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Posted (edited)

@DSHV I do not know if anyone else has noticed that before (and see no point in checking thread if there is no notification on mainpage) - there are a lot of overwrites from the VoicePack's esp use data most likely taken from ancient version of PoS which alter properties of NPCs in current version, and as such is sadly no longer compatible with it - changing/forwarding actor voice field alone makes sense but all other fields overwrites simply don't. I would take it down from download page until it gets updated or at least put a red text warning so folks that do not have habit (or skills) to make appropriate patch on their own, should think twice before installing it or be prepared for bad surprises of unforeseeable (for me at least) impact.

 

edit:

Finished sniffing thru changes in 1.8.5 version. Found two null-references Targets that I cannot decide if are intended or not - because their type is "Specific Reference" - packages xx08A8EB and xx08A8F0 (pos185packagesNullRefs.7z<- compare it against 1.8.4 so it will be easier to see what exactly I'm talking about). Could you please take a closer look and tell me? Thanks in advance.

 

Edited by PippinTom
update2 - added dump
Posted

Any chance of the files to be uploaded to another file sharing site like google drive seeing as mega seems to always have some form of an issue when trying to download something (download resets, freezes, fails etc, for no real reasons but the moment you get a paid subscription with them the issues disappear)

Posted

 

15 hours ago, PippinTom said:

you did actually tested this quest yourself after report

I have a game without animations to quickly test the mod.

Most likely the changes to NPCs are the addition of voice types to them. In POS they all have the same empty type, but for voice files they need new ones.

Yes, these are the clerk sit packages from the Expansion quest. Although the packages themselves still have furniture, but during the test NPCs stood, I re-sit them in 1.8.6.

13 hours ago, Sampon said:

Where should I be escorted?

The quest with the quest markers should appear. As far as I remember, the first stop was a group of raiders on the direct path to Nuka-World.

8 hours ago, not a BT shirt said:

Any chance of the files to be uploaded to another file sharing site like google drive

Yes, it doesn’t work well for me either, but a VPN solves the problems. There is a chance, but I am not familiar with other file holders.

1.8.6:
- I patched the old Non-XDI version with the same fixes, everything should be identical
- A few AI packages fixed.

While I was working, I found my old idea: a fat woman is looking for an escaped slave, but she is already enslaved by a man, so the fat woman decides to enslave the PC. What do you say? The mod's update doesn't have a lot of responses, so I probably shouldn't bother with it.

Posted
31 minutes ago, DSHV said:

I have a game without animations to quickly test the mod.

 

So you didn't then. Reporting anything scenes related makes no sense.

 

25 minutes ago, DSHV said:

While I was working, I found my old idea: a fat woman is looking for an escaped slave, but she is already enslaved by a man, so the fat woman decides to enslave the PC. What do you say? The mod's update doesn't have a lot of responses, so I probably shouldn't bother with it.

 

Honestly I don't know if you are asking me; in general or what PC's response should be in described situation. In first case - I don't particularly fancy fat women in video games (fat robot, maybe); second - who am I to speak for everyone; third - silent "2 ounces of lead, one in the belly, one in the head" seems like valid escape option.

 

----

some questions of my own, as usual - spoilers alert

Spoiler

Single Vagina of Steel dose lasts 24 hours and since it's real time, I'm not sure it was intended, was it?

 

Nuker -- he is so far the only one in a bunch I've picked up for my settlements that even via console commands cannot be converted/re-adjusted to act as usable settler that at least works a little - all he does is wasting space while sitting near the bar all day long (he doesn't even sleep as far as I can tell, not mentioning to use the toilet from time to time like decent cohabitant should), at first he was funny, even gave me one micro-quest, but after a while his presence become annoying.

Is there any legit way to get rid of him? If not - is it safe to just disable-and-delete him then or he still has something significant to do in the future?


Brutus -- is there any grand plan for him being a follower beyond conversations about historical origins of his name? Once, after asking about something conversation strayed to books as a source of knowledge, so he asked to go to the library, but no marker has been added on the map and IIRC nothing changed in my quests. I even tried to take him to the library, (which at this time was already cleared off) but this trip didn't trigger any further new dialog options. Is it bug and there is something more there that I'm missing?
From time to time I prefer to do some quest alone, but he refuses to go away, despite having option in the dialog responses list for that. In fact that initial list of responses seems bugged. because option to dismiss him cannot be clicked using mouse - nothing really happens - actually any noticeable reaction can be triggered only via numeric shortcut - what is weird. There were some additional issues with that lists behavior that I cannot recall at the moment - so they are probably less important to me. Anyway - the only legit way to dump him I found so far is to recruit any other followed that will automatically push him off to one of my settlements.

Separate thing is that IMHO he lacks initiative... (comparing to Bait, or probably even better raw model - that brute Orc from ToH, I just can't recall his name atm), and unless explicitly asked does not bother PC with demands of any sorts, so after a while having him following player like a polite beta-dog that companionship gets equally breing as if he was one of vanilla dummies. What worse - one would say his performance in the relationship puts him in submissive role, while it was advertised to be opposite ; ) Maybe I just had my expectations for him after getting acquainted too high - or it's just my opinion and matters little.

 

 

Posted
23 minutes ago, PippinTom said:

Honestly I don't know if you are asking me

I ask everyone. I just found an alarming lack of dominant women in the mod.

As for the duration of that perk, I also thought that this was an in-game clock, but since this is a one-time perk, it is not particularly important.

Yes, Nuker is my first content created for Fallout 4, back then I didn’t even know how to make settlers. He is not important, and can be deleted.

Brutus has a microquest where he will show the PC to his friends. There are a couple of books scattered about the history of ancient Rome in the library (or you can have a high INT to tell him), this leads nowhere. This is definitely a bug that he cannot be dismissed. Yes, that’s how dialogues work here, or I just haven’t found how to do them better. Also one of the first contents.

Posted (edited)
11 hours ago, DSHV said:

Most likely the changes to NPCs are the addition of voice types to them.

 

Not exactly (not only) - that is the problem. Anyway, since I already did that for myself I can give it to you

Spoiler

ProblemsOfSurvivor_Voices-patch--forPoS185.esp.7z - do with it whatever you decide is appropriate. (it's a patch, so it uses yet another Light Slot, but I extracted it into patch to make it easier to see what has been overwritten with what - anyone with basic skills and understanding of xEdit can merge it into master, probably)

 

Edited by PippinTom
Posted

@DSHV I've just met Mile Dom ...

Spoiler

(XDI version) similar issue as with Brute - dismissal position in menu is not clickable, but when selected via hotkey - wrong branch opens, one called "let's talk" which is 1-position lower in the list. I don't know if that maters but numbers/hotkeysin his initial "TALK" (2nd level) dialog while being follower starts with "2", not "1" and ends with 6. And actually only 2 and 5 shortcuts trigger anything, while mouse works on anything except 5. 

mileDom-fs8.png.d89576f41567b93c86b2e77e06d3edea.png

So... maybe there is something wrong with this XDI or RED? (honestly - I don't like XDI, EDI works better for me, yet has no 4+ extended lists which PoS requires...) 

 

Posted
10 hours ago, PippinTom said:

Anyway, since I already did that for myself I can give it to you

Thank you. Added to the mod page.

I checked the followers and everything is working as it should, the dismiss option does not lead anywhere and has a checkmark to end the dialogue. It also switches to stage 90, not through a script, but through the built-in stage switching function. At stage 90, the default script is dismiss follower. This quest itself was copied from the vanilla quest, and I did not change anything in it, except for the dialogues themselves and new aliaises.

Posted

posfarharbor.esp... and more.

 

hmm... could I ask for a little more attention? Both the grammar and spelling are terrible...

Translating into a foreign language... it's common for the entrepreneur to have no idea what the writer wants, invents, or associates behind the thing.

Posted (edited)
On 6/15/2026 at 1:53 AM, Buffa82 said:

where can i find the problemofsurvivor_voices.esp what mod is it from.

 

ha! Good one.

Spoiler

Answer is - on your disk, the problem is that (as I have just checked) it will be named differently, so best approach is to rename "ProblemsOfSurvivor_Voiced_x.x.x.*" files to "ProblemsOfSurvivor_Voices.*" ones, as it seems easier than changing master name in the patch (for majority of users here anyway).

Explanation - while making a patch I forgot that mine copy of voice pack has been sanitized to meet my standards - renamed and repacked by me due to me being allergic to "not smart" names (...). Bottom line is, I reject false argument that putting version number of parent mod in the name will guarantee that "not smart" users will not use it anyway, on whatever version they get their hands on, because obviously it will not.

edit:

Disclaimer - for any self righteous hater that my feel offended - I consider myself a "not smart" user because I didn't even consider that voicepack's esp may actually contains any overwrite - that's something new to me - but I guess there is a first time for everything.

 

Edited by PippinTom
Posted
6 hours ago, Mimirue17 said:

If I am installing this mod from scratch, and to get all the content - which files in the download section are needed, as there are a lot of them.

so far for me get the latest one and the additional DLC. for the voice/voice patch need to change the name of the esp if your using MO2 you wont get a warning. if ur planning to play it later and you have alternative start mods place it lower on the right side plugins

Posted
On 6/15/2026 at 8:25 AM, PippinTom said:

 

ha! Good one.

  Reveal hidden contents

Answer is - on your disk, the problem is that (as I have just checked) it will be named differently, so best approach is to rename "ProblemsOfSurvivor_Voiced_x.x.x.*" files to "ProblemsOfSurvivor_Voices.*" ones, as it seems easier than changing master name in the patch (for majority of users here anyway).

Explanation - while making a patch I forgot that mine copy of voice pack has been sanitized to meet my standards - renamed and repacked by me due to me being allergic to "not smart" names (...). Bottom line is, I reject false argument that putting version number of parent mod in the name will guarantee that "not smart" users will not use it anyway, on whatever version they get their hands on, because obviously it will not.

edit:

Disclaimer - for any self righteous hater that my feel offended - I consider myself a "not smart" user because I didn't even consider that voicepack's esp may actually contains any overwrite - that's something new to me - but I guess there is a first time for everything.

 

Sorry for the late thanks for getting back. ill try that. appreciate your time

Posted

Sim Settlements has this mod explicitly called out as fully incompatible:  https://wiki.simsettlements2.com/en/getting-started/known-issues

  • Impacts/blocks workshop scripts causing issues with assigning settlers to some plots
  • Possible workaround could be placing Problems of the Survivor before Workshop Framework and making it a master file

Is this still an issue?  If not, you may want to have some words with the Sim Settlements 2 folks, because... yeah. I'm not super willing to even try this mod if they're saying "no."

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