Heinzelman Posted August 6 Author Posted August 6 4 minutes ago, Plite said: Understood. So it can be painlessly disabled? Normally yes, it doesnt do anything. But the mannequin might be part of a "group" together with the flamingo, I think then you have to disable both items or both items get disabled automatically if you disable one, I am not sure.  You can check dependencies when you right click something and check "Use Info". That should bring up a list which shows if something is part of something else. 1
Plite Posted August 6 Posted August 6 (edited) 1 hour ago, Heinzelman said: You can check dependencies when you right click something and check "Use Info". In which application can I do this? Â 1 hour ago, Heinzelman said: But the mannequin might be part of a "group" together with the flamingo Yes, they are linked to each other. I added the "Initially Disabled" flag to both of them. Neither of them appeared again. Edited August 6 by Plite
Plite Posted August 6 Posted August 6 18 hours ago, katrina.balanchuk said: Bar in the original triggerwoman Do you think a bed should be added there?
katrina.balanchuk Posted August 7 Posted August 7 (edited) 6 hours ago, Plite said: Do you think a bed should be added there? I think, if its positioned for employee use in the back probably. Then it would be plausible, as there is a female employee in the kitchen working if memory serves. so a cot or sleeping bag or bed there might make sense. But maybe not in front were it would clash with the bar ambiance Edited August 7 by katrina.balanchuk
Plite Posted August 7 Posted August 7 (edited) 18 hours ago, katrina.balanchuk said: I think, if its positioned for employee use in the back probably. No. A bed for survival mode. There is a place for a bed in a room with cupboards and two sofas. There is no more room to properly install the bed. In other places, the bed will interfere with the movement of the NPC. Spoiler The woman is working behind the door that is visible on the right.  The question is whether to make this into a kind of home for PC or not.   Edited August 7 by Plite
katrina.balanchuk Posted August 7 Posted August 7 3 hours ago, Plite said: No. A bed for survival mode. There is a place for a bed in a room with cupboards and two sofas. There is no more room to properly install the bed. In other places, the bed will interfere with the movement of the NPC.  Reveal hidden contents The woman is working behind the door that is visible on the right.  The question is whether to make this into a kind of home for PC or not.   i didnt mean for the NPC employee to actually use. Of course its for the PC to use But for headcanon, "why is there a bed here" that would be IMO, plausible if its in that huge kitchen area.  But its up to you just trying to answer the quesion, what i think would make sense from plausible location for a bed. I am very grateful as it is, you are taking this on.
Plite Posted August 7 Posted August 7 (edited) 4 hours ago, katrina.balanchuk said: i didnt mean for the NPC employee to actually use. Of course its for the PC to use If you install this mod, you'll have to fight for the bed, since NPCs will sleep on it.    4 hours ago, katrina.balanchuk said: But its up to you just trying to answer the quesion, what i think would make sense from plausible location for a bed. Just answer the question. Should I put a bed? Yes or no?  Edited August 7 by Plite 1
katrina.balanchuk Posted August 7 Posted August 7 2 hours ago, Plite said: If you install this mod, you'll have to fight for the bed, since NPCs will sleep on it.    Just answer the question. Should I put a bed? Yes or no?   Since you are asking my opinion yes, I think it would add immersion if there would be one in the kitchen area for the cook to sleep in. 1
Plite Posted August 7 Posted August 7 (edited) 9 hours ago, katrina.balanchuk said:  Since you are asking my opinion yes, I think it would add immersion if there would be one in the kitchen area for the cook to sleep in. Hmm... It's always difficult to solve simple issues with women... Oh well...  I added a bed for the cook. But she doesn't want to sleep there. She wants to cut meat and cook soup all the time. She's missing some AI packages... Spoiler  And while I was testing places for where to place beds, the bed in the place I showed was really liked by the local NPCs. Now I can't deprive them of the only joy in life. So there will be two beds. Spoiler  Maybe I can get the cook to go to bed... I'll poke at the patch a little more, but not for long. If I can't think of anything, then I'll post it as it is.  ---------------  And here's something else I wanted to ask. Do you use the CWSS and the Get Dirty? And what's your version of the game?  Edited August 7 by Plite 1
katrina.balanchuk Posted August 8 Posted August 8 (edited) 4 hours ago, Plite said: Hmm... It's always difficult to solve simple issues with women... Oh well...  I added a bed for the cook. But she doesn't want to sleep there. She wants to cut meat and cook soup all the time. She's missing some AI packages...  Hide contents  And while I was testing places for where to place beds, the bed in the place I showed was really liked by the local NPCs. Now I can't deprive them of the only joy in life. So there will be two beds.  Hide contents  Maybe I can get the cook to go to bed... I'll poke at the patch a little more, but not for long. If I can't think of anything, then I'll post it as it is.  ---------------  And here's something else I wanted to ask. Do you use the CWSS and the Get Dirty? And what's your version of the game?   I see you improved her outfit. Looking forward to your patch. Edited August 8 by katrina.balanchuk 1
Plite Posted August 8 Posted August 8 16 minutes ago, katrina.balanchuk said: I see you improved her outfit. No, it's not me. It is outfit replacer for Fusion Girl with HHS. Almost like this one. She also changes her clothes all the time.  59 minutes ago, katrina.balanchuk said: Looking forward to your patch I had to move the bed again. There were problems with the movement of NPCs. Now there is a risk that NPCs getting out of bed may get stuck in the wall.  Okay, I need to prepare and publish a patch for Get Dirty, and then I will publish this patch. I’ve already overstayed welcome here, this is discussion of another mod. So the wait won't be long. 1
Plite Posted August 10 Posted August 10 (edited) On 8/8/2026 at 5:34 AM, katrina.balanchuk said: Looking forward to your patch I posted the patch here. You can download and check it already. Â Â Edited August 10 by Plite 2
Error09072001 Posted August 11 Posted August 11 hey just wanted to check does anyone have problems with the voicefiles? like most of them work but now npcs like raiders , tinker tom , and the lady at the bar are mute ? is anyone getting that , from what i remember in the first version it worked ? Â
Heinzelman Posted August 12 Author Posted August 12 19 hours ago, Error09072001 said: hey just wanted to check does anyone have problems with the voicefiles? like most of them work but now npcs like raiders , tinker tom , and the lady at the bar are mute ? is anyone getting that , from what i remember in the first version it worked ? Â The creation of the voices might have failed on Tom and Amber. You can try the 1.0 Voices, this file has the same total amount of lines but less quality. Â The two raiders outside of the Beantown Brewery have no voices on both versions. I forgot to give them a proper VoiceType which is necessary for voice generation. I recognized that several times, but always forgot to change itÂ
Plite Posted August 12 Posted August 12 On 7/29/2025 at 6:31 PM, Heinzelman said: Universal Working Bathroom Fixtures (CWSS) - Base Object Swapper :: https://www.nexusmods.com/fallout4/mods/92348 This will make the included fixtures into CWSS. Works great. The AI visits the toilets and urinals often. 😃 I don't use Commonwealth Moisturizer but it appears the activator still works on the shower swap. I will post the code below for convenience. The TW swap code: TRW_ShowerActivator|CWSS_ShowerFurnitureCleanXX  I just see this recommendation today... But at least I noticed. I added a warning to the patch page.  -------------------  What about the compatibility between Triggerwoman Reborn and Commonwealth Slaves?
Heinzelman Posted August 12 Author Posted August 12 49 minutes ago, Plite said:  I just see this recommendation today... But at least I noticed. I added a warning to the patch page.  -------------------  What about the compatibility between Triggerwoman Reborn and Commonwealth Slaves? I dont think there is any issue. 1
SeventhTokenHunter Posted August 17 Posted August 17 mod is crashing continuously and exiting my game to desktop, i am using only its requirements + cbbe, bodytalk, has anyone faced any crashing issues with this mod? if you know the reason then tell me. I follow aaf fucking manual guide. i didnt face any problem before while on ng as well as on og version.
katrina.balanchuk Posted August 17 Posted August 17 (edited) 1 hour ago, SeventhTokenHunter said: mod is crashing continuously and exiting my game to desktop, i am using only its requirements + cbbe, bodytalk, has anyone faced any crashing issues with this mod? if you know the reason then tell me. I follow aaf fucking manual guide. i didnt face any problem before while on ng as well as on og version. I have some crash points. In the ship when AAF sex is supposed to start and at another point (inn the mine). I think the mod may be calling for a specific animation package i dont have enabled ( though I have quite a few). Do you have a working AAF setup with all the common animation packages? Edited August 17 by katrina.balanchuk
SeventhTokenHunter Posted August 17 Posted August 17 (edited) On 8/17/2026 at 11:20 AM, katrina.balanchuk said: I have some crash points. In the ship when AAF sex is supposed to start and at another point (inn the mine). I think the mod may be calling for a specific animation package i dont have enabled ( though I have quite a few). Do you have a working AAF setup with all the common animation packages? i am following aaf fucking manual guide, i have been for last 5 years but never encountered any problems with crashes (maybe once in a blue moon). also triggerwoman used to work fine on OG & NG versions. never experienced crashes then. i also have all the animation packages from tfm guide. and addictol created crash log which is saying its pathing issue or pov issue. so maybe the npc whom we meet to trigger quest is looking at pc the 'wrong way' (no pun intended). Here is what CLASSIC has to say: Error Information Main Error: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7ADF4D5EC Fallout4.exe+1E2D5EC mov r14d, [r12] BSPathSmootherPOVSearch::GetNodeConnections(AStarNode<BSPathSmootherPOVNode,BSPathSmootherPOVLink>,BSTSmallArray<AStarNode<BSPathSmootherPOVNode,BSPathSmootherPOVLink>,12>&)_1E2D5EC) Detected Addictol Version: Addictol Crash Logger v1.5.0 Jul 21 2026 21:33:31 ✅ You have a valid version of Addictol! Checking for Known Crash Messages, Errors and Suspects Checking for NPC Pathing Crash (D)............................. SUSPECT FOUND! > Severity : 3 Checking for NPC Pathing Crash (S)............................. SUSPECT FOUND! > Severity : 3 ONE OR MORE SUSPECTS DETECTED! CHECK LOG ABOVE FOR MORE INFORMATION! Edited August 18 by SeventhTokenHunter
SeventhTokenHunter Posted August 17 Posted August 17 crash only happens when i interact with that npc or his partner, right before and after he shoots ghouls. i think maybe there is an option to turn off dialogue camera off in triggerwoman mcm. maybe that is whats causing pov thing classic was saying Â
Heinzelman Posted August 17 Author Posted August 17 50 minutes ago, SeventhTokenHunter said: crash only happens when i interact with that npc or his partner, right before and after he shoots ghouls. i think maybe there is an option to turn off dialogue camera off in triggerwoman mcm. maybe that is whats causing pov thing classic was saying  My first guess would be the cinematic dialogue camera. If its turned off in your settings, try turning it on. My Mod calls this camera by script on several occasions.
katrina.balanchuk Posted August 17 Posted August 17 6 hours ago, SeventhTokenHunter said: i am following aaf fucking manual guide, i have been for last 5 years but never encountered any problems with crashes (maybe once in a blue moon). also triggerwoman used to work fine on OG & NG versions. never experienced crashes then. i also have all the animation packages from tfm guide. and addictol created crash log which is saying its pathing issue or pov issue. so maybe the npc whom we meet to trigger quest is looking at pc the 'wrong way' (no pun intended). Here is what CLASSIC has to say:  Error Information Main Error: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7ADF4D5EC Fallout4.exe+1E2D5EC mov r14d, [r12] BSPathSmootherPOVSearch::GetNodeConnections(AStarNode<BSPathSmootherPOVNode,BSPathSmootherPOVLink>,BSTSmallArray<AStarNode<BSPathSmootherPOVNode,BSPathSmootherPOVLink>,12>&)_1E2D5EC) Detected Addictol Version: Addictol Crash Logger v1.5.0 Jul 21 2026 21:33:31 ✅ You have a valid version of Addictol! Checking for Known Crash Messages, Errors and Suspects Checking for NPC Pathing Crash (D)............................. SUSPECT FOUND! > Severity : 3 Checking for NPC Pathing Crash (S)............................. SUSPECT FOUND! > Severity : 3 ONE OR MORE SUSPECTS DETECTED! CHECK LOG ABOVE FOR MORE INFORMATION!  I am sorry I confused mod threads. I do not have any crash points in this mod.Â
Plite Posted August 17 Posted August 17 10 hours ago, SeventhTokenHunter said: Error Information Main Error: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7ADF4D5EC Fallout4.exe+1E2D5EC mov r14d, [r12] BSPathSmootherPOVSearch::GetNodeConnections(AStarNode<BSPathSmootherPOVNode,BSPathSmootherPOVLink>,BSTSmallArray<AStarNode<BSPathSmootherPOVNode,BSPathSmootherPOVLink>,12>&)_1E2D5EC) Detected Addictol Version: Addictol Crash Logger v1.5.0 Jul 21 2026 21:33:31 ✅ You have a valid version of Addictol! Checking for Known Crash Messages, Errors and Suspects Checking for NPC Pathing Crash (D)............................. SUSPECT FOUND! > Severity : 3 Checking for NPC Pathing Crash (S)............................. SUSPECT FOUND! > Severity : 3 ONE OR MORE SUSPECTS DETECTED! CHECK LOG ABOVE FOR MORE INFORMATION!  Put the all text of log under a spoiler. Judging by what you’ve written, either the location has been replaced by another mod, or there’s a problem with the memory manager. This is strange, considering that there are no problems in other cases.
Heinzelman Posted August 25 Author Posted August 25 1 hour ago, Plite said: Has anyone translated this mod into Russian? Unfortunately, I don't know of any translation for this one. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now