eflat01 Posted October 15, 2023 Posted October 15, 2023 (edited) On 10/12/2023 at 7:16 PM, vaultbait said: Saugus won't work for similar reasons to DB Tech, the boss has a scripted scene to go aggro on your ass. Also I think (it's been a while since I used RP) that The Forged don't use the same faction as normal raiders, so RP won't see them as viable captors anyway (like the Combat Zone raiders, Automatron's rust devils, NW's three raider clans, or FH's trappers). I did manage to get her Raider Pet'd at DB Tech H.S. ... though was a pain in the a$$, of course on a respawn - not the original boss raider for the location - and definitely not immersive. 1. Ran and aggro'd them and dragging down to the swimming pool area. (is rough surviving at high level when you've modified raiders to level with you). 2. After surrendering and violate runs it's quests it then hands off control to raider pet there will be only two raiders - none of them the boss since is respawn - are scripted to become aggressive, all the rest will be calm, so run from those two and quickly hide when you have some distance to get them to give up the chase. 3. At that point you can outright kill those two raiders the other raiders don't care. Sneak up on them or what-not to get the advantage - (i.e. Killed one after a lucky punch stunning it, and the second after it went to sleep). btw... being a pet there was the first time Lucky's errand quest picked a different group of raiders. All three times before Lucky always picked the same place. PS: debating if I want to unpack the .B2A (which holds the pex and voice files) and mess with the gender dialog to open female raiders to more precise tags and gangbangs etc.. like the male raiders. Edited October 16, 2023 by eflat01
lonestarx Posted October 27, 2023 Posted October 27, 2023 the "lucky" npc most be set to protected man, the stupid raider is dumb as rock and gets itself killed always making part of the quest unnavaible forever
vaultbait Posted October 27, 2023 Posted October 27, 2023 5 hours ago, lonestarx said: the "lucky" npc most be set to protected man, the stupid raider is dumb as rock and gets itself killed always making part of the quest unnavaible forever My favorite is when I get captured in Hangman's Alley (before turning it into a settlement), the boss usually winds up selected from the nearby shipwreck and the rival camp is Back Street Apparel. On the return trip to talk to the boss, instead of taking the logical street route along the riverfront, Lucky dives into the Charles and drowns trying to swim his way to the barge. (Cue sad horns.)
lonestarx Posted October 28, 2023 Posted October 28, 2023 8 hours ago, vaultbait said: My favorite is when I get captured in Hangman's Alley (before turning it into a settlement), the boss usually winds up selected from the nearby shipwreck and the rival camp is Back Street Apparel. On the return trip to talk to the boss, instead of taking the logical street route along the riverfront, Lucky dives into the Charles and drowns trying to swim his way to the barge. (Cue sad horns.) lol, I surrended in libertalia.... As you may guess Lucky drown herself in less than 5 minutes. I had to resurrect and move to player Lucky at every quest stage basically for over 2 hours only to found out that Lucky's quest has 0 importance beyond killing you. I wish there would be more quests and things to do besides getting fucked 24/7, there goes my stockholm syndrome roleplay anyway.
vaultbait Posted October 28, 2023 Posted October 28, 2023 14 hours ago, lonestarx said: lol, I surrended in libertalia.... As you may guess Lucky drown herself in less than 5 minutes. I had to resurrect and move to player Lucky at every quest stage basically for over 2 hours only to found out that Lucky's quest has 0 importance beyond killing you. I wish there would be more quests and things to do besides getting fucked 24/7, there goes my stockholm syndrome roleplay anyway. Well, Lucky's first quest is to prove yourself useful to the boss. Then Lucky's second quest is the beginning of how you free yourself while staying on good terms with that raider camp (spoiler: confess to the boss, then Lucky is the one who gets killed, and you're allowed to roam free, coming and going as you please, since the boss disables the bomb in your collar). I don't usually plug my own work, but if you want Stockholm Syndrome role playing opportunities and are partial to being enslaved by super mutants, that's basically the underlying theme of Milking Human Kindness. I'm nearly done with the improvements and features I want to include for the next version of that, probably will update some time in the next week or two.
eflat01 Posted October 28, 2023 Posted October 28, 2023 On 10/27/2023 at 2:56 AM, lonestarx said: the "lucky" npc most be set to protected man, the stupid raider is dumb as rock and gets itself killed always making part of the quest unnavaible forever Lucky has to be killable at one point in the quests. Anyway, Lucky is an alias ref ... I do not know if RobCo can hit an npc by alias or if Lucky has a keyword (filterByKeywords) RobCo can filter npcs by keywords if it could would be a simple .ini file to ":setProtected=true" Suppose you could always set Lucky as protected in the Setup function in Scriptname RaiderPet:RaiderPetGetLuckyScr since they're tweaking the NPC here. Function Setup( ) Debug.Trace( "[RaiderPet] Setup function called for GetLucky" ) MainScr = ( RaiderPetDialogueQuest as RaiderPet:DialogueQuestScr ) ;; Boost Lucky's health, less likely to die accidentally: Actor Lucky = HenchmanRef.GetActorReference( ) Float BaseHealth = Lucky.GetBaseValue( Health ) Lucky.SetValue( Health, BaseHealth + 100 ) ;; Make sure Lucky has a reliable baseline combat capability: Lucky.AddItem( Stimpak, 5 ) Lucky.AddItem( SubmachineGun, 1 ) Lucky.SetCombatStyle( csRaiderRangedOffenseHigh ) ;; Identify our Lucky actor to customize behavior appropriately: MainScr.SetHenchmanActor( Lucky ) RegisterForRemoteEvent( Lucky, "OnDeath" ) RegisterForRemoteEvent( BossRef.GetActorReference( ), "OnDeath" ) ;; Optional extra, Bruiser. Has a key that might prove useful... Actor Bruiser = Henchman2Ref.GetActorReference( ) if ( Bruiser != None ) hasBruiser = True RegisterForRemoteEvent( Bruiser, "OnDeath" ) RegisterForRemoteEvent( Bruiser, "OnPickpocketFailed" ) else hasBruiser = False endIf EndFunction
XXAviiXX Posted November 9, 2023 Posted November 9, 2023 HELP PLEASE, i got a problem with the mod i made a try and a "Riader" put the xplosive collar on me and i dont now if i lost the raider pet quest or what but I can't take off the explosive collar, I uninstalled the game and also tried deactivating the mod but my character keeps dying out of nowhere. what could i do?
izzyknows Posted November 9, 2023 Posted November 9, 2023 2 hours ago, XXAviiXX said: HELP PLEASE, i got a problem with the mod i made a try and a "Riader" put the xplosive collar on me and i dont now if i lost the raider pet quest or what but I can't take off the explosive collar, I uninstalled the game and also tried deactivating the mod but my character keeps dying out of nowhere. what could i do? Easy way, start a new run. Not so easy way, find the original Boss and they will have the key to remove the collar. Or, use the console to find and add the key. Or, install something like Boston Devious Helper and demand pretty much any non hostile NPC to remove the collar. Or, bang a Raider within 20 minutes real time to rest the timer while reflecting on your poor life choices. Or, kill some Raiders and get collared again and run out the quest line to get it removed properly. But, your best bet is start a new run since you deactivated RP and broke it. NEVER deactivate/uninstall a scripted mod mid run. Veeeery bad mojo that is!
Sundance Posted November 18, 2023 Posted November 18, 2023 (edited) Hi all, I must be doing something stupid (again) as I cannot get this mod to work somehow. I got everything else working, so I guess I am forgetting something small? Downloaded the 1.4 file and dragged it into Vortex like all other mods and it installs. When I use the command setpqv RaiderPetDialogueQuest forceDisarm true or any of the other commands I get: item 'RaiderPetDialogueQuest' not found for parameter Quest. Sounds to me like I did not install it properly? Or that it is not installed at all? For a moment I thought maybe it was a zip in a zip (caught me out more than once with mods not instlaling correctly), but that is not the case right? What have I forgotten? Edit: BTW the main page says AAF 81BETA or later, 73Beta minimum, but 71 is highest I can find on the 'official' AAF page right? Edited November 18, 2023 by Sundance
izzyknows Posted November 18, 2023 Posted November 18, 2023 1 hour ago, Sundance said: I get: item 'RaiderPetDialogueQuest' not found for parameter Quest. Don't you have to "deploy" or something before it actually installs a mod? Anyway, you can get the 171 version of AAF at Moddingham. Ya might want to have an ad blocker as it's got some very shitty ads. A safer bet would be the AAF discord server.
Sundance Posted November 18, 2023 Posted November 18, 2023 (edited) Hi all, 1st of all Ty izzy for your quick response. Much appreciated. Nothing to deploy though as Vortex does that automatically. However, your question about that made me check, check and triple-check settings of the mod and the plugin. That is when I noticed that the plugin for whatever reason had 0 for its loadorder. Thought that was kinda odd. Uninstalled it, reinstalled it. Same thing. not sure why it was doing that, but solved it in the end by forcing it by entering a number in Lock Index. that gave it a loadorder number and now the mod is at least running. New problem: Raiders at Corvega try to kill me on sight. Even with the forceDisarm command. Mod says it is enabled and running. I travelled to several locations and saved the game, reloaded and did that again, but they keep turning hostile. I searched this topic on keyword hostile, but not found any real solution other than uninstalling all mods etc. Anyone an idea? Edited November 18, 2023 by Sundance
izzyknows Posted November 18, 2023 Posted November 18, 2023 1 hour ago, Sundance said: Hi all, 1st of all Ty izzy for your quick response. Much appreciated. Nothing to deploy though as Vortex does that automatically. However, your question about that made me check, check and triple-check settings of the mod and the plugin. That is when I noticed that the plugin for whatever reason had 0 for its loadorder. Thought that was kinda odd. Uninstalled it, reinstalled it. Same thing. not sure why it was doing that, but solved it in the end by forcing it by entering a number in Lock Index. that gave it a loadorder number and now the mod is at least running. New problem: Raiders at Corvega try to kill me on sight. Even with the forceDisarm command. Mod says it is enabled and running. I travelled to several locations and saved the game, reloaded and did that again, but they keep turning hostile. I searched this topic on keyword hostile, but not found any real solution other than uninstalling all mods etc. Anyone an idea? Have you tried letting Violate hand off to Raider Pet? The latest version of Violate will send your companion/follower to a holding cell until you manage to get the collar off and move to a new location. (In case you had them) Also: To generate lots of extra detail in the Papyrus log, turn on verbose messages: setpqv RaiderPetDialogueQuest verbose true
deathmorph Posted November 18, 2023 Posted November 18, 2023 17 minutes ago, izzyknows said: Have you tried letting Violate hand off to Raider Pet? The latest version of Violate will send your companion/follower to a holding cell until you manage to get the collar off and move to a new location. (In case you had them) My actress will also be handed over to RP if she is traveling with a companion? I thought that wasn't possible and that she had to travel alone. Or is it about the kidnappings?
izzyknows Posted November 18, 2023 Posted November 18, 2023 2 minutes ago, deathmorph said: My actress will also be handed over to RP if she is traveling with a companion? I thought that wasn't possible and that she had to travel alone. Or is it about the kidnappings? Your companions were always "supposed" to be sent to a holding cell, but there was a bug. Beta 6 fixed it.
Sundance Posted November 18, 2023 Posted November 18, 2023 1 hour ago, izzyknows said: Have you tried letting Violate hand off to Raider Pet? The latest version of Violate will send your companion/follower to a holding cell until you manage to get the collar off and move to a new location. (In case you had them) Also: To generate lots of extra detail in the Papyrus log, turn on verbose messages: setpqv RaiderPetDialogueQuest verbose true Hi izzy, Tried that, but it does not trigger. Set it to 100% in Violate, but it is not happening. Tried both inside and outside of Corvega on a near fresh start (old safe from before mods where I not cleared Corvega yet). Everyone and everything stays hostile.
vaultbait Posted November 18, 2023 Posted November 18, 2023 22 minutes ago, Sundance said: Hi izzy, Tried that, but it does not trigger. Set it to 100% in Violate, but it is not happening. Tried both inside and outside of Corvega on a near fresh start (old safe from before mods where I not cleared Corvega yet). Everyone and everything stays hostile. Do you still have weapons? I don't use Raider Pet any more, but I got the impression the raiders wouldn't stay docile unless you kept the setting in Violate that causes the aggressors to steal your belongings.
rubber_duck Posted November 18, 2023 Posted November 18, 2023 Hey there! I'm planning to start a new playthrough soon and would like to know if there are other mods that play well with RP. For instance, HARDSHIP - I've had it sitting in my LO for ages disabled and I'd like to take it for a spin once again. How would it (HARDSHIP) play with Raider Pet? I've played both mods, but never both of them at the same time. On the note of Raider NPCs, is there a mod that increases the number of them in dungeons? Last time I played RP I got stuck in a dungeon with only 4 raider NPCs and the experience wasn't really enjoyable. The more raiders there are - the better, right? Also, if you have any other recommendations, I'd like to hear it! Thanks in advance!
vaultbait Posted November 18, 2023 Posted November 18, 2023 29 minutes ago, rubber_duck said: How would it (HARDSHIP) play with Raider Pet? I've played both mods, but never both of them at the same time. They're somewhat redundant. Turn off the "menacing raiders" feature of Hardship if you're a Raider Pet, otherwise you'll have competing dialogues and your captors might turn aggressive when they shouldn't. 1
rubber_duck Posted November 19, 2023 Posted November 19, 2023 4 hours ago, vaultbait said: They're somewhat redundant. Turn off the "menacing raiders" feature of Hardship if you're a Raider Pet, otherwise you'll have competing dialogues and your captors might turn aggressive when they shouldn't. Got it! I'll disable Menacing Raiders but I'll try with 'Raider captive greets' enabled. Thanks for the tip, I really appreciate it!
deathmorph Posted November 19, 2023 Posted November 19, 2023 18 hours ago, izzyknows said: Your companions were always "supposed" to be sent to a holding cell, but there was a bug. Beta 6 fixed it. I was once informed that RP does not trigger on the go (via Violate) if you are traveling with a companion. It's nice that this is now possible.
izzyknows Posted November 19, 2023 Posted November 19, 2023 10 minutes ago, deathmorph said: I was once informed that RP does not trigger on the go (via Violate) if you are traveling with a companion. It's nice that this is now possible. I ran through it several times and it works great. It's a little jaring if you have 7+ captives with you and they're teleported back to you all at once. You'll be running along and suddenly there's a herd of heifers right behind you. LOL 1
1rrelevant1 Posted November 29, 2023 Posted November 29, 2023 (edited) Is there any way I could turn russian translation off? I tried searching for 1.4 english-only version but couldn't find it, and 1.4 Localized doesn't give me any option to change language. It just detects the localization of my fallout and change it's language according to it (I guess it's this way at least) And the translation is just terrible. I'm not sure if it was done by a person or simply google translated (I doubt it was tho, google translation is levels above). To the point when I read another sentence that's not making any sense and I have to guess which english word could be translated this way to get the meaning of original untranslated text. edit: If someone can tell me what I could tweak through fo4edit to disable translation(if it's even possible) it would be appreciated as well. Edited November 29, 2023 by 1rrelevant1
izzyknows Posted November 29, 2023 Posted November 29, 2023 (edited) 53 minutes ago, 1rrelevant1 said: Is there any way I could turn russian translation off? I tried searching for 1.4 english-only version but couldn't find it, and 1.4 Localized doesn't give me any option to change language. It just detects the localization of my fallout and change it's language according to it (I guess it's this way at least) And the translation is just terrible. I'm not sure if it was done by a person or simply google translated (I doubt it was tho, google translation is levels above). To the point when I read another sentence that's not making any sense and I have to guess which english word could be translated this way to get the meaning of original untranslated text. edit: If someone can tell me what I could tweak through fo4edit to disable translation(if it's even possible) it would be appreciated as well. Just delete the Raider Pet_xxxxxxx files in the Data\Strings folder. Leaving the 3 english files. Raider Pet_En.DLSTRiNGS Raider Pet_En.iLSTRiNGS Raider Pet_En.STRiNGS Edited November 29, 2023 by izzyknows 1
1rrelevant1 Posted November 29, 2023 Posted November 29, 2023 (edited) Deleted all three of them and game started having CTD on load. But then I just copied Raider Pet_En.STRiNGS , Raider Pet_En.DLSTRiNGS and Raider Pet_En.iLSTRiNGS and changed the language prefix to Ru and it worked like a charm. Thanks! Edited November 29, 2023 by 1rrelevant1
asfsaafasfsagwqegtqytg Posted December 13, 2023 Posted December 13, 2023 My mod won't work, when I walk towards the raiders they just shoot me. Anyone know a fix?
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