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@theodor9099 have you tried going back down to where she got stuck, maybe use her teleporter? I had that happen once at Fort Hagen. Went back to the Kellogg room and left again. fixed the issue. 

46 minutes ago, theodor9099 said:

Don't want to reload a earlier save because i have it waaay to back, and i'm being lazy to redo everything

LOL I feel that in my SOUL 

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21 hours ago, kchurchjr said:

@desafinado56 So the first bit with Debby, gotcha. I assume you've attempted reloading saves right before starting into the deep? I poked over at Tech and Docs and didn't see anything for setstages on that quest. I also assume you are not using dialogue mods? 

 

@theodor9099 when did she start to get stuck after the raiders were cleared. you've shown that you know some console commands (I usually have to google them) what about Disable and enable on ivy? Sometimes I get (unrelated) issues where I cant enter dialogue with Ivy or Preston, or every leave a workbench "Player.moveto Player" 99% fixes it and I'm back at it. Dumb question, but have you tried reloading an earlier save?

I am using XDI, however it was never an issue before, i have reloaded saves and when i noclip out of the room she starts talking and i get a dialogue tree.

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A bug was identified today where:

 

- If Ivy is dismissed and sent to a settlement.

- You pick up a porn mag

- She sometimes starts walking towards you, even if you're halfway across the map.

 

I am currently addressing this issue for the 5.2 release which should come ASAP.

Once she is in this state: The work around is to travel to her location so she can finish the remark about the magazine.

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3 hours ago, Reginald_001 said:

A bug was identified today where:

- If Ivy is dismissed and sent to a settlement.

- You pick up a porn mag

- She sometimes starts walking towards you, even if you're halfway across the map.

In a similar way when Ivy is directed to "Stay There" via dialogue, any number of triggers seem to break that and she will walk/run or teleport to the player. My workaround is to "TAI" her in console, but it feels like pulling the plug on your best friend. ?

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4 hours ago, dosfox said:

In a similar way when Ivy is directed to "Stay There" via dialogue, any number of triggers seem to break that and she will walk/run or teleport to the player. My workaround is to "TAI" her in console, but it feels like pulling the plug on your best friend. ?

That is because the CK offers no proper way of informing through code whether the companion is in a 'favor' status or not. There are checks for it, and they are implemented, yet ignored by the engine. Nothing to do about that short of reprogramming it.

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10 minutes ago, desafinado56 said:

I fucked up i meant to say i use FDI not XDI.

It's alright. Both FDI and XDI should not interfere with Ivy's workings, unless they somehow break script fragments in dialogue topics (which to my knowledge they don't). The only problem that XDI should introduce is that of players needing to remember the shared dialogue topics, such as 'service menu' where the player only says 'yeah' as I'm using shared dialogue wherever possible.

 

It remains weird that Debby didn't speak to you and it might be any other mod interfering. Especially framework mods tend to hook into NPC interactions, but also more benign mods like Push Companions can sometimes interfere with it, when it tries to hook into standard dialogue.

 

The ultimate issue is that there are over a kazillion mods out there currently and many of them override vanilla behavior in some fashion or the other.

For me as mod author to 'start' making Ivy compatible with all those mods is like cleaning the floor while the bath is still plugged and the tap is running.. (dweilen met de kraan open <-- dutch) there will never be an end to it as modders will not stop any time soon with making new mods for Fallout 4.

 

For this reason I ultimately made the decision to have Ivy work and function with the Vanilla version of Fallout 4, first and foremost.

And wherever I can I will try to work around issues with mods, or the existing vanilla issues (such as not really being able to find out if Ivy is in 'command' mode, etc..).

 

If noclipping in/out worked.. well.. I'm completely stumped as to what could be causing that. :(

I've seen this happen though with vanilla quests and even in main missions so perhaps it is a vanilla bug, that's present inside Fo4.

It could just as well be something with Debby's NPC, but there's not much that can go wrong with such a simple NPC.

(She has only one follow package and about 120 idles and some quest dialogue).

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1 hour ago, Reginald_001 said:

It's alright. Both FDI and XDI should not interfere with Ivy's workings, unless they somehow break script fragments in dialogue topics (which to my knowledge they don't). The only problem that XDI should introduce is that of players needing to remember the shared dialogue topics, such as 'service menu' where the player only says 'yeah' as I'm using shared dialogue wherever possible.

 

It remains weird that Debby didn't speak to you and it might be any other mod interfering. Especially framework mods tend to hook into NPC interactions, but also more benign mods like Push Companions can sometimes interfere with it, when it tries to hook into standard dialogue.

 

The ultimate issue is that there are over a kazillion mods out there currently and many of them override vanilla behavior in some fashion or the other.

For me as mod author to 'start' making Ivy compatible with all those mods is like cleaning the floor while the bath is still plugged and the tap is running.. (dweilen met de kraan open <-- dutch) there will never be an end to it as modders will not stop any time soon with making new mods for Fallout 4.

 

For this reason I ultimately made the decision to have Ivy work and function with the Vanilla version of Fallout 4, first and foremost.

And wherever I can I will try to work around issues with mods, or the existing vanilla issues (such as not really being able to find out if Ivy is in 'command' mode, etc..).

 

If noclipping in/out worked.. well.. I'm completely stumped as to what could be causing that. :(

I've seen this happen though with vanilla quests and even in main missions so perhaps it is a vanilla bug, that's present inside Fo4.

It could just as well be something with Debby's NPC, but there's not much that can go wrong with such a simple NPC.

(She has only one follow package and about 120 idles and some quest dialogue).

When i nocliped out i thought that perhaps it was placing me on the wrong room, since the moment i did that and interacted with the terminal she spoke and i got a dialogue tree, so first i think i should ask this am i suposed to spawn next to debby ? in a room with stairs going up to a barricaded door that has a sleeping bag for her and a note named scruffy?

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4 hours ago, desafinado56 said:

When i nocliped out i thought that perhaps it was placing me on the wrong room, since the moment i did that and interacted with the terminal she spoke and i got a dialogue tree, so first i think i should ask this am i suposed to spawn next to debby ? in a room with stairs going up to a barricaded door that has a sleeping bag for her and a note named scruffy?

Yup. And then first thing is you have to talk to her. She then opens the door for you.

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People always forget to stop, and realize just how amazing this life we live is.

 

I look at my youth And remember making 'custom paper dolls' of anime like the Marineboy cartoons I watched as a kid so I could play with custom created content.

 

Flash forward and now it's being done in color, in 3d, completely self actuated, to the point of amazement.

 

While the young people of today haven't lived long enough to really appreciate what they are looking at, I believe when I'm long gone and they have another 30 tears on them, they too can look back and appreciate how far things have come.

 

Ivy is Love

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16 hours ago, dosfox said:

In a similar way when Ivy is directed to "Stay There" via dialogue, any number of triggers seem to break that and she will walk/run or teleport to the player. My workaround is to "TAI" her in console, but it feels like pulling the plug on your best friend. ?

12 hours ago, Reginald_001 said:

That is because the CK offers no proper way of informing through code whether the companion is in a 'favor' status or not. There are checks for it, and they are implemented, yet ignored by the engine. Nothing to do about that short of reprogramming it.

 

In addition the favors have behavior that I would consider bugs in the vanilla game. E.g. during my testing, I found that NPCs who are told to stay will happily stay even if I walk to the other side of the map, but as soon as I fast-travel they will teleport to my side. To make things worse, it looks like some elevator rides are technically implemented as fast-travelling, causing followers to teleport ?.

 

Bottom line: If you want to have a fully working "stay" command for your NPC, you need to implement it yourself. The solution that I am using in Real Handcuffs is that I remove the "player teammate" flag when bound actors are told to stay and add a "hold position" package. I also mark them as "can be commanded by player", and when the player gives them another command I re-add the "player teammate" flag. Quite a lot of scripting for such a simple thing.

 

About figuring out if an actor is currently doing a command, I have not found a good way of doing that either. The only (bad) way that I am currently aware of is calling GetCurrentPackage() and checking if the returned package is one of the command packages. This is quite hacky and either requires hardcoding the two command packages, or using additional scripting to evaluate the default objects CommandModeActivatePackage_DO / CommandModeTravelPackage_DO. Both ways can fail if other mods temporarily replace the command packages (as my mod does).

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On 12/27/2019 at 3:08 AM, Reginald_001 said:

Yes this is a known issue that's been solved (for 5.2).

 

You have two ways of fixing it in game: 1) Go back to the original settler she was speaking to.

2) Find the 'ivy chats with an NPC' quest in your consol and stop it like that.

Thank you for your reply! I was able to revert to a previous save. I can't wait for your update and looking forward to Ivy 6.0 with a new voice actress!

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1 hour ago, kchurchjr said:

@VenomSnake122 What exact skin are you trying to use? I use a skin mod for her too and the method to change in Looksmenu hasn't changed for me.

 

I can and will help and teach, just need a little more info

Sorry for confusion , I mean body skin, not face...

I use my personal body skin mod. before Ivy v5.1, I extracted Ivy texture ba2 file and replaced it with my texture, just like how the  Unique Followers and Heather works.

 

But now, I don't know I placed the body texture on the wrong path or Ivy doesn't support this feature...

I tried on these two path: CompanionIvy\textures\Actors\Character\Ivy

                                        CompanionIvy\textures\Character\Ivy

 

Both didn't work though

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@VenomSnake122 AH. I use a Looksmenu skin overlay and add it to her that way in game. As far as how you do it, Did you repack you custom textures into a ba2 file? maybe make an overlay and add it that way?

 

@Camaro89rs No Follower mod really comes close to Ivy. ALSO, I use LE so there's that.

I LOVE Inigo personally he is a must in my game. Viconia uses her custom voice from Baldur's Gate (Yummy Drow) some also recommend Vilja (Her voice got on my nerves) Aurlyn is an unsung Gem and Recorder is always good for the LOLs. Misty is another one that's funny as hell.  I LOVE Acalypha custom look and Ambriel is also good

Vanilla wise, Serana is still my Waifu

Top link, any mod by nachtdaemmerung77 is gold. Love the way they reused voice files to create custom voices

https://www.nexusmods.com/users/2572102

https://www.nexusmods.com/skyrim/mods/28941

https://www.nexusmods.com/skyrim/mods/28941

https://www.nexusmods.com/skyrim/mods/40960

https://www.nexusmods.com/skyrim/mods/26393

https://www.nexusmods.com/skyrim/mods/83416

https://www.nexusmods.com/skyrim/mods/68683 

https://www.nexusmods.com/skyrim/mods/83060

https://www.nexusmods.com/skyrim/mods/80283

https://www.nexusmods.com/skyrim/mods/78762

 

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Not sure if this was covered anywhere else, but, when running something like UCF, and bringing Ada along for the Mechanist missions, is Ivy supposed to be the one opening the doors when you ask Ada to scan them?

 

I find it odd that Ivy does, but you can't make her directly scan the access devices.

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35 minutes ago, JMccovery said:

Not sure if this was covered anywhere else, but, when running something like UCF, and bringing Ada along for the Mechanist missions, is Ivy supposed to be the one opening the doors when you ask Ada to scan them?

 

I find it odd that Ivy does, but you can't make her directly scan the access devices.

When you use the companion mod, it will be.The first companion on the list opens the door.

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