Riggswolfe Posted November 11, 2011 Posted November 11, 2011 I'm getting stuck. I talk to Dermot. He leads me into the sewers and says a dialogue about taking my ammo. Despite knowing it's a dumb idea I hand my ammo over. He walks into a dead end room, turns to face me and does...nothing. Two men walk out of the room as he is going in but they just keep walking and don't interact other than if I talk to them I get the little small talk dialogue.
jbezorg Posted November 11, 2011 Posted November 11, 2011 I'm getting stuck. I talk to Dermot. He leads me into the sewers and says a dialogue about taking my ammo. Despite knowing it's a dumb idea I hand my ammo over. He walks into a dead end room' date=' turns to face me and does...nothing. Two men walk out of the room as he is going in but they just keep walking and don't interact other than if I talk to them I get the little small talk dialogue. [/quote'] I'm working on it now, I'll look into it. EDIT: found the problem. Expect an update soon.
jbezorg Posted November 11, 2011 Posted November 11, 2011 Ambush bug addressed. This update adds the following: If Dermot or St. James see you with a weapon, you will be attacked. You have 5 seconds to kill them before they detonate the collar. If either of them see the player wearing cloths or armor, the player will be asked to strip. Refuse, and they will attack you. 5 seconds before the collar detonates. Latest Version
Dee383 Posted November 12, 2011 Posted November 12, 2011 Would This Mod Cause Sunny Smiles To Start Shooting At Me ...
Riggswolfe Posted November 12, 2011 Posted November 12, 2011 The latest upload allowed me to proceed into the ambush correctly. Am I right in assuming it is basically all about earning money and giving it to them until you figure out a way to escape? THere's not a quest perse correct?
Trinar Posted November 12, 2011 Posted November 12, 2011 The latest upload allowed me to proceed into the ambush correctly. Am I right in assuming it is basically all about earning money and giving it to them until you figure out a way to escape? THere's not a quest perse correct? Yep, all about escaping (and surviving). Sounds like good changes - will give it a try when I am done reinstalling NV.
Dee383 Posted November 12, 2011 Posted November 12, 2011 How Close To New Vegas Do You Need To Be , Because Im In Vegas But I Dont Remember Seeing A Quest Popup
monolith Posted November 12, 2011 Posted November 12, 2011 There is no popup. The "quest" starts by talking to dermot (or st.james) in westside and choosing to go with them to the sewers. Most Plugins are unmarked or secret quests in that they don't track it in the pipboy and don't give popup messages. Quests are just used to handle conversation and AIPackages. The problem with proper quststages with tracking and messages is that you apparently can't reverse the stages. Sewerslave is a PI that could make use of some stages at the start, but once working in the sewers it would be too much of a hassle i guess.
ronttu Posted November 12, 2011 Posted November 12, 2011 On the topic of adding stuff to the mod, perhaps it'd be in the best interests of Dermot to keep the PC fed if playing on hardcore. Nothing fancy, and if you don't earn your keep, you don't eat, but when they come to collect, and you have enough to satisfy them, they might drop some food and water for you, just so their investment doesn't die of starvation.
ilythiir Posted November 12, 2011 Posted November 12, 2011 Can male PCs do this kind of adventure? I don't think so, no.
Trinar Posted November 12, 2011 Posted November 12, 2011 Ambush bug addressed. This update adds the following: If Dermot or St. James see you with a weapon' date=' you will be attacked. You have 5 seconds to kill them before they detonate the collar. If either of them see the player wearing cloths or armor, the player will be asked to strip. Refuse, and they will attack you. 5 seconds before the collar detonates. [/quote'] Does not seem to work (at least for me) Tried some different armors but nothing happened. The kidnapping part you added earlier seem to work well!
Warnolo Posted November 12, 2011 Posted November 12, 2011 Can male PCs do this kind of adventure? I don't think so' date=' no. [/quote'] aw... I guess i can't ask for a tweak so both genders can play that.
Insidiator Posted November 12, 2011 Posted November 12, 2011 I still have both St James and Dermot show up for money leading to the first getting the caps and the stuff and the second getting angry because I have nothing to give him.
Dee383 Posted November 12, 2011 Posted November 12, 2011 How Do You Get Rid Of The Ghoul Pherimones ... After You Use Them ....
Dee383 Posted November 13, 2011 Posted November 13, 2011 Ive Waited / Sleeped For Over 72hrs And Ive Still Got Them {Effects} I Do Wonder If I Escaped Sooner Than I Should Have . Dermot Only Came For Payment Twice Then I Killed Him And The Other One And Dissarmed My Collar And Ran ...
jbezorg Posted November 13, 2011 Posted November 13, 2011 Would This Mod Cause Sunny Smiles To Start Shooting At Me ... No reference to Sunny Smiles exists within the mod. It was cleaned with FNVEdit before posting and all stray reference were removed. Though "weirdness can happen" when there are multiple mod updates to an existing save game. I have plenty of high level characters that wound up getting deleted because of mod shuffling. They became crash-to-desktop unplayable. Save you load order in FOMM often.
jbezorg Posted November 13, 2011 Posted November 13, 2011 How Do You Get Rid Of The Ghoul Pherimones ... After You Use Them .... Wait 24 hours. I bumped that down to 10 min.. When I first played through, Ghoul Pherimones stayed on for several days game time. Made me wonder if FONV changed effect duration to a real time measurement.
jbezorg Posted November 13, 2011 Posted November 13, 2011 There is no popup. The "quest" starts by talking to dermot (or st.james) in westside and choosing to go with them to the sewers. Most Plugins are unmarked or secret quests in that they don't track it in the pipboy and don't give popup messages. Quests are just used to handle conversation and AIPackages. The problem with proper quststages with tracking and messages is that you apparently can't reverse the stages. Sewerslave is a PI that could make use of some stages at the start' date=' but once working in the sewers it would be too much of a hassle i guess. [/quote'] It's been changed. Head toward Wesiside. Also, by default, health has to be below 20% and there is only a 20% that a kidnapping will occur. Latest Version You also need data the pack from here
monolith Posted November 13, 2011 Posted November 13, 2011 I already had the new version but did not test it yet. I saw the MCM sliders for health and slavery and wondered how this works. *heads for westside*
jbezorg Posted November 13, 2011 Posted November 13, 2011 Would This Mod Cause Sunny Smiles To Start Shooting At Me ... No reference to Sunny Smiles exists within the mod. It was cleaned with FNVEdit before posting and all stray reference were removed. Though "weirdness can happen" when there are multiple mod updates to an existing save game. I have plenty of high level characters that wound up getting deleted because of mod shuffling. They became crash-to-desktop unplayable. Save you load order in FOMM often. Actually... there may have been a reference to Sunny Smiles dialog. There is an Add Topic Bug that will sometimes give an incorrect ID to a topic. The "Oh Crap ! She's got a weapon!" topic that was added for Dermot & St. James ( making them attack the player when enslaved and weapon equipped ) had that bug. It had a FalloutNV.esm ID and that could have been one of Sunny's dialog topics.
Dee383 Posted November 13, 2011 Posted November 13, 2011 I Was Doing Pretty Well On This Until I Went Into The Ghoul Infested Sewers , I Had Already Done A Quest In Vault 34 And Got Raped By A Glowing One So The Ghouls Were My Friends .. And The Ghouls Killed Both Dermot & Saint So I Ended Up Looting Their Bodies And Releasing Myself .. I Couldnt Workout Why I Got A Quest Failed ( The Coyotes ) . Until I Looked On The FONV Wiki ..
Warnolo Posted November 13, 2011 Posted November 13, 2011 Well, my GECK is a buggy piece of shit so i can't do it myself, but could anyone post a tweaked version of the mod having the quest avariable for both genders?
windu190 Posted November 14, 2011 Posted November 14, 2011 Though, if you escape, and if they haven't been killed, I may add Dermot or Saint James putting the word out to freeside thugs & fiends to try to recapture you. Are you already planning to use this, or are you still thinking about it? Just curious, I would really like that feature
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