold (RS) Get abused a bit Talk to boss Possibly do a gang bang or service the boss again At some point after talking to boss, you'll get a tape gag Get sent to Lucky Go on a trip with Lucky Return to RS Lucky has you steal an electronic key from a named NPC raider (Bruiser?) Lucky modifies your collar using the electronic key Lucky sends you to the boss From here several things might happen - you talk to the boss, collar explodes / End of Game - you talk to the boss, collar misfires / Boss deals with Lucky - you tell boss Lucky messed with collar / Boss deals with Lucky If boss deals with Lucky, he also disables the timer on the collar At this point you can escape / defeat raiders / continue as a pet I don't know if escaping early can affect Ivy. I suspect that during Raider Pet, Ivy is not available as a companion and that hadn't been cleared by escaping early. I generally don't have companions except as forced by the game. NPC's like Lucky might be considered as companions for a short while. Loading a save while you were a raider pet and then finishing the quests might clear things. Possibly doing another raider pet session, all the way through, might clear things up. Or someone in this thread might know a quest stage to start/stop.
rubber_duck Posted September 1, 2023 Posted September 1, 2023 4 minutes ago, tinkerbelle said: I don't know if this is a problem, but you mentioned "managing to escape", which I suspect you did a bit early. Even though you got the Black Widow perk, somethings might not be quite finished in the Pet Raider mod. There are indications that the author didn't put code in to handle things that might be done differently. What follows is what I've seen in the quest: Hide contents Start as a pet in a raider stronghold (RS) Get abused a bit Talk to boss Possibly do a gang bang or service the boss again At some point after talking to boss, you'll get a tape gag Get sent to Lucky Go on a trip with Lucky Return to RS Lucky has you steal an electronic key from a named NPC raider (Bruiser?) Lucky modifies your collar using the electronic key Lucky sends you to the boss From here several things might happen - you talk to the boss, collar explodes / End of Game - you talk to the boss, collar misfires / Boss deals with Lucky - you tell boss Lucky messed with collar / Boss deals with Lucky If boss deals with Lucky, he also disables the timer on the collar At this point you can escape / defeat raiders / continue as a pet I don't know if escaping early can affect Ivy. I suspect that during Raider Pet, Ivy is not available as a companion and that hadn't been cleared by escaping early. I generally don't have companions except as forced by the game. NPC's like Lucky might be considered as companions for a short while. Loading a save while you were a raider pet and then finishing the quests might clear things. Possibly doing another raider pet session, all the way through, might clear things up. Or someone in this thread might know a quest stage to start/stop. First of all, thank you so much for the guide! Yeah, half of this didn't happen on in my game. I got a tape gag, and went to a trip with Lucky. When I returned I still had that 'Find Lucky and return to camp' misc quest. I never got tasked with stealing the electronic key, and once I returned to camp I noticed that Raiders were starting to slowly die one by one. I mean, the Boss NPC (Tower Tom) was the first to die, and he was then followed by Bruiser. This definitely looks like a conflict, but I cannot revert back as I've overwritten the last save when I was doing RP. I'm not planning to spend any more time repeating it, I've already replayed that 2 times as I experienced major issues with RSE2: CSA. Isn't there a console command to finish this? I tried 'help raiderpet' 4 and I could see a few quests. The quest 'RaiderPetDialogueQuest' is the only quest that's running, all the other ones are in stopped state; this leads me to believe that the mentioned quest is a master quest, isn't it? Surely there's a way to complete it and reset it. There has to be!
tinkerbelle Posted September 2, 2023 Posted September 2, 2023 21 hours ago, rubber_duck said: Isn't there a console command to finish this? I tried 'help raiderpet' 4 and I could see a few quests. The quest 'RaiderPetDialogueQuest' is the only quest that's running, all the other ones are in stopped state; this leads me to believe that the mentioned quest is a master quest, isn't it? Surely there's a way to complete it and reset it. There has to be! I'm glad the little guide helped you understand. Unfortunately, I avoid digging into code to find quest stages and whatnot because I've done a lot of programming over the decades and when I do dig, a game will turn into bits and algorithms which destroys any sense of immersion. Immersion is what it's all about for me. I suspect that you might have needed to talk once more to Lucky. I can't remember the exact sequence of steps in the mod. The message you got indicates that you should have talked to Lucky at the remote site before heading back to Lucky's base. If that talk was needed then it might explain why a dialogue quest was still active. The raiders dying shows that something is not right. While it might be justice, I'm sure it wasn't supposed to happen. Did you console some radioactive barrels into the raider base? LOL Oh, one option is to use a cooking station and add rat poison into the food. I've never done that and suspect it is meant to kill one raider, but if they all ate it ...
vaultbait Posted September 2, 2023 Posted September 2, 2023 8 minutes ago, tinkerbelle said: The raiders dying shows that something is not right. While it might be justice, I'm sure it wasn't supposed to happen. Did you console some radioactive barrels into the raider base? LOL Oh, one option is to use a cooking station and add rat poison into the food. I've never done that and suspect it is meant to kill one raider, but if they all ate it ... If you activate a cooking station while you have rat poison in your inventory, every raider you have sex with after that will start slowly taking damage and will eventually die.
tinkerbelle Posted September 2, 2023 Posted September 2, 2023 8 minutes ago, vaultbait said: If you activate a cooking station while you have rat poison in your inventory, every raider you have sex with after that will start slowly taking damage and will eventually die. Ah, so the raiders and you don't have to eat the rat poison laden food, you stuff it ... elsewhere.
vaultbait Posted September 2, 2023 Posted September 2, 2023 3 minutes ago, tinkerbelle said: Ah, so the raiders and you don't have to eat the rat poison laden food, you stuff it ... elsewhere. I think Stobor said at one point that the implication was you were feeding them food you'd made while having your "encounters" with them, but it's all unspoken/off-camera and involves plenty of hand-waving suspension of disbelief.
tinkerbelle Posted September 2, 2023 Posted September 2, 2023 8 minutes ago, vaultbait said: I think Stobor said at one point that the implication was you were feeding them food you'd made while having your "encounters" with them, but it's all unspoken/off-camera and involves plenty of hand-waving suspension of disbelief. That mode fits a Bethesda game disbelief == 0 ; bethesda game mode set
rubber_duck Posted September 2, 2023 Posted September 2, 2023 1 hour ago, tinkerbelle said: I'm glad the little guide helped you understand. Unfortunately, I avoid digging into code to find quest stages and whatnot because I've done a lot of programming over the decades and when I do dig, a game will turn into bits and algorithms which destroys any sense of immersion. Immersion is what it's all about for me. I suspect that you might have needed to talk once more to Lucky. I can't remember the exact sequence of steps in the mod. The message you got indicates that you should have talked to Lucky at the remote site before heading back to Lucky's base. If that talk was needed then it might explain why a dialogue quest was still active. The raiders dying shows that something is not right. While it might be justice, I'm sure it wasn't supposed to happen. Did you console some radioactive barrels into the raider base? LOL Oh, one option is to use a cooking station and add rat poison into the food. I've never done that and suspect it is meant to kill one raider, but if they all ate it ... I attempted to speak to Lucky at the site prior to heading back to base. He didn't speak with me, he only said 'Why are you looking at me like that?' and that was it. I couldn't start a proper dialogue with him, other than that single line. As for Ivy (companion) issue - I managed to solve it. All I did was hit her and now she speaks to me again. Don't ask how I managed to find that solution, but I, somehow, out of the blue, did. Yeah, I don't understand it either...
vaultbait Posted September 2, 2023 Posted September 2, 2023 1 hour ago, rubber_duck said: He didn't speak with me, he only said 'Why are you looking at me like that?' and that was it. I couldn't start a proper dialogue with him, other than that single line. That sounds like a quest priority conflict with the "father quest" from Family Planning Enhanced. It's the line your prospective fathers will reply with until you convince one of them that they're the father of your pregnancy. Usually it would be followed up with prompts for the player to continue the dialogue, but I guess in your case it's not. 1 hour ago, rubber_duck said: As for Ivy (companion) issue - I managed to solve it. All I did was hit her and now she speaks to me again. Don't ask how I managed to find that solution, but I, somehow, out of the blue, did. Yeah, I don't understand it either... I doubt it's specific to Ivy or anything Raider Pet did. I've had it happen with vanilla companions when Raider Pet wasn't even installed. And the "just hit them until all is right with the World" solution works for companions who are stuck downed from combat long after combat has ended too. Bang, zoom, to the Moon Alice! 1
rubber_duck Posted September 2, 2023 Posted September 2, 2023 1 hour ago, vaultbait said: That sounds like a quest priority conflict with the "father quest" from Family Planning Enhanced. It's the line your prospective fathers will reply with until you convince one of them that they're the father of your pregnancy. Usually it would be followed up with prompts for the player to continue the dialogue, but I guess in your case it's not. You're right - it was FPE! I completely forgot about it! I received a few popups asking whether I wanted to abandon the search and I always (for some reason) clicked on 'Later' option. 1 hour ago, vaultbait said: I doubt it's specific to Ivy or anything Raider Pet did. I've had it happen with vanilla companions when Raider Pet wasn't even installed. And the "just hit them until all is right with the World" solution works for companions who are stuck downed from combat long after combat has ended too. Bang, zoom, to the Moon Alice! The issue definitely isn't Ivy's as I've been playing with her for ages with no problems whatsoever. I'm not sure if it's Raider Pet either, though it was my primary suspect as it's the only new mod for this playthrough. With all that said, I'm glad my solution turned out to be proper and thoroughly tested solution haha!
LynErso666 Posted September 6, 2023 Posted September 6, 2023 Really amazing mod. I had it but never used it on a few massive test playthroughs now. I underestimated how very well written and very well implemented this mod iz! I would luuuuv an MCM with full control over engagement with raiders someday! But I know that stuff iz prolly rough as hell. But hey, peeps are trippin. They're trippin balls. Acting like CAP or any of Flashy's work, or Sexual Harassment interferes with this. They don't. I've finished every possible conclusion of Raider Pet with all three functioning, all at the same time. Peeps are being too quick on saying the raider recruitment dialogue blocks Raider Pet's. It doesn't. It's a revolver. I was walking through several raider bases, a couple times transported by Lucky, and from room to room whole groups of raiders stop using CAP's dialogue and start using Raider Pet's as you just....exist in that space. Sexual Harassment approaches don't even need to be shut off, unless you have your settings just wild af. You can ignore the SH approaches too, they'll wait. You can say nevermind with the CAP dialogue and it locks that raider out of the recruitment and after sleeping all of those raiders will slowly begin revolving dialogue from Raider Pet, or even sooner in some smaller cells. Ofc I'm very specific in how I set SH up and carefully construct a very balanced setup in approaches with the full knowledge that I'm using it with these others. Nothing in CAP needs to be disabled. Nothing in SH needs to be disabled. The balance of their default settings is a bit different when all three are together tho and it would be wise to set SH up with that in mind, but that's all. They work so amazing together I don't recommend playing without all three.
eflat01 Posted September 6, 2023 Posted September 6, 2023 1 hour ago, LynErso666 said: Really amazing mod. I had it but never used it on a few massive test playthroughs now. I underestimated how very well written and very well implemented this mod iz! I would luuuuv an MCM with full control over engagement with raiders someday! But I know that stuff iz prolly rough as hell. But hey, peeps are trippin. They're trippin balls. Acting like CAP or any of Flashy's work, or Sexual Harassment interferes with this. They don't. I've finished every possible conclusion of Raider Pet with all three functioning, all at the same time. Peeps are being too quick on saying the raider recruitment dialogue blocks Raider Pet's. It doesn't. It's a revolver. I was walking through several raider bases, a couple times transported by Lucky, and from room to room whole groups of raiders stop using CAP's dialogue and start using Raider Pet's as you just....exist in that space. Sexual Harassment approaches don't even need to be shut off, unless you have your settings just wild af. You can ignore the SH approaches too, they'll wait. You can say nevermind with the CAP dialogue and it locks that raider out of the recruitment and after sleeping all of those raiders will slowly begin revolving dialogue from Raider Pet, or even sooner in some smaller cells. Ofc I'm very specific in how I set SH up and carefully construct a very balanced setup in approaches with the full knowledge that I'm using it with these others. Nothing in CAP needs to be disabled. Nothing in SH needs to be disabled. The balance of their default settings is a bit different when all three are together tho and it would be wise to set SH up with that in mind, but that's all. They work so amazing together I don't recommend playing without all three. I toggle SH approaches off when using this. 1
vaultbait Posted September 6, 2023 Posted September 6, 2023 5 hours ago, LynErso666 said: Acting like CAP or any of Flashy's work, or Sexual Harassment interferes with this. The main problem I've cited is with RSE II: CSA abductions. If you get abducted by raiders, the "Raider Pet Compatibility" setting in CSA's MCM simply disables the distance check so that you can wander away while the captive scenario continues. The expectation is that you'll use CSA's MCM debug option to manually end the captive scenario, but sometimes when you do that the raiders still don't give the RP introduction dialogue to collar you. It's hit-and-miss. Oh, and Hardship's Menacing Raiders feature does pretty thoroughly conflict with RP. Temporarily turn it off (though I think the newer TSEX-Hardship detects if you're in the "captive faction" and temporarily disables menacing raiders on its own now, it's been a while since I tried using them together). 1
LynErso666 Posted September 7, 2023 Posted September 7, 2023 (edited) 15 hours ago, vaultbait said: The main problem I've cited is with RSE II: CSA abductions. If you get abducted by raiders, the "Raider Pet Compatibility" setting in CSA's MCM simply disables the distance check so that you can wander away while the captive scenario continues. The expectation is that you'll use CSA's MCM debug option to manually end the captive scenario, but sometimes when you do that the raiders still don't give the RP introduction dialogue to collar you. It's hit-and-miss. Oh, and Hardship's Menacing Raiders feature does pretty thoroughly conflict with RP. Temporarily turn it off (though I think the newer TSEX-Hardship detects if you're in the "captive faction" and temporarily disables menacing raiders on its own now, it's been a while since I tried using them together). O Idk what Harship is. I don't have that. I don't know what RSE CSA is but I have CAP and Gun For Hire and they have an abduction. And collaring. It seems to all work with Raider Pet just fine. I didn't check the collar distance tho or for some patch in the MCM tho. But I mean, I don't like it anyways. It's...voiced! so yay, but kinda boring. I'd rather let Violate be the path to Raider Pet personally. But RSE II? Is that Flashy's? So many Flashy has made mods incompatible with this lol Idk I've never used it. But I see RSE things in my game when I type help. Is that another name for Gun For Hire or something??? I'm so so confused. Edited September 7, 2023 by LynErso666
LynErso666 Posted September 7, 2023 Posted September 7, 2023 (edited) 18 hours ago, eflat01 said: I toggle SH approaches off when using this. No. You have to manually turn SH approaches off by hotkey or mcm. There is no situation in which SH ever turns its approaches off automatically. Edited September 7, 2023 by LynErso666
rubber_duck Posted September 7, 2023 Posted September 7, 2023 19 minutes ago, LynErso666 said: O Idk what Harship is. I don't have that. I don't know what RSE CSA is but I have CAP and Gun For Hire and they have an abduction. And collaring. It seems to all work with Raider Pet just fine. I didn't check the collar distance tho or for some patch in the MCM tho. But I mean, I don't like it anyways. It's...voiced! so yay, but kinda boring. I'd rather let Violate be the path to Raider Pet personally. But RSE II? Is that Flashy's? So many Flashy has made mods incompatible with this lol Idk I've never used it. But I see RSE things in my game when I type help. Is that another name for Gun For Hire or something??? I'm so so confused. Perhaps you spoke too soon and didn't understand the original issue I experienced. In your original post (quoted below), you referred to 'peeps' and I think you read my past posts on this topic and came to your own conclusion. I don't want to argue, but next time it might be a good idea to research the topic a bit further before posting. As for this: 20 hours ago, LynErso666 said: Really amazing mod. I had it but never used it on a few massive test playthroughs now. I underestimated how very well written and very well implemented this mod iz! I would luuuuv an MCM with full control over engagement with raiders someday! But I know that stuff iz prolly rough as hell. But hey, peeps are trippin. They're trippin balls. Acting like CAP or any of Flashy's work, or Sexual Harassment interferes with this. They don't. I've finished every possible conclusion of Raider Pet with all three functioning, all at the same time. Peeps are being too quick on saying the raider recruitment dialogue blocks Raider Pet's. It doesn't. It's a revolver. I was walking through several raider bases, a couple times transported by Lucky, and from room to room whole groups of raiders stop using CAP's dialogue and start using Raider Pet's as you just....exist in that space. Sexual Harassment approaches don't even need to be shut off, unless you have your settings just wild af. You can ignore the SH approaches too, they'll wait. You can say nevermind with the CAP dialogue and it locks that raider out of the recruitment and after sleeping all of those raiders will slowly begin revolving dialogue from Raider Pet, or even sooner in some smaller cells. Ofc I'm very specific in how I set SH up and carefully construct a very balanced setup in approaches with the full knowledge that I'm using it with these others. Nothing in CAP needs to be disabled. Nothing in SH needs to be disabled. The balance of their default settings is a bit different when all three are together tho and it would be wise to set SH up with that in mind, but that's all. They work so amazing together I don't recommend playing without all three. I'm really curious to hear how you managed to bypass CAP (Crime And Punishment) dialogue approaches. From my experience, Raider Pet (RP) dialogues were working, but not 100% properly. See, when I attempted to interact with a Raider NPC manually (I approach them and hit E) Talk), I'd start a CAP dialogue (to recruit Raiders for my Settlements). However, if I just walked around, the Raider NPCs would start a dialogue with my character, and then it worked as it should. Honestly, it isn't a big deal as both mods (RP and CAP) seem to work rather well together once you get the hang of it. I absolutely love Flashy's CAP, but there are quite a few mechanics that I don't use, ever (this hostile NPC recruitment being one of them). Regarding other (older) Flashy's work, well... I won't get into it but I can't help but notice how he gained an attitude of mod Master despite his older work didn't age well at all. Surely, I still run great majority of his RSE2 (RSE, Wastelander's Rash, Advanced Needs 2), but none of them are bug-free. The biggest problem is with RSE2: CSA (Combat Surrender and Abductions). That never worked well on my end, and I've spent a lot of hours trying to figure out what went wrong. As far as I've figured, other people reported quite similar issues hence I came to my conclusion that the issues I was experiencing with CSA weren't the types of issues on my end, but others as well. Also, and in case you didn't notice, he created a lot of mods for Fallout 4. However, he stopped supporting nearly all of them. Now surely, he might not add new features, but maintenance updates, bugfixes, etc., would make these mods much, much better. As for SH... I never ran into any issues when playing RP. I disabled Raiders in SH, but even if I have them enabled I'd just disable SH approaches using the hotkey. I certainly hope this clarifies things out. No hard feelings, eh? Take care, cheers!
eflat01 Posted September 7, 2023 Posted September 7, 2023 (edited) 1 hour ago, LynErso666 said: No. You have to manually turn SH approaches off by hotkey or mcm. There is no situation in which SH ever turns its approaches off automatically. That's what I said... I toggle SH off ... thought hot-key would be implied? In fact if a mod has a toggle hot-key I use them all the time to prevent possible interference when I know there even might be some. Edited September 7, 2023 by eflat01
LynErso666 Posted September 7, 2023 Posted September 7, 2023 (edited) 34 minutes ago, rubber_duck said: Perhaps you spoke too soon and didn't understand the original issue I experienced. In your original post (quoted below), you referred to 'peeps' and I think you read my past posts on this topic and came to your own conclusion. I don't want to argue, but next time it might be a good idea to research the topic a bit further before posting. As for this: I'm really curious to hear how you managed to bypass CAP (Crime And Punishment) dialogue approaches. From my experience, Raider Pet (RP) dialogues were working, but not 100% properly. See, when I attempted to interact with a Raider NPC manually (I approach them and hit E) Talk), I'd start a CAP dialogue (to recruit Raiders for my Settlements). However, if I just walked around, the Raider NPCs would start a dialogue with my character, and then it worked as it should. Honestly, it isn't a big deal as both mods (RP and CAP) seem to work rather well together once you get the hang of it. I absolutely love Flashy's CAP, but there are quite a few mechanics that I don't use, ever (this hostile NPC recruitment being one of them). Regarding other (older) Flashy's work, well... I won't get into it but I can't help but notice how he gained an attitude of mod Master despite his older work didn't age well at all. Surely, I still run great majority of his RSE2 (RSE, Wastelander's Rash, Advanced Needs 2), but none of them are bug-free. The biggest problem is with RSE2: CSA (Combat Surrender and Abductions). That never worked well on my end, and I've spent a lot of hours trying to figure out what went wrong. As far as I've figured, other people reported quite similar issues hence I came to my conclusion that the issues I was experiencing with CSA weren't the types of issues on my end, but others as well. Also, and in case you didn't notice, he created a lot of mods for Fallout 4. However, he stopped supporting nearly all of them. Now surely, he might not add new features, but maintenance updates, bugfixes, etc., would make these mods much, much better. As for SH... I never ran into any issues when playing RP. I disabled Raiders in SH, but even if I have them enabled I'd just disable SH approaches using the hotkey. I certainly hope this clarifies things out. No hard feelings, eh? Take care, cheers! That's weird, but no, your experience with those mods together is not mine. I didn't bypass anything. I think you need to read my post more carefully. I was pretty detailed in how it behaves and it feels like you didn't read any of that reading your comment. I don't know why you're not getting the RP dialogue when you press E and only getting the CAP dialogue, that's not the case for me. It revolves and changes from CAP dialogue and RP dialogue when I hit E on someone and all of the dialogues work %100. It just takes longer as they aren't the only dialogues that show up with them both. As for your personal opinions on Flashy based on your experience with his modding and whatnot, I agree but that says nothing. If you're modding in these spaces, remember what a really great modder once told me "Expect %90 of the people you meet here to be anywhere between anti-social to downright sociopathic." I do, and that works for me. And with that in mind and that only, Flashy's decisions, conduct, etc. make perfect sense. Edited September 7, 2023 by LynErso666
LynErso666 Posted September 7, 2023 Posted September 7, 2023 (edited) 8 minutes ago, eflat01 said: That's what I said... I toggle SH off ... thought hot-key would be implied? lolz sorry I must have misread it. I swear I didn't see the word "toggle" there. lmao. I toggle it off when Lucky is leading me somewhere. I think that's the only time it gets annoying really with the way I have SH set up. Edited September 7, 2023 by LynErso666
rubber_duck Posted September 7, 2023 Posted September 7, 2023 30 minutes ago, LynErso666 said: ... I think you need to read my post more carefully. I was pretty detailed in how it behaves and it feels like you didn't read any of that reading your comment. I don't know why you're not getting the RP dialogue when you press E and only getting the CAP dialogue, that's not the case for me. It revolves and changes from CAP dialogue and RP dialogue when I hit E on someone and all of the dialogues work %100. It just takes longer as they aren't the only dialogues that show up with them both. I've read your post a few times, but I might've had trouble understanding it. You've said it's working. The question is - how? Let's break down your reply in 3 relevant sections. 1) 21 hours ago, LynErso666 said: I've finished every possible conclusion of Raider Pet with all three functioning, all at the same time. This is impossible. How can all three (3) conclusions (endings) happen at the same time? If logic serves right, only one (1) of the endings will trigger, not all three. 2) 21 hours ago, LynErso666 said: Peeps are being too quick on saying the raider recruitment dialogue blocks Raider Pet's. It doesn't. It's a revolver. I was walking through several raider bases, a couple times transported by Lucky, and from room to room whole groups of raiders stop using CAP's dialogue and start using Raider Pet's as you just....exist in that space. This is partly correct. CAP's Raider recruitment does not block RP dialogues. It does, however, get in the way, so to say. I already explained this in my previous post, but I'll do it again (in a bit more details). When doing the Raider Pet quest the Raiders aren't hostile anymore. Once the Player decides to interact with a Raider NPC, they have 2 ways of doing so: a) Approach the Raider -> E) Talk -> dialogue starts b) Roam around the dungeon -> Raider NPC speaks something to a Player -> dialogue starts The problem is with case a. Once I attempt to talk to a Raider NPC using the E) Talk action, there's a solid 50/50 chance that I'll start CAP dialogue rather than Raider Pet. There are certain exceptions, but from what I gather it's random - sometimes I'd start a CAP recruitment dialogue, other times I'd start RP dialogue. On that note - what do you mean by 'revolver'? Also, you never specified whether you manually started a dialogue (case a) or you simply engaged in a dialogue upon walking around the area/dungeon (case b). Whatever the case might be, it's a minor issue; and doesn't prevent me from playing the RP quest, but I mentioned it as the CAP's recruitment system cannot be turned off. 3) 22 hours ago, LynErso666 said: Sexual Harassment approaches don't even need to be shut off, unless you have your settings just wild af. You can ignore the SH approaches too, they'll wait. You can say nevermind with the CAP dialogue and it locks that raider out of the recruitment and after sleeping all of those raiders will slowly begin revolving dialogue from Raider Pet, or even sooner in some smaller cells. Ofc I'm very specific in how I set SH up and carefully construct a very balanced setup in approaches with the full knowledge that I'm using it with these others. Nothing in CAP needs to be disabled. Nothing in SH needs to be disabled. The balance of their default settings is a bit different when all three are together tho and it would be wise to set SH up with that in mind, but that's all. They work so amazing together I don't recommend playing without all three. I agree with you on SH. If your settings are close to defaults, there shouldn't be any quest-breaking issues. Except this... 22 hours ago, LynErso666 said: ... You can say nevermind with the CAP dialogue and it locks that raider out of the recruitment and after sleeping all of those raiders will slowly begin revolving dialogue from Raider Pet, or even sooner in some smaller cells... The key word here is "you can say 'nevermind'". This is one of the options when speaking with Raider NPC in CAP's recruitment dialogue. Because you've mentioned it here, it seems like you too experienced the interference. Once you rejected ('nevermind' option) the NPC, if you try to speak to them again they'd reply with "You're not listening, back off!", something along those lines - that's the NPC being locked for further recruitment, or at least I think it is. Overall, your original post did provide some valuable information, but you could definitely use better text formatting for the future posts. Just a friendly recommendation, I hope you don't mind! In any case, thanks for taking time to reply! I'm sure these posts will be useful to future folks experiencing the same/similar issues. Have a good one, cheers!
eflat01 Posted September 7, 2023 Posted September 7, 2023 2 hours ago, LynErso666 said: lolz sorry I must have misread it. I swear I didn't see the word "toggle" there. lmao. I toggle it off when Lucky is leading me somewhere. I think that's the only time it gets annoying really with the way I have SH set up. I hate Lucky... and reminds me, I been meaning to look into this whenever we do the Truce Offering quest is always at the same place. In my game that happens to be among the most violent places in the commonwealth. Nearly all the eastern provisioners seem to cross that area with their escorts - two to four extra npcs a piece, all leveled armed and armored to the tee, also nearly always a vertibird in the air too... So, there's always at least a dozen and may be up to thirty-plus NPC's all hostile to raiders in that area. Always a fire-fight, just a brutal massacre going on when Lucky and the PC get there... So have to stand around for the fight and combat aggro to tapper off, good thing the boss is on top of the building gives them at least a chance they survive. 1
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