Heinzelman Posted May 25 Author Posted May 25 54 minutes ago, ectrshgpp said: Hi, I ran into an issue. Working for "old Neighborhood". i came back to the club, after dozen of days, with a high debt. During the mean time the version have been updated to 1.11 I run the General quest and now i want to go out for a while. - A great thank you !! 🙂 for this mod and the 2 others - When asking Santiago the answer is "NO, work on your debt first". I've got the money but i don't know how to give him ? Every 24 hours, Santiago collects the caps and calculates the debt. You only need to walk into him once a day.
msmfoster Posted May 29 Posted May 29 Had a chance to try out the new missions (about to start the Mansion quest). Overall the biggest trouble maker was Sexual Harassment. Raynard was there trying to laid as an approacher when I went to get Piper, come back and the dialogue completely broke because an actor was not around. I had to do a REFID.MoveTo Player to fix that part. Do to a hung Sexual Harassment scene I had to start a new AAF scene (did it with a client). When that was done Preston was there in the wrong room. While quest said to talk to him in my room, nothing happened, so I had to skip the scene (never started). Sexual Harassment kicked in again. This time Santiago drugged me and then triggered Bound in Public. It's interesting that Triggerwoman allowed it considering you warp people back if they leave without permission. This also clearly caused some weird glitches with triggering dialogue. Fortunately when I got close to him again he triggered the dialogue. So well done on notifying the player, and remembering if dialogue was triggered appropriately. One recommendation would be to indicate where the pimp is waiting. Helps the player move there more quickly. Otherwise, I chalk this up to bad luck with mod interactions. 1
Heinzelman Posted May 29 Author Posted May 29 (edited) 1 hour ago, msmfoster said: Had a chance to try out the new missions (about to start the Mansion quest). Overall the biggest trouble maker was Sexual Harassment. Raynard was there trying to laid as an approacher when I went to get Piper, come back and the dialogue completely broke because an actor was not around. I had to do a REFID.MoveTo Player to fix that part. Do to a hung Sexual Harassment scene I had to start a new AAF scene (did it with a client). When that was done Preston was there in the wrong room. While quest said to talk to him in my room, nothing happened, so I had to skip the scene (never started). Sexual Harassment kicked in again. This time Santiago drugged me and then triggered Bound in Public. It's interesting that Triggerwoman allowed it considering you warp people back if they leave without permission. This also clearly caused some weird glitches with triggering dialogue. Fortunately when I got close to him again he triggered the dialogue. So well done on notifying the player, and remembering if dialogue was triggered appropriately. One recommendation would be to indicate where the pimp is waiting. Helps the player move there more quickly. Otherwise, I chalk this up to bad luck with mod interactions. Hello and thank you for your Feedback! I would recommend disabling SH approaches in the Old Neighborhood Club. In many scenes of my mod, adjustments are made in the background. Like the change of a globalvalue or the distribution of keywords or change of aliases. This makes interruptions a bit risky. The objective for Preston is a bit misleading, the scene should start immediately. I’ll make a note of that to correct it. The pimp should normally have a questmarker on him. If not, then a script didnt run correctly. You can check and tell me the result: SQV TRW_OC_MansionQuest there is a long list of aliases, and if the one named "PIMP" has a ref "NONE", then its broken. You could then try: Spoiler cqf trw_oc_mansionquest spawnpimp or better cqf trw_oc_mansionquest startup But in this case it might still have other errors. Edited May 29 by Heinzelman
msmfoster Posted May 29 Posted May 29 4 hours ago, Heinzelman said: Hello and thank you for your Feedback! I would recommend disabling SH approaches in the Old Neighborhood Club. In many scenes of my mod, adjustments are made in the background. Like the change of a globalvalue or the distribution of keywords or change of aliases. This makes interruptions a bit risky. The objective for Preston is a bit misleading, the scene should start immediately. I’ll make a note of that to correct it. The pimp should normally have a questmarker on him. If not, then a script didnt run correctly. You can check and tell me the result: SQV TRW_OC_MansionQuest there is a long list of aliases, and if the one named "PIMP" has a ref "NONE", then its broken. You could then try: Hide contents cqf trw_oc_mansionquest spawnpimp or better cqf trw_oc_mansionquest startup But in this case it might still have other errors. So, Preston did initiate the dialogue. They said what they said and then the quest started. Nothing happened after that. Pretty sure there is a way of disabling Sexual Harassment as needed or at least put up a warning. The pimp did show up, I just missed it until I fast travelled to where I thought he was. Mentioning he is outside Diamond City would just make is easier find.
msmfoster Posted May 30 Posted May 30 Managed to get through The Mansion and I can tell why some people might get annoyed. The place is a maze, and purposefully so. I did catch a few oddities: Final dialogue before Survive! did not complete properly the first time. Funny thing is, I can strip the power armour of fusion core and plating. On the second time it triggers as expected, but it's a bit slow. When I got back to the Old Neighbourhood, the objective did not change at all. I had to manually advance the quest to complete the quest. Otherwise I didn't make much profit that day because of the theft. Original call of Bound in Public (via Sexual Harassment) must have been triggered at an opportune time. When triggered normally you are pulled right back to the Old Neighbourhood, that includes the item you were bound with. Lot of clipping, lot of falling through empty space. Fun time. Nothing huge, but noteworthy. 1
Heinzelman Posted May 30 Author Posted May 30 3 hours ago, msmfoster said: Managed to get through The Mansion and I can tell why some people might get annoyed. The place is a maze, and purposefully so. I did catch a few oddities: Final dialogue before Survive! did not complete properly the first time. Funny thing is, I can strip the power armour of fusion core and plating. On the second time it triggers as expected, but it's a bit slow. When I got back to the Old Neighbourhood, the objective did not change at all. I had to manually advance the quest to complete the quest. Otherwise I didn't make much profit that day because of the theft. Original call of Bound in Public (via Sexual Harassment) must have been triggered at an opportune time. When triggered normally you are pulled right back to the Old Neighbourhood, that includes the item you were bound with. Lot of clipping, lot of falling through empty space. Fun time. Nothing huge, but noteworthy. Thank you very much, I'll have a look into these issues.
woodrealmelf Posted May 30 Posted May 30 Hello can ask where is this questlog? i tried looking at bookshelves and stuffs only found some keys, there nothing pointing to where i need to go and even got lost going to some rooms omg my head hurts what i am about to do or is it i got bugged?
msmfoster Posted May 30 Posted May 30 26 minutes ago, woodrealmelf said: Hello can ask where is this questlog? i tried looking at bookshelves and stuffs only found some keys, there nothing pointing to where i need to go and even got lost going to some rooms omg my head hurts what i am about to do or is it i got bugged? I had the same problem. You need to find a camera and a locket in the display rooms. 1
msmfoster Posted May 30 Posted May 30 1 hour ago, Heinzelman said: Thank you very much, I'll have a look into these issues. Of note, I fast travelled and walked in without triggering the speak to Santiago. How does one make money when on vacation? I have well over 100K in caps, made a fair amount through Sexual Harassment and selling stuff. Yet I tell the triggermen that I need more time.
woodrealmelf Posted May 30 Posted May 30 7 minutes ago, msmfoster said: I had the same problem. You need to find a camera and a locket in the display rooms. oh thank you
Heinzelman Posted May 30 Author Posted May 30 29 minutes ago, woodrealmelf said: Hello can ask where is this questlog? i tried looking at bookshelves and stuffs only found some keys, there nothing pointing to where i need to go and even got lost going to some rooms omg my head hurts what i am about to do or is it i got bugged? Hello, there is a button "Show Summary", if you click it, it shows more text: Spoiler There are four locked exhibition or showrooms. The keys for these rooms are randomly placed in containers inside the Mansion. To advance the quest you must enter these rooms and find 2 items which are randomly placed on these display racks inside these rooms (this means not every of these rooms has the items). But beware of the guards, if they see you inside these rooms, they will attack.
Heinzelman Posted May 30 Author Posted May 30 9 minutes ago, msmfoster said: Of note, I fast travelled and walked in without triggering the speak to Santiago. How does one make money when on vacation? I have well over 100K in caps, made a fair amount through Sexual Harassment and selling stuff. Yet I tell the triggermen that I need more time. It is supposed to work like you described. Outside of the club you earn caps by gaining quest rewards, using other mods etc. Once the Triggermen arrive a script should compare the cumulated debt (the amount you set in the mcm * passed days) against your current caps. If you have the full amount or more you should get the option to just pay and move along.
msmfoster Posted May 30 Posted May 30 38 minutes ago, Heinzelman said: It is supposed to work like you described. Outside of the club you earn caps by gaining quest rewards, using other mods etc. Once the Triggermen arrive a script should compare the cumulated debt (the amount you set in the mcm * passed days) against your current caps. If you have the full amount or more you should get the option to just pay and move along. Well unless debt has been accumulated since before I was frozen, there might be a bug. I do have 130K in caps on me, and probably made well over 2 to 3K as well. Overall these were fun! Would still like an option to buy myself out, or go to war.
Heinzelman Posted May 30 Author Posted May 30 Just now, msmfoster said: Well unless debt has been accumulated since before I was frozen, there might be a bug. I do have 130K in caps on me, and probably made well over 2 to 3K as well. Overall these were fun! Would still like an option to buy myself out, or go to war. Looking at your current wealth I assume, it is a longer playthrough and my Mod missed to update its own value of passed days. It might indeed calculate your debt since the day your character left the vault. Check these two values in the console: GetGlobalValue GameDaysPassed (this is the vanilla days counter) and GetGlobalValue TRW_GameDaysPassed (this stores the above value when my mod checks it) Its normally supposed to work like this: Spoiler In order to count the days correctly my mod first checks the vanilla value of passed days. Then it stores the amount into its own value. Whenever my mod needs to check how many days have passed since then, it compares the current vanilla result with the stored one from my value. For example if the count begins on vanilla day 50 it writes 50 in my globalvalue. So if checked again on gameday 60 it compares these values and calculates the difference which would result in 60 - 50 = 10 days passed since last check. But if TRW_GameDaysPassed for any reason wasnt updated and shows 0 then it would lead to a large debt. So in short, if the TRW_GameDaysPassed returns a value of 0, change it with Set TRW_GameDaysPassed to X (replace the X with the result of GameDaysPassed - 1)
msmfoster Posted May 30 Posted May 30 10 hours ago, Heinzelman said: Looking at your current wealth I assume, it is a longer playthrough and my Mod missed to update its own value of passed days. It might indeed calculate your debt since the day your character left the vault. Check these two values in the console: GetGlobalValue GameDaysPassed (this is the vanilla days counter) and GetGlobalValue TRW_GameDaysPassed (this stores the above value when my mod checks it) Its normally supposed to work like this: Reveal hidden contents In order to count the days correctly my mod first checks the vanilla value of passed days. Then it stores the amount into its own value. Whenever my mod needs to check how many days have passed since then, it compares the current vanilla result with the stored one from my value. For example if the count begins on vanilla day 50 it writes 50 in my globalvalue. So if checked again on gameday 60 it compares these values and calculates the difference which would result in 60 - 50 = 10 days passed since last check. But if TRW_GameDaysPassed for any reason wasnt updated and shows 0 then it would lead to a large debt. So in short, if the TRW_GameDaysPassed returns a value of 0, change it with Set TRW_GameDaysPassed to X (replace the X with the result of GameDaysPassed - 1) Here is what I pulled: GameDaysPassed 335.13 TRW_GameDaysPassed 326.00 This does seem high but I was playing around with Bound in Public. Here are screen caps of my settings and caps. So not sure what went on. I could have paid them off. 1
Heinzelman Posted May 30 Author Posted May 30 28 minutes ago, msmfoster said: Here is what I pulled: GameDaysPassed 335.13 TRW_GameDaysPassed 326.00 This does seem high but I was playing around with Bound in Public. Here are screen caps of my settings and caps. So not sure what went on. I could have paid them off. Alright, thanks. I will look into that. Probably a dialog condition was set wrong.
msmfoster Posted May 30 Posted May 30 24 minutes ago, Heinzelman said: Alright, thanks. I will look into that. Probably a dialog condition was set wrong. When away from home the condition should be based exclusively on Caps balance. Makes it far easier to figure out. When at the Old Neighbourhood I suspect you determine what was made from doing tricks, which is fair. Santiago can't possibly give you a good enough dress for 65K of caps.
Heinzelman Posted May 31 Author Posted May 31 (edited) 11 hours ago, msmfoster said: When away from home the condition should be based exclusively on Caps balance. Makes it far easier to figure out. When at the Old Neighbourhood I suspect you determine what was made from doing tricks, which is fair. Santiago can't possibly give you a good enough dress for 65K of caps. I think I found the issue. The script is set correctly but it wasnt probably executed correctly in your game and I have no idea why. The dialog choice depends on a globalvalue (TRW_MultiUseGlobal3), which is set at the end of the calculation. It is set to 1, if the player has enough caps: Spoiler Function SoftCheckDays() ;For enforcers, payment is handled in their quest script float CurrentDays = GameDaysPassed.GetValue() int UpdatedDays = Math.Floor(CurrentDays) float lastcheck = TRW_GameDaysPassed.GetValue() int lastday = Math.Floor(lastcheck) float dailydebt = TRW_MCM_OC_PlayerDebtDayOff.GetValue() int playercaps = Game.GetPlayer().GetItemCount(Caps001) if UpdatedDays > lastcheck && TRW_PlayerDayOff.GetValue() == 1 int daysoff = UpdatedDays - lastday float missedearnings = daysoff * dailydebt int returndebt = Math.Floor(missedearnings) Debug.Notification("You owe " + returndebt + " caps to the Old Neighborhood.") TRW_OC_EnforcerCaps.SetValue(returndebt) if playercaps >= returndebt TRW_MainGF.SetMultiuseGlobal3(1) endif endif EndFunction This is the condition in the dialog: I also checked all involved scripts and their properties. It should normally work. Try this before the Triggermen are going to visit you again: Set TRW_MultiUseGlobal3 to 1 This should enforce the correct dialog choice for the next check. After that it will be reset to 0 and on the next check it should be set correctly. In the meantime I will check how it behaves in my game 🫠 Edited May 31 by Heinzelman
msmfoster Posted May 31 Posted May 31 9 minutes ago, Heinzelman said: I think I found the issue. The script is set correctly but it wasnt probably executed correctly in your game and I have no idea why. The dialog choice depends on a globalvalue (TRW_MultiUseGlobal3), which is set at the end of the calculation. It is set to 1, if the player has enough caps: Hide contents Function SoftCheckDays() ;For enforcers, payment is handled in their quest script float CurrentDays = GameDaysPassed.GetValue() int UpdatedDays = Math.Floor(CurrentDays) float lastcheck = TRW_GameDaysPassed.GetValue() int lastday = Math.Floor(lastcheck) float dailydebt = TRW_MCM_OC_PlayerDebtDayOff.GetValue() int playercaps = Game.GetPlayer().GetItemCount(Caps001) if UpdatedDays > lastcheck && TRW_PlayerDayOff.GetValue() == 1 int daysoff = UpdatedDays - lastday float missedearnings = daysoff * dailydebt int returndebt = Math.Floor(missedearnings) Debug.Notification("You owe " + returndebt + " caps to the Old Neighborhood.") TRW_OC_EnforcerCaps.SetValue(returndebt) if playercaps >= returndebt TRW_MainGF.SetMultiuseGlobal3(1) endif endif EndFunction This is the condition in the dialog: I also checked all involved scripts and their properties. It should normally work. Try this before the Triggermen are going to visit you again: Set TRW_MultiUseGlobal3 to 1 This should enforce the correct dialog choice for the next check. After that it will be reset to 0 and on the next check it should be set correctly. In the meantime I will check how it behaves in my game 🫠 Due to the Sexual Harassment binging the entire thing was broken. I could not approach a client because I was already serving one, which didn't exist. Bunch of other bugs. So I did a workaround and I'm assuming Triggerwoman will remain quiet. I disabled both before they spoke to me. I'm about to start a new playthrough anyways. Mostly just using this one to export any updates blueprints I made.
woodrealmelf Posted June 5 Posted June 5 hello, want to ask why the people who sent to pay debt is hostile?
Heinzelman Posted June 5 Author Posted June 5 4 hours ago, woodrealmelf said: hello, want to ask why the people who sent to pay debt is hostile? Hello, the Triggermen aren't supposed to be hostile against the player. Try to run away and see if they become friendly again when the combat ends. Otherwise load a save before they became hostile.
savantladylilith Posted June 5 Posted June 5 4 hours ago, Heinzelman said: Hello, the Triggermen aren't supposed to be hostile against the player. Try to run away and see if they become friendly again when the combat ends. Otherwise load a save before they became hostile. This reminds me, just as a tip for anyone who may bring this up, when using mods that alter your faction, such as a gunner or raider disguise in AN76, it will cause many factions in mods such as the triggermen here (or DC guards if you're using FSD for another example) to act hostile towards you, so also make sure you're not doing/wearing/using anything that allows safe travels through enemy territory if you're about to have to pay your dues to the Old Neighborhood (or when fast traveling to the base in the other route as well) as I remembered the hard way once XD 1
woodrealmelf Posted June 8 Posted June 8 hello what currency is use to pay debt?i have 61k caps when i finally returned to old neighbor santiago said that it isnt enough this what shown when i typed in your command, tho i dont know what that mean
woodrealmelf Posted June 8 Posted June 8 58 minutes ago, woodrealmelf said: hello what currency is use to pay debt?i have 61k caps when i finally returned to old neighbor santiago said that it isnt enough this what shown when i typed in your command, tho i dont know what that mean is there a way to actually pay the debt? been trying to sleep for 24hrs for santiago to trigger did a cheat for caps around 1m still say i earned low. the thing is i cant get out lol i teleport back in what ever i do
Heinzelman Posted June 8 Author Posted June 8 17 minutes ago, woodrealmelf said: is there a way to actually pay the debt? been trying to sleep for 24hrs for santiago to trigger did a cheat for caps around 1m still say i earned low. the thing is i cant get out lol i teleport back in what ever i do Hello, you can enter this in the console: Set TRW_PlayerDayOff to 1 This allows you to leave. I have to check what is going wrong in this case, but dont have time right now, so use this as a workaround.
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