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Posted
6 hours ago, Chaosgirl126 said:

Thank You for an awesome mod ! 

 

I've been enjoying the mod quite a bit and ran into the stripper pole animation problem. I tried replacing savage cabbage animations but it did not work. After seeing the post about file size  (should be 19kb, mine was 1kb). I opened the animation pack in new folder, copy the furniture xml file and replaced the one in data/aaf and it worked for me, and thought I might leave a note here incase it might help someone else.  So back to enjoying the rest of the mod  :) 

 

Thanks again for your time and effort

 

PS: I also have alex stripper pole loaded and the view while using was upside down and messed up, it is now working as it should. 

 

Thank you for your feedback! That pole animation problem seems to be more common. I think I'll put the info in my mods description.

 

6 hours ago, deathmorph said:

Hey, the mod sounds very interesting. If I've only been to GN and heard Hancook's speech there, but no other quests, is it still too late to install it?

 

This should be fine.

 

This mod should even work if you have done all the quests in GN. It's more about the immersion. 

Posted

Great mod fun for  immersion. I only have one issue. After guard go corner to check dead body and asking him about cleaning i have no any dialogue left so im basically stuck at this dialogue window and can't process. Probably issue on my end, but is there any setstage command to skip this foward and bybass it? Thx in advance.

Posted
4 hours ago, joyloverz said:

Great mod fun for  immersion. I only have one issue. After guard go corner to check dead body and asking him about cleaning i have no any dialogue left so im basically stuck at this dialogue window and can't process. Probably issue on my end, but is there any setstage command to skip this foward and bybass it? Thx in advance.

 

Can you tell me after which dialog option this happened so I can take a look. Is your dialog menu "empty" or frozen?

 

The next stage would be to report to hancock:

Spoiler

Setstage LP_ShroudIntro 140

 

Posted
13 hours ago, Heinz01 said:

 

Can you tell me after which dialog option this happened so I can take a look. Is your dialog menu "empty" or frozen?

 

The next stage would be to report to hancock:

  Hide contents

Setstage LP_ShroudIntro 140

 

Thx that command worked like a charm. It was basically like this.

456547665486586596789768.jpg

Posted (edited)
On 10/2/2024 at 6:42 PM, joyloverz said:

Thx that command worked like a charm. It was basically like this.

456547665486586596789768.jpg

 

Okay, thanks, i found the culprit. I forgot to add the prompt there. Will be fixed :)

 

Spoiler

image.png.ec9b892f51c5a860807fe7260a1c8f0a.png

 

This will also be included with the next update.

 

 

Edited by Heinz01
Posted (edited)

This new update is basically a technical update. The main features are the AAF handler script, the MCM, an improved XML file and some fixes and adjustments.

 

The additional sidequest is a little extra. If you finish it, you can start simple collect and deliver quests. You will be rewared on delivery. Instead of running back to the questgiver you can also choose the endless chain option. And if you get tired of it, you can stop it with the helpmenu.

 

The BA2 file was packed with Bethesda Archive Manager using the version for pre NG. So it is compatible for all versions of FO4.

 

The Changelog:

Spoiler

Added: MCM. Currently has a slider for AAF scenes duration and the propability of receiving Lootboxes in the random quests (default 50%)
Added: AAF Handler Script which now uses OnSceneEnd events instead of a timer.
Added: Additional Option to stop Daisys and Freds Quests to buy tokens or fern from the player. Also added a missing condition.

Added: New short SideQuest "The Collector".
Added: New random repeatable Misc Collect and Deliver Quests. Including endless chain option.
Added: Restart and Fix Options for the random quests are included in the Helpmenu.
Added: New Lootbox Rewards (7 different types)
Added: Ten "unique" Legendary weapons. There is a small chance to get one of these when "opening" a Lootbox.

 

Changed: AAF XML improved with many thanks to @mishovur
Changed: New Targetlocation within my cell for moved NPCs instead of the References in Goodneighbor. This is done to avoid persistant cell records on vanilla references and should increase compatibility.
Changed: Some minor furniture adjustments in the Velvet Lounge for more compatibility with sexscenes started by other mods.
Changed: Fahrenheit will now give you one Lootbox instead of the old Goodie Box as a reward for bringing chess items to her
Changed: The Mail delivery guy is now a new NPC copied from the original drifter to avoid problems. The Helpmenu contains a check if the quest is properly running and will offer a reset if necessary.


Fixed: The greeting Guard will now be removed when the player declines Hancocks invitation.
Fixed: Fahrenheit should not leave the bedroom before the conversation about the is over at "The Date".
Fixed: Fix for potential issue to start the scene with the Drifter at Daisy's.

 

Update should be safe, but better don't update while the Quest "Good News" is running.

 

Edited by Heinz01
Posted
1 hour ago, icevapour said:

Does anyone like me enter The Third Rail and become CTD after a while?😂😂😂😂

 

Try this Crash Log Scanner, it reads your buffout crash logs etc and gives some hints about what might be the culprit.

Posted (edited)
46 minutes ago, Heinz01 said:

 

Try this Crash Log Scanner, it reads your buffout crash logs etc and gives some hints about what might be the culprit.

Thx,Perhaps my computer is too old.(GTX 980)

 

====================================================
CHECKING IF LOG MATCHES ANY KNOWN CRASH SUSPECTS...
====================================================
# Checking for Nvidia Driver Crash........... SUSPECT FOUND! > Severity : 5 # 
-----
# Checking for *[Save Crash]................. SUSPECT FOUND! > Severity : 1 # 
-----
# Checking for *[Input Crash]................ SUSPECT FOUND! > Severity : 1 # 
-----
* FOR DETAILED DESCRIPTIONS AND POSSIBLE SOLUTIONS TO ANY ABOVE DETECTED CRASH SUSPECTS *
* SEE: https://docs.google.com/document/d/17FzeIMJ256xE85XdjoPvv_Zi3C5uHeSTQh6wOZugs4c *

Edited by icevapour
Posted (edited)
On 10/9/2024 at 5:06 PM, icevapour said:

Thx,Perhaps my computer is too old.(GTX 980)

 

====================================================
CHECKING IF LOG MATCHES ANY KNOWN CRASH SUSPECTS...
====================================================
# Checking for Nvidia Driver Crash........... SUSPECT FOUND! > Severity : 5 # 
-----
# Checking for *[Save Crash]................. SUSPECT FOUND! > Severity : 1 # 
-----
# Checking for *[Input Crash]................ SUSPECT FOUND! > Severity : 1 # 
-----
* FOR DETAILED DESCRIPTIONS AND POSSIBLE SOLUTIONS TO ANY ABOVE DETECTED CRASH SUSPECTS *
* SEE: https://docs.google.com/document/d/17FzeIMJ256xE85XdjoPvv_Zi3C5uHeSTQh6wOZugs4c *

 

Oh boy, the solutions in that Link look a bit daunting to me. And I dont know if your machine is too old. The game itself is already old :)

 

I would try simpler things first. If thats a consistent crash in the Third Rail only, i would try changing the loadorder with any other mods that change things in the third rail. Another user had a problem to load goodneighbor at all before changing the loadorder with a Goodneighbor overhaul mod.

Edited by Heinz01
Posted
7 minutes ago, Heinz01 said:

 

Oh boy, the solutions in that Link look a bit daunting to me. And I dont know if your machine is too old. The game itself is already old :)

 

I would try simpler things first. If thats a consistent crash in the Third Rail only, i would try changing the loadorder with any other mods that change things in the third rail. Another user had a problem to load goodneighbor at all before changing the loadorder with a Goodneighbor overhaul mod.

Fortunately, after completing the dating quest, I managed to enter and exit the Third Rail without crashing again

Posted
On 8/3/2024 at 7:28 PM, Raven 54 said:

@Heinz01 I am having an issue that I thought I could clear up on my own by removing Welcome to Goodneighbor but the issue still persists.

I have the double light and some boxes still in the room Hancock gives as an apartment. (see pic in spoiler)

I cannot disable via console commands, I disabled this mod to go and look at the room which had lots of furniture as well as the items giving me trouble.

I saw the prid commands you posted and that is my next try. see edit below.

Could I ask why the workshop does not work on these items?

Have you considered allowing the workshop to function in the whole building as a way to clean and redecorate at Hancock's request of course, I for one think it would be great.

There is also two beds where Hancock beds the player, one new over one old. I do not use PRP, I do have scrap everything, thought it was my issue not this mod's.

 

Thanks Again!

 

 

  Reveal hidden contents

image.png.f06d785d49d6a2711449ce2d894d88c7.png

 

  Reveal hidden contents

image.png.658eb2a465944532d736ba1b3ee8d93d.png

 

 

 

EDIT: well the prid commands did not work for me.

 

  Reveal hidden contents

image.png.0500bbc4c177e8180f96e5c0ea167361.png

 

How did you solve your problem, I am having exactly the same issue, with hancock's bed and the boxes and construction light in the room, and I don't use mods that modify goodneighbour, or at least I don't think I have...

Posted (edited)
4 minutes ago, Chubrikone said:

How did you solve your problem, I am having exactly the same issue, with hancock's bed and the boxes and construction light in the room, and I don't use mods that modify goodneighbour, or at least I don't think I have...

 

It is likely a mod conflict. Do you have Depravity installed? Try to move my mod lower in the loadorder. 

Edited by Heinz01
Posted
40 minutes ago, Heinz01 said:

 

It is likely a mod conflict. Do you have Depravity installed? Try to move my mod lower in the loadorder. 

No, and I opened it in fo4edit and nothing is overwriting those records, the boxes and the light. I is almost at the bottom, only thing after it are problemsofsurvivor.esp(from the patch for this mod), DFS and WorskshopScriptOverwrite

Posted (edited)
8 hours ago, Chubrikone said:

No, and I opened it in fo4edit and nothing is overwriting those records, the boxes and the light. I is almost at the bottom, only thing after it are problemsofsurvivor.esp(from the patch for this mod), DFS and WorskshopScriptOverwrite

 

Try with my mod loaded last. These Items are disabled by my mod and shouldnt appear unless carried over by another mod.

 

EDIT: Just tested it. With POS patch after LP i get both beds. When changing the LO with LP loaded last, there is only one. 
 

EDIT 2: I understand this might be confusing to load my mod after the patch, but the patch only patches POS itself. So it is absolutely ok to load my mod after it and this will solve the conflict. I also added an information about this in my mods description :)

 

Edited by Heinz01
Posted (edited)
2 hours ago, Chubrikone said:

How did you solve your problem, I am having exactly the same issue, with hancock's bed and the boxes and construction light in the room, and I don't use mods that modify goodneighbour, or at least I don't think I have...

I actually had, I think it was Better Goodneighbor installed, like @Heinz01 said there is a mod conflict somewhere in your load order, I would take a look through your mod list and maybe game data files to make sure nothing was left behind from an uninstall. I could have sworn I had nothing yet I did.

Good Luck to you, This is a fun Mod, I really enjoyed building out the room!

Edited by Raven 54
Posted (edited)
3 hours ago, Bkitdtoaqo said:

where is bobbi's key? Looked everywhere in her building and it is not spawning for me.

Use the helpmenu. It will activate the questmarker :)

 

In case you dont have the helpmenu, the key is hidden here:
 

Spoiler

image.jpeg.3d7a926aba246e1b4bd2fb7d3b710518.jpeg

image.jpeg.9a5a9454bdb4519ae8d00b4057826f86.jpeg

 

Edited by Heinz01
Posted
2 hours ago, Heinz01 said:

Use the helpmenu. It will activate the questmarker :)

 

In case you dont have the helpmenu, the key is hidden here:
 

  Reveal hidden contents

image.jpeg.3d7a926aba246e1b4bd2fb7d3b710518.jpeg

image.jpeg.9a5a9454bdb4519ae8d00b4057826f86.jpeg

 

Thanks for the help my dumb ass walked passed that cabinet about 10 times and didn't think to do that.

Posted (edited)
5 minutes ago, Bkitdtoaqo said:

Thanks for the help my dumb ass walked passed that cabinet about 10 times and didn't think to do that.

Don't feel like the Lone Ranger, I asked too when I first played this Fun Mod!    I could not find it anywhere.....:grin:

Edited by Raven 54
Posted
19 hours ago, Heinz01 said:

 

Try with my mod loaded last. These Items are disabled by my mod and shouldnt appear unless carried over by another mod.

 

EDIT: Just tested it. With POS patch after LP i get both beds. When changing the LO with LP loaded last, there is only one. 
 

EDIT 2: I understand this might be confusing to load my mod after the patch, but the patch only patches POS itself. So it is absolutely ok to load my mod after it and this will solve the conflict. I also added an information about this in my mods description :)

 

It worked, thanks. 

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