j0hnxmarst0n Posted June 20, 2024 Posted June 20, 2024 On 6/18/2024 at 8:13 PM, vaultbait said: Are you using any mods that "enhance" raiders by, say, putting them in new factions or something? Only visual ones. Combining several things, I've managed to get violate handoff to work (without it's theft component) by absolutely nuking Corvega with "killall", making a hard save, rebooting the game, making another hard save, and rebooting once again. I'm convinced that the surrender by approach unarmed alone is broken, though. Easy workaround, I can just roleplay it as a "surrender" after they start shooting.
Heghog Posted June 29, 2024 Posted June 29, 2024 I have the miscellaneous quest "Talk to the boss when you're ready" stuck and can't remove it from miscellaneous tab. Raider boss died to an exploding car in Corvega (after lucky had been killed but before I got black widow perk). I've tried setting all Raider Pet quests to complete via console but it didn't change anything. Is there a way I can remove this quest (and ideally, disable/uninstall this mod?) I know uninstalling isn't safe and usually I avoid it but would really rather use Menacing Raiders from hardship and this mod breaks for me constantly.
deathmorph Posted June 29, 2024 Posted June 29, 2024 13 minutes ago, Heghog said: I have the miscellaneous quest "Talk to the boss when you're ready" stuck ... this mod breaks for me constantly. I couldn't remove this from my quest overview either. But I could imagine that the task will be activated again if your Nora is caught again. The quest is repeatable. Similar to the quest about the collar in SH, where you have to visit the master. This quest remains inactive if Nora is not wearing a collar.
Heghog Posted June 29, 2024 Posted June 29, 2024 48 minutes ago, deathmorph said: I couldn't remove this from my quest overview either. But I could imagine that the task will be activated again if your Nora is caught again. The quest is repeatable. Similar to the quest about the collar in SH, where you have to visit the master. This quest remains inactive if Nora is not wearing a collar. Awesome ty. Do you know if there's anyway to disable Raider Pet so it doesn't trigger or anything in game? I don't need to uninstall just disable it from triggering when my player has no weapons.
deathmorph Posted June 29, 2024 Posted June 29, 2024 2 hours ago, Heghog said: Awesome ty. Do you know if there's anyway to disable Raider Pet so it doesn't trigger or anything in game? I don't need to uninstall just disable it from triggering when my player has no weapons. If you use Violate, you can set the chance for RP to zero. Otherwise, RP will only trigger at the locations that are on the list. And I think there still needs to be a boss + two or three (I don't know exactly) fighters.
skysoulgosu Posted July 3, 2024 Posted July 3, 2024 On 06.05.2024 at 03:39, ponzipyramid said: Выложил 0.5 с некоторыми дополнениями/исправлениями. Не ожидайте, что все ошибки исчезнут, но теперь, когда я закончил практически все в разделе планов на будущее, основное внимание я уделю доработке 0.6 (когда бы это ни произошло). В MCM были добавлены отдельные переключатели для ампутации, казни и бритья волос, поскольку, как я предполагаю, не всем это нужно. please check how your mod blocks the dialogues of neutral NPCs and please remove the animation of the pet search, just make a frame with the search report...
Anonym0us2DF1CD Posted July 9, 2024 Posted July 9, 2024 On 6/19/2024 at 10:15 AM, vaultbait said: No. Though Hardship and TSEX-Hardship have some gunner-oriented content. One last question, can companions also become raider pets?
vaultbait Posted July 9, 2024 Posted July 9, 2024 20 minutes ago, Anonym0us2DF1CD said: One last question, can companions also become raider pets? Raider Pet assumes you're going to play without companions. If you have a companion with you, they won't give you the greeting dialogue and Violate won't hand you off to RP either. If you managed to start RP and then recruit or rejoin with a companion, the raiders will simply ignore them and vice versa. So while it doesn't necessarily cause any problems (you can still complete the mini-quests and storyline from this mod), it's somewhat non-immersive to have your best pal by your side even though they just stand around while you're repeatedly gang-raped and abused.
Spaceguest991 Posted July 10, 2024 Posted July 10, 2024 15 hours ago, vaultbait said: Raider Pet assumes you're going to play without companions. If you have a companion with you, they won't give you the greeting dialogue and Violate won't hand you off to RP either. If you managed to start RP and then recruit or rejoin with a companion, the raiders will simply ignore them and vice versa. So while it doesn't necessarily cause any problems (you can still complete the mini-quests and storyline from this mod), it's somewhat non-immersive to have your best pal by your side even though they just stand around while you're repeatedly gang-raped and abused. You would think somebody would of done something to like have companions dismissed when you're taken in by raiders or maybe something like bound in public where companions are putting into a holding cell until it's over. through
izzyknows Posted July 10, 2024 Posted July 10, 2024 21 minutes ago, Spaceguest991 said: You would think somebody would of done something to like have companions dismissed when you're taken in by raiders or maybe something like bound in public where companions are putting into a holding cell until it's over. through If you have Violate they will be put in a holding cell until you escape. Otherwise, RP will simply not trigger with a companion/follower. Although much more complicated, it would be nice if they were restricted to a spot/room and used/abused/whipped.... constantly/often by "visiting" Raiders. Spawning Raiders to abuse them would keep the location assigned Raiders from being caught up in the fun, and help prevent bugs. 1
Spaceguest991 Posted July 10, 2024 Posted July 10, 2024 3 minutes ago, izzyknows said: If you have Violate they will be put in a holding cell until you escape. Otherwise, RP will simply not trigger with a companion/follower. Although much more complicated, it would be nice if they were restricted to a spot/room and used/abused/whipped.... constantly/often by "visiting" Raiders. Spawning Raiders to abuse them would keep the location assigned Raiders from being caught up in the fun, and help prevent bugs. I think I got a bit confused, I thought it was being said if you have companions with you then violate won't trigger raiders pet, But what was being said RP just won't include companions in the kidnapping but you the player can still be kidnap with RP by violate if it's allowed. But yeah would be nice if companions were part of the RP, after all why should Piper miss out on the fun? Probably a far bit you could do with things that can play out if you were captured with someone. Darn I wish I had some idea on how to do modding stuff for fallout
vaultbait Posted July 10, 2024 Posted July 10, 2024 45 minutes ago, Spaceguest991 said: I thought it was being said if you have companions with you then violate won't trigger raiders pet Yes, that used to be true. I forgot it was changed to the holding cell solution when that got added for BiP. (I haven't been using RP for a few years at this point.)
Spaceguest991 Posted July 10, 2024 Posted July 10, 2024 18 minutes ago, vaultbait said: Yes, that used to be true. I forgot it was changed to the holding cell solution when that got added for BiP. (I haven't been using RP for a few years at this point.) ah, gotcha.
Spaceguest991 Posted July 13, 2024 Posted July 13, 2024 So I've never used raider pet before, when they take items from you, are the items now just gone?
vaultbait Posted July 13, 2024 Posted July 13, 2024 14 minutes ago, Spaceguest991 said: So I've never used raider pet before, when they take items from you, are the items now just gone? The raider who greeted you has them until you get the "Talk to the Boss" objective, and then the raider boss for the location has them after that.
Spaceguest991 Posted July 13, 2024 Posted July 13, 2024 1 hour ago, vaultbait said: The raider who greeted you has them until you get the "Talk to the Boss" objective, and then the raider boss for the location has them after that. I think something is going wrong in my game then, because the boss doesn't have any of my items, unless the raider pet twerks does something different.
izzyknows Posted July 14, 2024 Posted July 14, 2024 3 hours ago, Spaceguest991 said: I think something is going wrong in my game then, because the boss doesn't have any of my items, unless the raider pet twerks does something different. The Raider that collared you will have your items. The Boss will have the key to your collar. It can happen, that if you're collared outside, Corvega for example, and don't manage to pickpocket your stuff back and the game resets the cell, your stuff "can" go poof.
Spaceguest991 Posted July 14, 2024 Posted July 14, 2024 I see, I was in Beantown Brewery, So all the raiders are inside and I did try going around and killing all the raiders to see if anybody else had the stuff but nobody seamed to, One oddity was a raider not having any weapons on them.
BabyDragonV2 Posted July 20, 2024 Posted July 20, 2024 (edited) i am having the issue of compiled script not saved and jun long wont give the note idk if i installed it wrong or not but whats the proper way to install this mod. i use vortex ok edit i went to bean brewery and it works but if i where to install torture devices game crashes on start up sadly Edited July 20, 2024 by BabyDragonV2
Suidisir Posted July 22, 2024 Posted July 22, 2024 Seen some similar situations in the thread so I just want to clarify. Corvega scenario started as described in new playthrough. During the quest got assignments from Jared to see Lucky, and completed the truce offering. Returned to base, raiders started dying inexplicably (possibly from Rat Poison, though I don't remember using a cooking station). Jared said to go speak to Lucky, then he died. I now have the "Speak to Lucky" quest target, but there is no Lucky actor flagged in the game world. If I cleared the location of hostiles, would the flag eventually time out when the raiders respawn? Would getting another pet quest in a different raider base restart the quest loop?
izzyknows Posted July 22, 2024 Posted July 22, 2024 1 hour ago, Suidisir said: Would getting another pet quest in a different raider base restart the quest loop? Yes...but.... You need to remove the collar so you can be collared by another gang which will restart the entire process again. At least it normally does. 1
Suidisir Posted July 22, 2024 Posted July 22, 2024 31 minutes ago, izzyknows said: Yes...but.... You need to remove the collar so you can be collared by another gang which will restart the entire process again. At least it normally does. Understood. On Jared's body I found the keys to the collar, so that's already off, meaning everyone at Corvega would already be hostile. I also got the Black Widow perk as described. Okay, I'll see if I can get rid of this "Speak to Lucky" through violence. Thank you!
icladel Posted August 1, 2024 Posted August 1, 2024 I managed to escape corvega but now I have "Speak to Lucky" stuck in my miscellaneous list. Any way to clear it? FYI, the raider pet scenario was triggered through AAF Violates hook.
izzyknows Posted August 1, 2024 Posted August 1, 2024 5 hours ago, icladel said: I managed to escape corvega but now I have "Speak to Lucky" stuck in my miscellaneous list. Any way to clear it? FYI, the raider pet scenario was triggered through AAF Violates hook. Get collared again & run through the quests. I like to escape in between quests, or after the collar has been deactivated by the Boss. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now