Alterulgi Posted August 16, 2025 Posted August 16, 2025 12 hours ago, DSHV said: You bring him a can? What does he say? He says: "What are we talking about? Oh yeah" then he repeat the test
DSHV Posted August 17, 2025 Author Posted August 17, 2025 19 hours ago, Krazyone said: You're not allowed to move Oh no, he's just saying that. I don't know scripts well enough to actually do that check. The quest just waits 24 hours and changes stages. 12 hours ago, Guitarister said: what is F4FAPart3 in the megafiles folder? Loverslab disabled the ability to send files via private messages, so I use this folder. You'll find out what it is soon. 7 hours ago, Alterulgi said: He says: "What are we talking about? Oh yeah" then he repeat the test And the objective says to bring him tin can? Sometimes Fallout 4 mods seem to be blind for scripts. Try reinstalling the mod a few times.
Krazyone Posted August 17, 2025 Posted August 17, 2025 1 hour ago, DSHV said: Oh no, he's just saying that. I don't know scripts well enough to actually do that check. The quest just waits 24 hours and changes stages. Â Thanks for the info... you might want to change the Dialogue Text. I want you to stand still for a couple of Hours. It would be less extreme... even though he doesn't do any checks for movement. Â Unfortunately... Draugr is dead, I went on the high level road, for a Power Armour, and he fell off instantly to his death. Â He also doesn't seem to regenerate his Health, maybe put a Stimpack and some good food and Purified Water in his inventory. NPC's only need 1 item, as they can use 1 item as much as they like, at least in the Vanilla game, I do that with non companion Settlers. Â He likes to Tap Dance on Land Mines, there's a Perk for that... I had to play differently when he was around, as he'd try to actively kill me around Minefields, with his suicidal antics...
Alterulgi Posted August 17, 2025 Posted August 17, 2025 17 hours ago, DSHV said: And the objective says to bring him tin can? Sometimes Fallout 4 mods seem to be blind for scripts. Try reinstalling the mod a few times. It doesn't active any mission, i will try
DSHV Posted August 18, 2025 Author Posted August 18, 2025 11 hours ago, Alterulgi said: It doesn't active any mission, i will try So the problem is in the scripts. Did you install separate scripts for the addon? These are POSNWScripts, different to the main mod's POSScripts.
Alterulgi Posted August 18, 2025 Posted August 18, 2025 7 hours ago, DSHV said: So the problem is in the scripts. Did you install separate scripts for the addon? These are POSNWScripts, different to the main mod's POSScripts. yes but for some reason the game doesn't see the script
muscarine Posted August 19, 2025 Posted August 19, 2025 (edited) I updated 1.8.3 to 1.8.3 quickfix, didn't change my load order or anything, and now both the button in Goodneighbor and in AAATempleofIshtar have stopped working ("this button isn't functioning")  I have already done multiple quests so it's not an issue with starting  Is there a console command to enable the buttons that i could use ?  edit - Rolling back to 1.8.3 and the buttons are working again, i'd really like the fix though Edited August 19, 2025 by muscarine
DSHV Posted August 19, 2025 Author Posted August 19, 2025 (edited) I really don't know how to solve the script blindness problem, because for some users the mod works, but for others it doesn't. So the problem is in a modlist and other configurations. 6 hours ago, muscarine said: AAATempleofIshtar have stopped working The esp itself does not contain scripts, they are archived in problemsofsurvivor - Main.BA2. Try installing unpacked scripts from POSScripts1.8.2. Edited August 19, 2025 by DSHV 1
DSHV Posted August 19, 2025 Author Posted August 19, 2025 Fallout 4 Forgotten Art: https://www.loverslab.com/topic/255359-fallout-4-forgotten-art
JuancyF1 Posted August 19, 2025 Posted August 19, 2025 Does anyone know how to solve the problem of not being able to talk to animals? I know it says to put the mod at the end of the MO, but I use Vortex and I can't do it there, or I don't know how to do it. Â
Deathguardian17 Posted August 19, 2025 Posted August 19, 2025 i have a prolem i can not complete renaissance 2 ecause i can not talk with the doog what can i do Â
JhonnatanV Posted August 20, 2025 Posted August 20, 2025 @DSHVÂ Hello, sorry to bother you again, but I have another little question. I've already made some progress in the story, I've already faced Kellogg and I'm with the Brotherhood of Steel in the first mission. When you get to the airship, with all the progress I've made, if I start the mod, have I already missed out on content?
DSHV Posted August 20, 2025 Author Posted August 20, 2025 14 hours ago, JuancyF1 said: I know it says to put the mod at the end of the MO, but I use Vortex and I can't do it there, or I don't know how to do it. You can try to move the mod with the mouse or look for the up/down arrows. In the mod, animals of the race are checked as talking, and other mods easily overwrite this check, so priority is the only way out. 11 hours ago, Deathguardian17 said: i have a prolem i can not complete renaissance 2 ecause i can not talk with the doog what can i do Place the mod at the very bottom of your modlist in a mod manager. 3 hours ago, JhonnatanV said: When you get to the airship, with all the progress I've made, if I start the mod, have I already missed out on content? Hello. No, progressing through the quests actually unlocks other content of the mod. Although, for example, the Church of the Survivor's quests implies that the NPC saw the PC rise to the surface from the vault, but this content can be started even after the end of the game.  --//-- So I found out that previous versions of the game do not see .BA2 of next-gen version. But the raw POSScripts should work. Another suspect is the specific Goodneighbor teleport button script. I usually name scripts with AAA at the beginning, but not this one, and I'll probably forget it when packing the archive. Can someone unpack the archives and pack them on the old Creation Kit? Also remind me to repack the game archives, checking all my scripts.
Niki69 Posted August 20, 2025 Posted August 20, 2025 I'm gonna be honest i been here for some time now, and played this mod a lot, like finished it 2 times on 2 different playthrough, and i got to say i started a fresh playthrough and played the mod again, and this time i got almost 0 bugs or anything, i managed to complete every quest easy without bugs and at first try, nuke world too It's a really great work, and i can only hope for more quests in the commonwealth, and at nukeword/ far harbor The thing that i miss is that are too few interactions with companions (i know they are the more difficult part to write) like curie and cait can end up at the base in the main story soo why is piper left out? Also there could be some missions where they are too sent somewhere, and we have to go along them either way amazing work at the new dlc and with all the bug fixes! 1
DSHV Posted August 20, 2025 Author Posted August 20, 2025 3 hours ago, Niki69 said: like curie and cait can end up at the base in the main story soo why is piper left out? Thank you for your kind words. Piper participates in the mod's main quest, and in the subsequent quest with the rest of the female companions. By the way, I found a way to talk to vanilla NPCs (by turning the camera into an infinite grenade) in Fallout 4 Forgotten Art.
Niki69 Posted August 20, 2025 Posted August 20, 2025 (edited) 4 hours ago, DSHV said: Thank you for your kind words. Piper participates in the mod's main quest, and in the subsequent quest with the rest of the female companions. By the way, I found a way to talk to vanilla NPCs (by turning the camera into an infinite grenade) in Fallout 4 Forgotten Art. Yep i saw it and already tried that mod too, it worked fine as well, what i was trying to say now maybe we can have more quests with piper, not just about photos, but maybe some slavery thing and i also know that there is a bad end with them, and cait dances in the hideout curie is a stim dispenser, i mean piper should join them at that hideout doing something Edited August 20, 2025 by Niki69
skrewball Posted August 21, 2025 Posted August 21, 2025 On 8/11/2025 at 12:10 PM, dizzydills said: sex scenes don't launch for me and certain actors like Bait don't actually follow me when prompted. Did a clean install over the weekend, kind of at a loss.  I'm also having this problem, except I'm using AAF. Scenes don't start, nothing happens with bait, he just stands there after the dialog. Playing on a new game and the mod in the last in my load order.  Could this be related? I've read that sometimes the scrips aren't seen so I tried to open the 'problemsofsurvivor - Main.BA2' file with the Bethesda Archive Extractor, however it was unable to read this file and show/extract the contents. The Textures archive works just fine though. This is version 1.8.3QuickFix.  It appears that my game cannot see the scripts because there is an issue with the Main.BA2 file. Perhaps it just needs to be repackaged?
skrewball Posted August 21, 2025 Posted August 21, 2025 (edited) 20 hours ago, skrewball said:  I'm also having this problem, except I'm using AAF. Scenes don't start, nothing happens with bait, he just stands there after the dialog. Playing on a new game and the mod in the last in my load order.  Could this be related? I've read that sometimes the scrips aren't seen so I tried to open the 'problemsofsurvivor - Main.BA2' file with the Bethesda Archive Extractor, however it was unable to read this file and show/extract the contents. The Textures archive works just fine though. This is version 1.8.3QuickFix.  It appears that my game cannot see the scripts because there is an issue with the Main.BA2 file. Perhaps it just needs to be repackaged?  Found a solution.  On further investigation it seems that BAE does not open next gen .ba2 files, and since I'm still running OldGen fallout I tried running BA2 Archive Version Patcher on the archive.  After some quick testing the scripts appear to be firing as they should be and AFF scenes are now running with the patched ba2 file. Looks like the issue is that the archives are packaged for next gen so that's why OldGen cannot see it. Running BA2 Archive Version Patcher on the problemsofsurvivor - Main.BA2 file fixes the issue for me. Will do more testing tonight after work.  Edit: Everything appears to be working as it should with the patched ba2. Also the nuka world ba2 archives needed patching for oldgen as well but I haven't gotten that for in my game to test it yet. Edited August 22, 2025 by skrewball 1
DSHV Posted August 22, 2025 Author Posted August 22, 2025 (edited) 19 hours ago, skrewball said: Found a solution. Thank you. I think I'll put your solution on the mod page: For OldGen Fallout 4: Run BA2 Archive Version Patcher on the problemsofsurvivor - Main.BA2 and posnukaworld - Main.BA2 files! Edited August 22, 2025 by DSHV 1
skrewball Posted August 22, 2025 Posted August 22, 2025 8 hours ago, DSHV said: Thank you. I think I'll put your solution on the mod page  Hopefully it helps others who had issues with the game not reading the scripts. I would recommend patching both BA2 archives in the nukaworld addon as they where both packaged recently. The textures archive from the main file is working fine though as it was packaged before NextGen was released.Â
Arkon88 Posted August 22, 2025 Posted August 22, 2025 Three random ideas: a) new newspaper, focused on spicy rumors and stuff, publishing dirty stories about protagonist, Piper or any other female characters b) Maxim tells protagonist to change a name into something humiliating c) protagonist might have a dirty, naughty dreams when she rests 2
DSHV Posted August 23, 2025 Author Posted August 23, 2025 15 hours ago, skrewball said: Hopefully it helps others who had issues with the game not reading the scripts. I think I should do it myself when I have time like 1.8.4. If I do it the mod will work on both NextGen and OldGen, right?
skrewball Posted August 23, 2025 Posted August 23, 2025 7 hours ago, DSHV said: I think I should do it myself when I have time like 1.8.4. If I do it the mod will work on both NextGen and OldGen, right? Â It should, yes.
judge007 Posted August 24, 2025 Posted August 24, 2025 On 8/22/2025 at 2:19 AM, DSHV said: Thank you. I think I'll put your solution on the mod page: For OldGen Fallout 4: Run BA2 Archive Version Patcher on the problemsofsurvivor - Main.BA2 and posnukaworld - Main.BA2 files! Â Also, for all people running Old-Gen, run Wrye Bash through MO. It will list all archives that are packed as per New-Gen. From there, run the Plugin Checker to see if any mods are easily converted to .esl, or need cleaning with FO4Edit. Â I've been doing this for so long, it didn't occur to me that others didn't know about the BA2 Archive Version Patcher. Â All to keep Mutilated Dead Bodies and Up to No Good running, lol. 1
DSHV Posted August 24, 2025 Author Posted August 24, 2025 1.8.4: Fix allowing NextGen and OldGen to see game scripts. POS: Nuka-World 1.0.2: The same. Non-XDI esps inside the archives. 1
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