Vladel Posted November 27, 2024 Posted November 27, 2024 (edited) 17 hours ago, awesomeSPAS said: This is very strange, LCC and Pervert do not depend / interact with each other This is what i've been getting if pervert is enabled. with 1.26 the collar seems to still work, 1.28 not always and i haven't quite been able to narrow down the circumstances of when they may or may not work. I was in the process of moving to 1.28 but i usually install but only use it a bit until i know it's working as well as it's predecessor. Edited November 27, 2024 by Vladel
bobsandwich Posted November 27, 2024 Posted November 27, 2024 Anyone else having this issue, after an event I get the quest however, when I try to speak to officer dalton, his quest scene dialogue isn't firing... anyone have this issue????????
riveth Posted November 27, 2024 Author Posted November 27, 2024 2 hours ago, bobsandwich said: Anyone else having this issue, after an event I get the quest however, when I try to speak to officer dalton, his quest scene dialogue isn't firing... anyone have this issue???????? you have raped! but not robbed? Usually they start together. type SQT in console and check what stage ins quest raped!
katrina.balanchuk Posted November 28, 2024 Posted November 28, 2024 5 hours ago, bobsandwich said: Anyone else having this issue, after an event I get the quest however, when I try to speak to officer dalton, his quest scene dialogue isn't firing... anyone have this issue???????? I also had this exact issue. The mod author gave me some console commands earlier in this thread and they did advance the quest
bobsandwich Posted November 28, 2024 Posted November 28, 2024 2 hours ago, riveth said: you have raped! but not robbed? Usually they start together. type SQT in console and check what stage ins quest raped! Says Stage 0, I didn't have robbery turned on, so I'll try to see if that works for me too.
Rusel2816 Posted November 28, 2024 Posted November 28, 2024 The mod is pretty good, will they put options in case you don't want to be transported in a settlement? The truth is that inside the cities it is very useful, but in settlements it happens to me that I have placed several pieces of furniture far from the settlers or settlements where there is no one and I would like not to be transported all the time. 1
pandademonium666 Posted November 28, 2024 Posted November 28, 2024 19 hours ago, riveth said: Do you have asimillation mod? If so try to disable it. I don't have Assimilation. I disabled some furniture mods and Varied Raiders and it seems to be holding up now. It did seem to crash with Doctor Sun and Solomon in scenes. They initiate dialogue if you get near them, so don't know if this causes an issue. SO far so good now. Love the mod!
riveth Posted November 28, 2024 Author Posted November 28, 2024 6 hours ago, Rusel2816 said: The mod is pretty good, will they put options in case you don't want to be transported in a settlement? The truth is that inside the cities it is very useful, but in settlements it happens to me that I have placed several pieces of furniture far from the settlers or settlements where there is no one and I would like not to be transported all the time. I posted sort of manual couple posts back. It's a work around how to disable locations from our mod. If you dont know how to use fo4edit, give me location names you want to exclude and I bake file just for you. 1
riveth Posted November 28, 2024 Author Posted November 28, 2024 (edited) 9 hours ago, bobsandwich said: Says Stage 0, I didn't have robbery turned on, so I'll try to see if that works for me too. Load previous save Type coc dcdungeon01 in console This will start quest but not scenario Now coc dmndsecurity01 Go talk to dalton There is a a lot going on at scenario start and slower pc might produce errorrs like this. Edited November 28, 2024 by riveth
bobsandwich Posted November 28, 2024 Posted November 28, 2024 (edited) 8 hours ago, riveth said: Load previous save Type coc dcdungeon01 in console This will start quest but not scenario Now coc dmndsecurity01 Go talk to dalton There is a a lot going on at scenario start and slower pc might produce errorrs like this. Hmmm I could have too many script running and I'm using my current game save. I'll try out a new game and take some mods off one by one. coc to the dungeon and out worked though Edited November 28, 2024 by bobsandwich 1
riveth Posted November 28, 2024 Author Posted November 28, 2024 17 minutes ago, bobsandwich said: Hmmm I could have too many script running and I'm using my current game save. I'll try out a new game and take some mods off one by one. coc to the dungeon and out worked though Raped! is single time short quest. It's nothing much I just used this to learn how things works. So if everything else works, just cheat quest start and play on.
Rusel2816 Posted November 28, 2024 Posted November 28, 2024 9 hours ago, riveth said: Publiqué una especie de publicación manual de parejas. Es una solución alternativa a cómo deshabilitar ubicaciones de nuestro mod. Si no sabes cómo usar fo4edit, dame los nombres de las ubicaciones que quieras excluir y horneo el archivo solo para ti. I actually don't know anything about editing mods, so these are the locations, Red Rocket, Santuary and Croup Manor, please By the way, the mod is not compatible with West Tek Tactical, if you lead a squad of that mod when you return to the original location they never appear or at least I couldn't make them forget no matter how hard I tried, for me there is no problem, it was just a coincidence that I had a squad of the brotherhood following me and the bug happened.
riveth Posted November 28, 2024 Author Posted November 28, 2024 (edited) 2 hours ago, Rusel2816 said: I actually don't know anything about editing mods, so these are the locations, Red Rocket, Santuary and Croup Manor, please By the way, the mod is not compatible with West Tek Tactical, if you lead a squad of that mod when you return to the original location they never appear or at least I couldn't make them forget no matter how hard I tried, for me there is no problem, it was just a coincidence that I had a squad of the brotherhood following me and the bug happened. red rocket and manor was not covered our mod. I removed sanctuary :) copy this file to mod folder and replace pervert.esp Edited November 28, 2024 by riveth 1
awesomeSPAS Posted November 28, 2024 Posted November 28, 2024 On 11/26/2024 at 6:08 PM, pandademonium666 said: Love the concept of this mod but it keeps CTD during abductions. Not sure what conflicts. Seems to happen when it calls for AAF. Not always on the first scene, but sometimes. Crash seems random. I have so removed a lot of mods that I think might conflict. I might have to wait for another version. Please share AAM.log and AAM_AM.log, no changes are planned for AAF related functionality at the moment.
awesomeSPAS Posted November 28, 2024 Posted November 28, 2024 On 11/27/2024 at 4:49 AM, riveth said: Ok I get it. I think i saw this issue on sh support page some time ago. I dont think it's our fault. Maybe awesomeSPAS could tell more about this. SH integration is very thin, basically it is hijacking player right before its about to get F..D by SH (when all dialogues are over).
awesomeSPAS Posted November 28, 2024 Posted November 28, 2024 On 11/27/2024 at 8:40 AM, Vladel said: This is what i've been getting if pervert is enabled. with 1.26 the collar seems to still work, 1.28 not always and i haven't quite been able to narrow down the circumstances of when they may or may not work. I was in the process of moving to 1.28 but i usually install but only use it a bit until i know it's working as well as it's predecessor. Pervert can not cause that. Something went wrong with initialization of LCC. This is engine issue, basically this read returns none as if LCC_AbductionManager.pex is not found AM = Game.GetFormFromFile(0x00000800, "Latex Collar Curse.esp") as LCC:LCC_AbductionManager
awesomeSPAS Posted November 28, 2024 Posted November 28, 2024 18 minutes ago, riveth said: red rocket and manor was not covered our mod. I removed sanctuary :) copy this file to mod folder and replace pervert.esp 1.22 MB · 0 downloads I am considering to add MCM option, such as probability of the "abduction". My character is getting destroyed too much May be then I can also create probability of abduction for each specific location. It's a little bit of work and will be harder to add new locations in future since we have to hardcode this, but if its more than couple folks who need that we may consider... Like this message if you think its needed 4
alima309 Posted November 29, 2024 Posted November 29, 2024 (edited) 3 hours ago, awesomeSPAS said: I am considering to add MCM option, such as probability of the "abduction". My character is getting destroyed too much May be then I can also create probability of abduction for each specific location. It's a little bit of work and will be harder to add new locations in future since we have to hardcode this, but if its more than couple folks who need that we may consider... Like this message if you think its needed wow it becomes More immerssive..... After all In DC or GN there are various ppl, too. evil guys want to take more advantages, good-guy just wanna make it quick..... maybe just focus on present locations is good in my opinion. there are dark lanes and corners in it (just like Gothan City lol) and praise to the function "KFT rotation" its another immerssive scenario shot, too. maybe to add some lines between players and rapists during the scene in the future? maybe an odd to escape the continuous scene? because for now it seems 100% to fulfill the sex times in MCM even it sets to 10% ...... Edited November 29, 2024 by alima309 1
asdfer1234 Posted November 29, 2024 Posted November 29, 2024 Yo!!! Amazing mod! Only tiny nitpick that I would love if addressed. I cleared out Covenant and its Compound - and am using it as my homebase. So, I'll be having this mod triggered there a lot. So, I'd oh so appreciate it if you included an "IF [Covenant quest is completed in such a way as to take down the Compound] THEN [don't send to Compound for Pervert scene and opt for other generic scene]." Again, thank you for this. 1
riveth Posted November 29, 2024 Author Posted November 29, 2024 (edited) 23 minutes ago, asdfer1234 said: Yo!!! Amazing mod! Only tiny nitpick that I would love if addressed. I cleared out Covenant and its Compound - and am using it as my homebase. So, I'll be having this mod triggered there a lot. So, I'd oh so appreciate it if you included an "IF [Covenant quest is completed in such a way as to take down the Compound] THEN [don't send to Compound for Pervert scene and opt for other generic scene]." Again, thank you for this. it's not that easy to do, but for now you can use fo4edit tool to edit mod and delete this location. I posted manual couple posts back. Because this is repetative issue I will post this manual in first comment. Edited November 29, 2024 by riveth 2
rubber_duck Posted November 30, 2024 Posted November 30, 2024 Hey @riveth, I've noticed that you made a few tweaks to the mod and uploaded the plugin (pervert.esp) multiple times over the past few pages of the forum. This is the most recent one: On 11/28/2024 at 10:36 PM, riveth said: red rocket and manor was not covered our mod. I removed sanctuary :) copy this file to mod folder and replace pervert.esp 1.22 MB · 9 downloads The issue that struck me the most is the copy of DC Mayor NPC. You apparently fixed it, but is that fix included in the plugin update I've quoted? I've downloaded 3 Pervert's plugins in total: The first one has a fix for the DC Mayor NPC and its duplicate. The second one has the fix from the first + some other changes. The third one (quoted in this post) has locations update - but does it have the fixes from previous plugin versions? I've just finished setting a new, fresh save up so I can properly test this mod - I'm really eager to give it a shot as I've long wanted to see something like this as an add-on for SH. Top job guys! Keep it up! 😁
riveth Posted November 30, 2024 Author Posted November 30, 2024 1 hour ago, rubber_duck said: Hey @riveth, I've noticed that you made a few tweaks to the mod and uploaded the plugin (pervert.esp) multiple times over the past few pages of the forum. This is the most recent one: The issue that struck me the most is the copy of DC Mayor NPC. You apparently fixed it, but is that fix included in the plugin update I've quoted? I've downloaded 3 Pervert's plugins in total: The first one has a fix for the DC Mayor NPC and its duplicate. The second one has the fix from the first + some other changes. The third one (quoted in this post) has locations update - but does it have the fixes from previous plugin versions? I've just finished setting a new, fresh save up so I can properly test this mod - I'm really eager to give it a shot as I've long wanted to see something like this as an add-on for SH. Top job guys! Keep it up! 😁 Only first file contains fix, other ones has some places removed. They were removed on user request, because he has a base/brothel builded there. So basicly they are downgrade of sort, don't use them if you want all supported locations working. i hope you'll like scenarios from this mod
asdfer1234 Posted November 30, 2024 Posted November 30, 2024 Well this is an annoyance... Probably something on my end, my modding set-up is very scuffed and hardly regular or proper, but figured I might as well share just in case: when reloading a save, I get a crash with this mod being the disable/enable culprit, with the crash log scanner blaming "LL_fourPlay_1_10_163.dll" a lot. 1
rubber_duck Posted November 30, 2024 Posted November 30, 2024 1 hour ago, riveth said: Only first file contains fix, other ones has some places removed. They were removed on user request, because he has a base/brothel builded there. So basicly they are downgrade of sort, don't use them if you want all supported locations working. i hope you'll like scenarios from this mod Thanks for replying! By the way, I haven't reached DC yet, but I too am running Crime And Punishment, Diamond City Expansion and PRP. As instructed, I've moved this mod to the (near) bottom of my load order and as of now, I am hoping for the best. Crossing fingers, the conflicts are minimal! Really looking forward to seeing future developments of the mod - from what I gather, this is already very polished, so kudos to you! Keep up the great work! Should I encounter conflicts/issues, I'll report them here - I like to consider myself very thorough 😅 Take care! 2
ectrshgpp Posted December 1, 2024 Posted December 1, 2024 Thank you for the good work ! Testing seems to work fine with open points below: Settlement was Bunker hill / OldManStockton - during initial abduction scene, no KFT devices were equipped. However the KOF.0.log say 2 KFT dev were equipped. Never see them - During the release of PC a pop-up windows appear but display turn black immediately, and cannot read it. I have to press enter, blind, to pass this step. AAM_AM.0.log AAM.0.logKOF.0.log 2
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