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Stripper Pole


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Posted

Okay I have 3.2 rar and 3.3 installed i go up to the pole and hit home like you say to do but nothing happens. I try to assign a settler to it and they walk up to it stand there for a few seconds then walk away. Help please. I see how awesome this mod is but I'm getting really frustrated with it. Am i just being stupid and am missing something or what?

 

Posted

Can anyone  help me find the radio station replacer that went so well with this mod?  I did a deep clean of my install folder and accidentally deleted the mod in the process. :(

Posted
On 8/31/2025 at 8:54 AM, Hilshavetoes said:

Okay I have 3.2 rar and 3.3 installed i go up to the pole and hit home like you say to do but nothing happens. I try to assign a settler to it and they walk up to it stand there for a few seconds then walk away. Help please. I see how awesome this mod is but I'm getting really frustrated with it. Am i just being stupid and am missing something or what?

 

 

I get that a lot as well. The best workaround i;ve found is to go into workshop mode, and rotate the pole a bit.  Sometimes it just seems that there's not enough space for the npc to get on teh pole (even when there clearly is) so rotating it seems to help.

Posted
4 hours ago, astor said:

 

I get that a lot as well. The best workaround i;ve found is to go into workshop mode, and rotate the pole a bit.  Sometimes it just seems that there's not enough space for the npc to get on teh pole (even when there clearly is) so rotating it seems to help.

Mhmmm I'll definitely try that. Maybe I'll make a place just for the poles

 

 

 

Posted
5 hours ago, astor said:

Can anyone  help me find the radio station replacer that went so well with this mod?  I did a deep clean of my install folder and accidentally deleted the mod in the process. :(

 

you mean this one?🤷‍♀️

 

  • 3 weeks later...
Posted
9 hours ago, Joosh2021 said:

 

Same here. 

You can find the Poles in Workshop Mode under Resources > Miscellaneous.

 

If it isn't showing up, double check that the mod is installed and the esp is active.    I just re uploaded this and found the poles (four of them).  

  • 1 month later...
Posted
On 2/26/2023 at 7:35 AM, squarezero said:

If this mod starts causing CTD before the main menu it is because of a bug between Vortex and Windows 11, (not a problem with this mod) which creates a problem with the AnimTextData folder. Any mod that adds that folder will cause this problem. There is no fix with Vortex, installing manually will not help. To recover your game you need to uninstall this mod and any other that adds the AnimTextData folder and purge your mod list, then re-deploy. Or manually delete the AnimTextData folder (even if its empty it will still crash your game if you're using vortex). I can confirm that switching from vortex and using MO2 to install and manages your mods instead fixes the problem.

For anyone having CTDs before the main menu using vortex with windows 11. There is actually a fix I found on redit. Here it is :

 

Windows 11 sometimes has permission issues with that folder specifically, which isn't a problem on Windows 10. Try both of these commands while running command prompt and powershell as admin (and use your own directory path).

cmd:

attrib -r "C:\Games\Steam\steamapps\common\Fallout 4\Data\Meshes\AnimTextData" /S /D

PowerShell:

Get-ChildItem -Path "C:\Games\Steam\steamapps\common\Fallout 4\Data\Meshes\AnimTextData" -Recurse | ForEach-Object { $_.Attributes = 'Normal' }

You may need to run the command again every time Vortex deploys animation related mods.

 

Original post :

 

 

Posted
41 minutes ago, Somok88 said:

For anyone having CTDs before the main menu using vortex with windows 11. There is actually a fix I found on redit. Here it is :

 

Windows 11 sometimes has permission issues with that folder specifically, which isn't a problem on Windows 10. Try both of these commands while running command prompt and powershell as admin (and use your own directory path).

cmd:

attrib -r "C:\Games\Steam\steamapps\common\Fallout 4\Data\Meshes\AnimTextData" /S /D

PowerShell:

Get-ChildItem -Path "C:\Games\Steam\steamapps\common\Fallout 4\Data\Meshes\AnimTextData" -Recurse | ForEach-Object { $_.Attributes = 'Normal' }

You may need to run the command again every time Vortex deploys animation related mods.

 

Original post :

 

 

That folder (AnimTextData) needs to be INSIDE an archive, the sooner the better.

Try the https://www.nexusmods.com/fallout4/mods/87907 CM toolkit and CAO.

  • 2 months later...
Posted
On 8/9/2021 at 8:19 PM, Sgt. Marge said:

 

 

In order to have them dance all the time, I added the property   

propertyname bWork24Hours
Type Bool
Flags Edited
Bool True

underneath the VMAD - Virtual Machine Adapter > Scripts (Sorted) > Properties by using xedit (FOEdit).  I'll put in a screen shot to make it more clear what this looks like.  I don't know how to make a patch, I just edited the Alex_Stripper_Pole_2.esp directly.  I tested it yesterday and the settler that is on the pole danced all night and day.  I don't know if I will have to reassign my other dancers, but will edit my post if anything else is needed to get this to work.

 

Adding this property should work for other furniture in other mods as well, unless something overrides it.  You can add this to one or more of the poles, or all of them, depending what you want.  Just make sure to give your dancers plenty of water so they stay hydrated while dancing 24 hours straight!!  ;)

 

Maybe someone else can make this an actual patch.  I can upload my edited esp file here if I'm allowed to.

 

Cheers

 

 

  Hide contents

bWork24Hours.png

 

 

How to make them sleep at night?

  • 2 weeks later...
Posted (edited)

dude, you've got to learn versioning conventions.

Major.Minor.Patch

Major = New standalone version.
Minor = New feature, still requires the earlier Major.
Patch = Bug fix, minor alteration to existing features.

As you have them labeled right now, 
I've been getting v3.3 that requires v2.0,
Then I tried v.3.3 + v2.1, which still requires v.2.0

I'd recommend renaming v3.3 to v.2.3 as it still requires the v2 Major.

EDIT:
And v3.3 still requires Alex_Stripper_Pole_2.esp
but all your files only contains Alex_Stripper_Pole.esp, Alex_Stripper_Pole_2_1.esp and Alex_Stripper_Pole_Working_HOURS.espimage.thumb.png.5ce5c83185b48b83d319b90620147086.png

Edited by HEFTW
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