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Posted (edited)

PS: Really loved the social scenes in both mods .

Spoiler

Like when they are inspecting your body in Old neighborhood or in Fenway Patrons, when you are on display as half naked waitress at the final meeting and the camera zooms a couple times and the men comment on your quite a bit.

Very immersive.

 

PS:

Also I thought it was a nice extra touch when Magnolia gives you the tip to, when it becomes neccessary, "use the upstairs bathrooms for sex". Clearly she has done this herself, to avoid Charlie noticing her serving men in the club.

 

Edited by katrina.balanchuk
Posted
8 minutes ago, katrina.balanchuk said:

PS: Really loved the social scenes in both mods .

  Hide contents

Like when they are inspecting your body in Old neighborhood or in Fenway Patrons, when you are on display as half naked waitress at the final meeting and the camera zooms a couple times and the men comment on your quite a bit.

Very immersive.

 

PS:

Also I thought it was a nice extra touch when Magnolia gives you the tip to, when it becomes neccessary, "use the upstairs bathrooms for sex". Clearly she has done this herself, to avoid Charlie noticing her serving men in the club.

 

 

Thanks for noticing. I like to use this little camera trick :)

 

Posted
1 hour ago, Heinzelman said:

 

Okay, I have no clue why the correction of the value didn't work or why it was on 1 at all. But I can give you the setstages (do only one, finish it, then the next) :

  Reveal hidden contents

Business Casaulties:

Setstage TRW_SQ_Business_1 110

 

Fermenting Trouble:

Setstage TRW_SQ_BeantownBrewery 100

 

Downtown Collections:

Setstage TRW_SQ_Business_2 100

 

Whose Face is this anyway:

Setstage TRW_MQ03_Face 100

 

(Third Rail Echo will be started directly when Whose Face is this anyway is finished

 

OK, so it turns out this was all my fault. I started playing yesterday on a save where Tower Tom was already dead, so when I got to his quest I got stuck. Uninstalled the mod then uninstalled all of my saves. Installed a new save and reinstalled the mod. Turns out the mod remembered my progress but couldn't update. When I used setstage half of them were ticked off already. 

 

I want to thank the author for his timely help and apologise for being a time waster

Posted
8 minutes ago, TerryfromtheToon said:

OK, so it turns out this was all my fault. I started playing yesterday on a save where Tower Tom was already dead, so when I got to his quest I got stuck. Uninstalled the mod then uninstalled all of my saves. Installed a new save and reinstalled the mod. Turns out the mod remembered my progress but couldn't update. When I used setstage half of them were ticked off already. 

 

I want to thank the author for his timely help and apologise for being a time waster

 

It is problematic to un- an reinstall a mod within a playthough, it explains a bit, why the values were wrong, but not everything. I made a special check for tower tom. The original NPC is used if he is alive or he should be replaced by a copy if he is already dead. I will look if my method has the potential to fail, which seemed to happen in this case.

 

You didnt waste any time, this report has a lot of value to me :)

 

Posted
14 hours ago, Heinzelman said:

 

The Old Neighborhood part is not very long. It is just a sideproject, because I liked the idea, the Fenway Patrons are the main part. Yes, you cant join both or leave one in favor for the other. I made this mainly to avoid any conflicts or weird situations. Like starting as a prostitute in the old neighborhood, then join the fenway patrons and the next time you stumble over santiago, he puts you in debt, because you didnt bring your earnings from the last weeks 😁

 

 

I hope you have fun! But keep in mind, that this part is very short for now :)

 

 

That is cool to know, because I thought to throw my saves away, start at a point before "Old Neighborhood", now I ain't gotta! Thanx :smile: 

Posted (edited)
13 hours ago, Madscout said:

 

That is cool to know, because I thought to throw my saves away, start at a point before "Old Neighborhood", now I ain't gotta! Thanx :smile: 

I am sorry, maybe i misunderstand you. You cannot join both or switch. So you would have to go back to save before you joined the old neighborhood, if you want to try the fenway patrons part :) 

Edited by Heinzelman
Posted (edited)

Or best way.

 

Just have two seperate profiles in your mod manager.

I use Vortex.

You can aplay your new game to a certain point right before you meet either group.

Then clone your profile, then copy all your savegame and paste them into the savegames folder for the other profile.

 

And now you have 2 profiles to play either fork one way.

Edited by katrina.balanchuk
Posted (edited)
On 8/3/2025 at 7:23 PM, Heinzelman said:

 

Thanks for noticing. I like to use this little camera trick :)

 

 

The opportunities to play truly social situations are rare in both the game and many mods.

Just walking around being noticed and flirting is not so common outside of the Sexual harrassment mod and there it is, of course, repetitive.

 

Spoiler

The dialogue when you play waitress at the Bad guy leaders meeting, is really good.

Its very very salacious, without being cartoonlishly over the top.

Just very belivable horny remarks from post-apoc powerful men who are drinking.

 

And then the camera angles and the opportunity to wear something "scandalous".

I downloaded Easy girl and built the bodyslides for it, just for this mod and that scene in particular and it was well worth it, to see what your intended outfit was.

 

Am eager, for more scenes like that.

Since we get so few of them elsewhere.

 

It reminded me a bit of the bar scene in the original Triggerwoman in that it was "be social, be on display" only even better.

 

(and of course the humming when clenaing or doing small domesticities was a wonderfully immersive touch as well!)

 

 

Edited by katrina.balanchuk
Posted
1 hour ago, katrina.balanchuk said:

 

The opportunities to play truly social situations are rare in both the game and many mods.

Just walking around being noticed and flirting is not so common outside of the Sexual harrassment mod and it is of course repetitive.

 

  Hide contents

The dialogue when you play waitress at the Bad guy leaders meeting, is really good.

Its very very salacious, without being cartoonlishly over the top.

Just very belivable horny remarks from post-apoc powerful men who are drinking.

 

And then the camera angles and the opportunity to wear something "scandalous".

I downloaded Easy girl and built the bodyslides for it, just for this mod and that scene in particular and it was well worth it, to see what your intended outfit was.

 

Am eager, for more scenes like that.

Since we get so few of them elsewhere.

 

It reminded me a bit of the bar scene in the original Triggerwoman in that it was "be social, be on display" only even better.

 

(and of course the humming when clenaing or doing small domesticities was a wonderfully immersive touch as well!)

 

 

 

The humming is actually in the basegame, but for some reason not implemented. There is a nice mod which (re)activates it when the player uses a workstation: https://www.nexusmods.com/fallout4/mods/46384

 

 

Posted

I finished third rail part (nicely done) and just after exiting goodneigbour, I received the little pawn job offer.

 

I must say it's a great transition between both mods : without triggerwoman, I always felt strange that hancock wanted you to work for him just because you entered his town. With triggerwoman redown, it makes more sense. Farenheit and Charlie saw how you spied on the gang, and may have recommended you to Hancock !

 

Great work

Posted
2 hours ago, krighaur said:

I finished third rail part (nicely done) and just after exiting goodneigbour, I received the little pawn job offer.

 

I must say it's a great transition between both mods : without triggerwoman, I always felt strange that hancock wanted you to work for him just because you entered his town. With triggerwoman redown, it makes more sense. Farenheit and Charlie saw how you spied on the gang, and may have recommended you to Hancock !

 

Great work

Thank you very much! Although that transition was actually a coincidence :)

 

Posted (edited)
1 hour ago, zjzc said:

The copy Tower Tom doesn't spawn in my case, can someone tell me his refid? I suspect he didn't get enabled. 

 

Shit, I made a stupid mistake. Hopefully we can repair it via console. First check if the TowerTom Alias is filled, after entering 

sqv TRW_SQ_BeantownBrewery

It would be best, if you post a screenshot of the result, so I can also see the plugin number (you have to sroll up in the console to see the aliases).

 

EDIT:

Ok i recreated the situation. This should fix it:

prid XX10706a  (XX is the loadorder number of this mod, but you probably know this stuff :)

Enable

 

Edited by Heinzelman
Posted

Many thanks😁😁😁Confirmed clone tower tom's refid is xx10706a, his dialogues work perfectly once he is enabled. 

Posted (edited)

Okay, I know I'm not playing properly because I'm dragging my follower around everywhere. xD But is there a reason why you decided not to finalize the navmesh for the front door?

 

 

That would make it easier for your mod's characters to go outside and wait for you, or, I don't know, add a guard outside in the mornings to keep watch. And in my case, it would help keep my follower from getting stuck inside. xD

 

I just did it on my local version.

Spoiler

 

 

 

image.png

 

image.png

 

Vortex 6_8_2025 22_32_06.png

Fallout4 6_8_2025 22_34_31.png

 

 

 

Edited by JB.
Posted
4 hours ago, JB. said:

Okay, I know I'm not playing properly because I'm dragging my follower around everywhere. xD But is there a reason why you decided not to finalize the navmesh for the front door?

 

 

That would make it easier for your mod's characters to go outside and wait for you, or, I don't know, add a guard outside in the mornings to keep watch. And in my case, it would help keep my follower from getting stuck inside. xD

 

I just did it on my local version.

  Hide contents

 

 

 

image.png

 

image.png

 

Vortex 6_8_2025 22_32_06.png

Fallout4 6_8_2025 22_34_31.png

 

 

 

 

I was a bit scared about how overwriting the navmeshes would affect other mods :)

 

I'll update them for the mainbase and the club on the next version. But the main concern with companions are my other cells, because these have no regular doors in the CW. The doors inside are just activators which lead to a xmarker. I think I'll add a function to those fake doors that would search for companions with "GetPlayerFollowers" and transport them separately when the player teleports out.

Posted
5 hours ago, Heinzelman said:

 

I was a bit scared about how overwriting the navmeshes would affect other mods :)

 

I'll update them for the mainbase and the club on the next version. But the main concern with companions are my other cells, because these have no regular doors in the CW. The doors inside are just activators which lead to a xmarker. I think I'll add a function to those fake doors that would search for companions with "GetPlayerFollowers" and transport them separately when the player teleports out.

No, you don't need to do that with your special cells. Those teleportation scripts actually make your followers teleport with you after a few seconds. So my follower hasn't had any issues with those. Only when entering and exiting through doors.

Posted

I am currently preparing the next small update:

 

-added: You can ask Wally for protection for a fee (currently 50 caps). This will spawn a randomized Fenway Triggerman outside the base as a temporary follower after you talked to him. I decided to make them mortal. This feature might get expanded in the future. (need improvements) @reflum001

-added: A very basic oneway fast travel option from the Fenway Patrons Hall to some locations. A NPC outside the base can "drive" you there for 25 caps. Maybe this gets expanded too. @krighaur

 

-fixed: TowerToms clone will now be correctly enabled
-fixed: The final objective on the repeatable Version of "Fermenting Trouble" now has working marker
-fixed: finalized the exterior navmashes for the doors of the Fenway Patrons Hall (including interior) and the Old Neighborhood Club 
-fixed: added a safety function for Yasmine and Jefferson, so they ignore friendly fire (with thanks to @JB.)
 

Just need some time for testing :)


 

Spoiler

image.jpeg.a56757bb5f62e22b02d77c6ce810879b.jpeg

image.jpeg.db0fb26f221bc36bf52cbdc5389097e9.jpeg

 

Posted (edited)

I see what's going on in the quest MQ03_Face. I bought the whisky too quickly, and Santiago didn't have time to interrupt me because he was far away. 

 

My suggestion: Have Santiago sit at the bar. Make him sit there in front of the bartender when the stage is at 160. At that moment, you're going to Amber's room, so he'll walk to the bar to wait for you to buy the whiskey.

Edited by JB.

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