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Posted
21 minutes ago, Slorm said:

Right, I finished the good ending, everything worked perfectly (using AAF 1.7.1). You've excelled yourself with this @JB. a brilliant piece of work :classic_smile:?

 

I checked the whorehouse and that was working, also Duff. Also checked Concord and Preston was fighting raiders at the Museum and the main quest started correctly. Went to Corvega and the raiders shot at me as they should.

 

I think I'm just left with a couple of pernickety things regarding the back story and also the mod ending balance.

 

On the back story, Becker would be dead by the time we get out of the vault (as per Ronnie Shaw in Old Guns) unless he's a synth of course, same for the reincarnated Gristle (Jared we know already is one), so maybe add a bit of filler to cover the details.

 

On game balance, I use a mod to cut down on XP as I don't like to level too quickly but even so I was at level 5 at the end with some powerful weapons (like Rose's Revolution) and armour which I suspect will make the early game far too easy, so might be an idea to look at reducing the XP and have a way to remove the over powered stuff (say, have the shotgun kept at the whorehouse for defence). Armour is probably less of an issue Combat Strip Lite will soon take care of it, otherwise maybe have it irreparably damaged at the end of the quest (from the cage overload).

 

Just a few thoughts that came to mind, but above all, thank you for all the work and effort you've put into this :classic_smile:

 

 

What do you mean by reincarnated Gristle ? He never died till right at the end. Unless you are referring to the dude in concord that is not Gristle anymore. As for that shotgun yeah that thing is pretty powerful. It outperforms my mythic upgraded binelli shotgun by a mile. The armor not at all unless you run a vanilla game maby. In my game its super weak unless I use echo to put some mythic upgrades on it but then even with 3 mythic upgrades on all 3 pieces I still get shot to hell in a few seconds thanx to modern firearms. (those minutemen took me ages) As for XP that is fine in my opinion. only 5 levels through the whole thing is nothing. Most people nowdays don't play vanilla games and have it modded in some shape or form. My one character came out at lvl224 at the end. But I do need to mention she was my oldest character and she went through all the versions as JB upgraded them. Fighting deathclaws and behemoths with her fists. But yeah on one thing sure agree this mod was fantastic imo. I don't know of many modders that would cater to players ideas as much as JB. Every single request and Idea I had boom next version there it is.

 

@JB.

Just a small thing tho. After everything there is a small text issue. Nothing major during the dr duff mission. When you are close to the pillory and you need to talk to medium sized. It says follow target and talk to target instead of medium sized. That is it. 

Posted (edited)

Amazing JB.! :D

 

I just finished the entire storyline with a brand new character fresh out of the vault.

 

Started in 1.8.3 and got to part two (The Pit/etc) and upgraded to 1.9.4.  Everything ran flawlessly except two things:

 

Spoiler

1) I entered the final quests (Harvester/Harvestress) with no arms (both amputated).  After Dwayne "fixed" my character in the chair it did restore my arms but didn't switch the flag to make enemies hostile and let me equip weapons.  So I didn't have to fight my way out with Dwayne past the Minutemen on to Becker.  The quest advanced to where I had to kill Becker but I couldn't attack him nor was he agro.  I had to manually use the MCM option in Amputator to tell the game I had my arms back.

 

2) I've finished the whole storyline and my PC is still in "nervous" posture.  The CS MCM doesn't let me turn it off since I'm no longer enslaved. [Edit] Does this have to do with the fact that I kept the addiction to Slavers Jet?

Edited by scourge2805
Posted
3 hours ago, osculim said:

What do you mean by reincarnated Gristle ? He never died till right at the end. Unless you are referring to the dude in concord that is not Gristle anymore. As for that shotgun yeah that thing is pretty powerful. It outperforms my mythic upgraded binelli shotgun by a mile. The armor not at all unless you run a vanilla game maby. In my game its super weak unless I use echo to put some mythic upgrades on it but then even with 3 mythic upgrades on all 3 pieces I still get shot to hell in a few seconds thanx to modern firearms. (those minutemen took me ages) As for XP that is fine in my opinion. only 5 levels through the whole thing is nothing. Most people nowdays don't play vanilla games and have it modded in some shape or form. My one character came out at lvl224 at the end. But I do need to mention she was my oldest character and she went through all the versions as JB upgraded them. Fighting deathclaws and behemoths with her fists. But yeah on one thing sure agree this mod was fantastic imo. I don't know of many modders that would cater to players ideas as much as JB. Every single request and Idea I had boom next version there it is.

 

@JB.

Just a small thing tho. After everything there is a small text issue. Nothing major during the dr duff mission. When you are close to the pillory and you need to talk to medium sized. It says follow target and talk to target instead of medium sized. That is it. 

 

Ah I was only testing the mod, so I've not played the main quest so assumed Gristle would appear again. Thanks for clarifying that.

 

I don't use any armour mods, rather I increase the strength of incoming raider damage, so for me the armour is over powered early on. As I have rather aggressive damage and item destruction set in CSL it won't last for very long so won't be a problem for me.

 

I think when I use this in a main game I'll increase the percentage in my mod that I use to restrict XP further. From memory (it's been years since I made it) it's around 20% - 25% reduction, I'll up it to around 90% which should do the trick. I personally actually like the very early levels using basic pipe weapons, in vanilla levelling you lose that by flashing through the early levels and just become a god too quickly for my taste. Always used to do the same when I was playing Skyrim.

Posted (edited)

Just wanted to share a a bug I found. If problems of a survivor is installed, there is an npc in jail in the security office in the hooker quest that will agro onto your companion and stop the quest from progressing.

Also I had a suggestion. For the slave fights, would it be possible to have a skip feature, similar to the one at the start where you skip the intro, but in this case it just assumes you lost? I ask because even with the brawl fix it was very buggy for me, I think it had something to do with combat strip light.

Edited by lumanson
Posted
8 minutes ago, alex61821 said:

 

There is no mod that causes the ctd. But this is constant: 

 

[3] 0x7FF81CC7DDA7 KERNELBASE.dll+012DDA7
[4] 0x7FF81F3554B0 ntdll.dll+00A54B0

 

Got this from steam. 

 

https://steamcommunity.com/app/377160/discussions/0/3201496916523401754/?tscn=1642067373

 

Quote

I actually managed to fix it a little bit ago, reinstalled the ntdll.dll file through CMD and restarted and it fixed the issue. I don't know what went wrong with that file, maybe a windows update broke it, but that was the issue.

 

Posted
5 hours ago, Slorm said:

Right, I finished the good ending, everything worked perfectly (using AAF 1.7.1). You've excelled yourself with this @JB. a brilliant piece of work :classic_smile:?

 

I checked the whorehouse and that was working, also Duff. Also checked Concord and Preston was fighting raiders at the Museum and the main quest started correctly. Went to Corvega and the raiders shot at me as they should.

 

I think I'm just left with a couple of pernickety things regarding the back story and also the mod ending balance.

 

On the back story, Becker would be dead by the time we get out of the vault (as per Ronnie Shaw in Old Guns) unless he's a synth of course, same for the reincarnated Gristle (Jared we know already is one), so maybe add a bit of filler to cover the details.

 

On game balance, I use a mod to cut down on XP as I don't like to level too quickly but even so I was at level 5 (just part 2) at the end with some powerful weapons (like Rose's Revolution) and armour which I suspect will make the early game far too easy, so might be an idea to look at reducing the XP and have a way to remove the over powered stuff (say, have the shotgun kept at the whorehouse for defence). Armour is probably less of an issue Combat Strip Lite will soon take care of it, otherwise maybe have it irreparably damaged at the end of the quest (from the cage overload).

 

Just a few thoughts that came to mind, but above all, thank you for all the work and effort you've put into this :classic_smile:

 

 

Thanks for the reports, Slorm ? I really think I can hold my own with storytelling, but I'm not good at designing levels and balancing the game as you may have noticed lol. The fight with Dwayne was also difficult for me but I used the psycho inside the medkit in the bathroom and it helped a little.

Posted
7 hours ago, osculim said:

Ok yeah this is the mess I get. I will reinstall and remove a few packs rerun my patch just to check again

 

ok the animations that caused that is gone. Still the same tho this is what I constantly get.

 

 

Ok no those messages show even when I choose other options and the all work. I also have anal animations working outside of the whorehouse. So yeah I don't know. I am no expert when it comes to these things. I will just avoid anal stuff in the whorehouse for the time being.

I'll see that tonight. I know my script blocks animations from Bp70, I'm going to unlock that at least in that specific part.  But I haven't tested much with UAP. Indarello is more up to date with his patches.

Posted (edited)

For some reason for the intro after getting captured i am stuck in a loop in the concord speak easy,

First of all the dialogue choices for the collar disappear very quickly,

2ndly gristle sometimes just stops mid sentence and goes back to the start

3rd once he puts the collar on you, nothing advances it just goes back to the beginning.


have i downloaded something wrong? or is there a conflict?
I don't know what is going on

someone please help me

Edited by birdotron
Posted
39 minutes ago, birdotron said:

For some reason for the intro after getting captured i am stuck in a loop in the concord speak easy,

First of all the dialogue choices for the collar disappear very quickly,

2ndly gristle sometimes just stops mid sentence and goes back to the start

3rd once he puts the collar on you, nothing advances it just goes back to the beginning.


have i downloaded something wrong? or is there a conflict?
I don't know what is going on

someone please help me

More Information is needed, as no one else knows what you have downloaded except for you. Have you downloaded all of the hard requirements listed on the front page? Is CS as low in your load order as it can be? Do you know how to use xEdit (or equivalent) to check for conflicts in you mod list. Have you read the known list of conflicting mods on the front page?

Posted (edited)

1.9.5

 

Maintenance update with which you can install safely with any save. At this point I will no longer add anything major except tweaks and fixes. 
 

  • Anal sex scenes will no longer have the BP70 tag locked, to allow more variety of animations. 
  • Modified a couple of navmeshes to prevent Medium from getting stuck in the Valley and in the lab. 
  • The MCM functions to set idle (nervous, scared, normal) will no longer ask you to be slaved in order to work. 
  • Cleaned up the plugin, fixed a bug in the AAF panel. 
  • I put a keyword to Rose's locket so it won't be destroyed by accident. 
  • Redid the CWSS and BYOP patches as they need to be up to par with the last time I did pre-combines or else you will see the previous display problems recurrently. 
Edited by JB.
Posted
11 hours ago, osculim said:

Just a small thing tho. After everything there is a small text issue. Nothing major during the dr duff mission. When you are close to the pillory and you need to talk to medium sized. It says follow target and talk to target instead of medium sized. That is it. 

Unfortunately, at least from how I understand it, it can only say "Follow Gristle" or "Follow Medium". So I have to pick something "neutral" to refer to one of the two. I have yet to experiment if it is possible to do so. 

Posted (edited)
1 hour ago, Evelynith said:

More Information is needed, as no one else knows what you have downloaded except for you. Have you downloaded all of the hard requirements listed on the front page? Is CS as low in your load order as it can be? Do you know how to use xEdit (or equivalent) to check for conflicts in you mod list. Have you read the known list of conflicting mods on the front page?

cs is at the very bottom of my load order, yes I have downloaded the hard requirements, xedit, kind of, I applied the conflict filter and tried to adjust my lo based on that but thats all i know when it comes to xedit, I don't believe i have any conflicting mods.

if there is an easy way to get my load order in a document excluding typing it out please tell me as i would share but i can't just copy and paste them

Edited by birdotron
grammar
Posted
5 minutes ago, birdotron said:

cs is at the very bottom of my load order, yes I have downloaded the hard requirements, xedit, kind of, I applied the conflict filter and tried to adjust my lo based on that but thats all i know when it comes to xedit, I don't believe i have any conflicting mods.

if there is an easy way to get my load order in a document excluding typing it out please tell me as i would share but i can't just copy and paste them

Find this log shown in the screen shot. Your default path may be different depending on where you installed things and what mod manager you use.

F4selog.png.037a104daa6a52049aba924efde590e9.png

Once you have found the log open it up and scroll down to the bottom, there it will list you load order, try to put the list into a spoiler just so it doesn't spam the thread.

Spoiler

Exampleloadorderlist.png.5e157c35a6b48119166f6e995152d8df.png

This is just an example of what to look for, when you find it can select the list in the text file and copy/past into the chat.

 

Just be aware that even if you post your list it will still be hard to know what is causing the conflict, since everyones load order is unique you will have mods that I would be unsure of and could be the problem with out me knowing why.

Posted (edited)
26 minutes ago, Evelynith said:

Find this log shown in the screen shot. Your default path may be different depending on where you installed things and what mod manager you use.

F4selog.png.037a104daa6a52049aba924efde590e9.png

Once you have found the log open it up and scroll down to the bottom, there it will list you load order, try to put the list into a spoiler just so it doesn't spam the thread.

  Hide contents

Exampleloadorderlist.png.5e157c35a6b48119166f6e995152d8df.png

This is just an example of what to look for, when you find it can select the list in the text file and copy/past into the chat.

 

Just be aware that even if you post your list it will still be hard to know what is causing the conflict, since everyones load order is unique you will have mods that I would be unsure of and could be the problem with out me knowing why.

   LO:

Spoiler

    (0 -> 0)    Fallout4.esm
    (1 -> 1)    DLCRobot.esm
    (2 -> 2)    DLCworkshop01.esm
    (3 -> 3)    DLCCoast.esm
    (4 -> 4)    DLCworkshop02.esm
    (5 -> 5)    DLCworkshop03.esm
    (6 -> 6)    DLCNukaWorld.esm
    (1040384 -> 1040384)    ccbgsfo4062-pippat.esl
    (1040385 -> 1040385)    ccbgsfo4063-papat.esl
    (7 -> 7)    Unofficial Fallout 4 Patch.esp
    (8 -> 8 ArmorKeywords.esm
    (9 -> 9)    XDI.esm
    (10 -> 10)    Servitron.esm
    (1040386 -> 1040386)    Hardcore Raiders.esl
    (11 -> 16)    MaleBodies_AMPatch.esm
    (12 -> 11)    AAF.esm
    (1040387 -> 1040387)    Bememoth Separated Cart.esl
    (1040388 -> 1040388)    AAFThemes.esl
    (1040389 -> 1040389)    UlfEquip.esm
    (1040390 -> 1040390)    HellraiserFO4-LR.esl
    (1040391 -> 1040391)    SexyMaidFO4-LR.esl
    (13 -> 12)    Slavers Rule the World.esm
    (14 -> 13)    TortureDevices.esm
    (15 -> 14)    TrueStormsFO4.esm
    (1040392 -> 1040392)    Vault-Tec111swimsuits.esl
    (16 -> 15)    Devious Devices.esm
    (17 -> 22)    Brawl Bug Fix.esp
    (18 -> 23)    SalemSettlement.esp
    (19 -> 24)    nuka_world_settlements.esp
    (20 -> 25)    Quincy Settlement - Clean.esp
    (21 -> 26)    Salem Settlement.esp
    (22 -> 27)    Build High - Expanded Settlements.esp
    (23 -> 28)    AM Skingen.esp
    (24 -> 20)    DCOutfieldSettlement.esp
    (25 -> 29)    clothingoverhaul.esp
    (26 -> 30)    MojaveImports.esp
    (27 -> 31)    OutcastsAndRemnants.esp
    (28 -> 32)    Build High - Scrapper's Patch.esp
    (29 -> 33)    University Point Settlement.esp
    (30 -> 34)    Depravity.esp
    (31 -> 18)    DCMayorPlayerhome.esp
    (32 -> 255)    GeneraloftheArmy.esp
    (1040393 -> 1040393)    WhoIsTheGeneral.esp
    (33 -> 35)    W.A.T.Minutemen.esp
    (34 -> 36)    CheatTerminal.esp
    (35 -> 37)    Deviously Cursed Wasteland.esp
    (36 -> 21)    UninstallDCOutfieldSettlement.esp
    (1040394 -> 1040394)    AM Skingen - Far Harbour.esp
    (37 -> 38)    Just Business.esp
    (38 -> 39)    TheAuctionhaus.esp
    (39 -> 40)    SlaversRuleTheWorld.esp
    (40 -> 17)    Conquest.esp
    (41 -> 19)    Minutemen Paint Job.esp
    (42 -> 41)    CBBE.esp
    (1040395 -> 255)    RustyFaceFixRedux.esp
    (43 -> 42)    MS SkipPreWar.esp
    (44 -> 43)    RealHandcuffs.esp
    (1040396 -> 1040395)    RealHandcuffs_JB_Compatibility.esp
    (1040397 -> 1040396)    RealHandcuffs_AWKCR_Compatibility.esp
    (45 -> 44)    Assimilation.esp
    (46 -> 45)    F4SS.esp
    (47 -> 46)    ZaZOut4.esp
    (48 -> 47)    AFVPurgatory.esp
    (49 -> 48)    SavageCabbage_Animations.esp
    (50 -> 49)    FP_FamilyPlanningEnhanced.esp
    (51 -> 50)    ASA.esp
    (52 -> 51)    AAF_Violate.esp
    (1040398 -> 1040397)    AAF_Violate_DLC_Patch.esp
    (53 -> 52)    AAF_Four-Play_Animations_Crazy6987.esp
    (54 -> 53)    Deathclaw_nude.esp
    (55 -> 54)    ErectionFix_SilverPerv.esp
    (56 -> 55)    AAF_BadEnd_Animations.esp
    (1040399 -> 1040398)    PenPos.esp
    (1040400 -> 1040399)    SMBehemoth Loincloth.esp
    (57 -> 56)    UAP Moans.esp
    (58 -> 57)    Vioxsis_Strap-Ons.esp
    (1040401 -> 1040400)    Zaz Particle Effects.esp
    (59 -> 58)    Amputator_FO4.esp
    (60 -> 59)    AmputeeSliders.esp
    (61 -> 60)    AWKCR - Mod Power Armor Engine Glitch Fix.esp
    (62 -> 61)    ClothingOverhaulSP_XB1_PC.esp
    (1040402 -> 1040401)    AM Skingen - Automatron.esp
    (1040403 -> 1040402)    AM Skingen - Nuka World.esp
    (1040404 -> 1040403)    Atomic Muscle.esp
    (63 -> 62)    CRX.esp
    (64 -> 63)    CX.esp
    (65 -> 255)    SlaveTattoos.esp
    (66 -> 64)    Crazy_Animations_Gun.esp
    (67 -> 65)    Commonwealth Captives.esp
    (68 -> 66)    DCHorns.esp
    (1040405 -> 1040404)    DiaryOfAMadman.esp
    (69 -> 67)    EF_ElevatorFix.esp
    (70 -> 68)    EveryonesBestFriend.esp
    (71 -> 69)    FO4_AnimationsByLeito.esp
    (72 -> 70)    LivingParasiteArmor.esp
    (73 -> 71)    KLPosters.esp
    (74 -> 73)    MAID_by_Justice.esp
    (75 -> 74)    MAID_EXT.esp
    (76 -> 255)    LooksMenu.esp
    (77 -> 75)    KSHairdos_oel.esp
    (78 -> 255)    FollowerLibertyPrime.esp
    (79 -> 76)    Perversions.esp
    (80 -> 77)    AAF_CreaturePack02DLC.esp
    (81 -> 78)    AAF_CreaturePack01.esp
    (82 -> 79)    SKKOpenAnything.esp
    (83 -> 80)    FPAttributes.esp
    (84 -> 81)    BetterOpenSeason.esp
    (1040406 -> 1040405)    UncappedSettlementSurplus.esp
    (85 -> 82)    TrueStormsFO4-EarlierSunsets.esp
    (86 -> 83)    TrueStormsFO4-FarHarbor.esp
    (87 -> 84)    TrueStormsFO4-EarlierSunsetsFH.esp
    (88 -> 85)    zWDanceBride.esp
    (89 -> 86)    VIO_Strap-On.esp
    (90 -> 87)    SKKUnlockCompanions.esp
    (91 -> 88)    UnlimitedFollowers.esp
    (92 -> 89)    ModdableRobotSettlers.esp
    (93 -> 90)    Surrender.esp
    (94 -> 72)    Commonwealth Slavers.esp
    (1040407 -> 1040406)    Craftable Bad End Furniture.esp
    (95 -> 91)    BNPA_NAVI Armor.esp
    (96 -> 92)    zWMaid.esp
    (97 -> 93)    Glory hole.esp
    (98 -> 94)    Crazy - Sex Toys of the Commonwealth.esp
    (99 -> 95)    Danse GTFO Power Armor.esp
    (100 -> 96)    Rogg DD Items Manager.esp
    (101 -> 97)    Scrap Everything - Ultimate Edition.esp

I thought i had cs lower than it is but it is still pretty low, yes it is mostly unorganised, i just downloaded the pc version last night and i am in the process of sorting it but all conflicts are resolved

will also note this isnt the actual load "order " at least according to vortex.

Edited by birdotron
emoji autocorrect
Posted (edited)
1 hour ago, birdotron said:

I thought i had cs lower than it is but it is still pretty low, yes it is mostly unorganised, i just downloaded the pc version last night and i am in the process of sorting it but all conflicts are resolved

So there is nothing that is standing out (At least for me), you do have a few mods which I don't so I can't comment on them sorry.

 

A couple of personal suggestions I can point out is, you dont need the brawl bug fix as the Unofficial Fallout 4 patch includes a version of it. The other is in regards to AWKCR, I would personally suggest removing that as that mod has been reported as highly bloated and often the cause of crashes. ( I used to have it in a very early modlist, after getting rid of it and rebuilding my list, I now have a pretty stable load order with 241 active esp and 73 light. Again this is purely a personal opinion and if it works for you  that is fine.)

 

I have made a few posts with tips and suggestions on helping with load orders and mod lists, you can find them somewhere around here, I can't remember how far back they are but if you use the search function (ctrl + f ) and copy my name that will help speed up finding the post.

 

Found the post.

Also I am absolutely not an expert at troubleshooting or modding, I just try to help if I can, that also means that my knowledge and advice may be wrong at times and I hope other people can point that out.

Edited by Evelynith
Posted (edited)
21 minutes ago, Evelynith said:

So there is nothing that is standing out (At least for me), you do have a few mods which I don't so I can't comment on them sorry.

 

A couple of personal suggestions I can point out is, you dont need the brawl bug fix as the Unofficial Fallout 4 patch includes a version of it. The other is in regards to AWKCR, I would personally suggest removing that as that mod has been reported as highly bloated and often the cause of crashes. ( I used to have it in a very early modlist, after getting rid of it and rebuilding my list, I now have a pretty stable load order with 241 active esp and 73 light. Again this is purely a personal opinion and if it works for you  that is fine.)

 

I have made a few posts with tips and suggestions on helping with load orders and mod lists, you can find them somewhere around here, I can't remember how far back they are but if you use the search function (ctrl + f ) and copy my name that will help speed up finding the post.

 

Found the post.

 

ah thank you, As a former xbox player i used to know exactly how load orders worked (game would hang itself if even 1 mod was misplaced or i just walked into un modded boston commons) but since playing both skyrim and fo4 on pc i have forgot that ( it is also a different system and harder to do with pc due to pc being much less strict)
AWKCR hasn't really been too much hassle for me, but ill delete it

also on another note that at least in that save i can not talk to anyone as when i engage in conversation it just nopes out of the convo for some reason, it happened on xbox also. any ideas?

Edited by birdotron
yes
Posted (edited)
12 minutes ago, birdotron said:

ah thank you, As a former xbox player i used to know exactly how load orders worked (game would hang itself if even 1 mod was misplaced or i just walked into un modded boston commons)
AWKCR hasn't really been too much hassle for me, but ill delete it

also on another note that at least in that save i can not talk to anyone as when i engage in conversation it just nopes out of the convo for some reason, it happened on xbox also. any ideas?

Unfortunately that is not a problem I have encountered personally so I can't give any advice in regards to that, all I can suggest is trying to search online for other solutions. Try using keywords that are relevant to your problem, i.e "npc talking to fast"

 

Have you tried capping/locking your Vsync rate to 60fps? (this suggestion is based on the information you have provided and a quick search using google)

 

Also please note that If you remove mods it is recommended to start a new game (This does depend on the mod being removed, some mods like Texture overhauls can be completely fine, but removing something that adds things to the game like AWKCR will not)

Edited by Evelynith
Posted (edited)
9 minutes ago, Evelynith said:

Unfortunately that is not a problem I have encountered personally so I can't give any advice in regards to that, all I can suggest is trying to search online for other solutions. Try using keywords that are relevant to your problem, i.e "npc talking to fast"

 

Have you tried capping/locking your Vsync rate to 60fps? (this suggestion is based on the information you have provided and a quick search using google)

 

I dont think this is the issue,, basically what happens is for example i talk to codsworth straight after leaving vault 111 and all he says is  "AS I LIVE AND BREATHE" and then just exits the convo and the interact button reappears

all i know is that that bug and the unable to start a new game, is tied to how many mods i have as even with xbox i noticed if i terminated my mods the bug wouldn't occur

also about starting a new save, i would love to but...................... game won't start a new game if i have too many

 

Edited by birdotron
Posted
2 hours ago, JB. said:

Unfortunately, at least from how I understand it, it can only say "Follow Gristle" or "Follow Medium". So I have to pick something "neutral" to refer to one of the two. I have yet to experiment if it is possible to do so. 

Ah ok I get it. Makes perfect sense then.:)

Posted
14 minutes ago, birdotron said:

 

I dont think this is the issue,, basically what happens is for example i talk to codsworth straight after leaving vault 111 and all he says is  "AS I LIVE AND BREATHE" and then just exits the convo and the interact button reappears

all i know is that that bug and the unable to start a new game, is tied to how many mods i have as even with xbox i noticed if i terminated my mods the bug wouldn't occur

also about starting a new save, i would love to but...................... game won't start a new game if i have too many

 

Ok now that sounds like you have a much bigger problem that needs to be sorted out, as even with my modlist I am able to safely start a new game (I actually use the intro to test if my game is working correctly) You should be able to have 254 active esm/esp mods and roughly the same amount of light/esl.

 

So If you are well under the mod limit and still can not start a new game then something is very wrong. I would almost starting from a new state and would recommend removing/unistalling everything and doing a fresh install.

Posted
1 minute ago, Evelynith said:

Ok now that sounds like you have a much bigger problem that needs to be sorted out, as even with my modlist I am able to safely start a new game (I actually use the intro to test if my game is working correctly) You should be able to have 254 active esm/esp mods and roughly the same amount of light/esl.

 

So If you are well under the mod limit and still can not start a new game then something is very wrong. I would almost starting from a new state and would recommend removing/unistalling everything and doing a fresh install.

yep, sounds about right

Posted (edited)
25 minutes ago, birdotron said:

yep, sounds about right

So some final suggestions for getting Fallout 4 running smoothly.

 

  • First look up some tutorials/videos and get the very base game running with any/all DLC you may have. Do not use xEdit to clean the game
  • Get the essential mods and frameworks like Fallout script extender working.
  • When installing and testing mods only do a maximum of 5 at a time. Once you have installed those 5 mods start the game. Check if things are working correctly.
  • Does the game start up? If yes move onto the next test. Can you start a new game? If yes move onto the next test, can you complete the vault into? If yes then here is a good point to stop and install the next set of mods
  • (This is very time consuming, however if you encounter a problem then you only need to check the last 5 mods you installed and work out which is causing the problem.)
  • After getting your "Core" game working read This, get the base AAF working in game. Chose the mods you like and install them the same as above.
  • Once you have the Base game and AAF working start installing your other mods that you would like. Again only doing a few at a time.

 

PLEASE READ EVERYTHING, I cant stress this enough, always read the installation guides on the description page and check if the mods say which other mods will or wont work with that mod.

 

( Gopher on Youtube has very good and simple tutorials )

Edited by Evelynith
Posted

@JB. I can for the life of me not start those anal option in the whorehouse. Even after the changes. Can you tell me what animation usually played so I can manually test it

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