LarryJD8822 Posted January 16 Posted January 16 (edited) @GrimGrim31 about the Workshopparent and additional keyword tenhats use a skript and a new keyword , mayb as failsave, marked red in the screens Spoiler Edited January 16 by LarryJD8822
GrimGrim31 Posted January 16 Author Posted January 16 5 hours ago, LarryJD8822 said: I have absolutely no idea what happened in my game. getstage MS19 =0.00 I don't understand. I took Curie with me and healed her, 100% affinity. And Austin got the serum; the quest is completed in the quest log. getstage _DoctorMoreauQuest =125 After update 2.2, Moreau is neither in Vault 81 nor in Secret Vault 81. I think the doors aren't working because the MS19 quest is still technically at 0. I think that's also why the settlement isn't working.and the mapmarker What could happen if I set the MS19 quest to 1200 now?, i try now. not working , still no doorchange and the mapmarker is commonwealth So the quest must almost be overwritten by AFT, Depravity, or Crime and Punishment; CAP uses this quest, AFT controls Curie and Nate, Depravity sets a new quest in Vault 81, or rather, changes the one with Bobby and Tina. So an MCM toggle for the doors would be really great. after 3 hours of testing , and AI search the following happens: CAP (crime and punischment) tracks the molerat disease on Player [Just so you're clear, if the player has the molerat disease and gets close to other NPCs, they will die.] and probably resets the quest to zero, after a few console commands startQuest MS19 setstage MS19 1200 completeQuest MS19 the doors finaly changes and the workbench is working , i can send settlers there and it is in the settlement tap on pipboy Moreau Emily and Llouris.... ar not there, waitet about 30 ingame hours , but nothing , the map marker ist still commonwealth Moreau Emily and Llouris... ar no longer in vault 81 i need a Beer! For mod support, it might be good if you omitted MS19 and checked if Curie is available as a companion (robot), and if Depravity.esp is installed. a check if DP_Vault81Quest stage is 1100 or 1200. 1100 and 1200 ends the quest. The Commonwealth name on the map marker is my error. I fixed it for the next update. Moreau, Emily, and Lloris should have been waiting in the Vault 81 Atrium near Maria's cafe until the doors swap. Then they walk to the Vault 81 reactor room and enter Vault 81 Secret through the secret door there. I may have to give them dialogue options so you can talk them into going to Vault 81 Secret as settlers, just in case they did not get added to Vault 81 Secret's population when the doors were swapped. My quest condition for MS19 doesn't track stages, it just checks to see if MS19 is completed. I will look at the Depravity mod and see how it works for its Vault 81 quest. Was your MS19 reset and started again? Perhaps, I also need to examine the CAP mod. In Doctor Moreau's lab in Vault 81 Secret, there is a cooler on a desk in the corner that has another dose of the Vault 81 cure for the molerat disease. Moreau found Curie's records for the cure and since he had access to more ingredients (unlike Curie), he made another dose.
LarryJD8822 Posted January 16 Posted January 16 49 minutes ago, GrimGrim31 said: Was your MS19 reset and started again? In Doctor Moreau's lab in Vault 81 Secret, there is a cooler on a desk in the corner that has another dose of the Vault 81 cure for the molerat disease. Before I used StartQuest MS19, I used sqs MS19; all stages were (not set) instead of (done). No, MS19 didn't restart; I got 400 XP after entering `setstage MS19 1200`. Anyway, I think it's CAP in connection with the Molerat disease; that would explain why I keep getting the message (every x in-game days) that I've consumed alcohol. But I don't use alcohol or chems. When I have the animations from the "Have a Beer - Animated Drinking" mod enabled, this message doesn't appear, but instead, the drinking animation for water starts seemingly out of nowhere (every x in-game days). The point is, my PC doesn't have the Molerat disease; I was very careful when I freed Curie.
GrimGrim31 Posted January 16 Author Posted January 16 14 minutes ago, LarryJD8822 said: Before I used StartQuest MS19, I used sqs MS19; all stages were (not set) instead of (done). No, MS19 didn't restart; I got 400 XP after entering `setstage MS19 1200`. Anyway, I think it's CAP in connection with the Molerat disease; that would explain why I keep getting the message (every x in-game days) that I've consumed alcohol. But I don't use alcohol or chems. When I have the animations from the "Have a Beer - Animated Drinking" mod enabled, this message doesn't appear, but instead, the drinking animation for water starts seemingly out of nowhere (every x in-game days). The point is, my PC doesn't have the Molerat disease; I was very careful when I freed Curie. That is interesting. I haven't used CAP so this is all new to me. I added conditions to check for the Depravity mod and only switch the doors if the current stage in Depravity's DP_Vault81Quest is 1100 or greater. Since stage 1000 is quest failure, the player will have to successfully complete the quest in order to unlock Vault 81 Secret as a settlement. That will allow players time to complete that quest after completing the Hole in the Wall quest. I removed the condition that requires that the MS19 quest be completed and replaced it with a condition that checks whether the player is in the SettlementVault81 Faction. This only happens after Austin is cured. If the player chooses not to cure Austin, Vault 81 Secret is not unlocked as a settlement. Of course, they could add themselves to the faction via console, but who is so callous that they do not cure Austin and befriend Vault 81?
LarryJD8822 Posted January 16 Posted January 16 15 minutes ago, GrimGrim31 said: but who is so callous that they do not cure Austin and befriend Vault 81? i asked gemini AI , and about 10-15% of all players didnt rescured him or didnt find or didnt do anything releated to Vault81, i thimk this is a good way
GrimGrim31 Posted January 16 Author Posted January 16 Version 2.3 is now available for download. Changed the location of the MedTek research terminal to avoid having precomb/previs conflicts with the PRP mod. The terminal is now located in the same room as the terminal for the MacCready companion quest, but on a different desk. Fixed the issue with the Vault81Secret map marker having the name "Commonwealth". Added support for the Depravity mod so that Vault81Secret is not available as a settlement until after the Depravity quest "Find the White Rabbit" is successfully completed. Changed the conditions that trigger availability of the Vault81Secret settlement. Emily is no longer immune to hucow serum. The Vault 81 Secret settlement is not subject to Minuteman related quests. Feedback on any issues is always helpful. I can only fix problems when I know about them. If anyone is interested in further repairs of the Vault 81 Secret settlement, feel free to ask. I am thinking about adding a handyman that will repair broken glass and make room interiors look like new again. I am considering adding mats for settlers to look like they are maintaining/repairing the vault and its generators. These would be constructible items that you place wherever you want them. There are already mats for hucow scientists, coffee drinking, and just standing nearby observing. 1
fred200 Posted January 17 Posted January 17 (edited) Ver 2.3 Vault 81 Secret looks great. Cleaned up nicely. Emily and Dr do not have normal settler dialogs. No way to trade with them or make them HuCow masters. Vault 81 - not so much. Serious texture problems; vanishing walls and floors. Prevbin? Would I need to start over with 2.3 to fix this? Made Katy from Vault 81 a HuCow. She follows - but "Go home now" gives no choices for destination. She may not have normal settler flags. What do we do for a Vault 81 Secret Overseer? Edited January 17 by fred200
GrimGrim31 Posted January 17 Author Posted January 17 4 hours ago, fred200 said: Ver 2.3 Vault 81 Secret looks great. Cleaned up nicely. Emily and Dr do not have normal settler dialogs. No way to trade with them or make them HuCow masters. Vault 81 - not so much. Serious texture problems; vanishing walls and floors. Prevbin? Would I need to start over with 2.3 to fix this? Made Katy from Vault 81 a HuCow. She follows - but "Go home now" gives no choices for destination. She may not have normal settler flags. What do we do for a Vault 81 Secret Overseer? I am busy for a day or so and then I can look at these things. My mod should not have any precombines or previs in Vault 81, but maybe something still lingers that affects previs. It may be other mods conflicting though. I was having trouble with disapperaring buildings in Concord until I made Depravity load before PRP. Katy may not have the WorkshopNPCScript. I wil check when I have time in a day or so. 1
LarryJD8822 Posted January 17 Posted January 17 the Vault 81 Precombined meshes ar still in the ba2 1
GrimGrim31 Posted January 17 Author Posted January 17 4 hours ago, LarryJD8822 said: the Vault 81 Precombined meshes ar still in the ba2 Thanks, I removed them and patched the archive. No time today to do much more but Version 2.4 is available for download. It should fix Vault 81 so you won't have missing floors, walls, and shelves.
GrimGrim31 Posted January 17 Author Posted January 17 12 hours ago, fred200 said: Ver 2.3 Vault 81 Secret looks great. Cleaned up nicely. Emily and Dr do not have normal settler dialogs. No way to trade with them or make them HuCow masters. Vault 81 - not so much. Serious texture problems; vanishing walls and floors. Prevbin? Would I need to start over with 2.3 to fix this? Made Katy from Vault 81 a HuCow. She follows - but "Go home now" gives no choices for destination. She may not have normal settler flags. What do we do for a Vault 81 Secret Overseer? I looked at Katy and a few other Vault 81 inhabitants. None of them have a WorkshopNPCScript. I can add those scripts to them later like I did for Doctor Duffy, Professor Scara, and Isabel Cruz but they won't have any special dialogue until I have time to write and generate it. And I think turning anyone from Vault 81 into a hucow should probably get you kicked out of that faction as well as loss of the Vault 81 Secret settlement. It is time for me to create the settler dialogue for Doctor Moreau and Emily. I will include dialogue where Emily voluntarily becomes a hucow again to help the research as an option for players that want to go that route. I haven't really thought about a Vault 81 Secret Overseer. Doctor Moreau is the settlement leader, but he would not want the responsibility of running the place since it would interfere with his research focus. Who would you want as an overseer?
nyanyami2017 Posted January 17 Posted January 17 If my player character gets the 'Cow Status' (Bovine condition) and needs to be milked, do I have to find an NPC to perform the milking for me?
fred200 Posted January 17 Posted January 17 3 hours ago, GrimGrim31 said: I looked at Katy and a few other Vault 81 inhabitants. None of them have a WorkshopNPCScript. I can add those scripts to them later like I did for Doctor Duffy, Professor Scara, and Isabel Cruz but they won't have any special dialogue until I have time to write and generate it. And I think turning anyone from Vault 81 into a hucow should probably get you kicked out of that faction as well as loss of the Vault 81 Secret settlement. It is time for me to create the settler dialogue for Doctor Moreau and Emily. I will include dialogue where Emily voluntarily becomes a hucow again to help the research as an option for players that want to go that route. I haven't really thought about a Vault 81 Secret Overseer. Doctor Moreau is the settlement leader, but he would not want the responsibility of running the place since it would interfere with his research focus. Who would you want as an overseer? Abusing Vault 81 residents from cover with HuCow serum is not detected as aggression. I led HuCow Katy happily out of the vault. No one said anything, other than friendly greetings.
LarryJD8822 Posted January 17 Posted January 17 (edited) 8 hours ago, GrimGrim31 said: Who would you want as an overseer? Virgil (Human) would be perfect, then you could also use him for the mutant mod. Is it intentional that Bramin, who accompanies Moreau, disappears from the settlement over time? 2.3 All my problems are gone and what you changed is working for me; I can command hucows, the guards finally have a routine, and the map marker is OK. Emily dont Lloris dont got to bed and i dont think they need a settler dialoge perhaps a clean Vault lab coat when changing cells. Edited January 17 by LarryJD8822 1
fred200 Posted January 17 Posted January 17 I would like the ability to trade with them, so I can hand out a HuCow bucket. What is the vault supposed to do for food and water? Any place we can grow crops? Defense not needed? Vault 88 was pretty complete in this respect.
LarryJD8822 Posted January 17 Posted January 17 (edited) 16 minutes ago, fred200 said: I would like the ability to trade with them, so I can hand out a HuCow bucket. What is the vault supposed to do for food and water? Any place we can grow crops? Defense not needed? Vault 88 was pretty complete in this respect. You can scrap everything, and what remains is dirt ground where you can plant. I use this mod so that I can trade with all NPCs. What you shouldn't do is modify the weapon. instant CTD Edited January 17 by LarryJD8822 1
chasm Posted January 17 Posted January 17 How well does this play with adding to existing saves? I want to give it a shot but with the updates coming fast and furious I might want to wait a little! Is the plan to keep it safe to update? These seems entertaining, but REALLY ambitious!
GrimGrim31 Posted January 17 Author Posted January 17 5 hours ago, fred200 said: Abusing Vault 81 residents from cover with HuCow serum is not detected as aggression. I led HuCow Katy happily out of the vault. No one said anything, other than friendly greetings. Yes, that is the advantage of the hucow serum syringes. They might be the most overpowered weapon versus human opponents in the game. LOL
GrimGrim31 Posted January 17 Author Posted January 17 4 hours ago, fred200 said: I would like the ability to trade with them, so I can hand out a HuCow bucket. What is the vault supposed to do for food and water? Any place we can grow crops? Defense not needed? Vault 88 was pretty complete in this respect. I will add dialogue for them that allows trading. It may take me a few days. You can grow food in the dirt basement areas between the Research atrium and the Maintenance section and between that and the Residence/Cafe section. I planted lots of mutfruit there. Those dirt areas also work well for water wells. There are also lots of mods that allow planters and these can be placed almost anywhere in the vault. Defense is probably not necessary as I flagged the vault so that it should not be attacked. However, there might be mods that get around that situation.
GrimGrim31 Posted January 17 Author Posted January 17 1 hour ago, chasm said: How well does this play with adding to existing saves? I want to give it a shot but with the updates coming fast and furious I might want to wait a little! Is the plan to keep it safe to update? These seems entertaining, but REALLY ambitious! This mod should work for existing saves. A lot of the changes/checks are executed in the OnPlayerLoadGame Event so my script checks to see what mods you have loaded and what situations exist in your current save that are relevant to the Human Cattle mod. I am trying to deconflict this mod and/or integrate it with popular mods. Since this mod is a WIP, conflicts sometimes occur. I try to fix them as soon as I can when people tell me what is wrong. I am not sure that I would call this mod ambitious compared to a mod like JB's Commonwealth Slavers, Nuka World, or Thuggy's mods. 1
GrimGrim31 Posted January 17 Author Posted January 17 5 hours ago, LarryJD8822 said: Virgil (Human) would be perfect, then you could also use him for the mutant mod. Is it intentional that Bramin, who accompanies Moreau, disappears from the settlement over time? 2.3 All my problems are gone and what you changed is working for me; I can command hucows, the guards finally have a routine, and the map marker is OK. Emily dont Lloris dont got to bed and i dont think they need a settler dialoge perhaps a clean Vault lab coat when changing cells. Virgil is an interesting choice. He does need some purpose in his life. Doctor Moreau's brahmin with the pack on it should be replaced at the Vault 81 Trade Settlement with a brahmin that has no pack on it. It should stay at the settlement and just roam around. If you put a brahmin feed trough or water trough there, it will stay close by. You might try reassigning Emily, Lloris, and Doctor Moreau to their beds. I will check the beds to see if I missed something when I created them. Who needs a clean lab coat? Are you asking for one for the player or do you want the NPCs to have cleaner clothing?
GrimGrim31 Posted January 17 Author Posted January 17 7 hours ago, nyanyami2017 said: If my player character gets the 'Cow Status' (Bovine condition) and needs to be milked, do I have to find an NPC to perform the milking for me? There is an MCM setting that you can turn on that allows NPCs to milk the player hucow. If this setting is turned on, there is a random chance that a hucow farmer (a settler that is given a hucow farmer's bucket) will milk the player hucow. Or you can simply walk close to a hucow farmer when you need to be milked, and you will see an activation button for milking. 1
LarryJD8822 Posted January 17 Posted January 17 (edited) 24 minutes ago, GrimGrim31 said: Doctor Moreau's brahmin with the pack on it should be replaced at the Vault 81 Trade Settlement with a brahmin that has no pack on it. It should stay at the settlement and just roam around. If you put a brahmin feed trough or water trough there, it will stay close by. You might try reassigning Emily, Lloris, and Doctor Moreau to their beds. I will check the beds to see if I missed something when I created them. Who needs a clean lab coat? Are you asking for one for the player or do you want the NPCs to have cleaner clothing? in my case Doctor Moreau's brahmin is disappeared You don't need to check the beds, I scrapped them and I built new ones, the room where the beds were is a perfect clinic room. Yes, I mean Moreau and Lloris should get clean clothes; I mean, since the Overseer is already having a few rooms cleared out, then two new coats are surely possible. In my case, Emily doesn't need a clean version of her coat, because I replaced the vanilla Vault Lab Coat with a mini dress from vtaw Edited January 17 by LarryJD8822
LarryJD8822 Posted January 17 Posted January 17 40 minutes ago, GrimGrim31 said: A lot of the changes/checks are executed in the OnPlayerLoadGame Event so my script checks to see what mods you have loaded and what situations exist in your current save that are relevant to the Human Cattle mod. If you use OnPlayerLoadGame when unlocking the settlement, there is a problem with the Map Marker if it was already enabled beforehand, since you can Fast Travel there. Even if all conditions are met so that the doors in the Vault can be replaced, players can Fast Travel into the Secret Vault and ruin the Workshop In my opinion, the Map Marker should also only be unlocked once all conditions are met
GrimGrim31 Posted January 17 Author Posted January 17 33 minutes ago, LarryJD8822 said: If you use OnPlayerLoadGame when unlocking the settlement, there is a problem with the Map Marker if it was already enabled beforehand, since you can Fast Travel there. Even if all conditions are met so that the doors in the Vault can be replaced, players can Fast Travel into the Secret Vault and ruin the Workshop In my opinion, the Map Marker should also only be unlocked once all conditions are met The map marker is only unlocked once and it happens in the same function that swaps the doors. That function is only triggered when all necessary conditions are met: Austin is cured (MS19 quest) Emily is cured (Doctor Moreau's quest) The Vault 81 Depravity quest is completed successfully (if the Depravity mod is loaded)
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