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Posted (edited)

49381277ha.png

 

:joy:  I love these subtleties  :joy:

 

:beer::)

 

PS:

Spoiler

I discovered a small logic error.
Nora went to the inn with just over 500 caps and met the mercenaries. She offered 500, but that had nothing to do with the amount she had with her, I assume. The mercenaries wanted 3,000 and then 2,500. Nora offered 1,000 and herself as payment. So far, so good. But Nora didn't have 1,000 caps with her, only about 530. According to the report, 1,000 were handed over.
It's okay, the story continues. I would have assumed that Nora would have to "work through" two rounds at the beginning to make up the difference to the 1,000. But then that wasn't the case.

 

Edited by deathmorph
Posted
8 hours ago, deathmorph said:

49381277ha.png

 

:joy:  I love these subtleties  :joy:

 

:beer::)

 

PS:

  Reveal hidden contents

I discovered a small logic error.
Nora went to the inn with just over 500 caps and met the mercenaries. She offered 500, but that had nothing to do with the amount she had with her, I assume. The mercenaries wanted 3,000 and then 2,500. Nora offered 1,000 and herself as payment. So far, so good. But Nora didn't have 1,000 caps with her, only about 530. According to the report, 1,000 were handed over.
It's okay, the story continues. I would have assumed that Nora would have to "work through" two rounds at the beginning to make up the difference to the 1,000. But then that wasn't the case.

 

You are right, there is not much logic in there :)

 

When i did this scene, I had no clue about things like "GetItemCount". So I fell back to the assumptions, that the player won't spend the caps given by hancock and the player would not consider paying the difference from his own caps, so the player can always continue.

I remember that I wanted to change it on the 2.0 rework but I didnt got the right idea for alternative solutions and forgot it again 😁

 

Posted
12 hours ago, Heinz01 said:

I remember that I wanted to change it on the 2.0 rework but I didnt got the right idea for alternative solutions and forgot it again

 

but you have the subtleties mentioned above, and there is even more, as I have seen - THAT is the cherry on the cake :beer:

Posted

just checking in because this is a fun little project I like it, however the only issue I'm having at the moment is that the bed in the old state house is apparently not properly set up as a safe settlement bed so when playing survival you will still contract bedbugs and dangerous nights seems to count it as not being part of a settlement? since it spawns attacks whenever I try to sleep.

 

uh that's it, nice work

Posted
55 minutes ago, TheNewGal said:

just checking in because this is a fun little project I like it, however the only issue I'm having at the moment is that the bed in the old state house is apparently not properly set up as a safe settlement bed so when playing survival you will still contract bedbugs and dangerous nights seems to count it as not being part of a settlement? since it spawns attacks whenever I try to sleep.

 

uh that's it, nice work

Thank you, I am glad you have fun with it.

 

I took a quick look at Dangerous Nights. As far as I understand it, Dangerous Nights searches for Location keywords, like “LocTypeSettlement” (among others) which has to be defined to the location itself. The Old Statehouse Location doesnt have this keyword.

 

On the long run I plan to separate the playerhome from the statehouse and revert the latter to an almost vanilla state, to avoid the currently exisiting conflicts with other mods that also change or add something to it. And then the playerhome can be made save without changing any vanilla stuff :) 

Posted
1 hour ago, deathmorph said:

 

but you have the subtleties mentioned above, and there is even more, as I have seen - THAT is the cherry on the cake :beer:

Thanks :) It was really fun adding these little things. 

  • 4 weeks later...
Posted
On 3/19/2025 at 3:41 PM, Heinz01 said:

 It was really fun adding these little things. 

Love this mod... no pressure but are there any updates around the corner? 

Thanks for everything, your talent, support, and the mod!

Posted (edited)
36 minutes ago, Raven 54 said:

Love this mod... no pressure but are there any updates around the corner? 

Thanks for everything, your talent, support, and the mod!

 

I'm currently working on a remake for Triggerwoman. But that's a good thing. My ideas for a new version for LP didn't convince me, so I gave preference to other ideas. That's how it worked before, I need some distance and come back later. First I did the first version of LP, then I had the one for Triggerwoman and when that was done, I was ready for LP 2.0.

As long as I don't go completely crazy, Triggerwoman 2.0 will come before I go back into LP. It's really hard to focus on more than one mod for me.

Edited by Heinz01
Posted
12 hours ago, Heinz01 said:

 

I'm currently working on a remake for Triggerwoman. But that's a good thing. My ideas for a new version for LP didn't convince me, so I gave preference to other ideas. That's how it worked before, I need some distance and come back later. First I did the first version of LP, then I had the one for Triggerwoman and when that was done, I was ready for LP 2.0.

As long as I don't go completely crazy, Triggerwoman 2.0 will come before I go back into LP. It's really hard to focus on more than one mod for me.

So it's a win win for me... I like both LP & TW!  :cool:

Keep up the great work.

Posted

@Heinz01 Question...

I am at the part where the Player goes to Sinjin and the gang to do service work, She is told to clean up at the water cooler and look for plans, I keep failing that as the marker there does not lead to anything on or in the filing cabinet. Then busted by the gang, when the shroud dispatches them and rescues player, no dialogue shows, not able to start dialogue, when free I kill Sinjin, then the shroud will keep repeating the same line every time I initiate dialogue.

Failed: find plans.

 

Am I missing something, I do not remember this happening last playthrough.

I have your mod in last load in Vortex. F4 not updated to the newer version.

Any help would be most appreciated!

Posted (edited)
4 hours ago, Raven 54 said:

@Heinz01 Question...

I am at the part where the Player goes to Sinjin and the gang to do service work, She is told to clean up at the water cooler and look for plans, I keep failing that as the marker there does not lead to anything on or in the filing cabinet. Then busted by the gang, when the shroud dispatches them and rescues player, no dialogue shows, not able to start dialogue, when free I kill Sinjin, then the shroud will keep repeating the same line every time I initiate dialogue.

Failed: find plans.

 

Am I missing something, I do not remember this happening last playthrough.

I have your mod in last load in Vortex. F4 not updated to the newer version.

Any help would be most appreciated!

 

The marker on the filing cabinet will do nothing more than lure you to a trigger and the objective is supposed to fail, which seems to be successful according to your description :)

 

You seem to be stuck somewhere between being freed and having to kill sinjin. Either a script didnt fire correctly or the sequence of events has mixed up.

 

Write this in the console and look on the current stage:

 

SQV LP_TheVigilant

 

Stage 760 is the one on which you are freed and have to kill him

Stage 770 Sinjin was killed, music plays and Shroud starts another dialogue ("Sinjin is now history..." or something)

Stage 780 Dialogue with Shroud is done and the player has the objective to return to Goodneighbor

 

So if you are still on stage 760, enter:

 

SetStage LP_TheVigilant 770

 

If you are on 770 already but the dialogue refuses to start correctly do these two steps:

Spoiler

SetStage LP_TheVigilant 780

and

SetStage LP_TheVigilant 34  (this resets a global value)

 

Hope that helps.

Edited by Heinz01
Posted
1 hour ago, Heinz01 said:

Hope that helps.

Thank You very much I will try this after my coffee is done. You're the best.

Posted

Bug Report

 

Can't remember if I've reported this one before. I've seen this bug a few times in various playthroughs in the collectors repeat missions, where the contained item is in a door (see spoiler). I usually just use the tape to reset the mission.

 

Spoiler

ScreenShot145.jpg.0d5b9f382ba40a44cfd22adb5ee6b8c8.jpg

 

Posted
8 hours ago, Slorm said:

 

Bug Report

 

Can't remember if I've reported this one before. I've seen this bug a few times in various playthroughs in the collectors repeat missions, where the contained item is in a door (see spoiler). I usually just use the tape to reset the mission.

 

  Reveal hidden contents

ScreenShot145.jpg.0d5b9f382ba40a44cfd22adb5ee6b8c8.jpg

 

 

Thanks for the report. I'll put it on the list of things I need to fix :)

 

Posted

Hey, a question. Does the clothing you receive for a quest matter? For example, the dress at the beginning, or the business attire for the mercenaries.

The background is that I use HH training and mainly vtaw. She cannot walk and run fast in the clothes provided.

Posted
5 hours ago, deathmorph said:

Hey, a question. Does the clothing you receive for a quest matter? For example, the dress at the beginning, or the business attire for the mercenaries.

The background is that I use HH training and mainly vtaw. She cannot walk and run fast in the clothes provided.

 

You get a different response from the drifter at Daisy's when you wear the dress (and a different comment later at the mall) and when you meet Hancock in the third rail. Other than that, it doesn't matter.

Posted
3 hours ago, Heinz01 said:

You get a different response from the drifter at Daisy's when you wear the dress

I sometimes wish I could turn down the volume on those heels Sequin/Red Dress.  :confounded:

Was using your other mod TW and after I killed a dealer/cook in Concord, the fellow says wait a minute and fishes around a piece of furniture and comes up to say ...Here I found this chess piece, if you don't want it take it to Fahrenheit in Goodneighbor.

I thought that was a very nice touch to add that!    Thanks.

Posted
50 minutes ago, Berkulat said:

What is quest LP_Kill_Byron? I found it in the localization files. How do I start it?

 

It is one of the 5 miniquests you can get from the Shroud. 24 hours after you completed "Little Pawn and the Shroud" the mail delivery guy in Goodneighbor will bring you another letter in which the Shroud invites you to visit him at his new base (Sanctuary of Justice at the milton general hospital) for these small missions.

Posted

I've just recently downloaded this mod, so my question may sound a bit stupid. The mod works mostly fine, but I'm getting stuck on the sex scenes. When they begin, some instructions show up to use my arrows to advance the scenes but the arrows do nothing. I also tried all the other keys on my keyboard and nothing worked. I'm just stuck with my character eternally bouncing on Hancock. How do I fix this? 

 

I don't have this problem with any other sex scenes I've seen from other mods.

Posted
47 minutes ago, Felaris said:

I've just recently downloaded this mod, so my question may sound a bit stupid. The mod works mostly fine, but I'm getting stuck on the sex scenes. When they begin, some instructions show up to use my arrows to advance the scenes but the arrows do nothing. I also tried all the other keys on my keyboard and nothing worked. I'm just stuck with my character eternally bouncing on Hancock. How do I fix this? 

 

I don't have this problem with any other sex scenes I've seen from other mods.

This sounds like animation trees that would advance through keys. They are either advanced through WASD or the arrow keys, i dont remember right now. But you should be able to stop them with the END key (pressing it twice in a row would stop the anim immediatly).

Posted
9 hours ago, Heinz01 said:

This sounds like animation trees that would advance through keys. They are either advanced through WASD or the arrow keys, i dont remember right now. But you should be able to stop them with the END key (pressing it twice in a row would stop the anim immediatly).

WASD change the camera angle/position,  but nothing about the animation. Arrows do nothing, and neither does the END key

Posted
2 hours ago, Felaris said:

WASD change the camera angle/position,  but nothing about the animation. Arrows do nothing, and neither does the END key

Yes, i forgot to mention you need to open the AAF Wizard first. Thats by default opened with the HOME key, then you can use END to end an animation.

 

Which animations are playing in your case (it should show the name of it after opening the AAF Wizard)?

Posted
On 4/22/2025 at 7:06 AM, Heinz01 said:

 

You get a different response from the drifter at Daisy's when you wear the dress (and a different comment later at the mall) and when you meet Hancock in the third rail. Other than that, it doesn't matter.

That's from Classy Chassis Outfits - Vulgar Villains, isn't it? It would be amazing if your mod detected whether the replacer was installed and if it is, use that for Fahrenheit's dress and possibly also the business attire, if the classy version exists. 

Posted
7 hours ago, Melissa Gorka said:

That's from Classy Chassis Outfits - Vulgar Villains, isn't it? It would be amazing if your mod detected whether the replacer was installed and if it is, use that for Fahrenheit's dress and possibly also the business attire, if the classy version exists. 

 

Yep, this is from Classy Chassis Outfits. I think you meant the non-replacer, right? Because the replacer version would already overwrite the vanilla meshes of the sequin dress which Fahrenheit gives. But it's a good idea to also add a check for the standalone version of CCO if it's installed. I've recently started doing this when a more appealing alternative for a vanilla outfit exists.

 

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