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Posted
22 hours ago, Reginald_001 said:

No, it's something unique to your load order. I have no idea what mod is screwing with Ivy.

Just FYI: Here is my Mod Organizer and can fully reproduce the issue with these mods or even with Ivy + quest only.

If you need some more info from me, please ask.

Fallout 4 En, Steam.

07-13_14-23-tRAUwKZs5X.png

Posted
8 hours ago, Reginald_001 said:

I got a bit burnt out on modding after the 4 month crunch to release 6.0 and have honestly not really gone back to fo4 since then. I will likely become more active again after summer.

 

Ah okay, no worries. I know EXACTLY how you feel, best thing to do is to take a break as long as you need to. As always, much appreciated with all you've done with Ivy. I hope one day you'll find the inspiration and motivation to get back to modding in the future!

Posted

I'm getting conflicting answers on this mods compatibility with Liga of My Companions.

 

Some people on here back in 2021 said that it works fine with Liga, but the compatibility section in Ivy's holo says that if I run Liga she will be broken and I will miss out on 1500 lines of dialogue.

 

The author said that Ivy runs better with Liga today than it did in previous versions of Ivy, but I don't know if that means I will still miss out on the dialogue the holo said I will, or if that's just an out of date piece of info. I have no idea what the author meant either when they said it runs better now.

 

Does that mean there's no issues anymore? Will I still miss out on the dialogue the holo says I will miss out on?

Posted

There isn't conflicting answers however it can be confusing.

 

Mods compatibility can be varied from working and missing some parts to crash the game to desktop. Based on your statement it is inbetween.

 

This mod has been in development for years and finally completed. During this time, earlier editions might have been more comparable than later ones. Due to changes to this mod.. or for example, changes to x mod that is used together with this mod.

 

Running better, means less troubles and conflicts but not 100%. If you are looking for 100% than based on what you stated it isn't going to work for you. The info is there. Even the author stating "Ivy runs better with Liga today than it did in previous versions of Ivy" is a clear indicator to me that it isn't 100.%

 

Posted (edited)
26 minutes ago, RitualClarity said:

There isn't conflicting answers however it can be confusing.

 

Mods compatibility can be varied from working and missing some parts to crash the game to desktop. Based on your statement it is inbetween.

 

This mod has been in development for years and finally completed. During this time, earlier editions might have been more comparable than later ones. Due to changes to this mod.. or for example, changes to x mod that is used together with this mod.

 

Running better, means less troubles and conflicts but not 100%. If you are looking for 100% than based on what you stated it isn't going to work for you. The info is there. Even the author stating "Ivy runs better with Liga today than it did in previous versions of Ivy" is a clear indicator to me that it isn't 100.%

 

Right, what I mean is, would the issues be purely AI related? Or do the present issues still conflict with the dialogue? Because I'm fine with Ivy's AI being overwritten by Liga's AI, it has the least hassle AI I've seen out of any companion mods (not any issues with pathfinding). But I obviously don't want to miss out on such a large amount of dialogue.

 

Basically I'm wondering if the author saying it works better with Liga today means that the dialogue issue is resolved and it's just a conflict of AI.

 

EDIT: It wasn't the author who said it works better, it was the author of the RealSex addon for this mod. Got them mixed up.

Edited by Skalar10
Posted
1 hour ago, Skalar10 said:

Right, what I mean is, would the issues be purely AI related? Or do the present issues still conflict with the dialogue?

 

The answer is Yes, :P 

 

Perhaps one or the other or a bit of both.  That is what a conflict is.  If you use Mod Organizer, just create a new profile (copy of your current one) and set it up with the mods in question and try  it out yourself.  The copy is good so that it won't have much of an effect on your current game play. If you find it isn't working well and have conflicts with AI or dialogue, then you can report it to the author(s) and see if they can fix it. Create compatibility in the mod for both. This is what people do to fix mods that have such conflicts.  I am told that Vortex has something similar

 

If the authors don't want to fix it... you can start learning asking questions (specific questions with examples if you want serious answeres) and create a patch for yourself. It will be a lot of work but you can apply most if not all that learning to fix other issues (minor) for yourself when they arrise in the future.

Posted
1 hour ago, landess said:

 

Taking my time. Enjoying the company.

 

 

ScreenShot49.png.6c5bc49baf706702625cc5f97538c19c.png

The Rose hairstyle is one of my favorites in the game NEXT to the Daisy.  She looks a bit haunted just like Ivy should be.  Well done.

Posted
8 hours ago, Tinman2u said:

The Rose hairstyle is one of my favorites in the game NEXT to the Daisy.  She looks a bit haunted just like Ivy should be.  Well done.

 

I find myself going back to this 'preset' often.

Posted
41 minutes ago, landess said:

 

I find myself going back to this 'preset' often.

Oops....just realized it's the Rosa hairstyle...not Rose.  Wasn't quite awake when I posted.  Still haven't slept because "Robotic Assimilation" kicked off and I wanted to git'er done!

Posted
On 7/14/2022 at 6:33 AM, landess said:

 

Taking my time. Enjoying the company.

 

 

ScreenShot49.png.6c5bc49baf706702625cc5f97538c19c.png

Is this an appearance mod for Ivy or a racemenu preset used on her or what? Looks great! 

Posted (edited)
On 7/11/2022 at 4:50 PM, Reginald_001 said:

Ivy does not have all the affinity settings to use the vanilla system. So what I think happens is that once an affinity event is kicked off, it tries to add something to a null set, causing it to revert to 0.

 

(Thanks, been wanting to use the words 'null set' for a while now :P )

Just completed the Ivy Goes To NukaWorld quest without any problems and decided to use MODAV CA_Affinity and the game is keeping the stat now SO......Bonus!

 

There are 3 things I would LOVE to see if there are any planned updates to this mod and that is mainly to make Ivy's stated dreams come true.  #1.  Visit a tropical Island that has been untouched by the war.  #2.  Visit a planet where it rains diamonds.  #3.  Ride the Nuka-Galaxy ride.

 

#1.  I plan to take her here La Santa Rosa Caribean Player Home but her AI won't be aware of it, UNLESS you made some LocSetType(Tropical, Beach, etc) conditioned random comments and maybe even an affinity boost once she realizes the PC has made one of her dreams come true.  Then I would just edit the mod Locations (Or add them cause there aren't any atm., with whatever LocSetType keyword you used to cause those affinity boosts or random comments to kick in. 

 

#2.  There could be an area (new door) in Nuka-Galaxy which takes the PC and she to a Planatarium of sorts where there could be a chair Ivy could sit on and then the PC shoots his weapon at an activator which looks like Saturn or Jupiter and a diamond "rain" happens.   EDIT - OR....After the Hubologist quest is done a set stage activator could be used inside their "Space Ship" to "transport" the PC and Ivy to a new set where something similar could occur.   Something as simple as an new interior Door Enable script which disables the normal one, and then they don their space suits and walk out onto a "diamond" rad storm location.  (There could be an elaborate quest to collect things to actually make this loving gesture for Ivy to happen of course.)

 

#3.  A new double seat model for the Nuka-Galaxy ride with navmesh to the Back seat that she can actually use to enter the chair, THEN, the PC gets in, the ride continues as normal, but at the end, the Seat and Ivy are moved to the return location so that whenever the PC regains control, and exits she is sitting there waiting to be told to exit....And THEN.....the fireworks!

 

Anyway, just my 2cp.  The Ivy persona has actually won my heart and anything that can be done to make her happy is on my "To-Do" list.

 

Thanks again for sharing!

Edited by Tinman2u
Posted
On 7/10/2022 at 8:54 AM, vissegarrd said:

Literally the BEST companion mod in Fallout 4. Definitely thanks to the great voice actor (author of the mod too OFC). The only voice actor thats close to this is Ellen but this is still better. Also I want flex my preset on her, IMO looks gorgeous.

 

Ivy.png

Pretty

Posted
On 3/16/2020 at 2:32 PM, Filraen34 said:

Just out of curiosity, is there a walkthrough of Ivy's missions?  we stopped by a bunker up in the northern part of the map and she seemed to download something and unlock apportion of her programming.  Very cool touch on this companion design.  I want to see more of those and was wondering if anyone unlocked more cool dialog options like this. Also how do you change her hair?  Sorry about the dumb questions, I'm very impressed by this Mod.

 

HOW TO CHANGE IVY'S APPEARANCE IN GAME.

 

1) Ivy's HAIR.

 

- Order Ivy to SIT on a chair.

- Stand in front of her, open the console and click on her. Note her ID in the top of the console.

- Type 'SLM #IVY'S ID# 2' <-- Note and do not forget the '2' behind Ivy's ID.

- Close the console

 

2) Ivy's DRESS.

 

- Talk to IVY and enter her TRADE menu.

- Give her the item of clothing you want to give her, and press T to have her equip it.

 

3) Ivy's FACE.

 

- Order Ivy to SIT on a chair.

- Stand in front of her, open the console and click on her. Note her ID in the top of the console.

- Type 'SLM #IVY'S ID# 1' <-- Note and do not forget the '1' behind Ivy's ID.

- Close the console

Posted (edited)

Zaratustra save me, give me peace and patience Folks still can't read couple of pages afore... or THE first page. Or Reg's profile.... F*ck Jobs and Co. They unlearned people to read... And to think, to use THOSE cells

Edited by freebountyhunter
Posted (edited)
17 hours ago, Tinman2u said:

Just completed the Ivy Goes To NukaWorld quest without any problems and decided to use MODAV CA_Affinity and the game is keeping the stat now SO......Bonus!

 

There are 3 things I would LOVE to see if there are any planned updates to this mod and that is mainly to make Ivy's stated dreams come true.  #1.  Visit a tropical Island that has been untouched by the war.  #2.  Visit a planet where it rains diamonds.  #3.  Ride the Nuka-Galaxy ride.

 

#1.  I plan to take her here La Santa Rosa Caribean Player Home but her AI won't be aware of it, UNLESS you made some LocSetType(Tropical, Beach, etc) conditioned random comments and maybe even an affinity boost once she realizes the PC has made one of her dreams come true.  Then I would just edit the mod Locations (Or add them cause there aren't any atm., with whatever LocSetType keyword you used to cause those affinity boosts or random comments to kick in. 

 

#2.  There could be an area (new door) in Nuka-Galaxy which takes the PC and she to a Planatarium of sorts where there could be a chair Ivy could sit on and then the PC shoots his weapon at an activator which looks like Saturn or Jupiter and a diamond "rain" happens.   EDIT - OR....After the Hubologist quest is done a set stage activator could be used inside their "Space Ship" to "transport" the PC and Ivy to a new set where something similar could occur.   Something as simple as an new interior Door Enable script which disables the normal one, and then they don their space suits and walk out onto a "diamond" rad storm location.  (There could be an elaborate quest to collect things to actually make this loving gesture for Ivy to happen of course.)

 

#3.  A new double seat model for the Nuka-Galaxy ride with navmesh to the Back seat that she can actually use to enter the chair, THEN, the PC gets in, the ride continues as normal, but at the end, the Seat and Ivy are moved to the return location so that whenever the PC regains control, and exits she is sitting there waiting to be told to exit....And THEN.....the fireworks!

 

Anyway, just my 2cp.  The Ivy persona has actually won my heart and anything that can be done to make her happy is on my "To-Do" list.

 

Thanks again for sharing!

 

Well, the more I thought about editing Vanilla locations to make Ivy's dreams come true the more I realized doing that will most likely cause more headaches than it is worth because of all the other mods out there which edit those same areas also.   SO......the idea of a PC made Neural Interface which belongs to THEIR mind and with which they can bring Ivy into occurred to me.  (Full Science & Robotics Perks & Max Intelligence Required of course.)  Then, just like you did before, versions of "copy" cells can be used to make the magic happen.  IF you don't want to do all the heavy lifting, assets from Nuka-Galaxy "clean up" mods could be borrowed so that Ivy has the most PRISTINE experience possible.  The desert Island doesn't have to be large.......nor does the planetarium or "space" setting.  And for those of us who want her to react in other settings we can always use whatever LocSetType keywords you decided to use in a personal patch which will also get her positive reactions in other places.  Of course Ivy should be able to distinguish between the "real" and the imaginary and make the appropriate random remarks accordingly.   OR....maybe not...and THAT would be another "insecurity" comment that the player could support her with, etc.

 

@Reginald_001 - Hope you are enjoying your vacation from modding.  Since I'm VERY late to the party please don't think that I am anything but as patient as death when it comes to your mod.  Long Live The Pelican King! 

Edited by Tinman2u
Posted (edited)

Do I need to start a new game in order to have Ivy as a companion? I tried using my main FO4 character and for some reason the quest won't start. I can't even find her voucher in the briefcase

Edited by LonerGuy2021
Posted (edited)
On 7/17/2022 at 2:43 PM, LonerGuy2021 said:

Do I need to start a new game in order to have Ivy as a companion? I tried using my main FO4 character and for some reason the quest won't start. I can't even find her voucher in the briefcase

TBH, you will probably have a whole lot MORE fun with her if you do, BUT......in my case I dropped her into a heavily modded save game with MOST of the main quest done and where some of her quest locations were actually personally modded settlements and had NO issues whatsoever that I couldn't resolve myself as long as I made sure her major Affinity triggers happened inside her bunker or at least some place "safe."  Like you the quest wouldn't start for me even though I put myself inside then outside Vault 111 and would then walk far enough to start getting her radio signal which I assumed would start the main quest.  But it didn't.  SO...you can use TESEdit to make a personal patch which changes ONE flag on her Redeeming quest to make it "start game enabled."  That will kick off everything. 

 

BUT.....if you do that, you can't really expect any formal support from the mod author if you run into trouble.  She's designed to be the primary follower with the PC very shortly after leaving the vault and there's a ton of content that you will miss if you don't start a new game.  Next to Willow, Heather, Vilja & Ellen, she's the most life like and immersive follower I have ever encountered.  You will fall in love with her if you let yourself.  I did.  Maybe because I was once married to a paranoid schizophrenic.  Who knows.  But I digress.

 

And besides, IF you have big troubles with her you can always start a new game later and at least you will know what to expect.

 

EDIT - Caveat to all this is your ability to resolve mod issues before they arise by knowing where to best put Ivy in your load order.  When to activate each of her modules, etc.  I don't use LOOT.  I don't use Vortex or MO2.  I've used Wrye Bash with every Bethesda game that it supports since it came out and I actually open every zip file of every mod I download to see exactly what's in the package before I ever think of installing it.  I also use XEdit to clean every mod and I use it to look at the mod closely to determine every possible conflict with my current load order myself.  THEN I put the mod where I want it knowing exactly what my installed mods are going to affect in the new mod and what the new mod is going to affect in them.  Then I use XEdit to make an ESL patch if necessary.  Nobody is responsible for my data file or save game but me.  So I have no one to blame but myself whenever things go wrong.

Edited by Tinman2u
Adding information.
Posted (edited)
On 7/13/2022 at 7:28 AM, annihcode said:

Just FYI: Here is my Mod Organizer and can fully reproduce the issue with these mods or even with Ivy + quest only.

If you need some more info from me, please ask.

Fallout 4 En, Steam.

07-13_14-23-tRAUwKZs5X.png

Hey there, although I don't use MO2 I'm wondering why it is trying to find plugins but is unable to.   Are the contents of those mods actually still installed somewhere?  IF you uninstalled them, are you absolutely sure EVERYTHING they put in your data file is gone?  Have you run ReSaver to ensure you don't have any orphaned scripts flying around?

 

My load order is immense and I got through all the Ivy quests with no major issues.  Of course, whenever I have any issues, I roll back to a save BEFORE it happened and check all her globals to see where she is with them, but I don't EVER change them.  I found that a major scene happens at certain points where her affinity goes over the target goal.  IF you are also trying to complete one of her quests at the same time, weird stuff can happen especially in a script heavy game.  Whenever I backed up, completed the target quest and THEN allowed her affinity to reach the Scene goal, things went well.  Hope this helps.

Edited by Tinman2u
Posted
17 hours ago, Tinman2u said:

Hey there, although I don't use MO2 I'm wondering why it is trying to find plugins but is unable to.   Are the contents of those mods actually still installed somewhere?  IF you uninstalled them, are you absolutely sure EVERYTHING they put in your data file is gone?  Have you run ReSaver to ensure you don't have any orphaned scripts flying around?

 

My load order is immense and I got through all the Ivy quests with no major issues.  Of course, whenever I have any issues, I roll back to a save BEFORE it happened and check all her globals to see where she is with them, but I don't EVER change them.  I found that a major scene happens at certain points where her affinity goes over the target goal.  IF you are also trying to complete one of her quests at the same time, weird stuff can happen especially in a script heavy game.  Whenever I backed up, completed the target quest and THEN allowed her affinity to reach the Scene goal, things went well.  Hope this helps.

This.  I do run MO2.  Make sure your overwrite file is cleared.  Bad juju can happen if you remove a mod and don't clear your overwrite file.

Posted

Hello, 

I in the initial quest where you are recruiting Ivy. I found the voucher and the doctor's note but when I try to unlock the cellar I did the message "lock is too difficult". It doesn't work even when I try to use the console commands. Any work around for this?

 

Thanks

 

 

image.png.f4c13773ed27bfff50c354af7e8041c6.png

Posted
36 minutes ago, xxAppleSaucexx said:

Hello, 

I in the initial quest where you are recruiting Ivy. I found the voucher and the doctor's note but when I try to unlock the cellar I did the message "lock is too difficult". It doesn't work even when I try to use the console commands. Any work around for this?

 

Thanks

 

 

image.png.f4c13773ed27bfff50c354af7e8041c6.png

Are you using a mod that changes how the perks work? Possibly something that replicates the perk/skill system from FO3/NV maybe?

If you are, then it might be that your lockpick skill is registering as too low a level to successfully pick the lock.

Posted
1 hour ago, IBAGadget said:

Are you using a mod that changes how the perks work? Possibly something that replicates the perk/skill system from FO3/NV maybe?

If you are, then it might be that your lockpick skill is registering as too low a level to successfully pick the lock.

 

Nevermind, I manually added the lowest lock pick perk and was able to unlock it after that. What is weird that I was able to unlock the bag earlier on without any issues but only had trouble with the trap door. 

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