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Posted

How do I change the duration of the animations? MCM keeps resetting back to 30 seconds. MCM timer for sexual harassment stays to what I set it to, but this mod doesn't.

Posted
11 minutes ago, Kalron28 said:

How do I change the duration of the animations? MCM keeps resetting back to 30 seconds. MCM timer for sexual harassment stays to what I set it to, but this mod doesn't.

 

Sounds like something is going wrong. What does the console answer if you enter:

getglobalvalue lp_aaf_duration

 

Posted

running the latest version on a clean start (alt start not Nora) with the voice files (honestly not bad if a little tinny) and on the mission to get some mercs from dugout inn.   Initial greet goes fine but after responding that you are not a whore the dialogue options never appear to continue and you are stuck in the conversation.   I am using EDI 1.3.6 and RED 2.8 so not sure if one or both of those is causing the issue.   Do not recall having any issues here on the version I had about a month ago.

Posted

OK so I moved the file in the right pane of MO2 all the way to bottom just before bashed patch and the conversation worked fine.   Will play around with it later and try to find out which of the mods is causing the issue, but LOOT is not setting it right.   I might also disable Depravity all together and see if that was the culprit regardless of load order.   I normally only play 1 quest mod per play through, though this one might work as the early mod leading into outcasts and project Valkryie in place of Depravity

Posted
24 minutes ago, Mimirue17 said:

running the latest version on a clean start (alt start not Nora) with the voice files (honestly not bad if a little tinny) and on the mission to get some mercs from dugout inn.   Initial greet goes fine but after responding that you are not a whore the dialogue options never appear to continue and you are stuck in the conversation.   I am using EDI 1.3.6 and RED 2.8 so not sure if one or both of those is causing the issue.   Do not recall having any issues here on the version I had about a month ago.

 

Hi, EDI 136 should be okay, thats what the mod was tested on earlier and that quest didnt change after that. I dont know what RED is though :)

 

Normally you what have to sit down on the chair shortly after you say you are looking for merceneries and then the talk would continue. I will have a look into the conversation tomorrow, but please tell me what the RED 2.8 is.

Posted
11 minutes ago, Mimirue17 said:

OK so I moved the file in the right pane of MO2 all the way to bottom just before bashed patch and the conversation worked fine.   Will play around with it later and try to find out which of the mods is causing the issue, but LOOT is not setting it right.   I might also disable Depravity all together and see if that was the culprit regardless of load order.   I normally only play 1 quest mod per play through, though this one might work as the early mod leading into outcasts and project Valkryie in place of Depravity

 

Depravity should be fine as long as my mod is lower in the loadorder. Its just a small conflict and only involves a few things like the lights and cardboxes in the attic and the double bed.

Posted (edited)
3 hours ago, Heinz01 said:

 

Hi, EDI 136 should be okay, thats what the mod was tested on earlier and that quest didnt change after that. I dont know what RED is though :)

 

Normally you what have to sit down on the chair shortly after you say you are looking for merceneries and then the talk would continue. I will have a look into the conversation tomorrow, but please tell me what the RED 2.8 is.

https://www.nexusmods.com/fallout4/mods/69389 

this is the current load order plugins.txt

LP was right under Depravity when the dialogue froze, were it is at currently (bottom) no issues.   Notice the RED esp is really low and I have a feeling it might be that but will move it above it and test later tonight.

 

Edited by Mimirue17
more info
Posted
3 hours ago, Heinz01 said:

 

Depravity should be fine as long as my mod is lower in the loadorder. Its just a small conflict and only involves a few things like the lights and cardboxes in the attic and the double bed.

ya ruled that out, the attic worked fine and removing it did not fix the issue with the conversation.

Posted
5 hours ago, Mimirue17 said:

https://www.nexusmods.com/fallout4/mods/69389 

this is the current load order plugins.txt

LP was right under Depravity when the dialogue froze, were it is at currently (bottom) no issues.   Notice the RED esp is really low and I have a feeling it might be that but will move it above it and test later tonight.

 

Thats good. It seems to be a good idea anyway to have my mod pretty low in the loadorder as a lot of mods seem to carry the vanilla records of the state house.

 

I will look into RED later and see if i can replicate the dialog freeze.

Posted (edited)
1 hour ago, Heinz01 said:

Thats good. It seems to be a good idea anyway to have my mod pretty low in the loadorder as a lot of mods seem to carry the vanilla records of the state house.

 

I will look into RED later and see if i can replicate the dialog freeze.

ok I think I found the issue moving it up one file at a time until it stopped working.   Raider Pet Tweak fix05.esp was the file that stopped the conversation.   Raider pet in general was causing something in that if moved above Raider Pet.esp the force greet did not trigger (think that was priority 236 and tweak fix was 243.)  So having it below all files from Raider Pet seems to solve the issue.   I am still on the fence of that tweak and fix file as even the person handling it right now said the whole thing might need to be rewritten and the original author has moved on it seems.   If you like I can take both of those out and restart a fresh game and test over again.   Will just start at a higher level and start in Good Neighbor.

edit: Reinstalled Raider Pet and base file works fine in the order that Loot put them in.   If using the Tweak and the Tweak fix then LP needs to be below both.

hope that helps.

Edited by Mimirue17
Posted
1 hour ago, Mimirue17 said:

ok I think I found the issue moving it up one file at a time until it stopped working.   Raider Pet Tweak fix05.esp was the file that stopped the conversation.   Raider pet in general was causing something in that if moved above Raider Pet.esp the force greet did not trigger (think that was priority 236 and tweak fix was 243.)  So having it below all files from Raider Pet seems to solve the issue.   I am still on the fence of that tweak and fix file as even the person handling it right now said the whole thing might need to be rewritten and the original author has moved on it seems.   If you like I can take both of those out and restart a fresh game and test over again.   Will just start at a higher level and start in Good Neighbor.

edit: Reinstalled Raider Pet and base file works fine in the order that Loot put them in.   If using the Tweak and the Tweak fix then LP needs to be below both.

hope that helps.

Many thanks for testing. I really appreciate it. ❤️

I will update my description with this info.

Posted
2 hours ago, Heinz01 said:

Many thanks for testing. I really appreciate it. ❤️

I will update my description with this info.

so I reinstalled all the mods and tweaks for Raider Pet, but as separate files instead of replacing like Tweak 5.0 said and 5.0 fix as another file.   This method removed the conflict with the conversation, and I have asked for confirmation on that page if this is how it should be installed as it ends up replacing the original esp instead of adding another tweak fix esp. This appears to remove any need for load order changes, pending reply to process.

Posted
1 hour ago, Mimirue17 said:

so I reinstalled all the mods and tweaks for Raider Pet, but as separate files instead of replacing like Tweak 5.0 said and 5.0 fix as another file.   This method removed the conflict with the conversation, and I have asked for confirmation on that page if this is how it should be installed as it ends up replacing the original esp instead of adding another tweak fix esp. This appears to remove any need for load order changes, pending reply to process.

Thanks again. Glad you have solved that mystery and I hope you have fun with the rest of this mod.

 

I don't understand why this would break a specific dialogue, but the game does strange things sometimes :D

 

Posted

Hi @Heinz01
Thank you very much for the mod. It is very interesting to go through it. Very good dialogs... not as usual in such mods. In no quest mod for Fallout 4 and Skyrim I have not been so interesting to go through the story. Unfortunately I ran into a problem. I can not pass the cleanup of warehouses. When one of the enemies dies, there is a stable crash. The crashlog says “Unhandled exception ‘EXCEPTION_ACCESS_VIOLATION’ at 0x7FF76D0FBD2E Fallout4.exe+173BD2E”. One person told me that installing all Visual C++ packages might help. But unfortunately it did not help. And now I don't know how to get past this. Perhaps someone has encountered something like this?

 

Just in case, I'll throw in one of the crashlogs. Thanks in advance for any help or attempted help ❤️

crash-2024-10-18-22-31-52.log

Posted
5 hours ago, combine_47 said:

Hi @Heinz01
Thank you very much for the mod. It is very interesting to go through it. Very good dialogs... not as usual in such mods. In no quest mod for Fallout 4 and Skyrim I have not been so interesting to go through the story. Unfortunately I ran into a problem. I can not pass the cleanup of warehouses. When one of the enemies dies, there is a stable crash. The crashlog says “Unhandled exception ‘EXCEPTION_ACCESS_VIOLATION’ at 0x7FF76D0FBD2E Fallout4.exe+173BD2E”. One person told me that installing all Visual C++ packages might help. But unfortunately it did not help. And now I don't know how to get past this. Perhaps someone has encountered something like this?

 

Just in case, I'll throw in one of the crashlogs. Thanks in advance for any help or attempted help ❤️

crash-2024-10-18-22-31-52.log 41.75 kB · 0 downloads

 

Thanks for your kind words!

 

Unfortunally I can't see any reason why your game crashes from your logs. I can only offer to avoid the killing and go pretty much to the end of that quest. You will miss a few kills and AAF scenes. When you meet the mercenaries in the third rail type this in the console:

Setstage LP_Warehouse 220

 

Hope that helps.

Posted
7 hours ago, Heinz01 said:

 

Thanks for your kind words!

 

Unfortunally I can't see any reason why your game crashes from your logs. I can only offer to avoid the killing and go pretty much to the end of that quest. You will miss a few kills and AAF scenes. When you meet the mercenaries in the third rail type this in the console:

Setstage LP_Warehouse 220

 

Hope that helps.

Thanks for trying to help me out ❤️
Sorry, apparently I had some modifications in MO2 in the wrong order. Because of that, after killing some characters, I was crashing out of the game. Now I seem to have adjusted this order correctly and I can already pass your modification too.

 

Thanks again for your mod. I would very much like to continue to see such quest mods in F4 and Skyrim. Because 95% of all quest mods cause extreme shame and facepalm.

Posted (edited)
2 hours ago, combine_47 said:

Thanks for trying to help me out ❤️
Sorry, apparently I had some modifications in MO2 in the wrong order. Because of that, after killing some characters, I was crashing out of the game. Now I seem to have adjusted this order correctly and I can already pass your modification too.

 

Thanks again for your mod. I would very much like to continue to see such quest mods in F4 and Skyrim. Because 95% of all quest mods cause extreme shame and facepalm.

I'm glad you figured it out.

 

But as much as I understand what you're trying to say, I have to disagree with your last sentence. Because it is basically not true and actually unnecessary. It's just a matter of personal preference. 

 

The bottom line is that everyone will find a mod they like. And that's actually a good thing, isn't it?

Edited by Heinz01
Posted
42 minutes ago, Neotronix said:

got a problem, all npc's added by this mod have no head. Thier heads are invisable. help anyway to fix this

 

 

Do you happen to have X-Cell installed? I've read that NPCs from other mods may appear headless when Xcell is installed.

 

I don't use X-Cell myself, but as far as I've read, you can probably solve this by changing x-cell's config file and set face gen to false instead of true.

There is also a link for creating FaceGens for your modlist.

Posted

I found a very minor typo in "LittlePawn_positionData.xml" that causes the pole dance to fail to load if playing with NAFicator and NAF Bridge. A space was missing in the line and it confuses NAFicator. Putting the space back in solves the problem and the entire mod works flawlessly. 👍

Attached is the updated file. 

 

LittlePawn_positionData.zip

Posted
6 hours ago, zjzc said:

I found a very minor typo in "LittlePawn_positionData.xml" that causes the pole dance to fail to load if playing with NAFicator and NAF Bridge. A space was missing in the line and it confuses NAFicator. Putting the space back in solves the problem and the entire mod works flawlessly. 👍

Attached is the updated file. 

 

LittlePawn_positionData.zip 388 B · 1 download

Thank you very much!

 

It took a while for my eyes to find the missing space :D

 

I'll upload a fix.

Posted
4 minutes ago, Raven 54 said:

@Heinz01 do I have to start a new game to update to 2.2.1??

Thanks!

 

You can continue with your save. If you are currently on the “Good News” quest, you should complete it before updating. 

Posted
1 minute ago, Heinz01 said:

If you are currently on the “Good News” quest, you should complete it before updating. 

I got to the end of the mod, been waiting for this, Having a good time playing it, Thank You for your work and for sharing with us!  

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