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Posted (edited)
20 minutes ago, woodrealmelf said:

i did talk to both raiders and even use moveto jefferson but it doesnt trigger anything 

Then we can only skip the talk with the raiders in which you can either gain allowance to enter the brewery alone but peacefully or choose the violent path instead. So you have two options. Choose only one.

Peaceful Option: SetStage TRW_SQ_BeantownBrewery 160

Harmful Option: SetStage TRW_SQ_BeantownBrewery 2000 (two thousand)

 

You should enter one of these when Jeff is still nearby. 

 

And if thats not working, show me the result when you enter 

SQV TRW_SQ_BeantownBrewery

 

Edited by Heinzelman
Posted
26 minutes ago, Heinzelman said:

Then we can only skip the talk with the raiders in which you can either gain allowance to enter the brewery alone but peacefully or choose the violent path instead. So you have two options. Choose only one.

shit, i pick the peaceful one and was already good since the deal is sealed but i have MSMA installed tom died from it and i ended up killing every raider inside. if that happens is the mod broken?

Posted (edited)
17 minutes ago, woodrealmelf said:

shit, i pick the peaceful one and was already good since the deal is sealed but i have MSMA installed tom died from it and i ended up killing every raider inside. if that happens is the mod broken?

Tower Tom has a script that sets a stage for my quest if he was killed. As long as the journal updated to "Talk to Jefferson" you should be fine.

SQV TRW_SQ_BeantownBrewery should return Current stage 2100 or 2110.

 

Otherwise reload and avoid killing him or use the harmful option right away.

Edited by Heinzelman
Posted
4 hours ago, Heinzelman said:

I'll put a link in my mods description. If you don't mind, I would include them in the next update, unless you would like to upload them separately.

 

Sure, no problem.

 

I have saved and labeled the models for each one. If you add new dialogues, let me know and I'll send you a table with links.

 

Regarding the pipeline, I generated all non-vanilla voices as playervoices and then changed them via RCV. But judging by Yasmine, this is not a very good idea. I will try a different approach in Little Pawn.

 

 

4 hours ago, Heinzelman said:

And also thanks for the pointer to the better tools, because I have to create voices for my other mod in the near future 🙂

 

FallTalk is awesome, but in its current state, there are a lot of broken things in it. 

 

With Orpheus, EVERY time it generates a voice, it downloads ALL THE MODELS COMPLETELY from the HF, which is 10 GB. So without modifying the code (which I did), never install it on an SSD. And be prepared to spend time downloading models.

 

With XTTSv2 (works like xVA, but the result sounds mutch better) — Nora model doesn't work at all without rolling back transformers to 4.49.0.

 

The author of the tool hasn't been around for almost a year, so I don't know if he will fix it himself or not.

 

Regarding Orpheus' performance — on RTX 3060ti, 100 lines of dialogue without references take about 1 hour.

 

I am currently working on a set of web-tools for modding Fo4 and want to add my ps-scripts to it, which helped me check the audio quality from FallTalk.

Posted

image.png.bce8f258c57573c237f3f0be50f800ec.png

by far the hardest look for the toolbox quest i have ever done and still have not found it??? i went inside but the quest says on top of me so i go there even installed a jetpack mod just to go up the roof, im at the beantown brewery and what does the holotape do? i saw a 2nd option saying fixes what exactly does it fix?

Posted
23 minutes ago, woodrealmelf said:

image.png.478a7ccfbbd620a856e2b32022d0d511.png

OMG i tells where the item is the holotape and no comment now

Yup, like i explained here. By default the marker points to the location and not the item itself. Maybe you want to change the setting in the MCM, so you dont need to use the holotape, when this quest starts next time. Its at "Settings > Fetchquest Marker on the Container".

 

 

Posted
8 hours ago, KinataHoru said:

 

Sure, no problem.

 

I have saved and labeled the models for each one. If you add new dialogues, let me know and I'll send you a table with links.

 

Regarding the pipeline, I generated all non-vanilla voices as playervoices and then changed them via RCV. But judging by Yasmine, this is not a very good idea. I will try a different approach in Little Pawn.

 

 

 

FallTalk is awesome, but in its current state, there are a lot of broken things in it. 

 

With Orpheus, EVERY time it generates a voice, it downloads ALL THE MODELS COMPLETELY from the HF, which is 10 GB. So without modifying the code (which I did), never install it on an SSD. And be prepared to spend time downloading models.

 

With XTTSv2 (works like xVA, but the result sounds mutch better) — Nora model doesn't work at all without rolling back transformers to 4.49.0.

 

The author of the tool hasn't been around for almost a year, so I don't know if he will fix it himself or not.

 

Regarding Orpheus' performance — on RTX 3060ti, 100 lines of dialogue without references take about 1 hour.

 

I am currently working on a set of web-tools for modding Fo4 and want to add my ps-scripts to it, which helped me check the audio quality from FallTalk.

Thanks again, also for the infos. Sounds like a lot of work 🙂

 

As for Little Pawn, I am currently revising it, which involves many changes (including parts of the dialogues). 

Posted
55 minutes ago, Heinzelman said:

As for Little Pawn, I am currently revising it, which involves many changes (including parts of the dialogues). 


Understood, I'll put it off for now (-:

 

 

56 minutes ago, Heinzelman said:

Thanks again, also for the infos. Sounds like a lot of work 🙂

 

Well, yes, it is. Even if FallTalk worked flawlessly, it wouldn't save me from the bugs in the generation itself. But I think the quality of Orpheus is worth it.

Posted (edited)

hello, i have a quest triggerwoman: intermission and ive been waiting for it to start been doing mini quest so far but i cant seem to progress any further, did i miss something coz it keeps on telling me to do previous quest before it starts something

Edited by woodrealmelf
Posted (edited)
11 hours ago, woodrealmelf said:

aye man is it good to install all your mods is kinda connected at some point or isnt?are there conflicts with other quest mod like nuka ride?

 

My mods shouldnt conflict which each other. As of now there is only a small extra dialogue in Triggerwoman if you played Little pawn before, more is an idea for the future. And my mods should be compatible with Nuka Ride too.

 

5 hours ago, woodrealmelf said:

hello, i have a quest triggerwoman: intermission and ive been waiting for it to start been doing mini quest so far but i cant seem to progress any further, did i miss something coz it keeps on telling me to do previous quest before it starts something

"Triggerwoman: Intermission" only serves the purpose to say, you reached the (current) end of the mod. The note about the previous quest is just a leftover of the "do X tasks to unlock the next quest" script. You can ignore it 🙂

Edited by Heinzelman
Posted
1 hour ago, woodrealmelf said:

hello just want to ask on the route for old neighborhood club is there a guide for the quest:?

Hi, there is no guide because it has very little content. You can only play it if you didnt join the fenway patrons or even helped Jefferson. As soon as you joined the old neighborhood and been "tested" by Santiago and Hudson you have to serve the clients. You cannot leave without permission. And if you leave with permission you still have to earn caps. This will be fleshed out with the next update. 

  • 2 weeks later...
Posted

First time getting to Old Neighborhood Club with the boss (Shelton??). But when I get there, NOTHING happens with Shelton, he just follows me around. He says nothing, any attempt to start conversation has no response. Can't get him to leave, stop following or triggering any event. 


Santiago portion works. Pass the test and "start working" at the club, but Shelton (the Bunker Hill boss) just hangs around doing nothing. Any idea?

Posted (edited)
46 minutes ago, herrzimm said:

First time getting to Old Neighborhood Club with the boss (Shelton??). But when I get there, NOTHING happens with Shelton, he just follows me around. He says nothing, any attempt to start conversation has no response. Can't get him to leave, stop following or triggering any event. 


Santiago portion works. Pass the test and "start working" at the club, but Shelton (the Bunker Hill boss) just hangs around doing nothing. Any idea?

Hmm that sounds like you installed Triggerwoman (old) and TriggerwomanReborn (new). If so, these are not compatible together. TriggerwomanReborn is a complete remake of the old mod and is different.

 

The main problem here is that each mod has its own Shelton and its own Old Neighborhood Club. And it looks like you took old Shelton (because he is only following you on a quest in the old mod) to the new Club(because Santiago is only there in the new version).

 

Probably a solution would be to uninstall TriggerwomanReborn and go back to an earlier save before entering the club and then try to continue the already started questline of the old mod. After the old mod reached its End Message you can play TriggerwomanReborn on a new game without the old version of Triggerwoman. Or just directly start a new game with TriggerwomanReborn only, because thats the most clean approach.

Edited by Heinzelman
Posted

THX, that was the issue. Had both up and running. Once I got rid of the Triggerman mod, loaded up old save before starting either one, was able to start on Reborn no problem.

Posted (edited)

Does this mean you should list Triggerwoman in this mod's incompatibilities?

 

(Right now you have a "Compatability" section which mentions the problem, and an "Incompatibilities" section which lists one other compatibility issue.)

 

Edited by sen4mi
Posted (edited)
1 hour ago, sen4mi said:

Does this mean you should list Triggerwoman in this mod's incompatibilities?

 

(Right now you have a "Compatability" section which mentions the problem, and an "Incompatibilities" section which lists one other compatibility issue.)

 

You're right, I've updated the description.

Edited by Heinzelman
Posted

Hello, playing this nice mod and have as good time as i had when i played little pawn 🙂

 

I am on quest triggerwoman: intermission and on stage "wait for things to come".

 

Am i supposed to wait for something to happen? Or shall i go away and play other things/quests and suddenly i get a notice i need go back?

 

(And another thing not related to the nice mod: i got a nice "scandalous" outfit from Magnolia, it fits perfect! But if i craft the same dress it do not fit. What do the mod do that can make stuff fit perfect like that ?? Probably totally noob question but i am no modder at all 🙂 )

 

(You seriously have two of the best mods going in this and Little Pawn, awesome. And i loved dear Fahrenheit rescued me from evil gansters!)

Posted
30 minutes ago, Gubbe73 said:

Hello, playing this nice mod and have as good time as i had when i played little pawn 🙂

 

I am on quest triggerwoman: intermission and on stage "wait for things to come".

 

Am i supposed to wait for something to happen? Or shall i go away and play other things/quests and suddenly i get a notice i need go back?

 

(And another thing not related to the nice mod: i got a nice "scandalous" outfit from Magnolia, it fits perfect! But if i craft the same dress it do not fit. What do the mod do that can make stuff fit perfect like that ?? Probably totally noob question but i am no modder at all 🙂 )

 

(You seriously have two of the best mods going in this and Little Pawn, awesome. And i loved dear Fahrenheit rescued me from evil gansters!)

Hi!  Thank you for your kind words!

 

Intermission is the current hiatus in the "Fenway Patrons" quest series. It’s supposed to continue from there at some point, but honestly, not anytime soon. The "Old Neighborhood" is getting a small update though, maybe in the next weeks.

 

My mod just calls the clothes as they are provided by the TRS and EasyGirl mods. Maybe you missed the shoes/heels after crafting the dress? (shoes from these mods use the bodyslot). 

Posted
2 hours ago, Heinzelman said:

Intermission is the current hiatus in the "Fenway Patrons" quest series. It’s supposed to continue from there at some point, but honestly, not anytime soon. The "Old Neighborhood" is getting a small update though, maybe in the next weeks.

 

My mod just calls the clothes as they are provided by the TRS and EasyGirl mods. Maybe you missed the shoes/heels after crafting the dress? (shoes from these mods use the bodyslot). 

Thanks alot for the fast response! Strange with the clothes, i really must try more and see what i do wrong. 

 

Looking forward to see how the story unfolds in both your awesome mods, but ofc take your time and have fun!!! 

 

 

Followed both your big mods so i am not missing new stuff.

 

🙂

 

 

 

 

Posted (edited)

Hello! Just going to send a sign of life :)

 

Actually working on the last quest for the Old Neighborhood Update (and it will still take a bit, no ETA).

 

As I mentioned earlier, I had neglected this part of the mod because it was originally intended to be just a little Easter egg. But some time ago I’ve finally started a serious FO4 playthrough where the “Old Neighborhood" is the second job of my character. It worked pretty okay for me, but I also discovered a few annoying things, such as the frequency of pole-dancing requests. So one of the first changes I made was to adjust the probability of these requests, and I added a separate setting in the MCM for the duration of AAF anims specifically for pole dances. I also changed the part about serving food and drinks: Instead of just getting them from Douglas, you have to either grab a bottle from the fridge or cook the steak yourself (using my custom stove).

 

Spoiler

image.jpeg.b6306f49ac559d51ed897e000d33fbc0.jpeg

 

I also improved the "Day Off" mechanic. In the current release, you can't just leave the club, It will pull you back and you need to ask Santiago for permission. He would grant that and while you are outside enjoying your Day Off forever you would generate Debt which will only be apllied if you ever come back on your own.

 

This is now changed. Your Days Off are now limited (the amount of days can be set in the MCM). When the time runs out 2 Triggermen will approach you wherever you are and remind you of your duty and the money you missed to earn for them. If you can pay the debt, you can just pay them and they will leave you alone (and restart the timer). If you cant pay, they will drag you back to the club. However if you are in the middle of something (like conquering the castle) you can ask them to let you finish it. The MCM has a grace time. In this period the triggermen will follow (and guard) you, until either the grace time runs out or if you finish your stuff earlier, you can ask them to bring you to the club right away. 

 

Spoiler

image.jpeg.ed4d0bd868acb72bd1ec522043dac348.jpeg

 

On return to the club your debt becomes real and you have to work it off before Santiago will let you out again. I think this a working way to enforce the "Membership" as a prostitute without locking you from the game.

 

Spoiler

image.jpeg.4cec495b907cbbbf4640482b86381525.jpeg

 

There are 3 new marked Quests. Two of them are special guests, which can randomly start. Whenever a client leaves the automatic spawn may choose one of these special guests instead of a regular client. They are tied to your progress of the game. If they are killed or away, they will never start. Other Guests will only appear if you made specific progress. Right now there are only two of those and I might expand on that.

 

Spoiler

image.jpeg.b6d7bdf7c23eb770070d66c3e0603eae.jpeg

 

The third quest will be outside the Club. I dont like to create spoilers for my stuff, so no further infos for these quests. :)

 

 

Edited by Heinzelman
Posted

nice to see the new features on the way and like you stated up above where the old neighborhood was a second job.
This is kinda what i am after too in a playthrough.

Having X amount of time that is yours would also add that sweet subtle timecrunch to quests to finish them up before the ''vacation'' ends.

The question i have though is If i have already started a playthrough and gone in with the fenway crew can i jump over to the others?
will i need to make a new save?

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