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Posted (edited)
23 hours ago, Tr_veller said:

I know it's me and I know I'm being stupid, but at what point does Ivy start the dream sequence (Into the Deep?) missions? I think I'm maxed out on affinity (we're in love) and I've asked about erotic memories etc - she says the next time I should get the last few, but that never seems to happen... What have I missed?

"Into the Deep" is conditioned by your PC level.  You have to be level 17 unless you patch the quest to remove or change that condition,  I actually had "Robotic Assimilation" kick off BEFORE "Into the Deep" which made absolutely NO sense because it is conditioned NOT to start until a global variable is set by finishing "Into the Deep."  SO.,.....maybe Ivy IS sentient after all.  Who knows?

 

EDIT - Oh, and if you can try to get yourself to level 17 BEFORE her affinity goes over 62 and the kick-off scene for "Into the Deep" should run like a charm.  It did for me AFTER I patched the quest conditions to allow a lower level and everything flowed smoothly from there.  Heather actually decided to join me in Ivy's mind which was a good way to boost her affinity with all those terminals I got her to hack AND the synths we killed.  Fun times!  ☺️

 

EDIT2 - Here's Reginald_001's post about the level requirement:

 

 

Edited by Tinman2u
Posted

Hi; please help me out with downloading?
 

First I created a LoversLab account then hit the download button. Rather than the files going straight to my PC, I was taken to google drive? Can't download from LL straight to my PC?
While in google drive, I attempted to download the main zip file and got this error:
"Can't download file. To download this file, try enabling third party cookies for drive." Since I saw no cookie setting in GDrive settings, I went to windows 10 settings and checked 'accept all cookies'. Went back to Gdrive and still get the error. Hope you have a solution or i'll just put Miss Ivy outta my head. Thanks
I never use google drive so it's a simple thing I'm overlooking - I hope

Thanks
Show less
 
Posted (edited)
17 hours ago, Tinman2u said:

"Into the Deep" is conditioned by your PC level.  You have to be level 17 unless you patch the quest to remove or change that condition,  I actually had "Robotic Assimilation" kick off BEFORE "Into the Deep" which made absolutely NO sense because it is conditioned NOT to start until a global variable is set by finishing "Into the Deep."  SO.,.....maybe Ivy IS sentient after all.  Who knows?

 

EDIT - Oh, and if you can try to get yourself to level 17 BEFORE her affinity goes over 62 and the kick-off scene for "Into the Deep" should run like a charm.  It did for me AFTER I patched the quest conditions to allow a lower level and everything flowed smoothly from there.  Heather actually decided to join me in Ivy's mind which was a good way to boost her affinity with all those terminals I got her to hack AND the synths we killed.  Fun times!  ☺️

 

EDIT2 - Here's Reginald_001's post about the level requirement:

 

 

Firstly - thank you for replying :)

 

I'm presently at lvl 45 and have had Ivy with me the whole time.. Not sure what the affinity is set - I'll go see if I can find it

 

<edit>

found it: 132!!! 

 

So, something's gone a bit nuts. I did notice a part about alternate start (which I do have loaded) , I wonder if that might be a problem

Edited by Tr_veller
Posted (edited)
5 hours ago, Tr_veller said:

Firstly - thank you for replying :)

 

I'm presently at lvl 45 and have had Ivy with me the whole time.. Not sure what the affinity is set - I'll go see if I can find it

 

<edit>

found it: 132!!! 

 

So, something's gone a bit nuts. I did notice a part about alternate start (which I do have loaded) , I wonder if that might be a problem

Wow!  Ya, something is definitely wrong.  Thinking only Reg or an Old Timer might have a workaround answer for you on this one.  Are you on the Discord?  IF not, I highly recommend you pop in and post your current sitrep and see if anybody has any ideas.  Good luck!

 

EDIT - Maybe......resetquest _ivy_compDebby_Startup?   Please check with Reg before you do that but getting that quest back on track seems necessary for you,

Edited by Tinman2u
Posted
2 hours ago, Tinman2u said:

Wow!  Ya, something is definitely wrong.  Thinking only Reg or an Old Timer might have a workaround answer for you on this one.  Are you on the Discord?  IF not, I highly recommend you pop in and post your current sitrep and see if anybody has any ideas.  Good luck!

 

EDIT - Maybe......resetquest _ivy_compDebby_Startup?   Please check with Reg before you do that but getting that quest back on track seems necessary for you,

 

I'll wait and hope he pops his head in then :)

 

I wonder if I need to visit certain places? She has come up with lines that indicate there are 'problems' (debug errors and the like - and a reset command section)

 

Posted

Make a hard save before experimenting and keep it safe. But I think there's not much you can do to fix this. This is usually caused by multifollower mods, like EFT, AFT, LIGA etc.. but can happen with some AAF plugins as well as with some Alternate Start mods.

 

You can try the debug options in her controller holotape. If that doesn't work, there's nothing to do but skip that quest by issuing the command:

 

set _ivy_AI_Blocker_Unlocked to 1

After that Ivy will act like Into The Deep was completed successfully.

Posted
19 hours ago, Reginald_001 said:

Make a hard save before experimenting and keep it safe. But I think there's not much you can do to fix this. This is usually caused by multifollower mods, like EFT, AFT, LIGA etc.. but can happen with some AAF plugins as well as with some Alternate Start mods.

 

You can try the debug options in her controller holotape. If that doesn't work, there's nothing to do but skip that quest by issuing the command:

 

 

set _ivy_AI_Blocker_Unlocked to 1

 

After that Ivy will act like Into The Deep was completed successfully.

 

Thanks for the info; I've got no companion Mods (or AAF etc) apart from Heather loaded and it was a fresh start with Ivy 6.0, but I do wonder if there was something with Heather as I had a weird glitch due to upgrading that mod just after I started...

 

I'll play around, and if the worst comes to worst I'll skip the quest as I did complete it on a previous run through with 5.x

Posted (edited)

I have a general question (not strictly related to Ivy but I'm asking here since on my current save I have her as active follower).

 

Basically, companions are useless in combat. I don't know what happened because on all my previous saves Ivy was a monster in combat; especially after upgrading her Hypercombat. However this time, that's not the case.

 

Firstly, I went to Goodneighbor to wipe triggermen in warehouses (side quest given by Charlie) and she didn't kill even 1 (one) hostile NPC despite having the great weapon and over 1000 rounds of required ammo (though she doesn't use ammo, as far as I can tell). I don't use any mods that alter companion behavior in combat, nor do I use any mods that allow more than one active follower - it was just the player and Ivy.

 

After that, I went to Lexington (didn't fast travel) and on the way there I ran into a dozen zombies (FallEvil - Mega Zombie Pack; but I also use Zombie Walkers so I get to fight more zombies). She was more effective out here in the open, but I noticed that despite literal horde of zombies approaching her she doesn't attack - instead, she will just wait for one of zombies to strike her first, then she attacks.

 

I've been trying to find the culprit of this for a long time now and it's not the first time I'm experiencing this issue. However, last time this happened I had MacCready as a follower and thought the issue was with vanilla companions, and Ivy always worked outstandingly well.

 

Is there anything I can do to fix the issue? Mods such as GCM (Game Configuration Menu), SCM (Survival Configuration Menu) and AN2 are configured literally the same (for each save I always make sure to configure them exactly as I did on the previous save), and as far as I can tell the issue happens randomly and the end result is almost always starting a new save.

 

Hopefully someone has more info on this and is willing to share, thanks in advance!

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

I have a general question (not strictly related to Ivy but I'm asking here since on my current save I have her as active follower).

 

Basically, companions are useless in combat. I don't know what happened because on all my previous saves Ivy was a monster in combat; especially after upgrading her Hypercombat. However this time, that's not the case.

 

Firstly, I went to Goodneighbor to wipe triggermen in warehouses (side quest given by Charlie) and she didn't kill even 1 (one) hostile NPC despite having the great weapon and over 1000 rounds of required ammo (though she doesn't use ammo, as far as I can tell). I don't use any mods that alter companion behavior in combat, nor do I use any mods that allow more than one active follower - it was just the player and Ivy.

 

After that, I went to Lexington (didn't fast travel) and on the way there I ran into a dozen zombies (FallEvil - Mega Zombie Pack; but I also use Zombie Walkers so I get to fight more zombies). She was more effective out here in the open, but I noticed that despite literal horde of zombies approaching her she doesn't attack - instead, she will just wait for one of zombies to strike her first, then she attacks.

 

I've been trying to find the culprit of this for a long time now and it's not the first time I'm experiencing this issue. However, last time this happened I had MacCready as a follower and thought the issue was with vanilla companions, and Ivy always worked outstandingly well.

 

Is there anything I can do to fix the issue? Mods such as GCM (Game Configuration Menu), SCM (Survival Configuration Menu) and AN2 are configured literally the same (for each save I always make sure to configure them exactly as I did on the previous save), and as far as I can tell the issue happens randomly and the end result is almost always starting a new save.

 

Hopefully someone has more info on this and is willing to share, thanks in advance!

Great question and one that has been asked and re-asked on as many forums as you can imagine since the game came out.  Why do companions have such lousy combat responsiveness?  Game Engine limitations is probably the main reason because each companion has a script rolling with them that most NPC's just don't have.  Not sure if their combat AI has to fight with the script to determine their next actions but there may be a bottleneck of sorts which slows down even further with a script heavy mod load. 

 

Maybe using the console to increase aggression (Setav 2BC 2 but NEVER 3) would do the trick as well as increasing confidence (SetAV 2BD), OR maybe forcing a new combat AI on them with a patch will do it.  Better Settlers gave all of the workshop NPC's the cz_RaiderRangedGood combat AI, and they seem to do well with it, but their scripts are much shorter than the average follower.  I found a few mods on the Nexus that tried to alleviate this issue but nothing that appears current.  I learned that Bethesda actually started to implement follower tactics dialogue but then cut it from the game.  Go figure.

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

Great question and one that has been asked and re-asked on as many forums as you can imagine since the game came out.  Why do companions have such lousy combat responsiveness?  Game Engine limitations is probably the main reason because each companion has a script rolling with them that most NPC's just don't have.  Not sure if their combat AI has to fight with the script to determine their next actions but there may be a bottleneck of sorts which slows down even further with a script heavy mod load. 

 

Maybe using the console to increase aggression (Setav 2BC 2 but NEVER 3) would do the trick as well as increasing confidence (SetAV 2BD), OR maybe forcing a new combat AI on them with a patch will do it.  Better Settlers gave all of the workshop NPC's the cz_RaiderRangedGood combat AI, and they seem to do well with it, but their scripts are much shorter than the average follower.  I found a few mods on the Nexus that tried to alleviate this issue but nothing that appears current.  I learned that Bethesda actually started to implement follower tactics dialogue but then cut it from the game.  Go figure.

I would not do any of this with Ivy. She has dynamic combat packages set through scripting, based on configuration within the controller holotape. Anything that you 'patch' onto her NPC records will just break her.

 

Also scripts are not interfering with her combat packages, which have a far higher priority in the script engine. Once combat fires, everything else is stalled.

 

On 9/6/2022 at 11:42 AM, rubber_duck said:

I have a general question (not strictly related to Ivy but I'm asking here since on my current save I have her as active follower).

 

Basically, companions are useless in combat. I don't know what happened because on all my previous saves Ivy was a monster in combat; especially after upgrading her Hypercombat. However this time, that's not the case.

 

Firstly, I went to Goodneighbor to wipe triggermen in warehouses (side quest given by Charlie) and she didn't kill even 1 (one) hostile NPC despite having the great weapon and over 1000 rounds of required ammo (though she doesn't use ammo, as far as I can tell). I don't use any mods that alter companion behavior in combat, nor do I use any mods that allow more than one active follower - it was just the player and Ivy.

 

After that, I went to Lexington (didn't fast travel) and on the way there I ran into a dozen zombies (FallEvil - Mega Zombie Pack; but I also use Zombie Walkers so I get to fight more zombies). She was more effective out here in the open, but I noticed that despite literal horde of zombies approaching her she doesn't attack - instead, she will just wait for one of zombies to strike her first, then she attacks.

 

I've been trying to find the culprit of this for a long time now and it's not the first time I'm experiencing this issue. However, last time this happened I had MacCready as a follower and thought the issue was with vanilla companions, and Ivy always worked outstandingly well.

 

Is there anything I can do to fix the issue? Mods such as GCM (Game Configuration Menu), SCM (Survival Configuration Menu) and AN2 are configured literally the same (for each save I always make sure to configure them exactly as I did on the previous save), and as far as I can tell the issue happens randomly and the end result is almost always starting a new save.

 

Hopefully someone has more info on this and is willing to share, thanks in advance!

 

Use the controller holotape to configure her combat package. Melee packages are more aggressive than the sniper package, which keeps distance. It sounds to me like one of your installed mods is interfering with her AI. For me she is very aggressive, ONCE I start combat OR if she is attacked by someone, not before.

Edited by Reginald_001
Posted
10 minutes ago, Reginald_001 said:

I would not do any of this with Ivy. She has dynamic combat packages set through scripting, based on configuration within the controller holotape. Anything that you 'patch' onto her NPC records will just break her.

 

Also scripts are not interfering with her combat packages, which have a far higher priority in the script engine. Once combat fires, everything else is stalled.

 

 

Use the controller holotape to configure her combat package. Melee packages are more aggressive than the sniper package, which keeps distance. It sounds to me like one of your installed mods is interfering with her AI. For me she is very aggressive, ONCE I start combat OR if she is attacked by someone, not before.

 

Thanks for replying!

 

Oddly enough, simply restarting the game seems to have (partly) solved the issue. What I find the most interesting is the following:

 

After I posted the question I jumped back to the game and crafted some clothing/armor pieces (mostly Vtaw's WD7 and WD8 stuff). Then, I put the crafted clothes to Ivy's inventory and made her equip it. Bare in mind, those clothing pieces provide about 10-25 damage resistance individually, and I crafted about 7 items and equipped those on her. This does offer some protection (well, more than her default dress) and ever since she started working normally.

 

I have no idea if companion's combat confidence boosts while wearing more/stronger armor, but it did the trick. I didn't modify her combat whatsoever (controller holotape), and she has the same weapon she had when I originally posted the question.

 

Like I said, I experienced this issue with vanilla companions only, but never with Ivy; therefore I decided to ask. Honestly, to me it seems that each new save brings new issues and bugs, despite having exactly the same setup and running the same mods. But, it's Bethesda's game we're talking about here so I don't know why am I surprised. I've been playing Fallout 4 for years and experienced quite a few bugs, so at this point I really shouldn't be surprised whatsoever.

 

Nonetheless, thanks for replying! I won't say how much I enjoy playing with Ivy since I've said that back in January (couple of times, actually) when I first gave V6.0 a shot. It's by far my favorite companion and I simply cannot imagine Fallout 4 without her. Mega thanks for creating and sharing such a wonderful mod, and I sincerely hope newer versions (if planned) will be as good and have the same voice actress as V6.0 (seriously, the chick who did her voice sounds amazing!).

 

Keep up the great work and take care!

Posted

I want to run the Mechanist DLC but keep Ivy with me, so I figured I should install RAM-FM to allow this... only when I click on the link in Discord (v0.5) it comes back with an error for the file. Is this the right version, and do I need RAM-FM to have along for the DLC content?

Posted
6 hours ago, Tr_veller said:

I want to run the Mechanist DLC but keep Ivy with me, so I figured I should install RAM-FM to allow this... only when I click on the link in Discord (v0.5) it comes back with an error for the file. Is this the right version, and do I need RAM-FM to have along for the DLC content?

I actually didn't notice that Ivy had much to contribute to the Mechanist quest line, SO, I parked her at home and ran through it with Heather and Ada as a Servitron.  That way I avoided the multi-follower glitch where someone besides Ada gets that lock opening gizmo installed.  The quest is pretty quick so I didn't go into Ivy withdrawals too much.  No idea how RAM-FM will treat Ada or if it will overcome that glitch.  I pretty much only use it for Vanilla quests whenever I want to make sure Ivy's dialogue contributions get played but I also want a related vanilla companion along for the ride as well.  IMHO, Heather and Nick are a much better pair of followers to take to Far Harbor initially, for the added quest content alone.  Heather and Ivy are THE go to girls for Nuka World and you don't need RAM-FM to take them there.  Guess if you wanted to add a vanilla follower like Gage, RAM-FM would work.  I usually do Open Season fairly quickly and Gage is toast within a day at Nuka World, SO......no clue about that really.

Posted
2 hours ago, Tinman2u said:

I actually didn't notice that Ivy had much to contribute to the Mechanist quest line, SO, I parked her at home and ran through it with Heather and Ada as a Servitron.  That way I avoided the multi-follower glitch where someone besides Ada gets that lock opening gizmo installed.  The quest is pretty quick so I didn't go into Ivy withdrawals too much.  No idea how RAM-FM will treat Ada or if it will overcome that glitch.  I pretty much only use it for Vanilla quests whenever I want to make sure Ivy's dialogue contributions get played but I also want a related vanilla companion along for the ride as well.  IMHO, Heather and Nick are a much better pair of followers to take to Far Harbor initially, for the added quest content alone.  Heather and Ivy are THE go to girls for Nuka World and you don't need RAM-FM to take them there.  Guess if you wanted to add a vanilla follower like Gage, RAM-FM would work.  I usually do Open Season fairly quickly and Gage is toast within a day at Nuka World, SO......no clue about that really.

 

I have done Far Harbour with Heather and Nick and have to agree: brilliant combination. I'm running the new version of Heather this time as well, and she's asked to go to FH for our honeymoon (weird girl :D ) I'll park Ivy for the run through of the mechanist then and leave RAM-FM for the time being.

 

Thanks for the reply :) 

Posted
30 minutes ago, leolong said:

I just installed the mod, is it possible to get her without having to restart the whole game? and where can I find her?

Upgrading from an older version needs a new save, not sure about installing without an older one.

 

I am guessing a new play through is needed. It would be best anyways as the sooner you get Ivy the more interactions and observations you'll get :)

 

The quest starts when moving from 111 to Sanctuary.

Posted
19 hours ago, Tr_veller said:

 

I have done Far Harbour with Heather and Nick and have to agree: brilliant combination. I'm running the new version of Heather this time as well, and she's asked to go to FH for our honeymoon (weird girl :D ) I'll park Ivy for the run through of the mechanist then and leave RAM-FM for the time being.

 

Thanks for the reply :) 

 

Started the quest and Ivy is now acting like my psycho ex-girlfriend :D She's rocking up uninvited and causing arguments. Slightly more death and violence with Ivy though...

Posted
6 hours ago, leolong said:

OK I FOUND HER...what does ivys diary have to do with anthing important? should I return it to her or just keep it for fun?

How you treat Ivy determines how she treats YOU in the long run.  You reap what you sow.

Posted
3 minutes ago, Tinman2u said:

How you treat Ivy determines how she treats YOU in the long run.  You reap what you sow.

 

and there is SO much sowing with Ivy; so very, very much...

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