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Posted
7 hours ago, katrina.balanchuk said:

 

I was also disappointed when I could not take the relationship with Hancock anywhere.

 

While he is not physically attractive, he IS rich and powerful and so I really liked the thought of being known in Goodneighbor (and posisbly beyond?) as the GN Mayor's either GF or Concubine or Sexslave or wife.

That woud have been fun with dialogues with other women especially and a nice character arc of success for myself in this new world.

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Maybe at the end of the questline a kinda Triggerwoman crossover, Hancock meeting with Darla's BF for busienss in the Triggerwoman bar,  Darla and others would have respected you extra in extra dialogues, if you were a known full on steady GF of Goodneighbors Mayor, in elegant clothes or.... the women would made scornful remarks at you were with Hancock as his naked (except jewlery and shoes) and collared sexslave in the nice bar.  And the men would made admiring remarks about your naked body both to you and Hancock.

 

Or.... to get a busienss advantage for him, she could have just played that role, so she could hear more info for Hancock. But the real thing might be spicier than just playing a role I think.

I think it might also be psychologically uplifting for the people of Goodneighbor if Hancock has you like that.

 

Yes, they might be a dirty crime-ridden, Ghoul town, but their Mayor casually displays as his possession, one of the most beautiful women in the Commonwealth. (which you would be IMO, possibly the only woman they ever seen, with good and white teeth, probably look a lot younger than your mid 20s age, due to easy life prewar, was pretty enough pre-war, to land a  famous and good-looking war hero, as husband etc etc)

 

But when Hancock scorned my ample charms, I got a bit mad at him for it.

 

But Heinz did change things a lot compared to early version, so the outcome with Ford is much nicer than before and I really liked Ford also. More than Hancock since Hancock rejected me,

 

At the end going back to a settlement with Ford as a devoted wife, or perhaps as an alternative outcome based on dialogue choices, becoming his caged whore in his Bar business (he loves you, but still needs to put you in your place since you lied so much to him and set him up and perhaps got triggered by poorly chosen disrespectful dialogue from you) would both been good options, in my opinion.

 

A Game ending end-of-quest playthrough message, or living together with Ford would have been nice.

 

Maybe at end of questline there could be an option of telling Hancock goodbye and marrying Ford.

Or at least becoming Fords, GF or Concubine, or maybe even spicier, If you had slid into becoming Hancocks Sex slave or even if not, have Hancock sell you to Ford as a GF, or wife, or sex slave for his club busienss,, or whatever else he needs.

 

Since Ford desires you so much, I was really attracted to him and would have rather ended as his lowly whore than as Hancocks respected staff employee.

 

PS: Heinz sorry for the thread hijack I just kept going in my reply and it got long.

 

I use the Sexy Hancock appearance mod so I find him attractive haha, but I definitely understand what you mean! I mainly crave some sort of extra romance dialogue and also being able to refuse sexual favors with other men would've definitely been a great option-- I felt a tiny bit forced to commit to every sexual favor or the mod wouldn't allow me to move forward--  and my character not being able to maintain her personality bugged me a bit as I don't view her as someone to easily just give away her body. I enjoy the characters and interactions with this mod, though not so much the Onlyfans female personality(no judgement for girls who do share themselves, I personally prefer not to is all)-- I went in assuming I'd be getting claimed by Hancock and therefore any sexual favors I'd be forced to have he'd end up being upset about- but I'm not upset, everyone has their own mind and I'm not able to create a mod unfortunately, so I'll cope!

Posted
6 hours ago, Heinzelman said:

I'll read along with interest and if I like something, I'll write it down. Besides, there's not much going on in this thread anyway :)

 

You're fine! Again, No hatred or anything. The mod is most definitely interesting, I'm just speaking from a female who enjoys Hancock perspective 💫 I also used to write a lot since I role-played back in the day so my mind wanders to all the possibilities. 

Posted
43 minutes ago, uxelin said:

You're fine! Again, No hatred or anything. The mod is most definitely interesting, I'm just speaking from a female who enjoys Hancock perspective 💫 I also used to write a lot since I role-played back in the day so my mind wanders to all the possibilities. 

It's all good. I am grateful for feedback and different perspectives on my mod. These helped me a lot to make this 2.0 Version and also improve my other mod :)

 

Posted
22 minutes ago, Heinzelman said:

It's all good. I am grateful for feedback and different perspectives on my mod. These helped me a lot to make this 2.0 Version and also improve my other mod :)

 

Well, if you ever want to shoot ideas back and fourth, I'm around! 

Posted

Hi, does anyone have a list of the quest id's? I'm on 'The Date' & Hancock's stuck on some random blockage walking round Goodneighbour (coz of another mod). Thanks

 

Posted
15 hours ago, Jubei69 said:

Hi, does anyone have a list of the quest id's? I'm on 'The Date' & Hancock's stuck on some random blockage walking round Goodneighbour (coz of another mod). Thanks

 

Hi there!

 

Please enter this into the console "sqv LP_DateHancock" this shows the current stage. It should be something between 200 - 270. So you can enter "setstage LP_DateHancock 2XX" for the next stage (replace 2XX with the number of the next stage which would be: 200, 210, 220, 230, 240, 250, 260, 270, 280).

I'd prefer to force him to get back on his way, by standing close to him, so he moves away from where he was getting stuck.

Posted
21 hours ago, Heinzelman said:

Hi there!

 

Please enter this into the console "sqv LP_DateHancock" this shows the current stage. It should be something between 200 - 270. So you can enter "setstage LP_DateHancock 2XX" for the next stage (replace 2XX with the number of the next stage which would be: 200, 210, 220, 230, 240, 250, 260, 270, 280).

I'd prefer to force him to get back on his way, by standing close to him, so he moves away from where he was getting stuck.

Thanks pal

Posted

Hey, so at the end of the mod, when you receive the notification. Fahrenheit stops you to ask if you know anything about the institute, at which point my game immediately shuts down & kicks me out. Any idea why? Thx

Posted (edited)
8 hours ago, Jubei69 said:

Hey, so at the end of the mod, when you receive the notification. Fahrenheit stops you to ask if you know anything about the institute, at which point my game immediately shuts down & kicks me out. Any idea why? Thx

 

Did it happen just once, or several times? And were you able to choose a dialog option, or does it crash immediatly when Fahrenheit talks?

 

As long as you are not the Director of the Institute, you could try the following:

Enter SetStage LP_SQ_Thief 120

Go to the Memory Den and when you are inside (before you talk to Amari), enter Setstage LP_SQ_Thief 10 (i think this step could be the culprit of your crash. this step is necessary, but hopefully works better inside the memory den)

 

If you are the Director of the Institute, you just enter SetStage LP_SQ_Thief 1005 which will end the quest, because it is not for institute people :)

Edited by Heinzelman
Posted (edited)
4 hours ago, Heinzelman said:

 

Did it happen just once, or several times? And were you able to choose a dialog option, or does it crash immediatly when Fahrenheit talks?

 

As long as you are not the Director of the Institute, you could try the following:

Enter SetStage LP_SQ_Thief 120

Go to the Memory Den and when you are inside (before you talk to Amari), enter Setstage LP_SQ_Thief 10 (i think this step could be the culprit of your crash. this step is necessary, but hopefully works better inside the memory den)

 

If you are the Director of the Institute, you just enter SetStage LP_SQ_Thief 1005 which will end the quest, because it is not for institute people :)

Yes, it happened at the exact same point twice in a row. She asked if I knew anything about the Institute & when I chose the second option to say that I knew a bit about them, my game immediately shut down both times. I then avoided her after that & posted here to see if anyone had any idea what was happening. I'm still fairly early game so I haven't been to the Memory Den yet.

Edited by Jubei69
spelling mistake
Posted
1 hour ago, Jubei69 said:

...I'm still fairly early game so I haven't been to the Memory Den yet.

 

If you enter the first command (SetStage LP_SQ_Thief 120), the quest will  skip the dialog with Fahrenheit and order you to go to the memory den. And inside you enter the second console command (Setstage LP_SQ_Thief 10) And then you talk to Amari to continue the quest :)

Posted

Bug Report - Minor

 

Just a minor thing I noticed. I haven't started the main quest (refused job offer from Hancock) and later in game cleared Hubris and picked up the Shroud photo, script and gun prop.

 

Usually these can be sold to Kent Connelly but there's no dialogue option now. The problem is that as the items are quest items they are stuck in the pc's inventory (can't be sold, dropped or transferred to a container).

 

Not a biggie as they can be got rid of via the console but just a bit messy

Posted (edited)
7 hours ago, Slorm said:

Bug Report - Minor

 

Just a minor thing I noticed. I haven't started the main quest (refused job offer from Hancock) and later in game cleared Hubris and picked up the Shroud photo, script and gun prop.

 

Usually these can be sold to Kent Connelly but there's no dialogue option now. The problem is that as the items are quest items they are stuck in the pc's inventory (can't be sold, dropped or transferred to a container).

 

Not a biggie as they can be got rid of via the console but just a bit messy

This is more or less unavoidable. My mod needs to temporarily block the dialogue choices which start the vanilla goodneighbor quests, because otherwise the game could become a much bigger mess :)

 

I think I could disable these items temporarily as a solution, as long as this doesnt kill the aliases of the original quest. I will look into that.

 

Edited by Heinzelman
  • 4 weeks later...
Posted
9 minutes ago, Niki69 said:

I finished the tunnel quest what now? how can i start the last quest? and also can i find ford somewhere after the tunnel end?

 

yes you can find him after the end. look around and talk around after you get back to GN. :)

Posted (edited)
8 minutes ago, katrina.balanchuk said:

 

yes you can find him after the end. look around and talk around after you get back to GN. :)

i been doing that for 10 minutes but nothing, everyone says the normal vanillia dialogues from the game, also been at everybuilding and still nothing

how can i start the quest with the silver shroud???

Edited by Niki69
Posted
16 minutes ago, Niki69 said:

I finished the tunnel quest what now? how can i start the last quest? and also can i find ford somewhere after the tunnel end?

 

The next quest should be started by the mail delivery guy. That sneaky guy may have put a letter to your inventory when you returned to goodneighbor. A letter from a stranger or something (i cant remember and i am away of my CK right now) :)

 

Posted (edited)
12 minutes ago, Heinzelman said:

 

The next quest should be started by the mail delivery guy. That sneaky guy may have put a letter to your inventory when you returned to goodneighbor. A letter from a stranger or something (i cant remember and i am away of my CK right now) :)

 

checked it nothing.... he just says some vanila lines

Whats better if i been runing around so long, entering houses so long that i can't even load back a save, my last save is from 4 hours ago... great

Képernyőkép 2025-08-20 230010.png

read everything in my inventory and nothing

Edited by Niki69
Posted
2 minutes ago, Niki69 said:

checked it nothing.... he just says some vanila lines

 

That's bad. Sorry, I dont have access to the CK before the weekend, so I cant give you a Setstage command now. 

Posted (edited)
2 minutes ago, Heinzelman said:

 

That's bad. Sorry, I dont have access to the CK before the weekend, so I cant give you a Setstage command now. 

that's okey i can wait for it
Also isn't there a way to give me the item's code when you get home? so i can played.additem it, read it and start the quest in the natural way?

Edited by Niki69
Posted
17 hours ago, Niki69 said:

that's okey i can wait for it
Also isn't there a way to give me the item's code when you get home? so i can played.additem it, read it and start the quest in the natural way?

 

If you didnt receive the item, there is also a setstage command necessary, so it doesnt fail again. But in the meantime, check the Clone of the mail delivery Guy. he is located on the second floor at the Good News office.

Posted
2 hours ago, Heinzelman said:

 

If you didnt receive the item, there is also a setstage command necessary, so it doesnt fail again. But in the meantime, check the Clone of the mail delivery Guy. he is located on the second floor at the Good News office.

I replayed the mod today (load the save from 3 hours ago) and this time he gave me the note and i was managed to start the quest.

don't know what went wrong on the first try. But thanks for helping!

Posted

:) Excellent, very good story and *Finally, a little something good for the Commonwealth and "Good Neighbor".

Everything worked and the progression flowed smoothly and seemed entirely plausible. There's very little Good associated with FO4 (aside from Dogmeat) so this was a very refreshing dose something "Not Bad" to go on with, maybe there actually is a silver lining out there for the commonwealth and its people.

 

Have you ever thought of an extension? maybe the Velvet Lounge isn't the best option or beneficial to Good Neighbor for that one building. What about a Workhouse? collect more people to move into GN and produce goods to start bringing in money to Good Neighbor.

Maybe somebody from outside of GN is planning on taking Hancock down (plenty of issues people may not like) and taking over Good Neighbor, GN doesn't have the number of guards or soldiers to fight out in the open so it would have to be done from the inside, discreetly, one on one, very undercover and it may take a while.

Small issue, since there are RR references in Good Neighbor and Desmodena is more closed minded than a brick, maybe the MM could post a few soldiers and small structure outside the entrance to Good Neighbor, the Triggermen on the inside, Minutemen soldiers outside the entrance.

 

It's a very good story, finally one I enjoyed in FO4.

Posted
7 hours ago, MikeCobalt said:

:) Excellent, very good story and *Finally, a little something good for the Commonwealth and "Good Neighbor".

Everything worked and the progression flowed smoothly and seemed entirely plausible. There's very little Good associated with FO4 (aside from Dogmeat) so this was a very refreshing dose something "Not Bad" to go on with, maybe there actually is a silver lining out there for the commonwealth and its people.

 

Have you ever thought of an extension? maybe the Velvet Lounge isn't the best option or beneficial to Good Neighbor for that one building. What about a Workhouse? collect more people to move into GN and produce goods to start bringing in money to Good Neighbor.

Maybe somebody from outside of GN is planning on taking Hancock down (plenty of issues people may not like) and taking over Good Neighbor, GN doesn't have the number of guards or soldiers to fight out in the open so it would have to be done from the inside, discreetly, one on one, very undercover and it may take a while.

Small issue, since there are RR references in Good Neighbor and Desmodena is more closed minded than a brick, maybe the MM could post a few soldiers and small structure outside the entrance to Good Neighbor, the Triggermen on the inside, Minutemen soldiers outside the entrance.

 

It's a very good story, finally one I enjoyed in FO4.

Thank you very much for your kind words. I'm glad you enjoyed my mod :) 

 

I like your suggestion to include an additional guard faction. This gives me some ideas.

Posted
13 hours ago, Heinzelman said:

Thank you very much for your kind words. I'm glad you enjoyed my mod :) 

 

I like your suggestion to include an additional guard faction. This gives me some ideas.

:) It's a good mod, FO4 needed something like this to offset its uncomfortable doom and gloom ambiance and theme of the story. It's also got me thinking of other issues that could be better resolved with a silenced pistol or knife in the dark while "The Business" is happening instead of a hail of bullets in the open streets of Boston.

Good Mod :).

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