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Posted
On 7/1/2026 at 11:28 AM, serjphoenix said:

Hello, we need an update for the mod, but MEGA is causing problems.

I have the same problem, but it loads with a VPN.

On 7/2/2026 at 3:33 AM, Dojo_dude said:

1.8.5 This work for version 1.1.163 OG?

Latest 1.8.6. Should work with any version.

Posted

Does Johnny from the quest "Friends We Made.." supposed to go to the Vault or not? After I met and talked to him for the first time he just stand there, when asked about job he just say "not yet"

Posted

Hey guys, trying to make this work with Sandlands modlsit. 
I am not sure what I should have downlaoded and installed, so take a look:image.png.af4f450770a86e6bae0fa9aed12a0b80.png
Moreover the modlist comes with NAF, and this mod needs AAF. Usually NAFicator and bridge are enough to solve this problem, BUT i dont see literally any scene triggering.
Any help would be appriciated

Posted
17 hours ago, katrina.balanchuk said:

 I think neither men nor women look for dominant women in computer gaming :)

You would be surprised

Posted
On 6/15/2026 at 10:25 AM, PippinTom said:

 

ha! Good one.

  Hide 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.

 

Is the .esp from my old mod? 

 

Posted
On 7/6/2026 at 5:37 AM, variaNTR said:

Does Johnny from the quest "Friends We Made.." supposed to go to the Vault or not? After I met and talked to him for the first time he just stand there, when asked about job he just say "not yet"

He should teleport there. Perhaps when I cleared the ESP, I deleted the reference to where he should teleport. You can teleport him inside with moveto player.

On 7/7/2026 at 11:10 PM, DaniTheMonster said:

Any help would be appriciated

POSScripts are for modders, you don't need to install them if the scripts work. And if you install it, it should be lower than the main esps.
I just use this sex script:

AAF:AAF_API AAF_API

    AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API
 
    Actor[] actors = new Actor[2]
    actors[0] = game.GetPlayer()
    actors[1] = akSpeaker
    AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings()
    AAF_API.StartScene(actors, settings)
Posted

1.8.7:
Characters now teleport correctly to Vault 111 in Johnny's Saga.
Phillips' death now completes the Mixing Species quest.

Posted
On 7/10/2026 at 9:06 PM, MrNicoras said:

Is the .esp from my old mod? 

 

 

Hmm, that is quite possible, but I guess we will never know for sure, will we?

Posted (edited)
11 hours ago, PippinTom said:

 

Hmm, that is quite possible, but I guess we will never know for sure, will we?

We'll never know? I'm trying to figure out what is the current file for the voices for PoS. The closest thing to an update I've found is this one, which apparently requires the .esp from my earlier version of a voice mod for POS. What I'm trying to figure out is whether this is the most up to date voiced mod for PoS, or if there's a newer one that I'm missing. Because if it's this one, and my old .esp is still needed, then I'll just upload the .esp to save people from downloading a huge file just for a plugin.

 

Edited by MrNicoras
Posted

Does Susan play any role in this mod? I found her in the city, sent her to one of my settlement and she got killed by raider from a settlement attack.

Posted (edited)

Consistently crashing when getting teleported by the doctor in far harbour

same during the dialogue with vim

Edited by snagglepup
Posted

I have followed this mod for many years and have had varying degrees of success. 

The mod is currently the very last thing in a new profile on v.163. If I am getting no interactions, I mean they talk, but no forward movement, will the scripts help if I install them? 

Posted
On 7/14/2026 at 11:10 PM, XCOMfighter said:

How do I download the mod without signing up for Mega?

As far as I know, registration is not required to download.

On 7/15/2026 at 1:22 AM, variaNTR said:

Does Susan play any role in this mod?

She should be just a settler with flavor.

On 7/15/2026 at 2:02 PM, snagglepup said:

Consistently crashing when getting teleported by the doctor in far harbour

The doctor has a skill check to keep your things, check if this not crash the game, then the problem is in the large number of things transferred from the inventory to a safe.

On 7/17/2026 at 3:49 AM, Madscout said:

If I am getting no interactions, I mean they talk, but no forward movement, will the scripts help if I install them? 

Yes, installing POSScripts might help. Also older versions of the game don't support scripts made for Next-Gen Fallout 4.

Posted

I get the crash even with almost nothing in my inventory, the only thing I have on me is holotapes from mods that can't be removed, could it be an issue with it trying to remove items tagged as quest items?

Posted
8 hours ago, DSHV said:

Yes, installing POSScripts might help. Also older versions of the game don't support scripts made for Next-Gen Fallout 4.

So this update is for NG? I did not see that.

Posted
On 7/18/2026 at 2:12 AM, DSHV said:

As far as I know, registration is not required to download.

She should be just a settler with flavor.

The doctor has a skill check to keep your things, check if this not crash the game, then the problem is in the large number of things transferred from the inventory to a safe.

Yes, installing POSScripts might help. Also older versions of the game don't support scripts made for Next-Gen Fallout 4.

I can't download it because Mega says I need to pay for a transfer quota...

Posted
On 7/19/2026 at 12:57 AM, Madscout said:

So this update is for NG? I did not see that.

This would explain why half the mod isn't working for me such as quests starting or npc dialogues progressing/starting. I think it would be a good thing to add into the description of the patch notes or install for the files as to what versions are compatible/only for OG fallout 4 and what files are for NG/AE fo4 to avoid confusions as to why the mod all of a sudden has stopped working

Posted
On 7/18/2026 at 3:01 PM, snagglepup said:

I get the crash even with almost nothing in my inventory, the only thing I have on me is holotapes from mods that can't be removed, could it be an issue with it trying to remove items tagged as quest items?

This is a common bug that I don't have. Try skipping the inventory transfer quest stage.

On 7/18/2026 at 6:57 PM, Madscout said:

So this update is for NG? I did not see that.

I do it on NG. But I use BA2 Archive Version Patcher so it works on all versions. Maybe I forget do this sometimes. Try installing this program yourself and patching problemsofsurvivor - Main.BA2. Either that will solve the problem, or it will say it's already patched.

15 hours ago, XCOMfighter said:

I can't download it because Mega says I need to pay for a transfer quota...

I think you just need to wait a while.

3 hours ago, not a BT shirt said:

This would explain why half the mod isn't working for me such as quests starting or npc dialogues progressing/starting.

I use BA2 Archive Version Patcher so it works on all versions. Maybe I forget do this sometimes. Try installing this program yourself and patching problemsofsurvivor - Main.BA2. Either that will solve the problem, or it will say it's already patched.

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