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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. 

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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).

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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 by LynErso666
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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!

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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 by eflat01
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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 by LynErso666
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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 by LynErso666
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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! :)

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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.

 

 

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On 9/7/2023 at 10:55 AM, eflat01 said:

 

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.

 

 



Omg fr and I have Real AI installed, so people aggress from way farther than normal! Which...yeah, I can't lmao. I just can't. I have to tcai and moveto player the crap out of him when that kicks off lol

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32 minutes ago, LynErso666 said:



Omg fr and I have Real AI installed, so people aggress from way farther than normal! Which...yeah, I can't lmao. I just can't. I have to tcai and moveto player the crap out of him when that kicks off lol

Real Ai breaks more shite than it's worth.

Do not use it with any intent on doing anything but fighting. Period. It will break even vanilla stuff, let alone mods.

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Just now, izzyknows said:

Real Ai breaks more shite than it's worth.

Do not use it with any intent on doing anything but fighting. Period. It will break even vanilla stuff, let alone mods.

I've done a few playthroughs with it now and never EVER encountered anything broken by it. That's hella wild. I'm using it with PANPC even!

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37 minutes ago, LynErso666 said:

I've done a few playthroughs with it now and never EVER encountered anything broken by it.

Just the insane detection range can and will break quests/dialogue and events.

You even admit you have to use the console to get around it.  ;)

 

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14 minutes ago, izzyknows said:

Just the insane detection range can and will break quests/dialogue and events.

You even admit you have to use the console to get around it.  ;)

 


O that's not breaking more shit than it's worth. That's like what half the best mods ever made do. And I've never seen *vanilla* quests broken by Real AI at all. Modded quests are paper macheeeee tho, and ANY breakage is worth that...horrendous vanilla AI to me

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So I can't seem to do this without "Find Lucky, and return to camp" getting stuck in my pipgirl for the rest of my game no matter what I do. It seems to be a completely unnecessary stage too as you can just leave and he'll come with you. There's no dialogue or transition of any kind for that particular part of the raider truce quest that I can get to occur. What stage is that of what specific quest so I can remove it??? Because I looked all through the esp and I can't find that one. I thought using the "completequest" command would clear it, but it looks like I'm going to have to have the exact stage and manually set that stage anytime this pops up. It doesn't even seem to be related to the RaiderTruce quest in any way. I can't find a connection.

Edited by LynErso666
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On 9/7/2023 at 6:13 PM, rubber_duck said:

I agree with you on SH. If your settings are close to defaults, there shouldn't be any quest-breaking issues. Except this...

 

I always switch SH off in RP.
It happens every now and then that my actress gets caught with DD or hinged handcuffs. When the “can you help me out of the devices” approach begins, the collar is also removed, even though I have activated slot 20 in SH as an exception.

 

Unfortunately, the recruiting approach is really annoying. It's a shame that there is no patch to deactivate it. When the tape beeps, I always have the recruitment and my actress dies.

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12 hours ago, deathmorph said:

 

I always switch SH off in RP.
It happens every now and then that my actress gets caught with DD or hinged handcuffs. When the “can you help me out of the devices” approach begins, the collar is also removed, even though I have activated slot 20 in SH as an exception.

 

Unfortunately, the recruiting approach is really annoying. It's a shame that there is no patch to deactivate it. When the tape beeps, I always have the recruitment and my actress dies.


O yee no I definitely don't let DD approaches happen then, I just walk away and hit my toggle approaches hotkey so it cancels all approaches, then hit it again in a bit.

PS: Little thing I noticed, if I turn my SH approaches up like mad so they happen a lot (which is what I like doing when I'm stickin around a home town or something so wheneva Im chillin I can hit the approaches toggle) the really high rate of approaches make people approach u more right? And tell me if you see this next time ur messin with Raider Pet, right after an SH approach is when the Raider Pet dialogue happens the most and pushes past CAP. Since anyone that is selected for an SH approach immediately is available for Raider Pet dialogue, and sometimes the whole room full of raiders triggers only Raider Pet dialogue right after an SH approach I use SH to basically catapult me over CAP's barrier dialogue.

Edited by LynErso666
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On 9/7/2023 at 10:55 AM, eflat01 said:

 

Nearly all the eastern provisioners seem to cross that area with their escorts

 

 


Whoa whoa whoa! What's this about escorts? lolz I can't believe this just clicked lol Escorts? My provisioners must have escorts! Where iz thiz mod?? I must experience this incredibly irritating situation you have gotten yourself into with your mod-setup! I must know it! lol

Edited by LynErso666
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I think I have a bug, or my DD's are with problem... When I go to do Lucky's second quest, the one in which he will tell me to steal an electronic key with the bruiser, when I talk to him, he is removing my shock collar, and consequently, everyone attacks me... Has anyone ever had this problem? Is there a way to resolve it?

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31 minutes ago, Moacir Jr said:

I think I have a bug, or my DD's are with problem... When I go to do Lucky's second quest, the one in which he will tell me to steal an electronic key with the bruiser, when I talk to him, he is removing my shock collar, and consequently, everyone attacks me... Has anyone ever had this problem? Is there a way to resolve it?

 

I got around the problem... as soon as Lucky took off the shock collar, I went into console mode, typed player.openactorcontainer 1, selected the shock collar and equipped it... that's it, it didn't come out anymore and I was able to complete the quest ...

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6 hours ago, LynErso666 said:


Whoa whoa whoa! What's this about escorts? lolz I can't believe this just clicked lol Escorts? My provisioners must have escorts! Where iz thiz mod?? I must experience this incredibly irritating situation you have gotten yourself into with your mod-setup! I must know it! lol

 

Escorts in the sense of armed guards, not ladies of the night - those are at the brothels in the settlements.  

 

I'm playing on hard ... I got tired of finding dead provisioners along the road and having to replace them, so actually provisioners needed some kind of protection or they'd never make it back and forth on their routes.

 

I'm using a modified version of this the first version? of this - https://www.nexusmods.com/fallout4/mods/67617. Although the newer versions are nice.

 

I'll explain why I stuck with the older version. In the commonwealth it uses minutemen and in Far Harbor - Harbormen/Women. I removed some slight tweaks he had on the minutemen level list from his mod and use https://www.nexusmods.com/fallout4/mods/73113 to both level and equip them and I use this mod to control supply lines https://www.nexusmods.com/fallout4/mods/51245 -  with my PC now at lvl 217 pretty much my settlements can control the roads, well most the time.  

 

How it ends up with three or four escorts is I have aaf_prostition installed, sometimes an escort will use the brothels - if I visit a settlement, when they're done though they go home - which home for them happens to be on the road with the provisioner, but if the provisioner had gone so far away - nine girds - the escort mod may generate a new escort to replace them, then there are now three when the escort which used the brothel catches up, if that happens again will be four. I've never seen more than four, likely because of timing and of course escorts can die.

 

Edited by eflat01
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22 hours ago, eflat01 said:

 

Escorts in the sense of armed guards, not ladies of the night - those are at the brothels in the settlements.  

 

I'm playing on hard ... I got tired of finding dead provisioners along the road and having to replace them, so actually provisioners needed some kind of protection or they'd never make it back and forth on their routes.

 

I'm using a modified version of this the first version? of this - https://www.nexusmods.com/fallout4/mods/67617. Although the newer versions are nice.

 

I'll explain why I stuck with the older version. In the commonwealth it uses minutemen and in Far Harbor - Harbormen/Women. I removed some slight tweaks he had on the minutemen level list from his mod and use https://www.nexusmods.com/fallout4/mods/73113 to both level and equip them and I use this mod to control supply lines https://www.nexusmods.com/fallout4/mods/51245 -  with my PC now at lvl 217 pretty much my settlements can control the roads, well most the time.  

 

How it ends up with three or four escorts is I have aaf_prostition installed, sometimes an escort will use the brothels - if I visit a settlement, when they're done though they go home - which home for them happens to be on the road with the provisioner, but if the provisioner had gone so far away - nine girds - the escort mod may generate a new escort to replace them, then there are now three when the escort which used the brothel catches up, if that happens again will be four. I've never seen more than four, likely because of timing and of course escorts can die.

 


I wasn't using escorts in the sexworker* sense of the word ? but now that you mention the brothel thing I'm wondering! lolz

But no that looks kewl and I'd definitely tweak the living crap out of it it soundz like! lol Thank youuuuu ☺️

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  • 2 weeks later...
On 9/10/2023 at 6:12 PM, Moacir Jr said:

 

I got around the problem... as soon as Lucky took off the shock collar, I went into console mode, typed player.openactorcontainer 1, selected the shock collar and equipped it... that's it, it didn't come out anymore and I was able to complete the quest ...


Lemme tell ya! I wouldn't be able to handle these mods without the well-timed use of openactorcontainer 1 on a regular basis lol that command iz amazeballs. Iz the only way I can stop every friggin mod in the world (uselessly having their own strip system when AAF's is perfect and everyone needs to just FRIGGIN STOP) like omg, I'd go insane with all these ridiculous stripping systems associated with mods. None of them allow themselves to be turned off except Violate's. I can't believe only one Fallout 4 modder realized maybe someone doesn't need a hundred strip systems.

Edited by LynErso666
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Thiz mod is so awesome, and I hope it continues someday, but those DC events definitely feel very unfinished. For example, there's no failing any of the speech checks involved. Your charisma can be negative 10 and the "Please No" or "Youve had Enough" answers always succeed no matter what, and when the "look what the cat dragged in" dialogue pops off, it always goes to a 5 person scene, and the only animation pack I know of that has such a scene is the "SC" pack, which is...o lord it's terribly outdated, it's stages aren't recognized by AAF and if an SC anim for a 5 person scene happens, it often locks AAF to only that one scene and using CTRL to change it doesn't work. Is there some way I can stop Raider Pet from using 5 person anims there??? Or is there some anim pack that is up to date with working stages?... But...that seems like a total pipedream. The Leito pack is the only anim pack for Fallout 4 that was ever released with full function, and it seems it's going to stay that way for a long time.

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