icladel Posted August 2, 2024 Posted August 2, 2024 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
izzyknows Posted August 2, 2024 Posted August 2, 2024 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.
Popular Post lordbuttcheese Posted August 3, 2024 Popular Post Posted August 3, 2024 (edited) Spoiler On 4/8/2024 at 4:04 PM, ponzipyramid said: Sharing a tweak to RP that adds KFT/Survival Mode compatibility, a couple mini quests and an MCM. I reached out to stobor for permission but it looks like they've been away for a bit - I will of course take this down if there's an issue. A couple disclaimers if you decide to use it: 1) I don't intend to provide support beyond occasional updates as I tweak/fix things during my playthru, 2) the changes are balanced around survival mode and the AAF Violate to RP hand off, 3) anyone is free to do whatever they want with my patch, pending permission from stobor. Great addition, the bomb collar in the original never really worked, this one is working great. On 6/14/2024 at 5:19 PM, RileyAP said: Is there a command to kill the collar explode script? I get it off after a capture, get my point in Black Widow so that works, but if I equip any collar of any kind down the road I start getting a collar countdown and then head explode. I can tgm and survive, but if I wait too long the collar counts down again and explodes again. Just want to know if there is a console command to remove/dispel the what I think is listed as a magic effect or spell in console search or kill it from counting down. But... it totally does think that every DD collar is a bomb collar and will explode if you change location ...and I fixed it. Ponzi forgot a few checks for some of the new functionality they added, so I put them back in. Thats all I did. Yet now that I actually have the enviroment setup and a rough idea how everything works together I could potentially work out more bugs -no promises-. This is a patched script that just replaces RaiderPetDialogueQuestScr.pex EDIT: Ponzipyramid has given me the green-light to continue bug fixing the patch, so I will do so and keep updating this post with what I've got. Thanks ponzi! 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. Raiders not talking to you at all when approaching unarmed. No longer get stuck when told "you're looking fidgety Escaping should properly clear some values so getting captured again isn't buggy. Added An MCM option if you want raiders to confiscate your clothes or not. Useful if you spend a long while putting together a skimpy outfit and you want to wear that in captivity. Be careful that misbehaving will get your clothes confiscated still. And this only works with the 'natural' start of walking into a raider camp without any weapons, AAF violate will still take your clothes. Instalation: Install after Raider Pet (instead of Raiderpet Tweak 0.5). What I'm looking into: Spoiler - If an area doesnt have a torture furniture device then it points to nothing and the quest is uncompletable -no solution yet - Raiders will tie you up even if your arms have been amputated and the restraints will give you arms -Not a bug, just no coded reactions yet. Disable amputations if it bugs you. - If the collar is a RobCo shock collar from real handcuffs then escape is pretty much impossible -This is more a consequence of how dificult escaping from real handcuffs collars are. I would recommend puting 'chance of RH shock collar' in AAF Violate to 0 if you plan on using this patch. Otherwise the console command to disarm the explosive functions of a collar is cqf RaiderPetDialogueQuest DisarmCollar() This should also stop the collar exploding elsewhere if you're still running into that issue. - DC Guards and others wont talk to you anymore? https://www.loverslab.com/topic/116179-raider-pet/?do=findComment&comment=4397655 So this is part of the original RaiderPet functionality where guards will harass you if you've previously been taken captive by raiders. Its apparently also a thing with caravan guards. Not the trader, just the guards. A quick fix to this is the console command SETPQV RaiderPetDialogueQuest hasBeenCaptive false That should disable guards harassing you until you get taken captive again. I need to look and see if changing the reset timer does anything to fix it, it should. UPDATE: So I'm running into more bug fixes that need more than just the single updated .pex file. I hope I don't get to the point where I'm introducing new bugs, so I'm going pretty slowly trying to understand what I'm fucking with before I fuck with it. More fixes should be up in anywhere from a few days to a week. UPDATE 2: I uploaded the quick patch esp I made to fix the initial raider greet. It's an additional esp so it does count towards the plugin limit. When I get more time I want to do more testing on some of the bug fixes, and then upload a proper fixed and working esp. UPDATE 3: Wow, this took way too long, life got in the way. But I'm pretty sure what I've done hasn't added any new bugs. Most of the time was spent thinking rather than modding. Raider Pet Tweak v0.5 Fix.zip Edited October 15, 2024 by lordbuttcheese Finally updated the fix with the patched esp 20
Spaceguest991 Posted August 11, 2024 Posted August 11, 2024 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
izzyknows Posted August 11, 2024 Posted August 11, 2024 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.
rilieAP Posted August 12, 2024 Posted August 12, 2024 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.
tinkerbelle Posted August 12, 2024 Posted August 12, 2024 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.
izzyknows Posted August 12, 2024 Posted August 12, 2024 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
Mistress Jade Posted August 13, 2024 Posted August 13, 2024 (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 August 13, 2024 by Mistress Jade
izzyknows Posted August 13, 2024 Posted August 13, 2024 (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 August 13, 2024 by izzyknows 3
Spaceguest991 Posted August 13, 2024 Posted August 13, 2024 (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 August 17, 2024 by Spaceguest991 1
tinkerbelle Posted August 15, 2024 Posted August 15, 2024 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.
Mistress Jade Posted August 16, 2024 Posted August 16, 2024 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.
4nln415 Posted August 19, 2024 Posted August 19, 2024 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.
Mistress Jade Posted August 19, 2024 Posted August 19, 2024 19 minutes ago, 4nln415 said: Same. Revert to older version and game was fine. Yeah im fine with playing without 1.0
nonofyodambiznes Posted August 19, 2024 Posted August 19, 2024 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
Helping8 Posted August 19, 2024 Posted August 19, 2024 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.
AWHA2 Posted August 19, 2024 Posted August 19, 2024 Is there a tweak that adds tattoos as punishment?
tinkerbelle Posted August 19, 2024 Posted August 19, 2024 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%.
vaultbait Posted August 19, 2024 Posted August 19, 2024 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).
Mistress Jade Posted August 20, 2024 Posted August 20, 2024 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.
izzyknows Posted August 20, 2024 Posted August 20, 2024 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.
Mistress Jade Posted August 20, 2024 Posted August 20, 2024 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.
Dixonl23 Posted August 20, 2024 Posted August 20, 2024 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💔
izzyknows Posted August 20, 2024 Posted August 20, 2024 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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