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Posted
14 hours ago, izzyknows said:

Get collared again & run through the quests. I like to escape in between quests, or after the collar has been deactivated by the Boss.

 

Thanks ! Much appreciated

Posted
17 minutes ago, icladel said:

Thanks ! Much appreciated

No problem. There needs to be a quest clear script, for the lack of the correct term, that runs when the collar is removed.

  • 2 weeks later...
Posted

So a bit of weirdness I've been having from AAF Violate triggering Raiders pet outcome with raiders not with any boss and for some reason when one gave me a talk to the boss quest it just let to a Ghoul at the robotics pioneer park.

 

Would this be a issue on raiders pet side of things or AAF Violate?

 

I was using Ponzipyramid raiders pet tweaks

Posted
52 minutes ago, Spaceguest991 said:

So a bit of weirdness I've been having from AAF Violate triggering Raiders pet outcome with raiders not with any boss and for some reason when one gave me a talk to the boss quest it just let to a Ghoul at the robotics pioneer park.

 

Would this be a issue on raiders pet side of things or AAF Violate?

 

I was using Ponzipyramid raiders pet tweaks

That was an old bug and I personally haven't seen it for a very long time.

Basically, violate will not, or shouldn't, hand off to RP unless there's a legitimate Boss in the area. Either named or the generic replacement. It used to be that it would hand off to RP even when being defeated by a random encounter/patrol. Which would trigger the ghoul bug.

Posted
On 8/3/2024 at 1:03 AM, lordbuttcheese said:

Current fixes to the patch "Raider Pet Tweak v0.5":

  • DD Collars no longer explode when not claimed by a raider faction. (Also applies to Realhandcuffs collars if you have the DD patch).
  • MCM option for 'Collar Misfire Chance' should now be working.

Giving it a test soon.  Just need to get finished with a couple things before I can be collared. :)

Posted
21 hours ago, izzyknows said:

That was an old bug and I personally haven't seen it for a very long time.

Basically, violate will not, or shouldn't, hand off to RP unless there's a legitimate Boss in the area. Either named or the generic replacement. It used to be that it would hand off to RP even when being defeated by a random encounter/patrol. Which would trigger the ghoul bug.

Getting defeated by the raiders at the ship between Concord and Diamond City will give me the ghoul boss whenever Raider Pet kicks in.  One other time I got a ghoul boss in one of the Boston buildings.  Might have been the comic book building.

 

Posted
15 minutes ago, tinkerbelle said:

Getting defeated by the raiders at the ship between Concord and Diamond City will give me the ghoul boss whenever Raider Pet kicks in.  One other time I got a ghoul boss in one of the Boston buildings.  Might have been the comic book building.

 

You got an old version of Violate or something interfering with Violate. It will not hand off to RP unless it can fill the Boss reference. Neither of them have a Raider Boss thus it will fail the check and end according to your MCM settings.

So make sure you have the latest version of Violate installed and no Raider Pet patches installed.

Here's a list of locations with valid Raider Bosses that RP uses.

Spoiler

Andrew Station
Back Street Apparel
Beantown Brewery
Camp Kendall
Corvega Assembly Plant
Drug Den
East Boston Preparatory School
Federal Ration Stockpile
Hardware Town
Layton Towers
Monsignor Plaza
Quincy Quarry
Revere Beach Station
The Shamrock Taphouse
USAF Satellite Station Olivia
Walden Pond

 

Posted (edited)

What is this about?

Is it fucking true?

AAF 1.0+ Warning!!
 

  Hide contents

AAF 1.0+ will purposely make your game unplayable if you have certain "incompatible" mods installed.

The mods in question are NOT in any way incompatible, AAF developer just doesn't want you using anything but AAF thus included malicious code to break the game.

So, if you like the ability to choose what mods you use, use the old Nexus version of AAF which works just fine.

 

 

Edited by Mistress Jade
Posted (edited)
4 hours ago, Mistress Jade said:

What is this about?

Is it fucking true?

Yes it is.
If you have even an empty folder called NAF in your data folder, AAF is coded to go into a boot loop and make your game unplayable. It's not bug it's intentional.

Normally I don't give a molerats arse about the drama, but that crossed the line.

Edited by izzyknows
Posted (edited)
On 8/13/2024 at 4:41 AM, izzyknows said:

You got an old version of Violate or something interfering with Violate. It will not hand off to RP unless it can fill the Boss reference. Neither of them have a Raider Boss thus it will fail the check and end according to your MCM settings.

So make sure you have the latest version of Violate installed and no Raider Pet patches installed.

Here's a list of locations with valid Raider Bosses that RP uses.

  Reveal hidden contents

Andrew Station
Back Street Apparel
Beantown Brewery
Camp Kendall
Corvega Assembly Plant
Drug Den
East Boston Preparatory School
Federal Ration Stockpile
Hardware Town
Layton Towers
Monsignor Plaza
Quincy Quarry
Revere Beach Station
The Shamrock Taphouse
USAF Satellite Station Olivia
Walden Pond

 

So no using the patchs? if you're having that problem? darn.

 

Edit: ok I think I was just having a load order issue, and after making sure Violate loads later in the load order, It doesn't seem to happening now even with the raiders pet patchs turned on.

 

or maybe not, it seems to be happening again

Edited by Spaceguest991
Posted
On 8/12/2024 at 1:41 PM, izzyknows said:

You got an old version of Violate or something interfering with Violate. It will not hand off to RP unless it can fill the Boss reference. Neither of them have a Raider Boss thus it will fail the check and end according to your MCM settings.

So make sure you have the latest version of Violate installed and no Raider Pet patches installed.

Here's a list of locations with valid Raider Bosses that RP uses.

My AAF_Violate is the latest (V1.6.0) and MO2 shows no conflicts for AAF_Violate in either direction.  But to be honest, Raider Pet doesn't fire very often anymore and I haven't seen ghoulish bosses in quite a while, so maybe when I upgraded to V1.6.0 the ghoulish bosses stopped.

 

Posted
On 8/13/2024 at 2:48 AM, izzyknows said:

Yes it is.
If you have even an empty folder called NAF in your data folder, AAF is coded to go into a boot loop and make your game unplayable. It's not bug it's intentional.

Normally I don't give a molerats arse about the drama, but that crossed the line.

Yeah i dont care about drama, I just want my game to work and for the record i dont use any of those mods and 1.0 still broke my game.

Posted
On 8/16/2024 at 9:21 AM, Mistress Jade said:

Yeah i dont care about drama, I just want my game to work and for the record i dont use any of those mods and 1.0 still broke my game.

Same. Revert to older version and game was fine. 

Posted

are there any mods that could conflict with raider pet? is it compatible with dialogue interface? i walk up to a raider and they're not hostile when my character is unarmed but the dialogue doesn't start i tried with the patch and without the patch the raiders just don't talk to her

Posted

I experience two bugs, when i use 1.4 the dialogue starts and the mod works fine, but when i install the tweak nothing happens, no collar, no dialogue, no an animation.

 

When I install the tweak after getting collared on 1.4, the next raider says he is going to strip search, but nothing happens after, also no animation, and non of the raiders initiate sex or other quests, and the boss says he has no time for me.

 

is this a known problem? and what could i do to fix. 

 

Posted
34 minutes ago, AWHA2 said:

Is there a tweak that adds tattoos as punishment?

I don't know of a tweak for punishment tattoos, but you could add the mod, "Tattoo After Rape" and in the MCM for it set raiders to 100%.

 

Posted
On 8/16/2024 at 1:21 AM, Mistress Jade said:

Yeah i dont care about drama, I just want my game to work and for the record i dont use any of those mods and 1.0 still broke my game.

 

The only false-positive match I'm aware of so far hitting that file/folder check is the plugin from Visual Companion Affinity. If you have that mod installed it could explain what you ran info (or any plugins or top-level folders under Fallout4\Data with "naf" in their names, non-case-sensitive).

Posted
12 hours ago, vaultbait said:

 

The only false-positive match I'm aware of so far hitting that file/folder check is the plugin from Visual Companion Affinity. If you have that mod installed it could explain what you ran info (or any plugins or top-level folders under Fallout4\Data with "naf" in their names, non-case-sensitive).

Seriously? i dont use that mod but now i have to reinvestitgate what might have that combo of letters.

 

Posted
22 minutes ago, Mistress Jade said:

Seriously? i dont use that mod but now i have to reinvestitgate what might have that combo of letters.

 

Or just roll back the game and NG mods. Then never use the garbage AAF1.+, at least until it's fixed correctly (probably never happen) and not breaking the game for no reason.

Posted
18 minutes ago, izzyknows said:

Or just roll back the game and NG mods. Then never use the garbage AAF1.+, at least until it's fixed correctly (probably never happen) and not breaking the game for no reason.

I have gotton my save to work from just before i put in 1.0, works great without which isnt the end of the world mods are nice and all but not why i play fallout.

 

Posted

When I started a new save, and put all of my weapon in a storage. But after a raider put a collar and advanced to a scene, basically nothing happened after that. Really need help here💔

Posted
14 minutes ago, Dixonl23 said:

When I started a new save, and put all of my weapon in a storage. But after a raider put a collar and advanced to a scene, basically nothing happened after that. Really need help here💔

Do you have a functioning AAF setup with the required animation packs?

If not the follow the manual and get everything working.

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