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Posted
2 hours ago, Franco Cozzo said:

 

Are you sure it isnt just causing the raider pet bug to happen?I don't use that mod so I'm not really aware of how that mod uses the collars and I'm calling the sound in/from this mod, not from Real Handcuffs. I made the beep speed option in the MCM since the mine-proximity sound was looping forever as well when I was testing and figured it needed to be slowed down if people were going to need to travel distances with it.

 

I haven't tested with raiders specifically but I was able to give it to random NPCs via console and couldn't replicate this bug (I did discover a new bug in testing though  that seems to kill the mod when the leash holder dies, that I'm now working on). 

I think it is the Raider's Pet bug that is causing the problem. I disabled Raider's Pet and tested the mod. It worked fine after disabling Raider's Pet and its tweaks.

Funnily enough, I ran into the exact bug you mentioned. 😛 

The Raider's Pet bug, iirc, was discussed previously somewhere on the Raider's Pet topic forum. So, there may be some clues out there as to why it is causing this conflict. For now, I'll keep the two mods separate.

Posted

A fun implementation of this mod for gameplay could be for quests where you have to pair up with an npc. Like when you first meet paladin danse and have to go to arc jet industries or whatever, and he just snaps a collar on you. Maybe he's a sexual deviant or maybe he's written straight and serious and he says it's just standard procedure to make sure you don't run off, oblivious of the implications.

 

Or when you have to get dogmeat to track kellogg, there is some funny dialogue of how you try to use the leash on him but it snaps to you and dogmeat won't give it back until you complete the quest. 

 

Stuff like that 

  • 2 weeks later...

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