elyssamcalpine Posted November 25, 2011 Posted November 25, 2011 I had earlier versions of this working fine, but I updated, and now whenever I go to West Side, the game crashes the second the area loads, without fail.
ChancellorKremlin Posted November 25, 2011 Posted November 25, 2011 I had earlier versions of this working fine' date=' but I updated, and now whenever I go to West Side, the game crashes the second the area loads, without fail. [/quote'] The exact same thing happens to me. Consistently. Even with a clean save and all the mods disabled. It did not use to happen before either. It would be useful if someone could track the source of this crash, and in honesty, I'm glad to see I am not the only one with this problem.
rawr22 Posted November 25, 2011 Posted November 25, 2011 I had the issue with being permanently unconscious after being kidnapped, but the 'resurrect' command fixes that. Been running around in circles for a while now, quite a fun mod. What are the different ways you can escape?
shanyu Posted November 26, 2011 Posted November 26, 2011 I had the issue with being permanently unconscious after being kidnapped' date=' but the 'resurrect' command fixes that. Been running around in circles for a while now, quite a fun mod. What are the different ways you can escape? [/quote'] I was constantly encountering that as well. nice to know resurrect works. as for ways to escape... I've experimented with- - pickpocketing the controller off him - paying someone for a gun and attacking him (wasn't very successful) - getting the ghoul pheromones from the doc, exploring the lower sewers, and equipping myself much better for the fight. I'd like to see a way to interrupt fighting him if its clear you're going to be defeated. Kinda would let the slave resist a bit and "get shown your place" without it leading to death.
ChancellorKremlin Posted November 27, 2011 Posted November 27, 2011 My only two problems are with him showing up anywhere after 24 hours if you have the 'escaped' stat on MCM and have indeed escaped without killing him, and him treating the whole thing normally. (ie taking your caps then screwing him) Hell, I even killed him once and he still spawned next to me 24 hours later. My other problem is that I keep crashing at west side (or near there)
dogface Posted November 28, 2011 Author Posted November 28, 2011 I just discovered an amazing oldschool game called Jagged Alliance 2, so all my gaming time has been spent on that recently, and I haven't so much as touched NV since my last posts here, but I just want to say ; wow. I'm utterly amazed at the way you guys are improving this mod. If you want to start a new thread so more active modders can keep it on the OP without moderator assistance (or if you want to do literally anything else with it), go right ahead. I might chip in a bit later and make a few contributions to it, but right now I'm stuck on JA2 (if anyone out there thought Fallout Tactics was remotely okay, they need to try JA2)
ChancellorKremlin Posted November 28, 2011 Posted November 28, 2011 If you liked Fallout Tactics and Jagged Alliance 2, you may appreciate X-COM: UFO/ENEMY UNKNOWN and X-COM: Terror From The Deep, both excellent games.
monolith Posted November 28, 2011 Posted November 28, 2011 Be sure to use the 1.13 patch/mod for JA2. JA2 is the best squad based tactical game ever made imo. Shame nowadays its mostly about the pew pew and the looks and not about difficulty and immersion.
Trinar Posted November 28, 2011 Posted November 28, 2011 Atm two new JA games are in the works: JA online and JA: Back in Action So lets hope those don't share the fate of MoO 3
monolith Posted November 28, 2011 Posted November 28, 2011 More likely it will share the fate of fallout:( Back in Action will be more "accesible" removing turn bases comat in favor of realtime. More shiny, mora action, less tactics... oh well, enough ot, sorry.
windu190 Posted November 28, 2011 Posted November 28, 2011 Back ontopic: A few questions: -Shouldn't the first post be updated with all the changes that have been made so far? -Who is working on this mod at the moment? -Will the possibility to be a slave somewhere else (not in the sewers) be added? (maybe it already has, I don't know).
prideslayer Posted November 28, 2011 Posted November 28, 2011 Back ontopic: A few questions: -Shouldn't the first post be updated with all the changes that have been made so far? It was once recently' date=' by Loogie. -Who is working on this mod at the moment? I think jbezorg is the man now. I think he should also probably start his own thread, so the OP can be continually updated as you mention. -Will the possibility to be a slave somewhere else (not in the sewers) be added? (maybe it already has, I don't know). Was discussed early on, you can see the discussion in this thread. Short version: Probably not. An overall slavery mod that mods like this one can use is a better way to do that. Then modders can add their own 'slaver' esps that can communicate together through that interface.
windu190 Posted November 28, 2011 Posted November 28, 2011 It was once recently, by Loogie. No I mean update the main post with all the features it contains so far. Loogie only added the latest file. It would probably for the best if this mod got a new post.
prideslayer Posted November 28, 2011 Posted November 28, 2011 It was once recently' date=' by Loogie.[/quote']No I mean update the main post with all the features it contains so far. Loogie only added the latest file. It would probably for the best if this mod got a new post. Agree 100%
windu190 Posted November 28, 2011 Posted November 28, 2011 When you are captured, Dermot says something like: Obey or I'll sell you to motor runner, or cook cook (or something like that). Being captured was added later, so does this mean the possibility of being sold is still being worked on?
irzal Posted November 30, 2011 Posted November 30, 2011 Hello everyone. I just started playing this mod and it seems to have an escape option implemented by now, right? (Just in case, I did not kill my main safe. ) One question, though: How can I get a doctor's bag. The ghoul doctor doesn't seem to have one and I was raped into crippledness. Edit: And while I am at it: Will I get my inventory when I am able to free myself? And how exactly can I achieve this? I already amassed a few weapons to kill Dermot but how do I get rid of the collar? Thanks btw for this mod, it is fun to play.
ilythiir Posted November 30, 2011 Posted November 30, 2011 You free yourself either through dialogue with the people living in the sewer, or through pickpocketing Dermot or St. James. Your stuff is in a container at Dermot's apartment.
demongoat Posted December 1, 2011 Posted December 1, 2011 lol has anyone noted this? the pregnancy mod and sewerslave will not work right with each other. it strips you of everything but if you are pregnant and dermont takes the body if it adds one. i think it bugs it out because i was sinking through the floor and getting stuck in animations. may retry it for sure though.
Halstrom Posted December 1, 2011 Posted December 1, 2011 lol has anyone noted this? the pregnancy mod and sewerslave will not work right with each other. it strips you of everything but if you are pregnant and dermont takes the body if it adds one. i think it bugs it out because i was sinking through the floor and getting stuck in animations. may retry it for sure though. That's quite possible, I haven't had the chance to play Sewer Slave yet, too busy coding , and unfortunately no current way to get around it, I am working on a system to go with SexoutNG that will make mods more compatable for stuff like this, A Sexout Common Resources plugin so we pet everyones assets in a common pool so mods can detect stuff like pregnancy bodies without being reliant on the Pregnancy esp.
ChancellorKremlin Posted December 3, 2011 Posted December 3, 2011 I know someone else complained about this problem, but has ANYONE ELSE experienced crashes near Westside and its vicinity? I'm almost absolutely certain its this plugin, but it would be nice if I could have confirmation from anyone else. Apart from that, it seems to work flawlessly. Oh, except maybe for Dermott showing up after you've escaped and even killing him to collect his caps. Is this plugin still being worked on?
windu190 Posted December 4, 2011 Posted December 4, 2011 It would be cool if you are forced to dance at the Thorn. Maybe someone can add that? I know this is just one of those "do something with the Thorn" requests. But seriously, why not use the Thorn for at least something?
ChancellorKremlin Posted December 4, 2011 Posted December 4, 2011 I use it to gamble on easy bets like fiends vs nightstalkers to make money to get out of there. Hate to join the bandwagon, but it would be cool if Dermott found out you are gambling instead of selling yourself, or if Red Lucy refused to take your bets because of your position as a sewerslave, or even made use of you herself.
irzal Posted December 5, 2011 Posted December 5, 2011 I am trying to expand the mod a bit, by adding e.g. different dialogue to the NCR soldiers one could meet in the sewers as well as different quests to break free, and am trying to figure out GECK. However I am already unsure how some things work. If I understand the screenshot down there correctly, the answer to disarm the collar will be displayed if the player character has science over 55 and the NPC has a kindness token in his/her inventory. There is also a check for a remote token, but since the value is zero, it is of no consequence. (Is this right?) The only difference to the "No" answer is the science value, which must then be under 55. My character has science of 80 and never ever got this dialogue. She always gets the "No" option. How come?
prideslayer Posted December 5, 2011 Posted December 5, 2011 I am trying to expand the mod a bit' date=' by adding e.g. different dialogue to the NCR soldiers one could meet in the sewers as well as different quests to break free, and am trying to figure out GECK. However I am already unsure how some things work. If I understand the screenshot down there correctly, the answer to disarm the collar will be displayed if the player character has science over 55 and the NPC has a kindness token in his/her inventory. There is also a check for a remote token, but since the value is zero, it is of no consequence. (Is this right?) The only difference to the "No" answer is the science value, which must then be under 55. My character has science of 80 and never ever got this dialogue. She always gets the "No" option. How come? [/quote'] You've almost got it figured out.. The 'S' next to all those conditions means 'Subject', which in the context of quest dialogs, means the NPC -- not the player. It's checking that the NPC you're talking to: - Has Science >= 55 - Has a Kindness token - Does NOT have a remote token In short, you pretty much understand things, just have to pay attention to subject vs. target, and also, 0 doesn't mean "of no consequence", it's checking the count of items in inventory. It doesn't want this dialogue option to be available on NPCs that have the remote control.
irzal Posted December 5, 2011 Posted December 5, 2011 Thanks a lot, now this makes a bit more sense. I was suspecting that it might be the NPC, however, according to the GECK Wiki "Target" meant the NPC and "Subject" the player: The Run on Target checkbox is used to indicate that the function should be run on the actor’s current target instead of on the actor themselves. Since this one was run on "Subject" and not on "Target", I assumed it meant the player (assuming further that "actor" meant the PC and therefore "Target" the NPC.) Just to explain how I reached this conclusion. I will now look further into how I make responses dependent on the players reputation with the faction, because it put me off, that she was raped by the NCR guys in the Sewer, while actually being the awesome hero of the NCR.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now