Tentacus Posted March 22, 2022 Author Posted March 22, 2022 8 hours ago, lee3310 said: hi, sorry to bother you again but after the help of vaultbait it seems like hardship xml data need some tweaks to work with the last SavageCabbages Animations update. he came to this conclusion after showing him this error : AAF ERROR: [16] undefined location 'Couch_Federalist'. Add to furnitureData XML to fix And i let myself get abducted in CSA and forced the PC to be dominant via MCM menu and every single strap-on animation worked flawlessly ground and furniture. I just wanted to let you know that. Already posted this in the AAF thread but I'll do it here as well in case anybody else needs it. IMO it's ridiculous as fuck to change a location tag like this BTW. Anyway this should work with the latest SC if I understand the problem right. If it doesn't I might have to change something in the Furniture data I included. _T_SC_positionData.xml 1
lee3310 Posted March 22, 2022 Posted March 22, 2022 2 hours ago, Tentacus said: IMO it's ridiculous as fuck to change a location tag like this BTW I fully concur ?
rubber_duck Posted March 22, 2022 Posted March 22, 2022 (edited) Sorry to bother again... How's the compatibility with Raider Pet? A few days ago I reported the issue where after resetting stats (and removing keywords) my character would still engage in Hardship events even though the mod isn't activated (the plugin was active but I turned the mod off with a keybinding). Basically this is what happens, and it happens with raiders: - in combat; enemy NPC (raider) surrenders (Flashy's CAP) - upon interacting with the surrendered NPC, the NPC replies with 'You really thought I was gonna surrender?' or 'Bitch...' (something along those lines) - finally, after the said dialogue Hardship gets 'called' and starts showing its popups, preparing for event to occur. I think that there's a conflict between Hardship and CAP or Violate enemy surrender system. Also, I have Raider Pet installed so I don't know if it conflicts with that one. I can send the load order if necessary, though it's pretty much the same as the AAF Guide here recommends (Hardship is loaded after Raider Pet and Violate, but before CAP). Also, my character engaged in a few Hardship events before resetting stats. That being said I have a simple question... what is going on? I'd hate to remove the mod and/or start a new save, so is there anything I can do? Has anyone experienced this issue before? Edited March 22, 2022 by rubber_duck
vaultbait Posted March 22, 2022 Posted March 22, 2022 10 minutes ago, rubber_duck said: Sorry to bother again... How's the compatibility with Raider Pet? A few days ago I reported the issue where after resetting stats (and removing keywords) my character would still engage in Hardship events even though the mod isn't activated (the plugin was active but I turned the mod off with a keybinding). Did you turn off "menacing raiders" in Hardship's MCM? 1
Tentacus Posted March 23, 2022 Author Posted March 23, 2022 1 hour ago, rubber_duck said: Sorry to bother again... How's the compatibility with Raider Pet? A few days ago I reported the issue where after resetting stats (and removing keywords) my character would still engage in Hardship events even though the mod isn't activated (the plugin was active but I turned the mod off with a keybinding). Basically this is what happens, and it happens with raiders: - in combat; enemy NPC (raider) surrenders (Flashy's CAP) - upon interacting with the surrendered NPC, the NPC replies with 'You really thought I was gonna surrender?' or 'Bitch...' (something along those lines) - finally, after the said dialogue Hardship gets 'called' and starts showing its popups, preparing for event to occur. I think that there's a conflict between Hardship and CAP or Violate enemy surrender system. Also, I have Raider Pet installed so I don't know if it conflicts with that one. I can send the load order if necessary, though it's pretty much the same as the AAF Guide here recommends (Hardship is loaded after Raider Pet and Violate, but before CAP). Also, my character engaged in a few Hardship events before resetting stats. That being said I have a simple question... what is going on? I'd hate to remove the mod and/or start a new save, so is there anything I can do? Has anyone experienced this issue before? As vaultbait said if you turn off menacing raiders they will behave just like vanilla. this is for compatibility with mods like that. Likewise simply exiting Beggar Whore mode when near raider areas will accomplish the same thing on a temporary basis. (It's necessary to do one of these if you want to attempt stealth as well, as Mecacing raiders will detect you without Line of sight) 1
rubber_duck Posted March 23, 2022 Posted March 23, 2022 34 minutes ago, Tentacus said: As vaultbait said if you turn off menacing raiders they will behave just like vanilla. this is for compatibility with mods like that. Likewise simply exiting Beggar Whore mode when near raider areas will accomplish the same thing on a temporary basis. (It's necessary to do one of these if you want to attempt stealth as well, as Mecacing raiders will detect you without Line of sight) Hmm... I hadn't thought about that. I will test things out and get back to you.
rubber_duck Posted March 23, 2022 Posted March 23, 2022 16 hours ago, Tentacus said: As vaultbait said if you turn off menacing raiders they will behave just like vanilla. this is for compatibility with mods like that. Likewise simply exiting Beggar Whore mode when near raider areas will accomplish the same thing on a temporary basis. (It's necessary to do one of these if you want to attempt stealth as well, as Mecacing raiders will detect you without Line of sight) Right, update... After turning off the menacing raiders as well as the mod events still happen upon interacting with surrendered NPCs in CAP. I don't know what but something conflicts with something. However, Violate's Enemy surrender seems to be working fine. It's either issue with my plugin order, or CAP's Enemy Surrender system conflicts with Hardship. I'll stick to Violate's Enemy surrender since it's more reliable. The funny thing is, I switched to CAP's system due to it having voiced dialogue. Which brings me onto the next thing regarding the CAP's enemy surrender: Hardship doesn't trigger if the surrendered NPC is Gunner - it only happens with Raiders. I think it's Raider Pet that's causing the issue. I'm not sure since these issues started happening just recently on my current save and on the other saves everything worked fine...? Whatever the case is, I got it resolved by disabling CAP's enemy surrender and switching back to Violate.
Guverride Posted March 24, 2022 Posted March 24, 2022 On 3/8/2022 at 1:34 AM, Guverride said: It is not clear how the quest works with the purchase of a Home Plate. Geniva offers to buy a house and when I agree to the purchase, she congratulates me on the purchase, but the money is not debited and there is no key either. On 3/8/2022 at 5:14 AM, Tentacus said: Buying home plate is part of the vanilla game. This mod doesn't touch it at all. other than Isabel saying she wants you to "buy it for her" But that is seriously just flavor text and has no gameplay involved beyond roleplaying value. So if buying home plate is messed up it's not related to this mod. I have not been able to solve this problem. I disabled all plugins, cleaned the saves, started a new game, but nothing happened. Papyrus says: [03/23/2022 - 08:39:35PM] error: Property pFFDiamondCity02 on script Fragments:Quests:QF_DialogueDiamondCity_00003648 attached to DialogueDiamondCity (00003648) cannot be bound because (0001F961) is not the right type Is there a console command for the Hardship that allows you to go through the stage of buying a Home Plate and invite customers to Home Plate?
vaultbait Posted March 24, 2022 Posted March 24, 2022 (edited) 1 hour ago, Guverride said: I have not been able to solve this problem. I disabled all plugins, cleaned the saves, started a new game, but nothing happened. Papyrus says: [03/23/2022 - 08:39:35PM] error: Property pFFDiamondCity02 on script Fragments:Quests:QF_DialogueDiamondCity_00003648 attached to DialogueDiamondCity (00003648) cannot be bound because (0001F961) is not the right type Is there a console command for the Hardship that allows you to go through the stage of buying a Home Plate and invite customers to Home Plate? That looks like something has broken the vanilla home plate quest dialogue. 1f961 is a persistent placed Shack_Single_Plywood01 object in the vanilla Commonwealth worldspace. I'm not sure why it would be tied to that dialogue in your game. Do you have any other mods which alter Diamond City, Home Plate, and/or the related quests for them? Anyway, if you want to advance the Home Plate acquisition through the console, you can probably just target the door and give the unlock command, or use additem to give yourself the key to it. I seem to remember the game automatically advancing the quest if you enter that cell regardless of what's happened prior to that. Edit: If you want to test whether it's a problem with your save, start a new playthrough up to the point where you've exited Vault 111 (I always keep an unmodded save at that point for quick testing but you can also find many such unmodded test saves on Nexus as well), and use the console to coc into the DC cell, additem 2000 caps to your inventory, and speak with Geneva. Edited March 24, 2022 by vaultbait 3
Tentacus Posted March 24, 2022 Author Posted March 24, 2022 19 hours ago, rubber_duck said: Right, update... After turning off the menacing raiders as well as the mod events still happen upon interacting with surrendered NPCs in CAP. I don't know what but something conflicts with something. However, Violate's Enemy surrender seems to be working fine. It's either issue with my plugin order, or CAP's Enemy Surrender system conflicts with Hardship. I'll stick to Violate's Enemy surrender since it's more reliable. The funny thing is, I switched to CAP's system due to it having voiced dialogue. Which brings me onto the next thing regarding the CAP's enemy surrender: Hardship doesn't trigger if the surrendered NPC is Gunner - it only happens with Raiders. I think it's Raider Pet that's causing the issue. I'm not sure since these issues started happening just recently on my current save and on the other saves everything worked fine...? Whatever the case is, I got it resolved by disabling CAP's enemy surrender and switching back to Violate. Sorry. Can't help you. I messed with CAP when it first came out and it didn't conflict (IIRC) I dunno if anything's changed with Flashy's implementation of it, but since Hardship's implemantation of Raiders hasn't significantly changed since version one... and at one point Flashy helped me rewrite the main quest of this mod I doubt there is one... Sorry. 1
lee3310 Posted March 26, 2022 Posted March 26, 2022 (edited) hi, after leaving Queen Elizabet (my first pimp) for hotel Rexford (the new pimp lent me the 3000 caps) i worked there for a while but now, i can't get the two other pimps to do the same thing. When i choose the line " I'm interested but i have a pimp.." i immediately advance to the stage where they ask me to call them daddy or mama... they act like i'm free and don't offer to buy me out ?. Any idea why ? ps Is there a way to go back to your ex pimp (even with console) ? Edited March 26, 2022 by lee3310
Tentacus Posted March 26, 2022 Author Posted March 26, 2022 (edited) 10 hours ago, lee3310 said: hi, after leaving Queen Elizabet (my first pimp) for hotel Rexford (the new pimp lent me the 3000 caps) i worked there for a while but now, i can't get the two other pimps to do the same thing. When i choose the line " I'm interested but i have a pimp.." i immediately advance to the stage where they ask me to call them daddy or mama... they act like i'm free and don't offer to buy me out ?. Any idea why ? ps Is there a way to go back to your ex pimp (even with console) ? Hmmmm... I'm not sure. That whole system is a little buggy and I set it up a long time ago. It isn't really meant for you to jump from Pimp to Pimp more than once. Did you do anything to reset your sex history status in the menu? The buyout dialogue may only appear if you have less than 3000 caps on you? Might that be the issue? Maybe there is a bug that lets you have more than one pimp... I dunno. Edited March 26, 2022 by Tentacus
lee3310 Posted March 26, 2022 Posted March 26, 2022 (edited) 2 hours ago, Tentacus said: Hmmmm... I'm not sure. That whole system is a little buggy and I set it up a long time ago. It isn't really meant for you to jump from Pimp to Pimp more than once. Did you do anything to reset your sex history status in the menu? The buyout dialogue may only appear if you have less than 3000 caps on you? Might that be the issue? Maybe there is a bug that lets you have more than one pimp... I dunno. No reset and only 300-ish caps on me and for my 2nd question is it possible to go back to Elizabet via console maybe ? thx Edited March 26, 2022 by lee3310
lee3310 Posted March 26, 2022 Posted March 26, 2022 9 hours ago, Tentacus said: Hmmmm... I'm not sure. That whole system is a little buggy and I set it up a long time ago. It isn't really meant for you to jump from Pimp to Pimp more than once. Did you do anything to reset your sex history status in the menu? The buyout dialogue may only appear if you have less than 3000 caps on you? Might that be the issue? Maybe there is a bug that lets you have more than one pimp... I dunno. so is there a way to go back to your old pimp or not ?
athrooaway Posted March 27, 2022 Posted March 27, 2022 Hey there, I love the mod! Is Velma mode still a part of the mod? Or is it still a planned feature for an eventual 1.6 version? If it is there, where should I be able to see the option?
vaultbait Posted March 27, 2022 Posted March 27, 2022 3 minutes ago, athrooaway said: Hey there, I love the mod! Is Velma mode still a part of the mod? Or is it still a planned feature for an eventual 1.6 version? If it is there, where should I be able to see the option? There's no Velma Mode in the presently available version, but Myopia Simulator coupled with the integration in Scavver's Closet gets you most of the way there.
Tentacus Posted March 27, 2022 Author Posted March 27, 2022 (edited) 1 hour ago, athrooaway said: Hey there, I love the mod! Is Velma mode still a part of the mod? Or is it still a planned feature for an eventual 1.6 version? If it is there, where should I be able to see the option? There will be more information about the future of this mod coming soon. Edited March 27, 2022 by Tentacus 2
izzyknows Posted March 27, 2022 Posted March 27, 2022 5 hours ago, lee3310 said: so is there a way to go back to your old pimp or not ? Target the old pimp and.... cf "actor.RemoveKeyword" "_T_ExPimp" Will allow you to have all the pimps at once, if ya want. I "think" this will remove the current pimp... maybe! I forget! cf "actor.RemoveKeyword" "_T_Pimped" 2
lee3310 Posted March 27, 2022 Posted March 27, 2022 13 hours ago, izzyknows said: Target the old pimp and.... cf "actor.RemoveKeyword" "_T_ExPimp" Will allow you to have all the pimps at once, if ya want. I "think" this will remove the current pimp... maybe! I forget! cf "actor.RemoveKeyword" "_T_Pimped" big thx to you gonna fiddle with KWDs and see what happens
Heinzelman Posted March 27, 2022 Posted March 27, 2022 (edited) I found a conflict with the FallUI mod. (https://www.nexusmods.com/fallout4/mods/51813) That mod uses brackets to cut infotexts (the main purpose for this is to make texts for weapon mods look more clean). This sadly breaks some infotext of hardship. Lines in message windows like [You spread your legs] (Slightly Wet) become partially invisible: This can be solved by removing the Space between [...] and (...). I edited them like that (normally all except one have spaces): then it seems to work ingame again: Edited March 27, 2022 by Heinz01 3
SimmerCJ Posted March 29, 2022 Posted March 29, 2022 DId I do this right? Never used Fallout 4 Mods or Mo2 and I just wanted to play with AAF Hardship and its requirements. The Game menu is smooth but going ingame there is a serious lag.
Heinzelman Posted March 29, 2022 Posted March 29, 2022 (edited) 1 hour ago, SimmerCJ said: DId I do this right? Never used Fallout 4 Mods or Mo2 and I just wanted to play with AAF Hardship and its requirements. The Game menu is smooth but going ingame there is a serious lag. It seems that you have all the requirements for Hardship. But you should deactivate these mods on the right window: I think these are just compatability patches for other mods (that you dont really need for hardship) added by your realhandcuffs install. If thats not helping, maybe reinstall realhandcuffs without those those patches. Dont know if thats really fixing the lag you have, id expect the game not to start with missing masters. I would generally recommend using Buffout (https://www.nexusmods.com/fallout4/mods/47359) and its requirements too for overall better stability. But thats just a general suggestion, i dont think, that this will magically fix your lag. Your modlist (when corrected) should work without it Edited March 29, 2022 by Heinz01
SimmerCJ Posted March 29, 2022 Posted March 29, 2022 3 hours ago, Heinz01 said: It seems that you have all the requirements for Hardship. But you should deactivate these mods on the right window: I think these are just compatability patches for other mods (that you dont really need for hardship) added by your realhandcuffs install. If thats not helping, maybe reinstall realhandcuffs without those those patches. Dont know if thats really fixing the lag you have, id expect the game not to start with missing masters. I would generally recommend using Buffout (https://www.nexusmods.com/fallout4/mods/47359) and its requirements too for overall better stability. But thats just a general suggestion, i dont think, that this will magically fix your lag. Your modlist (when corrected) should work without it Thank you! I did eventually get it to work. All I did as a "practice test" Was move one or two things on the left panel and plugin panel. Wasn't sure which one mattered or if they both mattered. I will deactivate what you suggested as well. Now I need to figure out weird lighting effects on faces/shadows in game. Ah, no rest for the weary ?
Projject Posted April 4, 2022 Posted April 4, 2022 I've got all the mods installed and in the correct load order where possible and I'm speaking to NPC's and selecting the proper dialogue options, but I'm unable to get any subtitles to come up, so therefore I can't see what they're saying. I'm also not getting any animations to play (just the overlay asking what they want done), even though I have the proper animation mods installed too. Would anyone be able to give me a fix to both of these issues?
Tentacus Posted April 4, 2022 Author Posted April 4, 2022 (edited) 6 hours ago, Projject said: I've got all the mods installed and in the correct load order where possible and I'm speaking to NPC's and selecting the proper dialogue options, but I'm unable to get any subtitles to come up, so therefore I can't see what they're saying. I'm also not getting any animations to play (just the overlay asking what they want done), even though I have the proper animation mods installed too. Would anyone be able to give me a fix to both of these issues? You have to turn on both kinds of subtitles in the game's gameplay settings. Also make sure you don't have F4z Ro D-oh - Silent Voice installed, cause it breaks subs. Edited April 4, 2022 by Tentacus 1
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