deathmorph Posted March 18, 2025 Posted March 18, 2025 On 3/16/2025 at 7:11 AM, HeavyYoungHeathens said: Holy shit I finally fixed it.. I suspect that the problem in Pervert is also related to the fact that you can't talk to the security officer, right? Is there already a workaround?
Joe_Oni Posted March 18, 2025 Posted March 18, 2025 (edited) On 3/12/2025 at 3:23 PM, Holden McGroin said: 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? click on a dead raider and enter recycleactor and revive him. I had the same problem as one of the mods I use spawn in multi enemies and it's not common to pass through an area with raiders/whatever wiped out. I also use setessential to keep some npcs alive because I've had fido/Lucky die outside the range of the collar and on escort missions they will die otherwise. Just remember to reset them back to 0 when ypu want to kill them. I've also had Lucky chosen outside the collar's range so I had to use (easiest) photomode to get close to whichever npc and get their code and (code).moveto player Got capture once in the raider camp south of Jamacia Plains, It has no cooking station. In my latest playthrough I placed one there just in case. Edited March 18, 2025 by Joe_Oni
Holden McGroin Posted March 19, 2025 Posted March 19, 2025 4 hours ago, Joe_Oni said: click on a dead raider and enter recycleactor and revive him. I had the same problem as one of the mods I use spawn in multi enemies and it's not common to pass through an area with raiders/whatever wiped out. I also use setessential to keep some npcs alive because I've had fido/Lucky die outside the range of the collar and on escort missions they will die otherwise. Just remember to reset them back to 0 when ypu want to kill them. I've also had Lucky chosen outside the collar's range so I had to use (easiest) photomode to get close to whichever npc and get their code and (code).moveto player Got capture once in the raider camp south of Jamacia Plains, It has no cooking station. In my latest playthrough I placed one there just in case. Thanks for the response, much appreciated. I never thought about using the moveto player, could probably use that if I am stuck in place. I too, was being held at a location without a cooking station. During the Truce mission I was sent to a location that had one, I used it before heading back.
deathmorph Posted March 25, 2025 Posted March 25, 2025 @HeavyYoungHeathens A thought just occurred to me. Could the random explosion of the collar while out and about have something to do with the noise you occasionally hear, reminiscent of a collar, even when you're not wearing one?
HeavyYoungHeathens Posted March 25, 2025 Posted March 25, 2025 (edited) 42 minutes ago, deathmorph said: @HeavyYoungHeathens A thought just occurred to me. Could the random explosion of the collar while out and about have something to do with the noise you occasionally hear, reminiscent of a collar, even when you're not wearing one? Nope. You literally have to be in the location selected by RaiderPet and thats it. You know how when you travel you get those notifications on hud about entering/discovering a location? That's literally what Raider Pet uses for its location reference. The collar tick you hear is due to bad coding, look here: Raider Pet uses OnAnimationStart event from AAF to restart ticking cooldown without actually making any checks if player is captive or not... That's why after AAF scene you hear collar ticking sfx but once you quicksave and quickreload it goes away. Will be fixed in upcoming update Edited March 25, 2025 by HeavyYoungHeathens 2
gegging Posted March 27, 2025 Posted March 27, 2025 On 3/16/2025 at 4:11 PM, 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 Does your 0.6 tweak include this fix?
HeavyYoungHeathens Posted March 27, 2025 Posted March 27, 2025 52 minutes ago, gegging said: Does your 0.6 tweak include this fix? Not yet
mdae Posted March 27, 2025 Posted March 27, 2025 my character is unable to talk with boss or anyone after asking for open space, dance doesnt also happen
HeavyYoungHeathens Posted March 28, 2025 Posted March 28, 2025 4 hours ago, mdae said: my character is unable to talk with boss or anyone after asking for open space, dance doesnt also happen Yep, this bug is already fixed in the upcoming update
gegging Posted March 28, 2025 Posted March 28, 2025 I wish the next version could add more locales to become a pet, like the Forged, Triggermen, Gunners, and the Trapper camps in FH, and make the KFT mod optional, but that's asking too much. Thank you for supporting this mod.
Melissa Gorka Posted March 28, 2025 Posted March 28, 2025 2 hours ago, gegging said: I wish the next version could add more locales to become a pet, like the Forged, Triggermen, Gunners, and the Trapper camps in FH, and make the KFT mod optional, but that's asking too much. Thank you for supporting this mod. Out of curiosity, why would you want KFT to become optional?
HeavyYoungHeathens Posted March 28, 2025 Posted March 28, 2025 6 hours ago, gegging said: I wish the next version could add more locales to become a pet, like the Forged, Triggermen, Gunners, and the Trapper camps in FH, and make the KFT mod optional, but that's asking too much. Thank you for supporting this mod. Well Forged is not possible as it is a location that starts a quest. Gunners are mercenary group of ex US military, they are not thematically appropriate for RP Triggerman are unlike raiders are quest exclusives, all of their locations are there for a specific quests in mind. Trapper Camps are good idea though KFT won't be optional, next update doubles down on devices/resources from that mod. 3
Melissa Gorka Posted March 28, 2025 Posted March 28, 2025 (edited) 22 hours ago, HeavyYoungHeathens said: Well Forged is not possible as it is a location that starts a quest. Gunners are mercenary group of ex US military, they are not thematically appropriate for RP Triggerman are unlike raiders are quest exclusives, all of their locations are there for a specific quests in mind. Trapper Camps are good idea though KFT won't be optional, next update doubles down on devices/resources from that mod. Talking about the next update: Would it be possible to continue the development of Raider Pet without having SUP4SE as a requirement? Unfortunately, SUP4SE is still broken in NG. The original Raider Pet didn't have SUP4SE as a requirement, that was only introduced with the tweak. I know that many modders rely on pre-NG Fallout, however, the latest version of AAF runs on NG and does not support pre-NG anymore. CORRECTION: The current version 1.1.1 of AAF is still supporting NG and OG. Edited March 29, 2025 by Melissa Gorka
gegging Posted March 28, 2025 Posted March 28, 2025 8 hours ago, Melissa Gorka said: Out of curiosity, why would you want KFT to become optional? I don't use it. I turned off the integrations in the tweaks MCM, such as amputation/restraint punishment and the restraints during walks. I enjoy and appreciate other aspects of the tweaks like begging for food and water, and more missions such as skin care and stuck-in-place, when the latter worked. Having more control with the improved mcm option is nice, too.
izzyknows Posted March 28, 2025 Posted March 28, 2025 (edited) 5 hours ago, Melissa Gorka said: AAF runs on NG and does not support pre-NG anymore Incorrect, it supports both. Edited March 28, 2025 by izzyknows
izzyknows Posted March 28, 2025 Posted March 28, 2025 1 minute ago, Vladel said: SUP-F4SE does not work on NG however. Which is good. I played the NG version a few days ago... it's still a hot mess. Bugthesda really porked that version hard. 2
Melissa Gorka Posted March 29, 2025 Posted March 29, 2025 16 hours ago, izzyknows said: Incorrect, it supports both. I stand corrected. Although, I believe it was on the AAF Discord server, where they said that they will prioritize NG over OG in future versions of they have to choose. We'll see where we are going.
Trickstar41 Posted April 1, 2025 Posted April 1, 2025 This doesn't break anything in nuka world right? Don't want to accidentally mess up the questline due to this quests triggers so I want to ask first.
deathmorph Posted April 7, 2025 Posted April 7, 2025 On 3/28/2025 at 1:25 AM, HeavyYoungHeathens said: Yep, this bug is already fixed in the upcoming update Is there a glimmer of hope on the horizon for the release?
Joe_Oni Posted April 10, 2025 Posted April 10, 2025 (edited) Decided to run the mod with my 100+ lvl pc. Never got the raider pet option though I have had it trigger before. I had left Preston and the others rescue until building almost all of the settlements. Got the note and when I got knocked down at the red rocket in front of cordova (didn't trigger RP set to 100,) So I manually walked in. Got most of the quests I think. Don't think I got jailtime Wish the escort missions said where they going. Had to remove the yoke/bindings as I couldn't access the map while bound. never got the poison option, Is it triggered in the dialogue that leads to getting the electronic key? After the second peace offering with Fido, the Fido event triggered (which didn't trigger before, I got a repeat entertain Fido but he was mia. I reloaded a autosave after the escort mission and found Fido staying outside. I got his ref and moved him back inside. I had to do this more than once as the first time I followed him as Fido walk back outside... He finally stayed but I never saw him after I decide to end the mod. also seemed to gagged 90 percent of the time **** lol, Recently ran into Fido outside the red rocket near the university. He was getting shot by turrets, but I had set him to essential to survive the escort mission, all was good. Took a while because he kept aggroing, but managed to get him as a companion using the liga mod and now he's at a prison I built for female assaulters including many of the female raiders from corvega plant. Put Fido to work with Lucky and a few others old friends,,,, Edited April 14, 2025 by Joe_Oni
HeavyYoungHeathens Posted April 10, 2025 Posted April 10, 2025 On 4/7/2025 at 11:34 PM, deathmorph said: Is there a glimmer of hope on the horizon for the release? Yeah, I am debating weather i should postpone one of my ideas to next update, since it requires a lot of time to make it right 3
UsernameTaken666 Posted April 10, 2025 Posted April 10, 2025 34 minutes ago, HeavyYoungHeathens said: Yeah, I am debating weather i should postpone one of my ideas to next update, since it requires a lot of time to make it right Do whatever is more convenient or you deem best. Thanks either way.
deathmorph Posted April 12, 2025 Posted April 12, 2025 On 4/10/2025 at 7:50 AM, HeavyYoungHeathens said: Yeah, I am debating weather i should postpone one of my ideas to next update, since it requires a lot of time to make it right Everything takes time. And I'm looking forward to the upcoming updates. Just one request in advance: Could you post a small workaround, which entries are responsible for preventing conversations with NPCs, and how the ugly beeping without a collar can be corrected? Of course only if it can be fixed for a DAU like me without any tools - apart from xedit and editor? That would help a lot, because the enjoyment of the game suffers quite a bit as a result. 1
Raven 54 Posted April 14, 2025 Posted April 14, 2025 (edited) I do not seem to be able to get this to start as it used to, I know I am doing something wrong, just can't figure it out. Have raiders cannot menace turned on in beggar whore, read the note, no weapons or ammo on board, I have the Raider Pet 1_4, Raider Pet tweak 0.5 & the raider pet tweak fix 0.5. Any help will be much appreciated! Thank You. Edited April 14, 2025 by Raven 54
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