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Posted
On 2/16/2025 at 4:51 PM, HeavyYoungHeathens said:

I have no idea, I always use pre NG when it comes to modding , especially on LL, most of the best mods haven't been updated for years 

A great thank you 🙂. Seems to work all fine now !

Posted
On 2/16/2025 at 5:08 PM, HeavyYoungHeathens said:

Ponzi has left LL, and Lordbuttcheese hasn't been active since October...
I made a little tweak of my own to address some issues, hope noone minds...



YOU STILL NEED TO DOWNLOAD ORIGINAL MOD FIRST, THEN DOWNLOAD RAIDER PET TWEAK v0.5
I don't want to undermine the work of others, sorry for possible inconvenience.


In Mod Organizer order as follows:
1. Original Raider Pet
2. Raider Pet Tweak v0.5
3. Raider Pet Tweak v0.6



Fixes:
-Reduced cooldown between scenes during StuckInPlace quest from 20 seconds to 3 seconds.
Some raider bases are quite big, forcing player to wait extra seconds just for raider to wobble his way from godknowswhere to pillory seemed extreme...

-Changed how punishment mechanic work, refusing Raider approaches now counts towards HARD punishment.
Whole "easy punishment only" from approaches seemed a bit counterintuitive. Especially since MCM states how many punishments until hard punishments.

-Added KFT amputations in Amputation events when player has nothing left to amputate other than legs.

-Changed whipping time in MCM to be 10 seconds minimum instead of 20. 
20 Seconds feels very long for such a minor event. Making it so long only increases the risk of raider NPC glitching out.

-Changed what food/water player gets when begging. Instead of Dirty Water / Dogfood, Raiders give Purified Water / Cooked Molerat.
I get it that player is a slave and raiders don't want to share their good supplies with you, but Roleplay aside it just becomes tedious to ask for food/water every 4 minutes, just so you can beg for radaway right after. Survival is already a bitch as is.

Raider Pet Tweak v0.6 Fix.zip 564.24 kB · 17 downloads

This tweak breaks down dialogues with neutral NPCs, as well as other tweaks before it. Can't this be fixed? Could you sort it out? I'm sorry for my English.

Posted
16 hours ago, skysoulgosu said:

This tweak breaks down dialogues with neutral NPCs, as well as other tweaks before it. Can't this be fixed? Could you sort it out? I'm sorry for my English.


Can't do anything without context...

What Neutral NPCs? If you are captured by raiders you are not meant to run around Commonwealth but to stay inside their encampment, there are literally triggers to blow you up if you don't unless you disabled them in MCM...

Posted
4 hours ago, HeavyYoungHeathens said:


Ничего не могу сделать без контекста...

Какие нейтральные NPC? Если вас захватили рейдеры, вы не должны бегать по Содружеству, а должны оставаться в их лагере, есть буквально триггеры, которые могут вас взорвать, если вы этого не сделаете, если только вы не отключили их в MCM...

I'm sorry, I thought this was a known problem. With the mod turned on, you can't talk to neutral NPCs, I mean any other than unique ones. For example, a Diamond City security guard, a civilian in cities, has his lines blocked. But for example, an NPC who asks for water is activated without problems, since he has a written appeal to the player. Even if the rider pet event was not activated during the game, this problem still exists with the NPC. They just don't talk when you press "E" on them.  Wait, you don't have that problem?

Posted
On 2/18/2025 at 2:01 PM, HeavyYoungHeathens said:


Can't do anything without context...

What Neutral NPCs? If you are captured by raiders you are not meant to run around Commonwealth but to stay inside their encampment, there are literally triggers to blow you up if you don't unless you disabled them in MCM...

 

 

22 hours ago, skysoulgosu said:

I'm sorry, I thought this was a known problem. ...


Yes, it's a somewhat known issue, although it's not discussed very often.

 

Posted
On 2/16/2025 at 6:50 AM, HeavyYoungHeathens said:

If you want Violate mod to start Raider Pet outside of those proximity zones you need additional RSE: Combat Surrender mod.
When defeated by Raiders RSE will abduct your character into Closest Raider Base and start Raider Pet.

 

Thanks for sharing. I read that RSE CS is not compatible with Violate. Which settings should I set and which should I not set?

Posted
25 minutes ago, deathmorph said:

 

Thanks for sharing. I read that RSE CS is not compatible with Violate. Which settings should I set and which should I not set?

You install all the RSE stuff but turn it all off apart from abductions. Under that section you click raider pet integration. Sometimes it works, sometimes it does not.

Posted
On 2/16/2025 at 6:50 AM, HeavyYoungHeathens said:

See a lot of comments where people are confused about this mod, so I'll write a little guide to clear some things out. Take this "guide" with a little grain of salt. I have not dug through Raider Pet code directly, these are my own observations. Following this though will guarantee you a better understanding of wtf mod is expecting from you.

 

I set all the recommended settings. The collar was put on, started ticking, and before I could do any interaction, the collar blew up my character. What else can I do?

Posted
14 minutes ago, deathmorph said:

 

I set all the recommended settings. The collar was put on, started ticking, and before I could do any interaction, the collar blew up my character. What else can I do?


Means raiders put collar on you outside of the raider pet location bounds, stay close to the raider who put collar on you or better sprint towards the raider base

Posted
2 hours ago, HeavyYoungHeathens said:

Means raiders put collar on you outside of the raider pet location bounds, stay close to the raider who put collar on you or better sprint towards the raider base

 

Okay, it was in the tunnel from the sunken village towards DC, where the stairs also go up, there is the wagon with the radio in it and the corpse of the woman who calls for Thomas, or something like that. There was a body in the tunnel as a trap, the raiders showed up when I looted the body. Afterwards I stayed close to the raiders, but the collar exploded immediately. No idea where the raider base should be.


Oh well, maybe an unfortunate series of coincidences :) And thanks for the quick reply.

Posted
2 hours ago, deathmorph said:

 

Okay, it was in the tunnel from the sunken village towards DC, where the stairs also go up, there is the wagon with the radio in it and the corpse of the woman who calls for Thomas, or something like that. There was a body in the tunnel as a trap, the raiders showed up when I looted the body. Afterwards I stayed close to the raiders, but the collar exploded immediately. No idea where the raider base should be.


Oh well, maybe an unfortunate series of coincidences :) And thanks for the quick reply.


Can be confusing sometimes, you can also set chance for Collar Missfire, at least until you find the base you are meant to be in

Posted
On 11/19/2024 at 9:18 AM, Kataki80 said:

Raider Pet won't work for me.  I am trying at corvega and have nothing equipped at all.  Raiders are always hostile.  The only way I can get the starting dialogue to work is after an aaf violate surrender but even then, after the dialogue ends no collar is placed on and every raider becomes hostile once again.   Another issue I have noticed is jun keeps saying he has the note from corvega but never gives it to me and then just infinitely try's to starts the same dialogue.  

I'm also having the issue where Jun loops the note dialogue without giving it to me, any fix yet?

Posted

So if somebody is working no raiders pet again I think I had two bits of feedback.

 

1.  Raider pet twerks don't seem to account for devious devices like if they were placed on the after after AAF violate scene, so you can be stuck with DD items on with the raiders unable to remove them.

 

2. This maybe more down to me since I'm mixing another mod into things but I like to use NPC travels https://www.nexusmods.com/fallout4/mods/16987 for the large groups of enemies such as raiders it can spawn, problem is if raiders pet triggers after a aaf violate and they put bondage on on your character, the raiders will just walk off more often while you're slowed down by bondage.

 

 

Posted
On 2/16/2025 at 3:38 PM, HeavyYoungHeathens said:

Ponzi has left LL, and Lordbuttcheese hasn't been active since October...
I made a little tweak of my own to address some issues, hope noone minds...



YOU STILL NEED TO DOWNLOAD ORIGINAL MOD FIRST, THEN DOWNLOAD RAIDER PET TWEAK v0.5
I don't want to undermine the work of others, sorry for possible inconvenience.


In Mod Organizer order as follows:
1. Original Raider Pet
2. Raider Pet Tweak v0.5
3. Raider Pet Tweak v0.6



Fixes:
-Reduced cooldown between scenes during StuckInPlace quest from 20 seconds to 3 seconds.
Some raider bases are quite big, forcing player to wait extra seconds just for raider to wobble his way from godknowswhere to pillory seemed extreme...

-Changed how punishment mechanic work, refusing Raider approaches now counts towards HARD punishment.
Whole "easy punishment only" from approaches seemed a bit counterintuitive. Especially since MCM states how many punishments until hard punishments.

-Added KFT amputations in Amputation events when player has nothing left to amputate other than legs.

-Changed whipping time in MCM to be 10 seconds minimum instead of 20. 
20 Seconds feels very long for such a minor event. Making it so long only increases the risk of raider NPC glitching out.

-Changed what food/water player gets when begging. Instead of Dirty Water / Dogfood, Raiders give Purified Water / Cooked Molerat.
I get it that player is a slave and raiders don't want to share their good supplies with you, but Roleplay aside it just becomes tedious to ask for food/water every 4 minutes, just so you can beg for radaway right after. Survival is already a bitch as is.

Raider Pet Tweak v0.6 Fix.zip 564.24 kB · 81 downloads

any chance you could make the head come clean off and collar dropping on the floor instead of the collar exploding?

Quote

hRaN9Oy1.png.f3354b99920153b85000c946d766c44a.png.1c244146085f20491bbae49122302831.png

hRaN9Oy1.png.f3354b99920153b85000c946d766c44b.png.41c24e2fcc5eb43d67fc2cb9d6700432.png

 

Posted
On 3/7/2025 at 10:58 PM, Spaceguest991 said:

So if somebody is working no raiders pet again I think I had two bits of feedback.

 

1.  Raider pet twerks don't seem to account for devious devices like if they were placed on the after after AAF violate scene, so you can be stuck with DD items on with the raiders unable to remove them.

 

2. This maybe more down to me since I'm mixing another mod into things but I like to use NPC travels https://www.nexusmods.com/fallout4/mods/16987 for the large groups of enemies such as raiders it can spawn, problem is if raiders pet triggers after a aaf violate and they put bondage on on your character, the raiders will just walk off more often while you're slowed down by bondage.

 

 



1. I believe there is a patch somewhere on LL that adds KFT keywords to Devious Devices, it should help raiders to check for them.. But all things considered, DD is a bit outdated with KFT around, I myself only use it for plugs

2. Yeah, general recommendation is to remove leg restraints/frogtie in KFT MCM, that way you can catch up with them

 

On 3/11/2025 at 2:35 AM, nonofyodambiznes said:

any chance you could make the head come clean off and collar dropping on the floor instead of the collar exploding?

 


Can't do... Afaik Fusion Girl does not support beheading, more of it I have no experience with this

 

 

On 2/19/2025 at 11:38 PM, silentJay said:

 

 


Yes, it's a somewhat known issue, although it's not discussed very often.

 


That is curious, I never noticed it myself but it is indeed true... I'll try to dig through the code to see whats up with that 

 

Posted

I have got fairly far along in the mod, I have been on 2 Truce quests, 1 with Lucky, the second time my escort was just a regular raider, and I haven't been able to find Lucky.  He may be dead as I have managed to poison many raiders including Bruiser. I have the "Come Hither bell" and have been friendly with Fido a couple times.  I am now on the "Stuck in Place" quest.  The X Cross is marked, but there is no action to do anything with it once I get there.  Several of the raider that are typically in that area are dead from poison, so I just stand there, and eventually my collar goes off.  I am not sure how to proceed, any suggestions?

 

Posted
9 hours ago, HeavyYoungHeathens said:

That is curious, I never noticed it myself but it is indeed true... I'll try to dig through the code to see whats up with that

 

I can confirm that. Complex NPC cannot be addressed with "E", only companions or NPC with tasks. And even that was no longer successful in an earlier run, for example I could no longer appeal to BOS on the Prydwin or at the police station.

 

9 hours ago, HeavyYoungHeathens said:

1. I believe there is a patch somewhere on LL that adds KFT keywords to Devious Devices, it should help raiders to check for them.. But all things considered, DD is a bit outdated with KFT around, I myself only use it for plugs

 

I was looking for unsuccessfully when someone finds the patch and hiring the link here, that would be very nice.

Posted
1 hour ago, deathmorph said:

 

 

I was looking for unsuccessfully when someone finds the patch and hiring the link here, that would be very nice.

 

There is this:

 

  • Kziitd Fetish Toolset - DD Compatibility Patch 1.0 Beta 3 - this provides a plugin that adds Devious Devices keywords to the KFT devices.  This allows them to be recognized by other mods that look for Devious Devices keywords to determine if a character is tied up.  The patch also adds animation compatibility between DD and KFT, so that KFT leg animations will work with DD arm devices and vice versa.  Optional, and requires Devious Devices and compatible mods.

 

  • Compatibility Patches is now two files, one for DD and one for RH.  Install either or both as needed.
  • The new compatibility patches allow KFT leg animations to work with the RH and DD arm devices and vice versa
  • KFT will now react appropriately if player is bound in DD or RH devices and attempts to remove KFT devices or vice versa

 

 

It is in the main download link for KFT.

 

 

 

Posted

It doesn't seem to work without a permanent raider base. If my character is caught on the road, especially in the small settlement at the tower near the sanatorium, and declared a pet, he will blow up in no time, regardless of whether she has sex with the raiders or not.

Posted
On 2/18/2025 at 3:41 AM, skysoulgosu said:

This tweak breaks down dialogues with neutral NPCs, as well as other tweaks before it. Can't this be fixed? Could you sort it out? I'm sorry for my English.


Holy shit I finally fixed it... Apparently a script for gagged dialogue had "Start Game Enabled" checkmark, it was blocking all of the generic dialogue even if quest itself isn't active. Will upload it soon 

Posted
3 hours ago, HeavyYoungHeathens said:

Holy shit I finally fixed it... Apparently a script for gagged dialogue had "Start Game Enabled" checkmark, it was blocking all of the generic dialogue even if quest itself isn't active. Will upload it soon 

 

I am glad that you soon found a solution. It is very annoying when the NPC is no longer available, especially when it comes to delivering a quest or inquiries about new quests. Not to mention the "normal" NPC.


Do you already have an idea of whether a new game is necessary or whether it will work in the current game?

Posted
5 hours ago, deathmorph said:

 

I am glad that you soon found a solution. It is very annoying when the NPC is no longer available, especially when it comes to delivering a quest or inquiries about new quests. Not to mention the "normal" NPC.


Do you already have an idea of whether a new game is necessary or whether it will work in the current game?



I don't think new game is required, you'll have to use a command to stop that quest though

 

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