Footsweat Posted July 6, 2019 Posted July 6, 2019 2 minutes ago, Flashy (JoeR) said: Hold on... the boss is flagged as a red pip on the map on purpose - I made it this way. Doesn't mean his is "hosilte" per se. Did you actually stand near him and have him clobber you? Without going past the boundaries and getting the notice that hostilities would now begin? I was still on my knees, when he opened fire, I will try again
Footsweat Posted July 6, 2019 Posted July 6, 2019 Just tried it out a few times and the first visitor goes hostile and opens fire.. Two attempts I started the abduction behind lock doors, one I unlocked the next, the visitor appeared next to me, I don't if this may be an issue at any time.
Guest Posted July 6, 2019 Posted July 6, 2019 35 minutes ago, Footsweat said: Just tried it out a few times and the first visitor goes hostile and opens fire.. Two attempts I started the abduction behind lock doors, one I unlocked the next, the visitor appeared next to me, I don't if this may be an issue at any time. Ive been trying to replicate what you are experiencing for over an hour. Multiple attempts. Each abduction is going exactly as expected. I show up, Im injured, people stop by for a "visit". Nothing more. Until I attack them or break my safe movement range.  Not to say you arent experiencing what you are reporting. Perhaps the luck of the draw is in my favor and Im not going where you were. For the record, I waver between ending up at Monsignor Plaza (three times), Saugus (twice) and Federal Ration Stockpile (once). Maybe you went somewhere different that has a different condition set on the boss? I just don't know - all I can say for sure is that I dont have what you report. And I even walk around in front of the raiders and they do nothing but ignore me.  I took this crap quality video to demonstrate what I am experiencing, while in ( @MrCruelJohn ) Monsignor Plaza.  Fallout4 2019-07-06 19-12-21-60.mp4
Guest Posted July 7, 2019 Posted July 7, 2019 v1.7 is now available to download  This is mostly a cleanup / maintenance update. Mainly just small code tweaks to address some noted issues about packaging and faction standing. Also some small cosmetic fixes like making your rapist face you directly before they pummel you in the face when they're beating you. Also removed the repeat chances to answer a visitor in abductions. They will wait their normal game-defined wait time for you to respond and if you dont, they will just beat you now - no second chances.  @JBpy - Added the survival mode starving and dehydration force feeding. If you hit critical level of hunger or thirst while abducted in Bethesda's survival mode, one of your captors will come along and force you to consume a noodle bowl. Since Advanced Needs doesn't use specific potions to indicate the level of your needs, this sort of thing won't work with it. Sorry, it really is truly only for Survival Mode players.  Also, if you find and use a stealth boy while abducted, it will remove the WARNING and EXCEED thresholds for instant hostility - you are invisible, so how should you trip up and go too far? But... when that thing wears off, if you are already past the threshold, it will mean instant combat, so be prepared for that. Just another of those small things that give the immersion factor a little more suspension of disbelief.  And again, before anyone asks - you do NOT need to clean your save or start a new game. Overwrite the existing mod and load your game. This mod will then auto-update itself in your save.
MrCruelJohn Posted July 7, 2019 Posted July 7, 2019 10 hours ago, Olmech said: I play with https://www.nexusmods.com/fallout4/mods/35606  So I am used to being put into bad spots early on. Tend to play as a loner anymore. I just leave the five asshats in the museum and do my own thing. I care not if quests break although from your point of view, I can understand why you are concerned about it. Once you have done the quests 13720 times, you have to find new ways to make the game fun. To hell with quests and Preston Garvey! So question. You put in the robe, you get zapped somewhere. You take it off and you will stay there until you put it back on?  Kind of like giving you alternative starts?  Have you tried it once you leave the vault? Console the robe in?  John
Olmech Posted July 7, 2019 Posted July 7, 2019   My Hitchhiker "Bathrobe" lol. 50 minutes ago, MrCruelJohn said: So question. You put in the robe, you get zapped somewhere. You take it off and you will stay there until you put it back on?  Kind of like giving you alternative starts?  Have you tried it once you leave the vault? Console the robe in?  John  Yes, you take it off and you stay. I have dropped in on Kellogg at Fort Hagen right out of the Vault, completed quest although I never rescued Valentine or never went to Goodneighbor. Lots of fun!  If you dont like the bathrobe as I do not, you can open it with a clothing mod of your choice as active in CK and add the NOSUCHZONE keyword to a piece of clothing you do like. I believe you will need to enable multiple master loads to do that in the CK.  [General] bAllowMultipleMasterLoads=1  Add the text above under creation kit ini.
MrCruelJohn Posted July 7, 2019 Posted July 7, 2019 1 minute ago, Olmech said: Yes, you take it off and you stay. I have dropped in on Kellogg at Fort Hagen right out of the Vault, completed quest although I never rescued Valentine or never went to Goodneighbor. Lots of fun! Â If you dont like the bathrobe as I do not, you can open it with a clothing mod of your choice as active in CK and add the NOSUCHZONE keyword to a piece of clothing you do like. I believe you will need to enable multiple master loads to do that in the CK. Â [General] bAllowMultipleMasterLoads=1 Â Add the text above under creation kit ini. Ck is something I have yet to learn... Â But I appreciate the info. I have been looking for a way to do alternative starts...
Olmech Posted July 7, 2019 Posted July 7, 2019 12 minutes ago, MrCruelJohn said: Ck is something I have yet to learn...  But I appreciate the info. I have been looking for a way to do alternative starts... I do simple things with CK involving weapons and armor. I am in no way proficient with it. I learn as I go. But that Hitchhiker robe is a shit ton of fun, constant action.
JB. Posted July 7, 2019 Posted July 7, 2019 They are successfully kidnapping her! First the raiders finished saying their dialogues, but the AAF scene did not happen. When doing reset and surrendering again, everything starts to work correctly. Four attempts Four successes (in the four I had to use reset)  Once my character is kidnapped, the raiders become hostile, no matter what she does. Even if she doesnt do anything ...    1.mp4
Guest Posted July 7, 2019 Posted July 7, 2019 I wonder if there is a mod you guys use that I dont have... some sort of faction alteration mod. Because I just don't have this problem of factions being hostile upon going into abduction. Â Hmmm.... I wonder what it could be. Â Something that messes with CaptiveFaction, for sure - its the only common faction in use between kidnappers and the player.
JB. Posted July 7, 2019 Posted July 7, 2019 Uh-oh... Raider Pet... I'm going to uninstall it and I'll tell you.  No, it was not that mod. I tried a clean save and the kidnapping ended in the same way. I'm going to deactivate all the mods and try the basic mods ...
JB. Posted July 7, 2019 Posted July 7, 2019 Everything goes smooth and without errors with the basic mods (AAF, MCM, RSE and Resources). There was no need to use the reset option at any time.  Unfortunately, they continue to attack me during the kidnapping.
Guest Posted July 7, 2019 Posted July 7, 2019 53 minutes ago, JBpy said: Uh-oh... Raider Pet... I'm going to uninstall it and I'll tell you.  No, it was not that mod. I tried a clean save and the kidnapping ended in the same way. I'm going to deactivate all the mods and try the basic mods ... Okay.. watched your video. I think this has something to do with the fact that raider was asleep.  Because, as you notice in that video, you are in line of sight of two raiders walking around and they dont react to you at all... I'll need to see if sleep counts as "disabled" or something "inactive" which is not getting updated for pacification. I wonder if everyone is seeing this in the same way.  I guess all I can do is wait and see if this turns into 10+ people in the coming days. There has to be some commonality between mods installed and what I do not have installed because I, like I said, don't have these problems of instant hostility upon abduction. So yes. Best to wait to see if its more than 1-2 people before doing radical deep dives and constant testing.
JB. Posted July 7, 2019 Posted July 7, 2019 I counted the seconds. 15 seconds and they start shooting at me. Even when that woman is still sleeping, everyone shoots at me.  OK, lets see if these days there are more people with this problem.Â
Footsweat Posted July 7, 2019 Posted July 7, 2019 I noticed in your video clip you played a male character so I tried a male and it works fine but as the female they are hostile immediately.
Guest Posted July 7, 2019 Posted July 7, 2019 59 minutes ago, JBpy said: I counted the seconds. 15 seconds and they start shooting at me. Even when that woman is still sleeping, everyone shoots at me.  OK, lets see if these days there are more people with this problem.  16 minutes ago, Footsweat said: I noticed in your video clip you played a male character so I tried a male and it works fine but as the female they are hostile immediately.  So I compared this new mod to the previous version I had out, RSE Elements. Seems I forgot something... lol. I forgot to add a pacification faction to the hostiles - something that thinking about it, I had to do because captivefaction sometimes had issues. It wasnt until I read these posts and then went looking at RSEE in the CK that I had that "aww fuck yeah" revelatory moment... Im going to change to a female character and see if I have the same issues as you guys note.  And if so, I will then add that faction to the abduction site bad guys and see if the problem persists or goes away.
mashup47 Posted July 7, 2019 Posted July 7, 2019 I have the same issue as @JBpy, When as a female. also pressing surrender again when abducted completes the abduction and the screen just hang's. So far everything worked up until this point. But first I think you need some rest man you've been at this for what 14 hours now...
Guest Posted July 7, 2019 Posted July 7, 2019 33 minutes ago, mashup47 said: I have the same issue as @JBpy, When as a female. also pressing surrender again when abducted completes the abduction and the screen just hang's. So far everything worked up until this point. But first I think you need some rest man you've been at this for what 14 hours now... Good point! You are not supposed to be able to surrender when in abductions, at least RSE v4 and the Elements were that way, so I need to put that block back in. And I just tried as a female. Ended up in Camp Kendall, just like JBpy's video. No sooner did I stand up from the prisoner pose then I got a message saying I'd "ESCAPED" and asking if I wanted to end the quest or keep it running so I could collect my gear from the chest later. That is super strange. Need to look at the cell in the CK the see if there is a cell border right at the prisoner matt, because that would be a problem. Or, the edge markers did not register for distance properly and the hostility immediately started because a distance greater than 0 is 0 and that would make everything shut down and go hostile.  Seems there is some homework to do. And its been roughly 17 hours at this point now.... a few more wont hurt.
mashup47 Posted July 7, 2019 Posted July 7, 2019 13 minutes ago, Flashy (JoeR) said: Good point! You are not supposed to be able to surrender when in abductions, at least RSE v4 and the Elements were that way, so I need to put that block back in. And I just tried as a female. Ended up in Camp Kendall, just like JBpy's video. No sooner did I stand up from the prisoner pose then I got a message saying I'd "ESCAPED" and asking if I wanted to end the quest or keep it running so I could collect my gear from the chest later. That is super strange. Need to look at the cell in the CK the see if there is a cell border right at the prisoner matt, because that would be a problem. Or, the edge markers did not register for distance properly and the hostility immediately started because a distance greater than 0 is 0 and that would make everything shut down and go hostile.  Seems there is some homework to do. And its been roughly 17 hours at this point now.... a few more wont hurt. Now that's what I call persistent's and sheer doggedness. I take my hat off to you!   Â
Guest Posted July 7, 2019 Posted July 7, 2019 Sometimes I hate being right.  JBpy's video - Camp Kendall. Here in the CK, is the prisoner start point. Notice the location name along the top of the window - CambridgeCampKendallExt.   And now... move just a litte bit behind the marker....   Oh yes... its says WILDERNESS. Which according to the scripting means, when you stand up from the spot, you will step back, because thats how one exits the furniture, well guess what? You have left the "location", constituting being escaped and everyone will be hostile now.  So my question is... for those of you playing women and noting the issue. What was the dungeon location you experienced it in?  Because if it trends to these OUTDOOR locations, I may have to prune my dungeons down to interiors only. Or at the least, block very specific and problematic ones. Camp Kendall is a problem.  Â
mashup47 Posted July 7, 2019 Posted July 7, 2019 out of the five time's I tested I always ended up at Camp Kendall. I can test more if you want?
JB. Posted July 7, 2019 Posted July 7, 2019 4 minutes ago, mashup47 said: out of the five time's I tested I always ended up at Camp Kendall. Same here. Always Camp Kendall.Â
Guest Posted July 7, 2019 Posted July 7, 2019 9 minutes ago, mashup47 said: out of the five time's I tested I always ended up at Camp Kendall. I can test more if you want? No no, thats good - its using a method of finding a dungeon appropriate to the player level. So if you are like fresh out of the vault more or less, its probably always going to be Camp Kendall. Just like for me, testing with a level 8, I was always going to Monsignor. The location is determine by level (the game does this, not me, but I can tell the game to stop doing it). Â Maybe I should remove that and just let the player go whereever - even at level one, being sent to say GNN. That could be fun! LOL! Â But yeah, Kendall is a problem for the OnLocationChange event. Which I am going to sort out. First thing in the morning, Eastern Daylight Time. Cuz yeah... going on 18 hours working on mods is kind of long and I should get like 3-4 hours of sleep. Â But I will close the loop on this problem tomorrow. For sure.
Miss Ripley Posted July 7, 2019 Posted July 7, 2019 Hi Flashy, I noticed the same problem at Camp Kendall. Here is what happens: 1) If i remain kneeling, and some random npc engages raiders, they become hostile and kill me. 2) If i stand up i almost instantly become hostile, i think i once managed to get up without being hostile. 3) If i remain kneeling and wait for 4 hours, i get a sleeping bag, and the moment that dialog box appears, I become hostile.
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