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Posted (edited)

I don't see anything in the script that prevents the player from using weapons.  What happens when you try to equip them?

 

There was once a problem with hucow weapons for the player because they cannot be unequipped and are basically bare fists, but I removed that script line a long, long time ago.

 

NPC hucows still get the hucow weapons equipped which is why they usually don't use other weapons than their bare fists.

 

In the console, hucow weapons are "_hucowweapons".  The formID's first two digits will vary based on your load order but the last six digits are "074B9C"

 

 

Edited by GrimGrim31
Posted
7 hours ago, GrimGrim31 said:

 

You are looking for information.  Don't look for holotapes, look for terminals.

The Dr. said look for a holotape, so that is what I was looking for.

Thank You.

Posted
4 hours ago, Raven 54 said:

The Dr. said look for a holotape, so that is what I was looking for.

Thank You.

or files on a computer.

Posted

@GrimGrim31

V1.26.2

I think the Synths need a bit of faction tweaking... maybe!?

They ignore Commonwealth Captives that have been rescued, but not ones still bound.

In a settlement, they get put down real fast, which results in a fight loop. Maybe make all settlements, owned or not, a safe haven?

 

Did get a successful injection inside Medford hospital. 👍

 

Just curious,

How hard would it be to make all the NPC's "freeze in time" with maybe a drunk screen effect, Synths teleport in, inject and talk to the player, then teleport out?

 

Posted (edited)
2 hours ago, izzyknows said:

or files on a computer.

I missed that part, I have real bad vision. 

 

 

Edited by Raven 54
Posted
1 hour ago, izzyknows said:

V1.26.2

I think the Synths need a bit of faction tweaking...

the synths that teleport in on Sunshine Tidings Co Op won't leave, they have the blue electric crackling on them, when asked what they did they comment on leaving but do not, they keep attacking Lloris, that is his name, right? He shoots them, they fall in a wounded state then right back up to do it all again.

Posted
59 minutes ago, Raven 54 said:

the synths that teleport in on Sunshine Tidings Co Op won't leave, they have the blue electric crackling on them, when asked what they did they comment on leaving but do not, they keep attacking Lloris, that is his name, right? He shoots them, they fall in a wounded state then right back up to do it all again.

 

Did you kill any of them?  The reason that I made them essential (unkillable) is that the final dialogue scene won't play if any of the synths are dead.  It requires all four of them present.

 

I am thinking of a way to work around that so that you can kill some of the synths but still play a final dialogue scene.  

 

I will take a look at Lloris' factions.  They are not supposed to fight anyone after the player is injected.

Posted
2 hours ago, izzyknows said:

@GrimGrim31

V1.26.2

I think the Synths need a bit of faction tweaking... maybe!?

They ignore Commonwealth Captives that have been rescued, but not ones still bound.

In a settlement, they get put down real fast, which results in a fight loop. Maybe make all settlements, owned or not, a safe haven?

 

Did get a successful injection inside Medford hospital. 👍

 

Just curious,

How hard would it be to make all the NPC's "freeze in time" with maybe a drunk screen effect, Synths teleport in, inject and talk to the player, then teleport out?

 

 

Yes, I need to make the synths' faction an ally of the Captive Faction.  I probably should make them an ally of several other factions who would ignore a fight between the synths and the player (like New York residents ignoring a mugging in broad daylight).

 

The freeze in time seems possible but might be limited by available resources.  Someone with a lot of mods running might not get the effect, especially if I try to use an input layer.

 

The other issue with a "Freeze" is that the Institute would use an ability like that a lot if they had it so it is difficult to justify it in the game setting.  And I know who the mastermind is behind the attack on the Player and they don't have the resources to pull off that kind of ability.  It says a lot that they have to use old Gen1 synths to do their dirty work when a Gen3 could sneak up and inject the player a lot more surreptitiously.

 

I also should buff the synths' HP.  Right now they die from a strong breeze.

 

 

Posted (edited)
1 hour ago, GrimGrim31 said:

 

Did you kill any of them?  The reason that I made them essential (unkillable) is that the final dialogue scene won't play if any of the synths are dead.  It requires all four of them present.

 

I am thinking of a way to work around that so that you can kill some of the synths but still play a final dialogue scene.  

 

I will take a look at Lloris' factions.  They are not supposed to fight anyone after the player is injected.

I attempted to kill them the first time I encountered them, they would not die, all four would go into a bleedout stage, then get up and attack everyone except the player, Lloris would shoot them, they fell down, got up and rinse & repeat.

None died.

Edited by Raven 54
Posted

I have to know...does Dr. Moreau and Emily actually go into Vault 81? Do I go in there to talk to them? I tried recuiting them for my settlement but he keeps telling me he needs to report to the overseer of 81.

Thanks.

Posted
2 minutes ago, Raven 54 said:

I attempted to kill them the first time I encountered them, they would not die, all four would go into a bleedout stage, then get up and attack everyone except the player, Lloris would shoot them, they fell down, got up and rinse & repeat.

 

That is correct except that Lloris should not fight them once they have injected you.  It won't matter in the next version since the synths will be killable.

Posted
1 minute ago, Raven 54 said:

I have to know...does Dr. Moreau and Emily actually go into Vault 81? Do I go in there to talk to them? I tried recuiting them for my settlement but he keeps telling me he needs to report to the overseer of 81.

Thanks.

 

Yes, they go to Vault 81.  You can go there after they arrive and talk to them but only LLoris and Aaron can be recruited as settlers.  I may change that eventually.

Posted

I do have an enhancement request:

A pill and maybe a syringe to temporarily cure the effects of the curse. Maybe an immediate cure and the start of slow curse.

Usable by NPCs and player.

Posted
1 minute ago, fred200 said:

I do have an enhancement request:

A pill and maybe a syringe to temporarily cure the effects of the curse. Maybe an immediate cure and the start of slow curse.

Usable by NPCs and player.

 

Cure syringes already exist in the game.  I have not made a pill version yet.

Posted

On not being able to wield a weapon: this seems like something I have seen in the past.

Anyone know any console commands to try? The pipboy works OK.

Flash! Reloading the game fixed it! I can fight again!

Just Fallout being Fallout I guess.

Posted (edited)
5 minutes ago, GrimGrim31 said:

 

Cure syringes already exist in the game.  I have not made a pill version yet.

I don't know of any way to use the syringe on the PC.

And I was hoping for something temporary...

A temporary cure would be just the thing to use on Dr Hope.

Edited by fred200
Posted (edited)
15 minutes ago, fred200 said:

I don't know of any way to use the syringe on the PC.

And I was hoping for something temporary...

A temporary cure would be just the thing to use on Dr Hope.

 

You can cure Doctor Hope at the table.  The PC uses a cure injector.  It exists in the game but maybe I haven't made it constructible yet.  I will check.

 

Or are you looking for a way to go back a stage in Doctor Hope's slow transition?

 

EDIT:  Yes, the Hucow Serum Reversal Injector is a constructible object in the game.

 

Edited by GrimGrim31
Posted
2 minutes ago, fred200 said:

OK - I missed the reversal injector.

Is that an item usable only on the PC?

 

I think it counts as a cure item when you are curing NPCs at the table.

Posted

Just to clarify for other confused users - there is no constructable labeled injector. Just syringes.

The cure syringe which you use as syringer ammo can be clicked in inventory and used as an injector.

Works well. Has a couple of appropriate dialog comments also.

Posted

after first time transformation of the main character in a hucow it disappears from aaf menu.

 

so no interactions with aaf and the player is possible... is there an fix or console command to "add" again the player or must i delete my 2 year savegame now? :)

Posted
53 minutes ago, fred200 said:

Just to clarify for other confused users - there is no constructable labeled injector. Just syringes.

The cure syringe which you use as syringer ammo can be clicked in inventory and used as an injector.

Works well. Has a couple of appropriate dialog comments also.

It was hidden because of a keyword condition.  I can unlock it so it shows up in the next update.  I haven't used these injectors for a while so I am not sure if they still work correctly.  They were going to be part of the quest but that changed somewhere in development.

 

 

Posted (edited)
30 minutes ago, GrimGrim31 said:

It was hidden because of a keyword condition.  I can unlock it so it shows up in the next update.  I haven't used these injectors for a while so I am not sure if they still work correctly.  They were going to be part of the quest but that changed somewhere in development.

 

 

thanx, this would help a lot :) i was trying to load an older save but (funfact) here also is ths player vanished from actor list lol

between, i use the "cure" item from chem bench to revert into "human" again... after this i have seen that no sex is possible anymore...

so if the "cure" gives back the keyword, this should be enough ( i hope ) 

Edited by roflmaones

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