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24 minutes ago, Sladen2019 said:

Is there a way to use that mirror on NPCs ? Using slm "npc ref id" works, but the NPC keeps on moving which is frustrating.

No, it's hardcoded for player only. But see if restraining npc meets your needs:

    <ref>.callfunction "actor.setrestrained" true

passing in false as argument releases restraint on npc. <ref> is "npc ref id".

Restrained npcs shouldn't move around.

Edited by requiredname65
clarified on effect
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16 minutes ago, requiredname65 said:

No, it's hardcoded for player only. But see if restraining npc meets your needs:

    <ref>.callfunction "actor.setrestrained" true

passing in false as argument releases restraint on npc. <ref> is "npc ref id".

Restrained npcs shouldn't move around.

That sounds good. Thanks. :)

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1 hour ago, ecobotstar said:

Ah yes, I did re-downloaded it. Removed everything from the old files (except the cbbe bodyslide) and install them again using MO2, no luck :( am I cursed lol? I could try do a clean save and start from the beginning again but not 100% sure that would help.

Corrupt quest or aliases tends to remain in the save. It's not like the dialog conditions, which you can correct without affecting the savegame. So you can do two things: Or load a save before the bike mission to try again. Or start a new game.

 

(Or wait a few minutes, I will upload an update with the packed scripts soon).

Edited by JBpy
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10 hours ago, Couchpotato009 said:

Would be nice if there was some interaction from the general commonwealth after making the videos. Like being recognized as that pornstar from Golden Gloves. Comments and such. Guess that would make a lot of work to adapt it to Preston and followers, but it would be great

Imagine that:

Preston and Danse would hate that you're a porn star BUT Deacon would love it!

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40 minutes ago, requiredname65 said:

No, it's hardcoded for player only. But see if restraining npc meets your needs:

    <ref>.callfunction "actor.setrestrained" true

passing in false as argument releases restraint on npc. <ref> is "npc ref id".

Restrained npcs shouldn't move around.

Depending on the NPC you can just ask it to SIT DOWN, and then proceed with surgery

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4 minutes ago, Gamaramdi said:

Imagine that:

Preston and Danse would hate that you're a porn star BUT Deacon would love it!

I haven't tried any of that yet, and it really interests me. BUT... if Stobor himself said he preferred not to use companions because there were erratic behaviors and it was basically a nightmare... Don't expect even half of Stobor from me. ?

Edited by JBpy
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1 hour ago, JBpy said:

Nice! But you have the problem that I was trying to avoid. When the robot gives you a non-permanent tattoo (the one you have in the pics), it should only last 30 seconds. But if you make a fast travel or save your game, that tattoo becomes permanent. It's a LooksMenu thing. Luckily the new AAF has a function that will help me remove these unwanted tattoos.

MMMMmmm ?‍? Mi personaje se quedó con todos los tattoos, no estoy seguro de haber grabado o viajado, lo único que se ha quitado son las marcas de las nalgadas, pero esta bien, de hecho hice un preset de como quedó, me gusta el set de tatuajes que queda al final, son de buen gusto y representan muy bien al personaje.

 

Edited by Gamaramdi
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1 minute ago, Gamaramdi said:

MMMMmmm Mi personaje se quedó con todos los tattoos, no estoy seguro de haber grabado o viajado, lo único que se ha quitado son las marcas de las nalgadas, pero esta bien, de hecho hice un preset de como quedó, me gusta el set de tatuajes que queda al final, son de buen gusto y representan muy bien al personaje.

Esos tatuajes que tú tienes deben ser permanentes. 

 

Me refería al tatuaje que tiene el usuario. El tatuaje que recibes por tener sexo con el perro, ese te cubre todo el cuerpo. Ese no debe ser permanente pero por un error de Looksmenu se puede quedar como si fuera permanente. Con el nuevo AAF, puedo hacer que el robot te retire ese tatuaje. 

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2 hours ago, JBpy said:

I haven't tried any of that yet, and it really interests me. BUT... if Stobor himself said he preferred not to use companions because there were erratic behaviors and it was basically a nightmare... Don't expect even half of Stobor from me. ?

Does that nightmare includes adding random comments that may or may not show... and maybe change affinity when you sleep with them? cause i guess that would do, thas all it takes i think.

No wait... thinking about it... picture this:

You arrive to a settlement with Danse, Codsworth, Preston or Piper... a settler aproches you and ask's for your autograph, you even invite him to spank, kiss you or touch your breast... (you can't take a selfie!) your follower gets jealous and hates it, they don't have to say anything, it just affects your affinity and you get a regular notification, that's it.

Deacon, Cait, Hankook, loves it

The rest don't give a damn, maybe Porter likes it.. idk

uh man just give me rope, my imagination is unlimited, but coding isn't... ?

Edited by Gamaramdi
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19 minutes ago, JBpy said:

Esos tatuajes que tú tienes deben ser permanentes. 

 

Me refería al tatuaje que tiene el usuario. El tatuaje que recibes por tener sexo con el perro, ese te cubre todo el cuerpo. Ese no debe ser permanente pero por un error de Looksmenu se puede quedar como si fuera permanente. Con el nuevo AAF, puedo hacer que el robot te retire ese tatuaje. 

oh i see, never agreed to do anything with that dog... man it has 2 heads... maybe a German Shepard...? ? By the way, could just say at some point... yes i got your dog back but i have my own?
ah! que pendejo... me escribiste en español y contesté en inglés, sorry... la costumbre.

Edited by Gamaramdi
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1 hour ago, JBpy said:

@Tentacus Hey, do you know where I can change the movement of the door?

Unfortunately I don't. Cell stuff is a real weak spot for me and other than in my test cell (and messing around in New Vegas years ago) I've hardly messed with doors.  This is exactly the kind of general question that's good to bring up in the CK help threads here or at the nexus.

 

Worse comes to worst, you can find a teleport door in world that behaves how you want and then find that form in the CK and then replace the GG door with a copy of that door linked to your landing spot.

 

14 minutes ago, JBpy said:

@Tentacus This new update does not affect your translation. With the esp translator I can grab all your changes and replace them to any version of Nuka Ride. So no worries.

 

Okay, good to know.

 

4 quests down. The audition had A LOT. :)  My brain is going to melt, but I'm pleased with it... at least in XEdit. We'll see how it reads in game.

Edited by Tentacus
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3 minutes ago, Tentacus said:

4 quests down. The audition had A LOT. :)  My brain is going to melt, but I'm pleased with it... at least in XEdit. We'll see how it reads in game.

I remember making grammar and style corrections to friends on several occasions. Just telling you that if you hate me is a perfectly natural feeling. ?

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10 minutes ago, JBpy said:

I remember making grammar and style corrections to friends on several occasions. Just telling you that if you hate me is a perfectly natural feeling. ?

Hey man. I wouldn't be doing this if I didn't love your writing to begin with. But yeah jeezus it's like one of my mods... and you don't even have random superfluous dialogue like I do...  and there is still so much! Some day I'm gonna make a mod where nobody talks... lol.

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Instructions for changing "Mrs. White" (I didn't like that scenic name and decided to replace it):

 

  • Install JP
  • Open the esp plugin in FO4Edit
  • Right-click on the esp root record and do "Apply script"
  • Select "JP Export" from the list and hit "ok".
  • If everything is correct - it will prompt with the string, leave the field blank and confirm
  • Wait till it's done. Go to your FO4Edit installation, for instance: ..\Steam\steamapps\common\Fallout 4\Data\Tools\FO4Edit (yours might differ if you installed it somewhere else)
  • In the folder there you will find the Nuka Ride.esp.json file. Open it, it's just a text file
  • Now in the text editor of your choice just replace "Mrs. White" to whatever you like
  • Save the file, return to your FO4Edit. Right-click the root esp entry again and do "Apply Script"
  • Now select "JP Import" in the list and hit "ok"
  • If everything is correct - it will prompt with the string, leave the field blank and confirm
  • Wait till it's done. If everything worked well - you will get all the records in the plugin fixed to the new string
  • Save the esp, exit FO4Edit, you are done

 

 

The thing above will obviously work for any strings replacements (and a lot more since you will have the full esp structure translated into JSON format). I also use JP to replace some of the curse-words or to introduce PC name into the dialogue records as that makes it much more immersive to my taste. I wrote the article on some other good usages for JP, if you're interested.

 

Recommendation for the text editor: Notepad++ (it's free and will provide with the basic structure for the JSON), I personally also use the JSON Viewer plugin there which allows to format JSON and validate for errors - handy after any edits to see if the structure is still valid.

Edited by Operand
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14 hours ago, SkyAddiction said:

The only "problem" I had was reading through the bodyslide issues, and concluding the necessity of pointing meshes to their parent file in another mod just in case, and that may not even have been necessary.

 

It wasn't necessary for me at least. I installed the HN66 deps which provide the textures used by the included outfit meshes, but disabled the plugins provided with them. That was sufficient for BodySlide to find the textures when building the outfits, and they show up fine for me in-game as well.

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9 hours ago, polska said:

its probably AAF (god i hate it with its 5million requirements)

 

Contrary to popular belief, AAF doesn't really have many requirements at all. It requires the base game and F4SE (same as a lot of other mods). The various things people want to DO with AAF does of course require additional mods (animation packs, themes) and maybe add-ons (voice replacements, cumshot overlays, facial expressions). The way mod authors have built up an ecosystem of connected mods around AAF is not AAFs fault, and is actually a testament to how well AAF itself is designed to abstract and generalize animation playing in Fallout 4.

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2 hours ago, vaultbait said:

 

Contrary to popular belief, AAF doesn't really have many requirements at all. It requires the base game and F4SE (same as a lot of other mods). The various things people want to DO with AAF does of course require additional mods (animation packs, themes) and maybe add-ons (voice replacements, cumshot overlays, facial expressions). The way mod authors have built up an ecosystem of connected mods around AAF is not AAFs fault, and is actually a testament to how well AAF itself is designed to abstract and generalize animation playing in Fallout 4.

 

It's a hook, lots of things hang off the hook.

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On 7/23/2021 at 4:11 PM, JBpy said:

Oh! I know why that happened. Mason also has a 12 hour timer (like Corsican), but it is not necessary for him to have it. I will correct it but it does not seem so critical because, right now, Corsican and Mason share the same timer in your savegame and you should no longer have problems the next times you want to visit him.

 

Hi, JBpy. It's not the end of the world, but I just wanted to let you know the closure quest where Mr. Corsican lets you visit Mason does not repeat. Mr. Corsican does say you should visit him, and that dialogue with him happens, but it does not start an actual quest, and Mason never repeats the beer and sandwich request. I've tried it across several days, often going off and passing several game days between attempts, and it never repeats.

 

I'd wanted to see how the quest plays out selecting different dialogue answers, but I can't make it repeat. I also even tried redoing all of Corsican's quests before trying the Mason quest again, but it doesn't repeat the quest.

 

Again, the problem is not with Corsican recognizing 12 hours passed or recognizing that it should be repeatable. The problem is with actually initiating a quest that Mason can recognize. I'd waited to report this in case somebody else brought it up, but as nobody else reported it I figured I'd mention this.

 

You'd mentioned you were planning to make a tweak to this quest anyway, so I just figured I'd let you know. Thanks.

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18 minutes ago, Karna5 said:

 

I just tried it and it works the second time. Did you notice your pipboy? "Visit Mason" should be in the Miscellaneous section. 

 

Write on the console: 

 

sqv _NukaRide_VisitingMason

 

Should say

 

Stage:05

Enabled?: Yes

State: Running

Edited by JBpy
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Just thought I'd give this mod a try and ran into a problem in v2.07 as Charon is stuck in the pickup so you can't talk to it. I then tried v2.06 and that works perfectly. Tested both versions twice and have put screenshots below

 

Spoiler

v2.06

ScreenShot28.jpg.59f511f2509b370598fc6c1c199fd9f4.jpg

 

v2.07

 

ScreenShot29.jpg.cc40ebcc5618437889c55b7ca8236e14.jpg

 

 

 

 

Edited by Slorm
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2 minutes ago, Slorm said:

Just thought I'd give this mod a try and ran into a problem in v2.07 as Charon is stuck in the pickup so you can't talk to it. I then tried v2.06 and that works perfectly. Tested both versions twice and have put screenshots below

 

  Hide contents

v2.06

ScreenShot28.jpg.59f511f2509b370598fc6c1c199fd9f4.jpg

 

v2.07

 

ScreenShot29.jpg.cc40ebcc5618437889c55b7ca8236e14.jpg

 

 

 

 

Shit. Adjust one thing and another breaks down. An emergency update is coming. Thanks.

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