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Posted

Sad news indeed, but thanks a million for your dedicated and inspired work, all the best for you! You will surely be missed here.

 

 

Posted
On 6/12/2026 at 11:04 PM, Heinzelman said:

It feels a bit strange to quote myself, but I need to do it from somewhere. I’ve decided to put all my FO4 projects on hold. At least for the foreseeable future.

 

I want to thank everyone who gave me the motivation to get started and sparked ideas, and everyone who helped me understand the CK, AAF, and so on. I also want to thank the people who created patches and voice packs for my mods. Man, I still can’t believe this happened. Most of the time on LL, I was just a user downloading stuff. The idea that I’d upload my own mod was almost unbelievable to me, but that someone would create something to improve that mod? I felt so honored. Thank you @AnonLove19, @KinataHoru, and of course @JB., whose fantastic mod made me start at all. Also thanks to @kziitd and @lee3310 for their help with AAF. Thanks to @katrina.balanchuk who inspried LP2.0 by a lot. And all the not mentioned ones who helped and motivated me too. 

 

It’s been a cool journey, and I’m sure we’ll meet again. Probably in TES6 or FO5.

 

 

 

Ouch, take care and hopefully you start to be motivated some day again. For me your questmods have that nice touch of doing "bad stuff" but anyway have the care about "Nora" left, just like JB:s insanely awesome mods. I have yours on more or less all my playtroughs, says quite alot! Thanks for all the entertainment.

  • 1 month later...
Posted

So, I've been captured by Sinjin.  I assume someone is supposed to come and rescue me.  Nobody ever does.  We all just sit there until the end of time.  I seem to be hung on LP_TheVigilant stage 640.  Is there someone I should try summoning via console, perhaps?

Posted
1 hour ago, toynbeeidea said:

So, I've been captured by Sinjin.  I assume someone is supposed to come and rescue me.  Nobody ever does.  We all just sit there until the end of time.  I seem to be hung on LP_TheVigilant stage 640.  Is there someone I should try summoning via console, perhaps?

That stage should start a scene. Try to trigger the scene by setting the stage again:

SetStage LP_TheVigilant 640 

Be careful with mouse movement, because it also forces the dialog cam.

 

Posted (edited)

During the scene with Sinjin, where he asks the PC to get to work after handing him a beer, the game crashes. Analyzing the logs it seems to be some sort of issue with two animations attempting to play at the same time. Has anyone else encountered this issue?

 

Edit: Additional details: When I press Home, I see the "Gathering" phase in AAF shortly before the crash.

Edited by Uthan The Perverse
Posted
7 hours ago, Uthan The Perverse said:

During the scene with Sinjin, where he asks the PC to get to work after handing him a beer, the game crashes. Analyzing the logs it seems to be some sort of issue with two animations attempting to play at the same time. Has anyone else encountered this issue?

 

Edit: Additional details: When I press Home, I see the "Gathering" phase in AAF shortly before the crash.

Hello, I have no idea, why it would crash. If it persists on reload, you can skip a stage. It depends on which path you are. Check this in the console
SQV LP_TheVigilant

 

If it returns "current stage = 450" enter Setstage LP_TheVigilant 455

if it says stage 515 enter Setstage LP_TheVigilant 520

Posted

I took the whore path if that's what you meant. I suspect its some issue with AAF and not your mod that's causing this.

 

I'll try the other path first, the one where we try to join the gang.

 

If that still doesn't work, I'll do what you said.

Posted
On 7/27/2026 at 1:56 AM, Heinzelman said:

That stage should start a scene. Try to trigger the scene by setting the stage again:

SetStage LP_TheVigilant 640 

Be careful with mouse movement, because it also forces the dialog cam.

 

 

Just tried this - no effect.  We all continue to stand there forever I'm afraid.

Posted
6 hours ago, toynbeeidea said:

 

Just tried this - no effect.  We all continue to stand there forever I'm afraid.

Are you still in the small room or is the Player kneeling on the ramp outside the room? 

 

If you are still in the room something didnt work and you can try to load an older save. Otherwise If the Player kneels on the ramp, try 

SetStage LP_TheVigilant 650

Posted

I was learning Creation Kit and as a test I made some modifications to your mod, I added some additional conversation options in a few places there the PC has only one option.

 

For example, when Gore calls you a whore in the Dugout inn, if you are wearing the clothes Hancock gives you you have an option to say "Do whores wear suits and glasses where you come from?". The outcome will be the same so no changes to the narrative.

 

Is it okay to share the modified esp here? I tried making modifications to a separate esp using this one as a dependency but it seems the Creation Kit only allows extending esm files in esps.

Posted (edited)
10 hours ago, Uthan The Perverse said:

I was learning Creation Kit and as a test I made some modifications to your mod, I added some additional conversation options in a few places there the PC has only one option.

 

For example, when Gore calls you a whore in the Dugout inn, if you are wearing the clothes Hancock gives you you have an option to say "Do whores wear suits and glasses where you come from?". The outcome will be the same so no changes to the narrative.

 

Is it okay to share the modified esp here? I tried making modifications to a separate esp using this one as a dependency but it seems the Creation Kit only allows extending esm files in esps.

Of course, feel free to post it here. I am happy for any additions and improvements :)

 

Edited by Heinzelman
Posted (edited)
On 7/31/2026 at 6:20 PM, Heinzelman said:

Of course, feel free to post it here. I am happy for any additions and improvements :)

 

Here you go.

 

I didn't add much, the only two scenes having some dialogues added are the intro scene with the mercenaries (conditional on the PC wearing the grey suit and glasses that Hancock gives at the start of the quest) and the initial conversation with the 2nd drifter in the third rail. I also did fix some grammar in some conversations.

 

I am pretty new to the creation kit and I noticed that when I click on some scenes, it's name gets appended with `DUPLICATE001`. Some scenes in this esp have those names, but I tested it in-game and there was no issues so I left it as is. Let me know if it's okay to remove the `DUPLICATE` part and I'll clean it up.

 

I was also trying to have a response to the player dialogue to have sort of a back and forth response to the same dialogue option but didn't know how to do that. For example, I wanted to have the PC say a sarcastic remark when the 2nd drifter asks what he'll get in return for the information, the drifter would then reply "Really?" and the PC would then say no. Is a conversation like this even possible in the Creation Kit? If yes, how do I do that? I see that there is a "Player default" actor that I could add to the scenes, does this refer to the player actor so that I can make them reply in an unprompted manner?

 

Changelog:

 

Spoiler

- Fixed a bug where if you kill the drifter before talking to Kendra the quest gets locked when she asks the player to confront the drifter.

 

 

LittlePawn.esp

Edited by Uthan The Perverse
Updated the ESP
Posted (edited)
11 hours ago, Uthan The Perverse said:

Here you go.

 

I didn't add much, the only two scenes having some dialogues added are the intro scene with the mercenaries (conditional on the PC wearing the grey suit and glasses that Hancock gives at the start of the quest) and the initial conversation with the 2nd drifter in the third rail. I also did fix some grammar in some conversations.

 

I am pretty new to the creation kit and I noticed that when I click on some scenes, it's name gets appended with `DUPLICATE001`. Some scenes in this esp have those names, but I tested it in-game and there was no issues so I left it as is. Let me know if it's okay to remove the `DUPLICATE` part and I'll clean it up.

 

I was also trying to have a response to the player dialogue to have sort of a back and forth response to the same dialogue option but didn't know how to do that. For example, I wanted to have the PC say a sarcastic remark when the 2nd drifter asks what he'll get in return for the information, the drifter would then reply "Really?" and the PC would then say no. Is a conversation like this even possible in the Creation Kit? If yes, how do I do that? I see that there is a "Player default" actor that I could add to the scenes, does this refer to the player actor so that I can make them reply in an unprompted manner?

LittlePawn.esp 2.52 MB · 1 download

Thank you! I have put a link to it on my mods description. 

 

Going back and forth in a dialogue is possible. First you need to rename the phase you want to go back to. In the dialogue chart you see these grey boxes "Start phase", "Phase 1" etc. Double click the one and give it a unique name like "dialogloop_1" or something. Save the esp and then create the phase for the dialogue from which you want to return to the looping phase. Choose the current scene and the phase dialogloop_01 under start scene and check on end. You will see a line coming out in the chart pointing from the new dialog to the looping phase. And you can do the same for the parts of the looping phase from which you want to skip that single dialog to another phase. Here is a good tutorial from seddon4494. 

 

The "player default" actor is actually talking without player input. On my later mods i used it in cases were the player just had one option for a reply like "i see" or something like that.

 

If you created a duplicate without pointing anything to it, you can safely delete it. It has its own FormID and doesnt do anything by its own unless you refer to it. If there are already duplicates inside the mod, i would leave them. 

Edited by Heinzelman
Posted

Thanks. I'll try out what you said. I was also using seddon's tutorials but haven't watched this one. 
Perhaps I'll add some more dialogues later.

 

BTW, is there someplace I can inspect the AAF code? I see that these are triggered by jumping to the relevant quest stages at the end of certain dialogues but I wanted to see how these are actually triggered in papyrus.

Posted (edited)
1 hour ago, Uthan The Perverse said:

Thanks. I'll try out what you said. I was also using seddon's tutorials but haven't watched this one. 
Perhaps I'll add some more dialogues later.

 

BTW, is there someplace I can inspect the AAF code? I see that these are triggered by jumping to the relevant quest stages at the end of certain dialogues but I wanted to see how these are actually triggered in papyrus.

 

An AAF Scenescript looks basically like this:

 

AAF:AAF_API AAF_API

AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API

 

Actor[] actors = new Actor[2]  ;amount of actors involved

actors[0] = PlayerRef ;actors name with receiving role

actors[1] = hancockRef ;giving role
 

AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() ;Here you can define settings, these are mostly optional, and there are a lot more options

Settings.Duration = 120 ;you can either enter a number of seconds which overrides the players default AAF setting or use a globalvalue which you could be set via a mcm menu.

settings.preventFurniture = true ;or false

settings.includeTags = "penisToMouth" ;there are a lot of tags which can be entered here, if you want a specific type of anim
 

AAF_API.StartScene(actors, settings)

 

A very simple method would be to put this as a script fragment directly to the dialog. It is okay for testing stuff and getting used to it. You can also just put it on a stage. But its, from my opinion, better to use a centralized script for AAF Functions and call them by stages. Its less work. Depends on how familiar you are with coding.

 

 

So for example if you make a Quest Script (last tab on the Quest window) just for AAF scenes, you store the script inside like this:

 

Function SexScript001()

AAF Script like above

EndFunction

 

And from a stage in the same quest you just call
kmyquest.sexscript001() ;dont forget to choose the scriptsname in the dropdown menu there


Or if you use a Quest to fully handle centralized scripts, you can call them globally like this:

MyManagerQuestID.sexscipt001()

this requires a reference to the right script like this:

XY_:SexScenesScript Property MyManagerQuestID auto 

Edited by Heinzelman
Posted (edited)

I just got access to dagobaking's AAF wiki. It's going over my head for now though. I'll try it out in a custom mod later.

 

About this mod:

I updated the ESP in my last post with a new version with some changes. Basically I fixed a bug where the third rail quest basically gets stuck if you kill the Drifter after having sex with him but before speaking to Kendra. So when Kendra tells the PC to have a chat with the drifter you can't really do anything.

 

So I fixed it by adding some additional dialogue where the PC will tell Kendra that she killed the drifter when asked about him. The PC can respond positively or negatively about how she felt about it. After this the conversation branches to the next scene gracefully.

 

Some things I wanted to change but could not because I didn't know how:

- Put 100 caps into the drifter's inventory that can be looted to get back the caps you paid him earlier after he's dead.

- Make the drifter killable without making everyone hostile. Currently, it's very hard to kill him stealthily and most of the time everyone aggros if you kill him. I found that the best way is to lure him to the bathroom and kill him quickly with a silenced weapon before he can turn hostile. I wish to make this a bit easier but don't know how.

Edited by Uthan The Perverse
Posted (edited)
9 hours ago, Uthan The Perverse said:

I just got access to dagobaking's AAF wiki. It's going over my head for now though. I'll try it out in a custom mod later.

 

About this mod:

I updated the ESP in my last post with a new version with some changes. Basically I fixed a bug where the third rail quest basically gets stuck if you kill the Drifter after having sex with him but before speaking to Kendra. So when Kendra tells the PC to have a chat with the drifter you can't really do anything.

 

So I fixed it by adding some additional dialogue where the PC will tell Kendra that she killed the drifter when asked about him. The PC can respond positively or negatively about how she felt about it. After this the conversation branches to the next scene gracefully.

 

Some things I wanted to change but could not because I didn't know how:

- Put 100 caps into the drifter's inventory that can be looted to get back the caps you paid him earlier after he's dead.

- Make the drifter killable without making everyone hostile. Currently, it's very hard to kill him stealthily and most of the time everyone aggros if you kill him. I found that the best way is to lure him to the bathroom and kill him quickly with a silenced weapon before he can turn hostile. I wish to make this a bit easier but don't know how.

 

Adding items works almost like in the console. Its just:

ActorEditorID.additem(Caps001, 100)

 

You could just place this function in the same stages which deduct the caps from the player, so you add either 50, 100 or 150 caps accordingly.

 

I mostly avoided to use the actual actorsID in my later mods and instead used the aliasname with a local conversion like this:

 

Spoiler

Actor TempDrifterRef = DrifterAliasName.GetActorRef() ;this creates a temporary ID for the drifter which is only used inside this function

and then

TempDrifterRef.additem...

 

Its hard to explain why i did this. I find it more clean :)  And if you ever change the content of the alias itself, like to another npc, you dont need to change the scripts properties.

 

I am not sure, but I think you have to remove the (crime) factions from the drifter before attempting to kill him. I would try the removefromfaction function. Check this link. This site contains almost all functions available with syntax and examples.

 

Edited by Heinzelman
Posted (edited)

I think your papyrus scripts are already compiled, so I cannot read them for reference.

 

Is it possible to add additional script fragments to quest stages or do I have to edit existing ones? When I open any quest stage it says something like "script not found" but I can read the script fragment's name there.

 

To check the condition on whether the drifter was dead, I used the actorid instead of the alias because I didn't know what was the name of the condition to reference the alias. But it works for now so I didn't change it.

 

Edit: BTW, what is your workflow for debugging the scripts or scenes? Is there any way to log messages at different parts of the scene to see what actions took place or the conditions for each dialogue?

 

Also anyway to test the dialogue without testing it in game every time?

 

That wiki you linked seems pretty helpful. Thanks. 

Edited by Uthan The Perverse
Posted (edited)
44 minutes ago, Uthan The Perverse said:

I think your papyrus scripts are already compiled, so I cannot read them for reference.

 

Is it possible to add additional script fragments to quest stages or do I have to edit existing ones? When I open any quest stage it says something like "script not found" but I can read the script fragment's name there.

 

To check the condition on whether the drifter was dead, I used the actorid instead of the alias because I didn't know what was the name of the condition to reference the alias. But it works for now so I didn't change it.

Download my sourcescripts from the download section, extract it and put the source folder in your data\scripts directory (maybe you need to create it first). If you use MO2, you open the Little pawn directory and put the script\source folder right there. Next time you open the mod in CK, it should show the sourcescripts, which you can edit.

 

You can also add stages. You need to call them somewhere then. Helpful to know:

Spoiler

I pretty much followed JBs idea of using lower stages for functions. Stages normally can only go up and are mainly used to advance a quest. But since we can also use them as an easy way to fire script functions, we use the stages 0-99 for repeatable functions and stages beyond 100 for the quest itself. Thats why most of my quests start at stage 100 or 110. For example if the quest is at stage 120 and we call stage 35 to add an item, it fires what stage 35 has but the quest stays at stage 120. Pretty useful.

 

Edit:

Quote

 

Edit: BTW, what is your workflow for debugging the scripts or scenes? Is there any way to log messages at different parts of the scene to see what actions took place or the conditions for each dialogue?

 

Also anyway to test the dialogue without testing it in game every time?

 

 

My workflow. I didnt have one when creating LP, thats why the scripts are a bit messy 😆

 

If you want a notice ingame when a stage is set or a function started you can alsways add 

Debug.Notification("function XY was executed") 

I do it on more complex functions to see if something works or not. I did that a lot on the Prostitution part of my triggerwoman mod, because there was a lot happening in the background and otherwise my brain would have been exploded while trying to keep everything together.

 

I dont think there is a way to test the dialogue outside the game.

Edited by Heinzelman
Posted (edited)

Sorry to ask for help again, but I don't know where else to ask.

 

I tried editing one of the quest fragments to give the drifter some caps, but when I compile it throws this error:

 

image.png.e1b39303d27a49fd4888456195a5aa2d.png

Full log is as follows:

```

Papyrus Compiler Version 2.8.0.4 for Fallout 4
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "LPS_:Fragments:Quests:QF_LP_ShroudIntro_04003CDD"...
Cannot open store for class "LPS_:Fragments:Quests:QF_LP_ShroudIntro_04003CDD", missing file?
1 error(s), 0 warning(s)
Assembly failed

No output generated for LPS_:Fragments:Quests:QF_LP_ShroudIntro_04003CDD, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on LPS_:Fragments:Quests:QF_LP_ShroudIntro_04003CDD
```

Any idea if I am missing something?

Edited by Uthan The Perverse
Posted (edited)
29 minutes ago, Uthan The Perverse said:

Any idea what could the issue be?

 

Welcome to Papyrus compiling, you have to have sources (psc) for every dependency referenced in a script, and their friends, and so on.  AAF has a separate source package, same with things like LooksMenu (it's actually buried in the BA2, but Papyrus compiler won't look there), many mods include the sources with the main archive, a fomod option, or a separate download.

 

You don't need to compile them all, you just need the sources so the compiler can resolve the object/symbol/etc and understand what it is.

Edited by dav42
Posted

So I need to look for the psc scripts for all the installed mods I have?

 

I got the AAF sources from the AAF discord and installed it using the Fomod installer. I can see them under the Data tab in MO2 so AAF shouldn't be the problem I think.

Posted
8 minutes ago, Uthan The Perverse said:

So I need to look for the psc scripts for all the installed mods I have?

 

I got the AAF sources from the AAF discord and installed it using the Fomod installer. I can see them under the Data tab in MO2 so AAF shouldn't be the problem I think.

 

I would just drop AAF in there, try and compile again, and see what else complains.  You only need what is referenced by the dependency chain.  I haven't recompiled any of these scripts before, but sometimes it's just a few dependencies.

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