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So I managed to install this, however while testing it out by keeping my weapon holstered, I noticed that the raiders were engaged in combat with NPCs instead of coming to me to engage in conversation.

 

This was at Concorde, where Preston asks for your help; Does NPC behaviour get overridden by active combat, causing them to not engage you in conversation?

Edited by HornySocialist
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6 hours ago, HornySocialist said:

So I managed to install this, however while testing it out by keeping my weapon holstered, I noticed that the raiders were engaged in combat with NPCs instead of coming to me to engage in conversation.

 

This was at Concorde, where Preston asks for your help; Does NPC behaviour get overridden by active combat, causing them to not engage you in conversation?

 

I haven't tried it in Concord since I usually steer clear of that entire early-game quest, but I suspect the raiders there have atypical AI packages and scripted behaviors to make sure their battle with Preston &co continues until you agree to help out.

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33 minutes ago, vaultbait said:

 

I haven't tried it in Concord since I usually steer clear of that entire early-game quest, but I suspect the raiders there have atypical AI packages and scripted behaviors to make sure their battle with Preston &co continues until you agree to help out.

I'm pretty sure this is the case, I also usually just avoid that area. also though, so I can't say as I remember for sure.

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3 hours ago, vaultbait said:

 

I haven't tried it in Concord since I usually steer clear of that entire early-game quest, but I suspect the raiders there have atypical AI packages and scripted behaviors to make sure their battle with Preston &co continues until you agree to help out.

That's the case.

Once the original Raiders are eliminated, the ones that respawn have the normal package, even if you don't enter the museum.

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  • 2 weeks later...
34 minutes ago, Slorm said:

@Tentacus @EgoBallistic

 

We had some is this thread about F4z Ro D-oh - Silent Voice, just thought you'd like to know that it has officially been updated so should be properly useable without the patch

 

Thanks. If I ever go back to Fallout 4 that will be a big help. (Somebody buy Dagobaking a Quest 2). I can't tell you how much more efficient it has been making a mod for Skyrim where I didn't have to fuck with making fake voice files and shit.... Well the fact that Notice Me Senpai has 1000 more lines of dialogue than Hardship after just a few months is pretty telling though. (Also... I may be having a manic creative episode... lol)

Edited by Tentacus
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In the installation guide, it says Female Body and Male Body at point 4 and 5, are these seperate things I need to install? 

 

Scratch that, I realized it meant the following mod. The bodytalk link is dead though, had to Google for that one.

Edited by vallnor
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36 minutes ago, vallnor said:

In the installation guide, it says Female Body and Male Body at point 4 and 5, are these seperate things I need to install? 

 

Scratch that, I realized it meant the following mod. The bodytalk link is dead though, had to Google for that one.

 

The AAF Fucking Manual switched to linking directly to the author's Patreon for BodyTalk3 downloads (still free, just scroll down a bit).

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  • 2 weeks later...

Hoping someone can help with this. Installed Mod using the full guide for AAF. Everything's working correctly, load orders look fine etc.

 

In-game the mod seems to be working correctly with non-aggressive NPCs, but Raiders and Gunners are still attacking on site even when I have BW mode activated and weapons unequipped.

 

Appreciate any input as to what this might be.

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19 minutes ago, blakessam said:

Hoping someone can help with this. Installed Mod using the full guide for AAF. Everything's working correctly, load orders look fine etc.

 

In-game the mod seems to be working correctly with non-aggressive NPCs, but Raiders and Gunners are still attacking on site even when I have BW mode activated and weapons unequipped.

 

Appreciate any input as to what this might be.

 

Could be a corrupted script though that's unlikely since the main script handles the raiders so it'd probably break everything. Just to be sure you can try a redownload and reinstall.

 

Make sure that you didn't accidentally turn off menacing raiders in the MCM/menu. Do Gunners attack you?

 

If you have any raider overhaul mods that changes the raider faction that could also cause this.

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3 minutes ago, Tentacus said:

 

Could be a corrupted script though that's unlikely since the main script handles the raiders so it'd probably break everything. Just to be sure you can try a redownload and reinstall.

 

Make sure that you didn't accidentally turn off menacing raiders in the MCM/menu. Do Gunners attack you?

 

If you have any raider overhaul mods that changes the raider faction that could also cause this.

Thanks for the quick response!

 

Have tried a redownload and reinstall with no luck.

 

Can't find any mod conflicts that effect raider faction or AI and, yes, Gunners are attacking me so I'm pretty sure it's not that.

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2 minutes ago, blakessam said:

Thanks for the quick response!

 

Have tried a redownload and reinstall with no luck.

 

Can't find any mod conflicts that effect raider faction or AI and, yes, Gunners are attacking me so I'm pretty sure it's not that.

 

That's very weird. Do you have any unusual weapon overhauls that might affect holstering? Do you see the "You appear threatening" notification when you draw? etc...

 

Try putting Hardship at the very bottom of your load order and just to be sure... You have Real Handcuffs above Hardship as that will break the main script iif it's below... I discounted that though since you said other things worked, but I swear to god that is the one issue fucking everuybody has... lol.

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16 minutes ago, Tentacus said:

 

That's very weird. Do you have any unusual weapon overhauls that might affect holstering? Do you see the "You appear threatening" notification when you draw? etc...

 

Try putting Hardship at the very bottom of your load order and just to be sure... You have Real Handcuffs above Hardship as that will break the main script iif it's below... I discounted that though since you said other things worked, but I swear to god that is the one issue fucking everuybody has... lol.

No unusual weapon overhauls and yep all checks out with load order, moving to the bottom does not solve the issue.

 

However I have noticed that the "you appear threatening" notification does not appear when I draw a weapon. So there may be something going wrong there but I have no idea. No unusual weapon overhauls like I say.

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48 minutes ago, blakessam said:

No unusual weapon overhauls and yep all checks out with load order, moving to the bottom does not solve the issue.

 

However I have noticed that the "you appear threatening" notification does not appear when I draw a weapon. So there may be something going wrong there but I have no idea. No unusual weapon overhauls like I say.

 

Sorry then... I'm fresh out of ideas. Maybe @requiredname65 can have a look, but I am pretty sure that's all handled by the main script and the Raider packages... There just aren't that many things that can go wrong within the mod itself. regarding filling those aliases.

 

EDIT:

 

Try redownloading all Hardship's requirements and reinstalling them. I remember one time my AAF got corrupted and that made Hardship's main script stop working.

Edited by Tentacus
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IIRC weapon mods wouldn't affect this at all since the check is basic IsWeaponDrawn in timer. If you issue a command in ingame console "help _T_RaiderToggle 3" what gets printed back?

Do you use hireable bodyguards from mercenaries? Check that hardship main quest is actually running with this command "sqs _T_DialogueQuest".

Do check that there are no remnant scripts from other versions still hanging around.

Edited by requiredname65
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BD does not seem to ask to take my characters caps anymore.

The first 2 days he did but now I just interact with him in various pimp appropriate dialogue.

 

I have less than 300 caps and I wanted to see what happens if I dont have a lot of caps.

In goodneigthbor the pickins are slim and traveling to diamond city is a bit unimmersive ( since it would be too dangerous to use w/o fast travel)

I have done it when I needed caps but like to avoid it.

Anyway I been resting /waiting sleeping for 2 days now and BD still does not demand my caps when I approach him (just sex)

Edited by katrina.balanchuk
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1 hour ago, frhghz said:

Okay, please bear with me, I'm completely new to FO4 modding,

I get the anims working and all, but my actors don't strip, they always have their clothes on. :(

Can somebody help me???

 

Assuming this is a hardship only problem and not something that happens when you run animations from the AAF window. It's possible the torso outfit you are wearing does not use the right slot. (33). If it happens wearing Vanilla outfits it's something else.  Do the NPCs strip? If it ends up being that you can easily change the slots the outfit uses in FO4Edit.

 

If it is something that affects other AAF  mods, or AAF itself then it could be an XML conflict. Like for instance if you somehow had a blank or corrupted equipmentset data. 

 

Otherwise I don't know what to say. I've never seen a bug like that Most people have a problem with Hardship stripping when they don't want it :D.

 

You could have installed the no strip option when installing AAF so I'd try reinstalling that. (I usually used the limited strip) but Hardship strips slot 33 independant of AAF anyway so I doubt even that would cause this.

Edited by Tentacus
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3 hours ago, Tentacus said:

 

Assuming this is a hardship only problem and not something that happens when you run animations from the AAF window. It's possible the torso outfit you are wearing does not use the right slot. (33). If it happens wearing Vanilla outfits it's something else.  Do the NPCs strip? If it ends up being that you can easily change the slots the outfit uses in FO4Edit.

 

If it is something that affects other AAF  mods, or AAF itself then it could be an XML conflict. Like for instance if you somehow had a blank or corrupted equipmentset data. 

 

Otherwise I don't know what to say. I've never seen a bug like that Most people have a problem with Hardship stripping when they don't want it :D.

 

You could have installed the no strip option when installing AAF so I'd try reinstalling that. (I usually used the limited strip) but Hardship strips slot 33 independant of AAF anyway so I doubt even that would cause this.

Sadly an reinstall of AFF didn't solve the problem. ?

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16 hours ago, frhghz said:

Sadly an reinstall of AFF didn't solve the problem. ?

 

Set up a scene through AAF's on-screen interface, and if clothing isn't stripped then either the problem, as has already been said, isn't with Hardship so you should seek AAF help on the AAF Discord. If you're not sure how to use AAF's on-screen interface to test things, seek help with that on the AAF Discord as well.

 

If AAF's stripping is working correctly, then AAF scenes called by Hardship should properly strip actors.

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On 9/3/2022 at 2:23 AM, requiredname65 said:

IIRC weapon mods wouldn't affect this at all since the check is basic IsWeaponDrawn in timer. If you issue a command in ingame console "help _T_RaiderToggle 3" what gets printed back?

Do you use hireable bodyguards from mercenaries? Check that hardship main quest is actually running with this command "sqs _T_DialogueQuest".

Do check that there are no remnant scripts from other versions still hanging around.

 

_T_RaiderToggle = 0.00

 

I don't use that mod.

 

The quest appears to be running but at stage 0.

 

There shouldn't be any remnant scripts. It was a clean download of the game.

 

Thanks again!

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On 9/3/2022 at 2:23 AM, requiredname65 said:

IIRC weapon mods wouldn't affect this at all since the check is basic IsWeaponDrawn in timer. If you issue a command in ingame console "help _T_RaiderToggle 3" what gets printed back?

Do you use hireable bodyguards from mercenaries? Check that hardship main quest is actually running with this command "sqs _T_DialogueQuest".

Do check that there are no remnant scripts from other versions still hanging around.

 

_T_RaiderToggle = 0.00

 

I don't use that mod.

 

The quest appears to be running but at stage 0.

 

There shouldn't be any remnant scripts. It was a clean download of the game.

 

Thanks again!

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1 hour ago, blakessam said:

 

_T_RaiderToggle = 0.00

 

I don't use that mod.

 

The quest appears to be running but at stage 0.

 

There shouldn't be any remnant scripts. It was a clean download of the game.

 

Thanks again!

IIRC _T_RaiderToggle needs to be 1 for this mod to override vanilla behavior.

There should be a option in MCM or ingame settings menu to enable this feature.

 

Or you could simple use console to set that global to 1.0 with command "set _T_RaiderToggle to 1" as a test. Other conditions like bwmode being active and weapons being holstered still apply.

there might also be separate toggle for gunners called _T_GunnerToggle but I can't remember if that exists in stable version of Hardship.

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41 minutes ago, requiredname65 said:

IIRC _T_RaiderToggle needs to be 1 for this mod to override vanilla behavior.

There should be a option in MCM or ingame settings menu to enable this feature.

 

Or you could simple use console to set that global to 1.0 with command "set _T_RaiderToggle to 1" as a test. Other conditions like bwmode being active and weapons being holstered still apply.

there might also be separate toggle for gunners called _T_GunnerToggle but I can't remember if that exists in stable version of Hardship.

 

Couldn't see a MCM option but did manually with console commands and unfortunately it's not had an effect. I'm absolutely stumped at this point, thought we were onto something

 

Update: I have no idea what it was, but clearly we were onto *something* after editing the console as you described I tried one more reinstall of the mod and now it works. Thanks very much!

Edited by blakessam
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