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Wolfe's Struggle Systems


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Posted
12 minutes ago, Frank_BR said:
Test mode isn't working. When I speak to the guy to start it, he just stands there and no animation plays. 
I installed all the necessary files and used the LOOT tool.

Do you see any debugs?

Posted (edited)
3 hours ago, Frank_BR said:
No message. It just sits there, as if it were nothing but talk.

I typically don't Archive my mods and prefer to keep them as Loose files until they're complete, so you may need to use a mod organizer or vortex, or do it manually.

 

It sounds like the scripts may not be properly going to the right location for your game to locate them. Or, they could be getting overridden by something.

 

The way the mod is packaged is that it doesn't have a separate 'Data' folder, so unless whatever mod organizing system you're using fixes that, you may need to manually do it.

 

For instance, the .pex scripts would naturally fall under here:
\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts

 

But my mod is packaged as (since I use MO2) as:
\ModOrganizer\ModProfile\mods\WolfesStruggleMod

*If you use MO2, the pathing could be different from if you manually did the files or used Vortex.

Edited by Wolfe6900
Posted

I seem to be having the same issue.

I use mo2 and have both mods at the very end of my load order, I can't seem to get the QTE to trigger by talking to test npc, or struggling out of KTF bondage objects.  

Posted
5 hours ago, Wolfe6900 said:

I typically don't Archive my mods and prefer to keep them as Loose files until they're complete, so you may need to use a mod organizer or vortex, or do it manually.

 

It sounds like the scripts may not be properly going to the right location for your game to locate them. Or, they could be getting overridden by something.

 

The way the mod is packaged is that it doesn't have a separate 'Data' folder, so unless whatever mod organizing system you're using fixes that, you may need to manually do it.

 

For instance, the .pex scripts would naturally fall under here:
\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts

 

But my mod is packaged as (since I use MO2) as:
\ModOrganizer\ModProfile\mods\WolfesStruggleMod

*If you use MO2, the pathing could be different from if you manually did the files or used Vortex.

image.thumb.png.ed697d21a6dda56d2026639f7b2a6c26.png

 

The problem persists. I used LOOT and the plugin is installed, but the animation doesn't work in the test room.

Posted
20 hours ago, Frank_BR said:

image.thumb.png.ed697d21a6dda56d2026639f7b2a6c26.png

 

The problem persists. I used LOOT and the plugin is installed, but the animation doesn't work in the test room.

Is it enabled in the MCM?

Also, you're using a female Player?

Posted
On 7/12/2026 at 9:10 PM, Wolfe6900 said:

I typically don't Archive my mods and prefer to keep them as Loose files until they're complete, so you may need to use a mod organizer or vortex, or do it manually.

 

It sounds like the scripts may not be properly going to the right location for your game to locate them. Or, they could be getting overridden by something.

 

The way the mod is packaged is that it doesn't have a separate 'Data' folder, so unless whatever mod organizing system you're using fixes that, you may need to manually do it.

 

For instance, the .pex scripts would naturally fall under here:
\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts

 

But my mod is packaged as (since I use MO2) as:
\ModOrganizer\ModProfile\mods\WolfesStruggleMod

*If you use MO2, the pathing could be different from if you manually did the files or used Vortex.

well it does not work on my setup either.

I use MO2 and can confirm that WSS_System.pex is in data/scripts/ folder
I can see it when pick "data" on right pane, so it shows it is loaded into correct virtual folder.

Idk if it is general rule or just my setup, but every new file I create in CK (script for instance) goes to overwrite folder and then I need to manually move it to my mod folder before repack and release.
Maybe You just left some files there?

 

Posted (edited)
29 minutes ago, riveth said:

Idk if it is general rule or just my setup

It's the same for me. But in this mod, there's only one file in the source folder, and only one compiled script.

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

It's the same for me. But in this mod, there's only one file in the source folder, and only one compiled script.

exacly, I cant see no script fragments that should be attached to this test guy's dialogue. They may be left in overwrite folder.

Edited by riveth

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