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[Beta] Barbarous Continent


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Posted (edited)
9 hours ago, akenmaat said:

Just wanted to chime in that I am still having problems with approaches. I am on a new character after installing 0.76d. It worked for a few rounds and then just stopped.
sqt bctapproach shows Enabled? = No and State = Stopped. 
resetquest bctapproach flips Enabled? = Yes and State = Running until "Checking conditions for approach start" displays and then flips back to No/Stopped without triggering an approach or displaying any further messages.

I will say I have had some issues with specific animations causing CTD, unrelated to this mod, which I've been working on sorting out. So maybe that's what broke the script in my case. Regardless, I'm not having any luck getting the approach script running again.

 

Street approach system is still buggy although Daemon works hard to fix it. It happened to me too (and others). You have to save very often, then reload a save before approaches stop working. For me it happened, almost always, after some hypno approaches. So... save before every approach because you don't know what it will happen next 😀 

 

LE: Exactly what I've said. After a hypno approach system was shut down. No other additional message after "Checking conditions for approach start". From my experience it'll never work again. So it's time for a reload 😂

 

 

Spoiler

image.thumb.jpeg.daddf8f9f47d39891c78de567885745f.jpeg

 

 

Spoiler

image.thumb.jpeg.9fd9cae68c9c3f760e62d0caf9842a41.jpeg

 

Edited by Cealapa
Posted

Yeah, I think I was hasty, too. 
Approaches stopped working for me again.

I took the liberty to try to understand the script (damn that’s complex) but couldn’t find a solution. My best guess now is that the repeated stop and start of the quest in the timer events lets the quest crash. Therefore, the aliases don't get refilled, and the conditions will naturally fail.

 

@DæmonEyes: Is there a reason why you limited the possible approaches to events 9 - max?

 

Function ApproachBegin2()

	Int EventList = BCTEventCounter.GetValueInt()
	int RandomEvent = Utility.RandomInt(9, EventList)

 

I think it would be best to refill the alias right at the start of the ApproachBegin2 function. I tried to create a fix by myself but failed doing so. 
 

What I found out is that resetquest bctapproach won’t refill the aliases.

 

Posted (edited)
On 9/11/2026 at 12:15 AM, akenmaat said:

Just wanted to chime in that I am still having problems with approaches. I am on a new character after installing 0.76d. It worked for a few rounds and then just stopped.
sqt bctapproach shows Enabled? = No and State = Stopped. 
resetquest bctapproach flips Enabled? = Yes and State = Running until "Checking conditions for approach start" displays and then flips back to No/Stopped without triggering an approach or displaying any further messages.

I will say I have had some issues with specific animations causing CTD, unrelated to this mod, which I've been working on sorting out. So maybe that's what broke the script in my case. Regardless, I'm not having any luck getting the approach script running again.

 

Thanks for the report, sounds like I still got some work to do on it.

 

9 hours ago, Klobbo said:

Yeah, I think I was hasty, too. 
Approaches stopped working for me again.

I took the liberty to try to understand the script (damn that’s complex) but couldn’t find a solution. My best guess now is that the repeated stop and start of the quest in the timer events lets the quest crash. Therefore, the aliases don't get refilled, and the conditions will naturally fail.

 

 

@DæmonEyes: Is there a reason why you limited the possible approaches to events 9 - max?

 

Function ApproachBegin2()

	Int EventList = BCTEventCounter.GetValueInt()
	int RandomEvent = Utility.RandomInt(9, EventList)

 

I think it would be best to refill the alias right at the start of the ApproachBegin2 function. I tried to create a fix by myself but failed doing so. 
 

What I found out is that resetquest bctapproach won’t refill the aliases.

 

 

 

It was a lot simpler originally I just broke it down into a bunch of parts to add fail safes and debug traces to it. I'm not sure why I locked the possible events that way. I must have done it for testing purposes to test the additional events and never opened it back up. I guess it should be RandomInt(1, EventList). The fact that the aliases don't get reset even by a manual quest reset is also strange, as that hiccup would not be due to any real time code issues. The quest stops and starts on its own a lot, so it failing once should not prevent it from just shutting down and starting again in the future.

 

I agree with your assessment regarding the stop/start of the quest to refill the aliases is failing at some point. I run a very light mod list at the moment, but I imagine if u are running 200+ mods the script load could result in the quest failing to restart in a timely manner. There is another issue where if you are in the middle of an approach scene, and another approach attempts to happen, it will refill the current scene alias thus breaking the current scene. I assumed this didn't matter to much, as it would just end the scene, but it may be permanently breaking the quest alias' in some way preventing them from filling again. I have two more options to try. Pausing the timer until the current approach actor has been dealt with. Option 2, Decoupling the alias resetting from the approach quest itself by making a dummy quest script for that purpose. Gonna be a bit before I can get around to trying those solutions though.

Edited by DæmonEyes
Posted

@DæmonEyes:
 

I think I’ve managed to create a fix that seems to work—at least for me. (AI helped me with my amateurish attempt, so there’s no guarantee it will work for everyone, nor does it necessarily boast high code quality.)

 

I modified three scripts and enabled a few flags for the aliases within the quest itself using FO4Edit (though I’m not sure if those flags are actually necessary).

 

Here’s what I changed:

  • The quest no longer stops and starts; instead, it runs continuously.
  • Actor variables are repopulated whenever a proximity trigger is activated (NPCs within 5,000 units are included).

 

Drawbacks:

  • Populating the actor list takes about 10 seconds (this likely needs further refinement).
  • These changes won't fix issues that already exist in your save file. It is best to load a save from before you visited the new continent (for example, a save while on the ship).
  • I think I’ve caught "AI cancer"...

Use this fix at your own risk; no guarantees provided.

 

 

BarbCont_ApproachFix_0.76D.rar

Posted (edited)
5 hours ago, Klobbo said:

@DæmonEyes:
 

I think I’ve managed to create a fix that seems to work—at least for me. (AI helped me with my amateurish attempt, so there’s no guarantee it will work for everyone, nor does it necessarily boast high code quality.)

 

I modified three scripts and enabled a few flags for the aliases within the quest itself using FO4Edit (though I’m not sure if those flags are actually necessary).

 

Here’s what I changed:

  • The quest no longer stops and starts; instead, it runs continuously.
  • Actor variables are repopulated whenever a proximity trigger is activated (NPCs within 5,000 units are included).

 

Drawbacks:

  • Populating the actor list takes about 10 seconds (this likely needs further refinement).
  • These changes won't fix issues that already exist in your save file. It is best to load a save from before you visited the new continent (for example, a save while on the ship).
  • I think I’ve caught "AI cancer"...

Use this fix at your own risk; no guarantees provided.

 

 

BarbCont_ApproachFix_0.76D.rar 28.31 kB · 0 downloads

It's time to start a new playthrough of BarbCont. 😀

Thank you, I'll give it a try.

 

LE: After 4 real-time hours loitering in Gold City I have no problem with approach system, although only one hypno approach occurred (for me approaching system stop working after hypno approaches). BUT the big surprise was that patch somehow unlocked more types of approach for me. Until now It has revealed six approaches I never met before: a new (but unfinished) story teller (I thought the only one was on the ship), a girl masturbating, a guy taking a leak, a girl drugging player, two "Wasteland Warriors" (a male and a female npc) claiming money for trespassing their turf and a guard asking for papers/documents. I am curious what it'll happen next 😀

 

LE 2: I've never get "conditions failed" message. I noticed two dead bodies (one in the slums, the other one near the slums and Golden Sphinx), but I don't know if patch was the culprit.

Edited by Cealapa
Posted (edited)

 

Edit issues: BContinent 0.74d At the brothel, everything went fine on the first attempt (except for having to manually trigger the animation in a few instances). However, on the second attempt, no clients are showing up. I think the last two "couple event" clients got stuck—since they're still in the room—and that's blocking everything.

 

Okay, I managed to update. You have to do it from a save file where you haven't visited the island in a while so Peter comes to give you the vaccine; apparently, it works. The approach for the brothel works; I hope there are no issues using 'disable' on the two clients that didn't disappear.

Edited by aitorr0º
Posted (edited)
2 hours ago, aitorr0º said:

Issues: When Liliana transforms you, after the monologue without subtitles (which I assume is just to pass the time), the screen goes black. BContinent 0.74d Fallout v1.10.980. How do I get the Spiro Keycard? I've never been able to get it.

 

Edit 3: Updating to the latest version seems to have fixed the issue with the brothel from Edit issues 2. Although the NPCs in question are still in the room, I hope there won't be any problems using "disable."

 

Edit issues2: At the brothel, everything went fine on the first attempt (except for having to manually trigger the animation in a few instances). However, on the second attempt, no clients are showing up. I think the last two "couple event" clients got stuck—since they're still in the room—and that's blocking everything.

 

Liliana's quest isn't finished.

Access to Spire restaurant is granted by Don Capone, the owner of Queen of Hearts Casino after two rounds of debtor quest. After finishing the second one just talk to the guy at casino's reception.

  

Edited by Cealapa
Posted
18 hours ago, Cealapa said:

LE: After 4 real-time hours loitering in Gold City I have no problem with approach system, although only one hypno approach occurred (for me approaching system stop working after hypno approaches). BUT the big surprise was that patch somehow unlocked more types of approach for me. Until now It has revealed six approaches I never met before: a new (but unfinished) story teller (I thought the only one was on the ship), a girl masturbating, a guy taking a leak, a girl drugging player, two "Wasteland Warriors" (a male and a female npc) claiming money for trespassing their turf and a guard asking for papers/documents. I am curious what it'll happen next 😀

 

LE 2: I've never get "conditions failed" message. I noticed two dead bodies (one in the slums, the other one near the slums and Golden Sphinx), but I don't know if patch was the culprit.

 

I undid the debug entry which limited the approach scenes (first 8 events never fired).

 

My fix should not lead to dead bodies, i just added the optional flags to the quest aliases. 

The rest are just some script addions fpr searching viable actors.

 

Posted
4 hours ago, Cealapa said:

 

Liliana's quest isn't finished.

Access to Spire restaurant is granted by Don Capone, the owner of Queen of Hearts Casino after two rounds of debtor quest. After finishing the second one just talk to the guy at casino's reception.

  

What do you mean by completing two rounds of the mission? I took out the loan and lost it twice, and I've already finished the jobs, but the receptionist isn't saying anything new. The only thing I've received is a mission "to expand the casino."

Posted (edited)
5 hours ago, aitorr0º said:

What do you mean by completing two rounds of the mission? I took out the loan and lost it twice, and I've already finished the jobs, but the receptionist isn't saying anything new. The only thing I've received is a mission "to expand the casino."

 

Two completed quests. After you regain your freedom twice you can talk to receptionist who will send you to Don Capone. Did Capone give you the Expand the casino mission? Because this is the way to go to Spire restaurant for fund raising. Go to the tower building and talk to "Contact", a female npc who will let you enter the Spire. 

   

Edited by Cealapa
Posted
22 hours ago, Cealapa said:

 

Two completed quests. After you regain your freedom twice you can talk to receptionist who will send you to Don Capone. Did Capone give you the Expand the casino mission? Because this is the way to go to Spire restaurant for fund raising. Go to the tower building and talk to "Contact", a female npc who will let you enter the Spire. 

   

Don Capone gave me the mission and I was able to access it, but I don't have the key. After correctly completing the phases and returning to report to Capone, he said the second phase was starting, but nothing else happened—the mission has stalled. Thank you for your help 😄

Posted
24 minutes ago, aitorr0º said:

Don Capone gave me the mission and I was able to access it, but I don't have the key. After correctly completing the phases and returning to report to Capone, he said the second phase was starting, but nothing else happened—the mission has stalled. Thank you for your help 😄

 

You're welcome 👍

 

The quest isn't finished yet, it stops after you report to Capone. Did you noticed some room's keys/access cards on the counter of one of the two bars (I don't remember exactly which one)? Although you can open those doors using unlock in console, it doesn't break any quest. 

Posted
2 minutes ago, Cealapa said:

 

You're welcome 👍

 

The quest isn't finished yet, it stops after you report to Capone. Did you noticed some room's keys/access cards on the counter of one of the two bars (I don't remember exactly which one)? Although you can open those doors using unlock in console, it doesn't break any quest. 

I didn't see it, but then I can use player.additem, thanks!

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