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Posted
33 minutes ago, Bagamute said:

Установил мод. В NММ переместил его вниз. После приветствия Хэнкока, никто не подходит. 

 

Just to avoid any misunderstanding :) The first quest should start after Hancock has given his speech on the balcony, not after the greeting after Finn has been killed. 

 

The speech must be completed. If you think this is already done, check this first:

SQV DialogueGoodneighborHancockSpeech

 

It should show "Current Stage: 100" when it is completed. If thats the case and still no one is approaching your character, then you can type in:

Spoiler

SetStage LP_Startup 50

 

This will skip the very short dialog with the guard and start the first quest.

 

Posted
2 hours ago, Heinz01 said:

 

Во избежание недоразумений :) первый квест должен начинаться после того, как Хэнкок произнесет речь на балконе, а не после приветствия после убийства Финна. 

 

Речь должна быть завершена. Если вы думаете, что это уже сделано, проверьте сначала это:

Диалог SQVДобрый соседХэнкокРечь

 

По завершении должно быть показано "Текущая стадия: 100". Если это так и никто не подходит к вашему персонажу, то вы можете ввести:

  Скрыть содержимое

SetStage LP_Startup 50

 

Это позволит пропустить очень короткий диалог с охранником и начать первый квест.

 

Я про речь на балконе и имел ввиду. Попробую через консоль. Спасибо

Posted

Bug Report - Minor

 

More of an oddity than anything else. I got the Shroud mission to kill Byron in Covenant but was in DC overnight in Home Plate.

 

Next morning Byron turns up in DC following me around and the dialogue was No/Are we at the spot yet, so it looks like the quest had jumped a stage to when he follows the pc.

 

It saved me a trip so was rather convenient, but I'm not sure if it was just a glitch or the quest itself needs looking at. Last time it worked fine though that was on an existing game, this was on a new game (though I wouldn't read much into that).

Posted
27 minutes ago, Slorm said:

Bug Report - Minor

 

More of an oddity than anything else. I got the Shroud mission to kill Byron in Covenant but was in DC overnight in Home Plate.

 

Next morning Byron turns up in DC following me around and the dialogue was No/Are we at the spot yet, so it looks like the quest had jumped a stage to when he follows the pc.

 

It saved me a trip so was rather convenient, but I'm not sure if it was just a glitch or the quest itself needs looking at. Last time it worked fine though that was on an existing game, this was on a new game (though I wouldn't read much into that).

Thanks for the report. I made a mistake. When you receive the quest, it is already on a stage on which my mod listens to any AAF Scene and will advance to the next stage. I have to put in another stage to avoid that :)

 

Posted

Hi.

 

Some time ago i play an early update from this mod and i like a lot. Now i try the new update and i like a lot more.

 

I finished yet the "main history" and go for sidequest. I must say the quest from Collector to go Hallucigen for take something use same door inside building than a quest from "Tales from the Commonwealth". As i not find the key of this door from "Littlepawn" mod, y can use 2 systems for take the item. The help holotape, and see where is the marker quest and find a room near then use "tcl" console command and go against roof or wall until find the item. Then with "tcl" command too return a safe room and disable "tcl" command.

 

Sorry for my english.

 

Greetings.

Posted

First of all - thank you for the mod. Was nice, really nice.
Got quest ending message in Goodneighbor and Shroud did run out of jobs. I thing thats it?

 

About bugs... dint notice anything groundbreaking.
One oopsy instance was with gunshot in the ally. You go investigate... an then then need to talk with one of the gunman in main square. Well, my first try ended up near sleeping bag with quest-marker hanging above it. Did try to sleep/sit it out but noup.. dint work. Reloaded a save and voila... important gunman was actually standing near Third Rail door.
Thats was only hiccup... everything else went smoothly.

 

Maybe one more notice. You know that dead synth in front of Rexford, a replacer (Sammy was his name i think) with 2 guys standing near. Well... that scene wont disappear (in vanilla it cleans up after some time)

 

The thing about Byron in Covenant, yep just like Slorm described. Its like you already talk with him... he just suddenly starts following you. OOKAY... from the dialog with Shroud later i got a clue about the blowjob... dint remember any of that... must be heavy hangover.

 

May i suggest:
Gift dress from Hancock... i have no idea how hard it wold be but, wold it be possible to use some invisible item (like bandana for example) EVEN if people talk about dress. I'm thinking many peeps actually prefer to use something else then 10y old non-modular dress.

JUST for example - Vtaw 5 has nice combo what one might need for "secretary" + later on that Detective coat... super fitting with story (+modular). Sooooo...  if the item you receive is "invisible bandana" then one can wear whatever she likes and still get that "wow, nice" from Hancock.

 

Ford... the guy who she can actually kill, right? But can choose not to coz she likes her. Well i had a feeling that there is a story growing (around warm bed) - but noup. The moment he gets bartender job... nothin. Only "interactive" option is like "I just wanted to say hello". Not believable, noup. Please add stress relief option 🙃

 

But overall, super nice!

Posted (edited)
1 hour ago, Hober9 said:

Hi.

 

Some time ago i play an early update from this mod and i like a lot. Now i try the new update and i like a lot more.

 

I finished yet the "main history" and go for sidequest. I must say the quest from Collector to go Hallucigen for take something use same door inside building than a quest from "Tales from the Commonwealth". As i not find the key of this door from "Littlepawn" mod, y can use 2 systems for take the item. The help holotape, and see where is the marker quest and find a room near then use "tcl" console command and go against roof or wall until find the item. Then with "tcl" command too return a safe room and disable "tcl" command.

 

Sorry for my english.

 

Greetings.

 

Thanks for your kind words!

 

The random quest uses every container in every location (including mods in that location) I allowed (except workshops). Sometimes it may choose a container which is not reachable or too hard to reach. I saw this in a vanilla cell in which the FO4 Devs left a container outside the walls :) 

For such cases I included two options in the Helpmenu:

- "Bella's Item Quest - Item or Container missing" this just gives you the item and goes to the next step.

- "Collect Quest is broken" this will reset the quest and roll for another container 

 

 

 

1 hour ago, Raisakas said:

First of all - thank you for the mod. Was nice, really nice.
Got quest ending message in Goodneighbor and Shroud did run out of jobs. I thing thats it?

 

About bugs... dint notice anything groundbreaking.
One oopsy instance was with gunshot in the ally. You go investigate... an then then need to talk with one of the gunman in main square. Well, my first try ended up near sleeping bag with quest-marker hanging above it. Did try to sleep/sit it out but noup.. dint work. Reloaded a save and voila... important gunman was actually standing near Third Rail door.
Thats was only hiccup... everything else went smoothly.

 

Maybe one more notice. You know that dead synth in front of Rexford, a replacer (Sammy was his name i think) with 2 guys standing near. Well... that scene wont disappear (in vanilla it cleans up after some time)

 

The thing about Byron in Covenant, yep just like Slorm described. Its like you already talk with him... he just suddenly starts following you. OOKAY... from the dialog with Shroud later i got a clue about the blowjob... dint remember any of that... must be heavy hangover.

 

May i suggest:
Gift dress from Hancock... i have no idea how hard it wold be but, wold it be possible to use some invisible item (like bandana for example) EVEN if people talk about dress. I'm thinking many peeps actually prefer to use something else then 10y old non-modular dress.

JUST for example - Vtaw 5 has nice combo what one might need for "secretary" + later on that Detective coat... super fitting with story (+modular). Sooooo...  if the item you receive is "invisible bandana" then one can wear whatever she likes and still get that "wow, nice" from Hancock.

 

Ford... the guy who she can actually kill, right? But can choose not to coz she likes her. Well i had a feeling that there is a story growing (around warm bed) - but noup. The moment he gets bartender job... nothin. Only "interactive" option is like "I just wanted to say hello". Not believable, noup. Please add stress relief option 🙃

 

But overall, super nice!

 

Thanks for your feedback and suggestions, I'm glad you enjoyed my mod!

 

Yep, the current chapter of the story ends with the message. Otherwise there is the small sidequest "The collector" (talk to fahrenheit if you didnt get it). Besides that you can do the repeatable stuff and deliver Chess Stuff to Fahrenheit which can be found everywhere (20 different items). 

 

I have no idea why that sammy encounter won't clear in your playthrough, I didn't touch it :)

 

The story with Ford is to be continued in the future. Right now it stops where it is after he requested to "give him some time" on the last main quest. A possible relationship in 3.0 will be influenced by the players decisions then. There is already some stuff prepared:

Spoiler

Right before you talk and possibly try to flirt with Northy you have a small window of opportunity to tell Ford about that, so he knows you are not really flirting with northy right before his eyes. This dialog option is not marked but this event will be tracked. There is also already a counter tracking the players sexual activity on the daily shopping quest. 

 

Edited by Heinz01
Posted

Hi.

 

The mod "Project Valkyrie" is connected with vanilla quest "The big dig" for the last quest "Lost in transit". I think this last quest is optional because the perk with the character Valkyrie is given before this last quest.

 

Greetings.

 

Posted
46 minutes ago, Hober9 said:

Hi.

 

The mod "Project Valkyrie" is connected with vanilla quest "The big dig" for the last quest "Lost in transit". I think this last quest is optional because the perk with the character Valkyrie is given before this last quest.

 

Greetings.

 

 

I see just now the building "Hancock Strongroom" can be opened using console command "unlock" for first door and "disable" for second door. But perhaps this is posible because this room is visited at "LittlePawn" mod. Must check if this is what i want when play Valkyrie quests. The strongroom looks as always but if you try the door used by Bobby for enter, you see all strange things, so i reload the game.

 

Greetings.

Posted (edited)
35 minutes ago, Hober9 said:

 

I see just now the building "Hancock Strongroom" can be opened using console command "unlock" for first door and "disable" for second door. But perhaps this is posible because this room is visited at "LittlePawn" mod. Must check if this is what i want when play Valkyrie quests. The strongroom looks as always but if you try the door used by Bobby for enter, you see all strange things, so i reload the game.

 

Greetings.

 

Thanks for the Hint with Valkyrie!

 

This might be a little confusing :) When you and Fahrenheit confronted Bobbis Gang in the Strongroom, you were not in the original Strongroom. I use copies for Bobbis Place, The Dig, Strongroom and Milton General and also for the Warehouses when they are converted. I just place a new door in front of the old one and enable/disable my doors on certain queststages. The door to "my" strongroom will be disabled when the quest "The Tunnel" ends, for example.

 

So you tried to enter the correct vanilla strongroom for the Valkyrie Quest, but it was locked because you have not been there before. You normally would unlock it from inside with a terminal after doing the original quest :)

Edited by Heinz01
Posted
18 hours ago, Heinz01 said:

 

Thanks for the Hint with Valkyrie!

 

This might be a little confusing :) When you and Fahrenheit confronted Bobbis Gang in the Strongroom, you were not in the original Strongroom. I use copies for Bobbis Place, The Dig, Strongroom and Milton General and also for the Warehouses when they are converted. I just place a new door in front of the old one and enable/disable my doors on certain queststages. The door to "my" strongroom will be disabled when the quest "The Tunnel" ends, for example.

 

So you tried to enter the correct vanilla strongroom for the Valkyrie Quest, but it was locked because you have not been there before. You normally would unlock it from inside with a terminal after doing the original quest :)

 

As i say i enter with console commands but when exit, the building is unlocked in the map, so must be the vanilla building. Later, when i do the Valkyrie quests i can enter without problem for take last items for give to Valkyrie and finish all quests for her.

 

This thing was the only problem i have for not close your mod. I am using Welcome to Goodneighbor and i like the new business open in town.

 

I am a Depravity mod fan and i think i can jump the vanilla "The dig" with the holotape.

 

Greetings.

Posted

hi 

at first it was kind of fun BUT this mod lack on options badly:

1 obliged  to fuck a ghoul ... berk

2 forced to heard the Gore and Absalom treaten you as a chep, really chap women

without any option ... berk

3 first play was kind of amusing but at 4 th play that becomes really annoyng this lack of options

please do something about that.

i enslaved them with just business but no it wont advance the quest.....

thanks

 

Posted
3 hours ago, ovidius422 said:

2 forced to heard the Gore and Absalom treaten you as a chep, really chap women

without any option ... berk

  Cheap? hah... no, really no. Just a business in wasteland. One may say even tasteful (scene needs bit polishing tho).
  If you want to feel what means when your character is like grass-level cheap - try NukaRide 😁

 

i enslaved them with just business but no it wont advance the quest.....

  don't do that!
  You let one mod nibbling inside another and expect things to work normally? Noup. I suggest - reload previous save.

 

 

Posted
17 hours ago, ovidius422 said:

hi 

at first it was kind of fun BUT this mod lack on options badly:

1 obliged  to fuck a ghoul ... berk

2 forced to heard the Gore and Absalom treaten you as a chep, really chap women

without any option ... berk

3 first play was kind of amusing but at 4 th play that becomes really annoyng this lack of options

please do something about that.

i enslaved them with just business but no it wont advance the quest.....

thanks

 

Thank you for your feedback.

 

The mercenaries aren't supposed to have good manners, and my mod doesn't recognize when you try to teach them any by enslaving them with another mod :)

Posted

This mod looks very promising and seeing who you had as mentors, I expect it will be enjoyable.   Others who I respect have commented positively on it as well.   However, as I have only now discovered it, I didn't see anyone talk about the "RP" of playing this mod after NR or even CS.   You state it should be a new play through, but what if I start with NR (or CS -> NR) if I am in a particular bleak mood)?  Will this require some "immersion logic jumps"?  

 

I am assuming it is compatible with CS/NR as it isn't in the incompatible section of the mod description. 

Posted
20 minutes ago, steelpanther24 said:

This mod looks very promising and seeing who you had as mentors, I expect it will be enjoyable.   Others who I respect have commented positively on it as well.   However, as I have only now discovered it, I didn't see anyone talk about the "RP" of playing this mod after NR or even CS.   You state it should be a new play through, but what if I start with NR (or CS -> NR) if I am in a particular bleak mood)?  Will this require some "immersion logic jumps"?  

 

I am assuming it is compatible with CS/NR as it isn't in the incompatible section of the mod description. 

 

I just suggest a new playthrough because I think its a bit unimmersive when Hancock is already a possible companion or even working at one your farms :) In my mod Hancock isn't supposed to know the players character already. In the beginning, the only distinction is whether the player originally came from a Vault or grew up in the Wasteland.

 

This mod runs fine with NR. I didnt test it with CS but i dont see any potential issues.

Posted
1 hour ago, Heinz01 said:

This mod runs fine with NR. I didnt test it with CS but i dont see any potential issues.

 

It works fine with CS, I started my current game with it.

 

One improvement I would suggest is some variation in the sex scenes which aside from one of the mercs (iirc) consists of just oral and masturbation, which does get a bit repetitive in repeat play throughs

Posted
38 minutes ago, Slorm said:

 

It works fine with CS, I started my current game with it.

 

One improvement I would suggest is some variation in the sex scenes which aside from one of the mercs (iirc) consists of just oral and masturbation, which does get a bit repetitive in repeat play throughs

 

Thats strange :) I start AAF scenes with tags like doggy, cowgirl etc. And i get the varying results ingame. I didn't use one masturbation. Do you use a XML patch? (i personally use UAP)

Posted (edited)
3 hours ago, Heinz01 said:

Thank you for your feedback.

 

The mercenaries aren't supposed to have good manners, and my mod doesn't recognize when you try to teach them any by enslaving them with another mod :)

so you want the pc act ONLY like a stupid brainless whore... ok

im glad i finished to play it (for the last time} and get the velvet bar but i still got that kind of impression that my pc payd way too much for it. and not even an workbench inside.... berk

all i said is some sugestions for you to make it better but is up to you ofc.

bye and NOT endorsed lol

Edited by ovidius422
Posted (edited)
44 minutes ago, Heinz01 said:

 

Thats strange :) I start AAF scenes with tags like doggy, cowgirl etc. And i get the varying results ingame. I didn't use one masturbation. Do you use a XML patch? (i personally use UAP)

 

No, I'm not using any patches except for Creature Resources and AAF kinky/creature themes.

 

EDIT:

 

Just to clarify the masturbation scene was when the pc is sat between two NPC's giving them both a hand job

Edited by Slorm
Posted
12 minutes ago, Slorm said:

 

No, I'm not using any patches except for Creature Resources and AAF kinky/creature themes

 

Do you have SavageCabbage, Atomic Lusts, BP and Leito Animation Packs installed? They would cover most of the animations which are used. 

Posted (edited)
20 minutes ago, deathmorph said:

Is this quest from this mod? This will appear in a strange location if applicable.

 

  Reveal hidden contents

2024-12-0121_16_32-Fallout4.png.1db3dc993a4493cc5d1586ff750489be.png

 

 

Yes, the objective is from my mod. But Hancock is not supposed to be at that sea :) The only thing that should happen at this stage is to make him sit down on the couch in the statehouse. I had something like that with preston teleporting from the castle to the cambridge crater while doing a vanilla quest for no reason. I have no idea what could be the cause for that behaviour. 

 

See if the marker moves, if he is really there he should walk back to GN, because his package forces him to. Otherwise you could go there, click on him in the console, coc to GN and make him move to your place by entering "moveto player". Dont talk to him on this stage while he is not in his statehouse.

Edited by Heinz01

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