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Sexout Intimacy


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It sounds good.  I'm wondering how you play though?  I use IMCNNV and always play on hardcore/very hard.  This is why I recently made the drinking activity only consume one beer.  Because before that, my PC would often die of alcohol poisoning when hard liquor was consumed repeatedly.

 

The risk of BAC death has been moved to the partying activity, so that the drinking activity can be more of a social activity.  With the mods I have installed, a drinking contest using anything other than beer (maybe wine?) is almost certain death.  So I would have to account for that some how, and I definitely don't want to write an entire blood alcohol level accounting system.

 

This does remind me of an idea I've had for some time.  Which is, Caravan for Sex games.  Playing Caravan is one of my favorite parts of the game.  The idea was that as a prostitute, you could have some special ability unlocked that allows you to play caravan against patrons.  A sort of combination of gambling and sex where the patron could try their luck for a shot at free/discounted sex or loosing some cash and paying full price on top of that.  Imagine a casino where 'the prostitutes are also the slot machines' and you'll get the idea.

 

Just some thoughts.

 

Personally I would consider the threat of death by BAC poisoning, which can stem from dehydration (FNV Hardcore mode) is an acceptable risk, that can catch out the naive.

 

Socially, for NPCs of Normal to Softer disposition they will accept cheating as a norm and if we examine a scenario:

 

 

PC: Int 8, H2O 5

NPC: Int 6, H2O 30

Beer has a Median of +40 H2O and -1 Intelligence per serving.

Timescale = 30

 

Pre-payment of Beer for the entire competition is deducted from both participants as the competition begin.

(I should note, that when the competition begins, the amount of Gold deducted is a good hint on the

value of the individual servings. Or at least the NPC declare the serving type to ensure no ambiguity.)

 

[Drinking Game] -> {[beer], [scotch], [Vodka], [Whiskey]...}

 

NPC Behaviour governs what they do, and as their disposition determines if they will concede early or cheat.

When NPCs of Softer and Soft disposition drink they usually concede before they lose the ability to

detect the PC cheating.

 

Even with an NPC with a Hard disposition, if they take 2 drinks they cannot tell if the PC is cheating at all.

In retrospect, Hard and Harder characters need not cheat ALL the time, but should do it every other time.

 

The risk of death I believe creates a socially acceptable activity where characters are aware of their risks and should be

encouraged to drink water, cheat, concede or avoid this activity. Even if NPCs DIE from this activity it is tragic but can

create a different dynamic if this outcome is witnessed. :angel:

 

A Player who enjoys calling out / catching NPCs cheating, is not exactly the most sociable person. To have fun

often it is about giving some leeway, or at least enough so no-one notices anyone cheating! ;)

 

The PC in fact has more options to cheat then the NPC, such as drinking water, taking Mentats and drinking Coffee.

 

Finally there is no need to develop your own Blood Alcohol Level system, the basic determination for this competition

is the Intelligence stat, if that gets reduced to 1 or 0, the character loses by passing out and everyone should not be

forced to go through all the drinks every time.

 

If IMCNNV limits the Player Character to just one drink of the heavy stuff, then the player is actively taking a risk and

should be responsible for their fate. A simple warning about IMCNNV limiting safe alcohol consumption via Dehydration would

be fair and reasonable.

 

 

Ahh Party games, sooo much potential! :D

 

I'll raise some ideas after ironing out any problems with the drinking game.

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Updated.  Spent a lot of time over the weekend testing at both the Outpost and McCarren.  That last copy was kind of a mess.  This one should smooth out a lot of things.  Haven't had any problems yet with rePop enabled.  Definitely going to add some USO type shows.

 

- Opened up a ton of infos, should make things easier/harder with dialog.

- Night caps were broken, should be fixed now (untested).

- Moved all of the AWOP stuff to it's own list.

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I have around a dozen patrons now. At least 3 have payed in caps, although I gave two of them a discount. I danced multiple times at the Wrangler and got payed a lot (7000+ caps). But I still don't have an option to adjust my rates. Has this been taken out or do I miss something?

 

I bought the NCR-license for 1,000 caps form Klemp and then I did the Morales quest (just for info) and while i was working at the outpost and at one of the ranger stations I was blackmailed due to unlicensed soliciting. Is this license only valid for Mac Carren? When yes, where do I get the other ones?

 

Sometimes the dialogue options don't show up. The NPC act like they are using the scripts. So Ranger Jackson at the outpost approched me 'soliciting'. I choose 'not here'. He follows my PC outside where I activate him but non of the dialogue options is present. In the console it reads 'Ranger Jackson - follow detected'. So I could not get rid of him. So I reloaded a save in the end. It feels like scripts are somehow running at the same time and some are not finished when others already are in action, kind of synchronisation problem?

 

 

 

 

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I have around a dozen patrons now. At least 3 have payed in caps, although I gave two of them a discount. I danced multiple times at the Wrangler and got payed a lot (7000+ caps). But I still don't have an option to adjust my rates. Has this been taken out or do I miss something?

 

I bought the NCR-license for 1,000 caps form Klemp and then I did the Morales quest (just for info) and while i was working at the outpost and at one of the ranger stations I was blackmailed due to unlicensed soliciting. Is this license only valid for Mac Carren? When yes, where do I get the other ones?

 

Sometimes the dialogue options don't show up. The NPC act like they are using the scripts. So Ranger Jackson at the outpost approched me 'soliciting'. I choose 'not here'. He follows my PC outside where I activate him but non of the dialogue options is present. In the console it reads 'Ranger Jackson - follow detected'. So I could not get rid of him. So I reloaded a save in the end. It feels like scripts are somehow running at the same time and some are not finished when others already are in action, kind of synchronisation problem?

 

Rates are now a combination of experience and outfit settings.  ie. Enable Prostitute for the outfit, then set the outfit to Cheap, Affordable, Market, or Expensive.  This allows you to change rates quickly by simply changing outfits.

 

The NCR shouldn't extort from you if you have a license, regardless of location (except the Strip, where it can be revoked).  I'll double check this.  What is your rep with NCR?

 

Ranger Jackson is among several NPCs that have problems displaying top level dialog (Chris Haverwhatever being another off the top of my head).

 

This is why smaller talk is needed.  Simply talk to him and say goodbye quickly.  This should initiate a smaller talk conversation.  If the dialog doesn't show the first time you do it, it should definitely show the second time.

 

Stop with 'the scripts' already.  The scripts are fine.

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Rates: this is clear now. Thanx for the background.

 

NCR: liked

 

Jackson: I am using smaller talk and talked half a dozen times to Jackson. I have to talk to some NPC more than once until the dialog shows up. Sometimes I get partial dialog. For example friendly and customize option. If I choose customize I only get two option on the terminal: Exclude/Include and Reset (no customization). Just felt incomplete to me and that was the reason for the wild guess regarding the scripts. Didn't want to offend you. 

 

Regarding the new version: NPC are talking/acting much faster. Feels much more smooth in general on my old machine. :shy:

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Rates: this is clear now. Thanx for the background.

 

NCR: liked

 

Jackson: I am using smaller talk and talked half a dozen times to Jackson. I have to talk to some NPC more than once until the dialog shows up. Sometimes I get partial dialog. For example friendly and customize option. If I choose customize I only get two option on the terminal: Exclude/Include and Reset (no customization). Just felt incomplete to me and that was the reason for the wild guess regarding the scripts. Didn't want to offend you. 

 

Regarding the new version: NPC are talking/acting much faster. Feels much more smooth in general on my old machine. :shy:

 

It's not a matter of how many times you talk to them when it comes to Jackson and others like him.  The NPC customization terminal won't help you.  There's only one way to get the dialog and that is to initiate a smaller talk conversation.

 

I'm not offended or upset.  I wrote it as a plea.  Loosely translated "Stop picking on me and my scripts!".

 

Good to hear.  Though the stalker approaches are sort of broken now, but I'll work them out for the next copy.

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I got a little problem. The NPCs stopped reacting to my PC, better said only in areas I haven't been before. Checking the Scan-Debug shows that the scanner is getting 'SODRTLScan(...):PlayerNotNow' for all scans. Sometimes 'SODRTLScan:(20)PopCount'.

 

PlayerNotNow means another mod has set the player off limits to all other mods that respect the setting.

 

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I got a little problem. The NPCs stopped reacting to my PC, better said only in areas I haven't been before. Checking the Scan-Debug shows that the scanner is getting 'SODRTLScan(...):PlayerNotNow' for all scans. Sometimes 'SODRTLScan:(20)PopCount'.

 

PlayerNotNow means another mod has set the player off limits to all other mods that respect the setting.

 

 

 

Thx, I guess I know which one. Will it help to just disable the mod which did this (or are there consequences)? I remember from oblivion scripting that some changes can only be undune by the script which made them.

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I got a little problem. The NPCs stopped reacting to my PC, better said only in areas I haven't been before. Checking the Scan-Debug shows that the scanner is getting 'SODRTLScan(...):PlayerNotNow' for all scans. Sometimes 'SODRTLScan:(20)PopCount'.

 

PlayerNotNow means another mod has set the player off limits to all other mods that respect the setting.

 

 

 

Thx, I guess I know which one. Will it help to just disable the mod which did this (or are there consequences)? I remember from oblivion scripting that some changes can only be undune by the script which made them.

 

 

Well I doubt the mod will set it permanently.  I'm assuming the mod would eventually unblock when it's finished with whatever it needed to block other mods for.  Which mod btw?

 

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I got a little problem. The NPCs stopped reacting to my PC, better said only in areas I haven't been before. Checking the Scan-Debug shows that the scanner is getting 'SODRTLScan(...):PlayerNotNow' for all scans. Sometimes 'SODRTLScan:(20)PopCount'.

 

PlayerNotNow means another mod has set the player off limits to all other mods that respect the setting.

 

 

 

Thx, I guess I know which one. Will it help to just disable the mod which did this (or are there consequences)? I remember from oblivion scripting that some changes can only be undune by the script which made them.

 

 

Well I doubt the mod will set it permanently.  I'm assuming the mod would eventually unblock when it's finished with whatever it needed to block other mods for.  Which mod btw?

 

 

 

It might be 'submit'. The only one I added recently. But it is just a guess.

 

 

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It might be 'submit'. The only one I added recently. But it is just a guess.

 

 

I haven't tried it yet, but this mod already has a stalker submit in place.  If the submit mod also initiates approaches, it's probably a safe bet not to test this mod with that one enabled. 

 

That being said, I would at some point like to account for lockouts on a more detailed level.  For example: Submit locks the player out I'm assuming because they're not ready to have sex again yet.  This mod in turn would respect that, but still alllow dialog excepting those dialogs that relate to the reason which submit has blocked it for.

 

The only hurdle is to find out the reason that the player has been excluded, and account for it accordingly.  I know it doesn't seem like it right now, but eventually I would like to account for as many of the other popular mods here as possible.  I don't enjoy the fact that this mod is somewhat exclusive to itself.  I've simply resigned to it ftm for the purpose of sanity.

 

I think this mod is just so broad, that it must stand alone before it gets along with others.

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I haven't tried it yet, but this mod already has a stalker submit in place.  If the submit mod also initiates approaches, it's probably a safe bet not to test this mod with that one enabled. 

 

That being said, I would at some point like to account for lockouts on a more detailed level.  For example: Submit locks the player out I'm assuming because they're not ready to have sex again yet.  This mod in turn would respect that, but still alllow dialog excepting those dialogs that relate to the reason which submit has blocked it for.

 

The only hurdle is to find out the reason that the player has been excluded, and account for it accordingly.  I know it doesn't seem like it right now, but eventually I would like to account for as many of the other popular mods here as possible.  I don't enjoy the fact that this mod is somewhat exclusive to itself.  I've simply resigned to it ftm for the purpose of sanity.

 

I think this mod is just so broad, that it must stand alone before it gets along with others.

 

 

I started a new character a few hour ago, did not want to invest too much time trying around to get it working. This time without submit.

 

I don't mind that your mod is kinda exclusive. First: At the beginning I started the GECK to check out some things, wanted to know how it works. Well, I gave up very fast as it is quite big/huge. Totally understandable to get this working before adapting it to work with other mods. Second: It gives a lot to the player. For me it is 'The Sims (for adults)' plus Fallout. I am always very dissapointed how lifeless vanilla characters in open world games are. And here we are: NPCs with character and a different one every playthrough. 

 

There are only two things that bug me a little: I find it very hard to make a living as a pro during the first levels (expecially to get patrons) and there are not enough visitors to bars, not enough bars at all. The salloon in GS has a settler and Sunny and Easy Pete needs a week to reload his gun, Novac is totally dead, you can only go for the entertainer in his hotelroom and circling around ranger Andy or Cliff Brisco. Boulder City is also dead (ried a mod that made it a table dance bar, but it needed one of theses dance mods which broke the sexout anims). For me the whole thing with the prostitution gets started to pay out in the Wrangler with populated casino (light/medium). I play without fast travel and when I arrive in Freeside I already make more caps by selling my loot. 

 

I think a main proplem is my weak computer. I will replace it within the next weeks somewhen. I am mostly above 30FPS and I think the scripts need more time than on an acutal computer. I just cleared out the outside of primm with around 20 powdergangers and as I entered the Vicki and Vance, when I recognized that there were no reactions again. Activating the scanner debug showed that nothing happend, no output to console. I waited a few miniutes and then I restarted the game. After 20-30 seconds I got the usual output in the console. I guess my PC just choked on the script.

 

All in all, I am addicted to your mod. This is great work and I am looking forward to the future updates ;)

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I started a new character a few hour ago, did not want to invest too much time trying around to get it working. This time without submit.

 

I don't mind that your mod is kinda exclusive. First: At the beginning I started the GECK to check out some things, wanted to know how it works. Well, I gave up very fast as it is quite big/huge. Totally understandable to get this working before adapting it to work with other mods. Second: It gives a lot to the player. For me it is 'The Sims (for adults)' plus Fallout. I am always very dissapointed how lifeless vanilla characters in open world games are. And here we are: NPCs with character and a different one every playthrough. 

 

There are only two things that bug me a little: I find it very hard to make a living as a pro during the first levels (expecially to get patrons) and there are not enough visitors to bars, not enough bars at all. The salloon in GS has a settler and Sunny and Easy Pete needs a week to reload his gun, Novac is totally dead, you can only go for the entertainer in his hotelroom and circling around ranger Andy or Cliff Brisco. Boulder City is also dead (ried a mod that made it a table dance bar, but it needed one of theses dance mods which broke the sexout anims). For me the whole thing with the prostitution gets started to pay out in the Wrangler with populated casino (light/medium). I play without fast travel and when I arrive in Freeside I already make more caps by selling my loot. 

 

I think a main proplem is my weak computer. I will replace it within the next weeks somewhen. I am mostly above 30FPS and I think the scripts need more time than on an acutal computer. I just cleared out the outside of primm with around 20 powdergangers and as I entered the Vicki and Vance, when I recognized that there were no reactions again. Activating the scanner debug showed that nothing happend, no output to console. I waited a few miniutes and then I restarted the game. After 20-30 seconds I got the usual output in the console. I guess my PC just choked on the script.

 

All in all, I am addicted to your mod. This is great work and I am looking forward to the future updates ;)

 

 

It's probably because the economy settings are sort of reversed.  The vanilla games economy is hideous.  For this mod, setting economy to hardcore actually increases the payouts to a more practical level.  Esspecially if you're RPing survival.  If you have economy set to Vanilla, you're actually playing the harder game, because the vanilla economy pays little attention if any to the continuity of the storyline.  No one should survive in the vanilla economy.  Try switching this mods econ setting to hardcore for a wage you can actually have a chance to survive on.

 

Getting patrons is very very simple actually.  With a little luck and some footwork I can get a patron right out of GoodSprings.  Though you'll need to mask your identity(hint hint).  Yes, at low levels the PC is a nobody.  A quick tip is that you should level up to at least your Charisma attribute before you even activate this mod.

 

Other than that, this mod is a companion to the vanilla game.  If you don't intend to play the vanilla game, you should uninstall this mod.  It was never meant to be the entire focus of the game.  Also, if you're looking to soak in a vat of gratuitous porn, this mod probably isn't for you.  ie.  This mod will require you to play the vanilla game for advancement, and will offer you very little in the way of instant gratification.  The naughty bits must be 'earned' for the most part.

 

I don't think it's your computer because I have the same problem and have for some time.  I still haven't figured out how to get around it, but in certain situations it seems the game just decides to stop all quests belonging to this mod, for whatever reason.  For example I had to write in a special work around for the Boomers.

 

Reaching the Boomer gate everything seems fine, but once you are transported into Pearls house for your intro, what you describe above used to happen every time.  All of the quests in this mod are stopped, and the only way to get them back was to exit and start the game again.  Which is why I blocked all Boomers, until AFTER you talked to Pearl, which has remedied this problem for me so far.

 

I still get it from time to time in other parts of the game.  I just don't know what causes it.

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Will Sexout-Soliciting and this mod conflict? when I was in sloan I approached Fannie Mae and got hired. soon as I approached a miner and was about to have sex it totally froze up. did that like 3 times now. not sure what other mod would conflict with yours. have the standard sexout ng and pregnancy and offspring. edit: nvm found out that this mod and soliciting do conflict in certain areas due to the scripting. both are trying to "hook" npc's that your in conversation with

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Will Sexout-Soliciting and this mod conflict? when I was in sloan I approached Fannie Mae and got hired. soon as I approached a miner and was about to have sex it totally froze up. did that like 3 times now. not sure what other mod would conflict with yours. have the standard sexout ng and pregnancy and offspring. edit: nvm found out that this mod and soliciting do conflict in certain areas due to the scripting. both are trying to "hook" npc's that your in conversation with

 

Yep.  It stands to reason.  This mod has prostitution already.  It has stalkers already.  It has submit already.  Anything it has already, is likely to cause problems with other mods that are doing the same thing.

 

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I think a main proplem is my weak computer. I will replace it within the next weeks somewhen. I am mostly above 30FPS and I think the scripts need more time than on an acutal computer. I just cleared out the outside of primm with around 20 powdergangers and as I entered the Vicki and Vance, when I recognized that there were no reactions again. Activating the scanner debug showed that nothing happend, no output to console. I waited a few miniutes and then I restarted the game. After 20-30 seconds I got the usual output in the console. I guess my PC just choked on the script.

 

 

OK I've added in some console output for if this happens again.  Just turn on the scan debug and look for an error in the console.  If the mod stops responding again, I'll need some feedback on the when where what and whether or not an error was returned in the console.

 

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OK I've added in some console output for if this happens again.  Just turn on the scan debug and look for an error in the console.  If the mod stops responding again, I'll need some feedback on the when where what and whether or not an error was returned in the console.

 

 

 

Ok, when this will happen again I will give you as much info as possible.

 

Another thing that I noticed:

Here and then NPCs offer 'Drink?' or 'Hangout?' and I can reply to that (accept, deny, ignore). It happens here and then that I get the 'Drink?/Hangout?' but no answer option is given. if I click on this NPC I see the activity dialogue option. So this works like an automatical yes-answer. Is that a bug or a feature?

 

And a question:

Are perks like 'submissive' and 'dominant' recognized or is this a waste of perk points?

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Ok, when this will happen again I will give you as much info as possible.

 

Another thing that I noticed:

Here and then NPCs offer 'Drink?' or 'Hangout?' and I can reply to that (accept, deny, ignore). It happens here and then that I get the 'Drink?/Hangout?' but no answer option is given. if I click on this NPC I see the activity dialogue option. So this works like an automatical yes-answer. Is that a bug or a feature?

 

And a question:

Are perks like 'submissive' and 'dominant' recognized or is this a waste of perk points?

 

 

Thanks.

 

Drink should always offer a response.  Hang Out and Walk do not.

 

Those two perks are accounted for.  The effects are the same as NPCs believing the Sub/Dom rumor applied universally.  ie.  When an NPC believes the Sub rumor, they will see you as sub.  When the Sub perk is taken, all NPCs believe you are sub regardless of rumors.

 

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Submissive/Dominant-Perk: I recognized that taking one perk does not exclude the other one. As a pro my character might want to fullfill both kind of customers and take both perks. This will probably give some kind of problem, right? Are they nullifying each other or how is that handled?

 

I had this before and just wanted to report it. It does not happen very often, only every here and then.

SODRTL:(Atomic Wrangler Guard):Says:(<no name>):To:(<no name>)

 

[Extortion: Trespassing] I just did my first strip show at the wrangler and got my pay by Garret when one of the guards approached me with this dialog. I was wearing a hockey mask and a prostitute outfit. We were standing in front of the desk/counter. What was that for?

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Hey RogueMage,

 

Don't be discouraged by the complexity of the mod...

 

It is easier to understand if you use Fallout New Vegas Edit 3.0.32.

 

The other minor details to note:

 

- Use FOMM to set the Load Order properly if you can, before running FNVEdit 3.0.32

- If you are making any changes to any scripts, do so in GECK and not FNVEdit 3.0.32... I mean any script or scripts embedded in Dialogues.

 

I would love to converse with you further in regards to expanding the mod with reasonable suggestions to t3589.

 

OneWayVector

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Submissive/Dominant-Perk: I recognized that taking one perk does not exclude the other one. As a pro my character might want to fullfill both kind of customers and take both perks. This will probably give some kind of problem, right? Are they nullifying each other or how is that handled?

 

I had this before and just wanted to report it. It does not happen very often, only every here and then.

SODRTL:(Atomic Wrangler Guard):Says:(<no name>):To:(<no name>)

 

[Extortion: Trespassing] I just did my first strip show at the wrangler and got my pay by Garret when one of the guards approached me with this dialog. I was wearing a hockey mask and a prostitute outfit. We were standing in front of the desk/counter. What was that for?

 

So SCR allows you to choose both?  I may have accounted for that I can't remember.  They probably cancel each other out.  I'll look it over.

 

The first <no name> means the dialog ref he had was null.  No clue how that could happen.  If he has no dialog ref, he shouldn't say anything at all.  The second one is the PlayerREF.  Again, I have no idea how the player ref could turn up null.  Never seen that one before.

 

You have to complete the Atomic Pimp quest before you have permission to work the floor as a prostitute at the Wrangler.  Otherwise, they will consider it a trespass, and will try to extort sex from you, in exchange for their silence.

 

EDIT: btw you can use the masks from SexoutStore.  They're much more elegant than a hockey mask.  I'm not sure you can give a BJ with a hockey mask on.  I ported those other masks for this very reason.  You can perform oral while wearing them.  Don't forget to set the mask to 'leave on' or your ID will be revealed when it comes off during sex.

 

Edited by t3589
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The first <no name> means the dialog ref he had was null.  No clue how that could happen.  If he has no dialog ref, he shouldn't say anything at all.  The second one is the PlayerREF.  Again, I have no idea how the player ref could turn up null.  Never seen that one before.

 

You have to complete the Atomic Pimp quest before you have permission to work the floor as a prostitute at the Wrangler.  Otherwise, they will consider it a trespass, and will try to extort sex from you, in exchange for their silence.

 

EDIT: btw you can use the masks from SexoutStore.  They're much more elegant than a hockey mask.  I'm not sure you can give a BJ with a hockey mask on.  I ported those other masks for this very reason.  You can perform oral while wearing them.  Don't forget to set the mask to 'leave on' or your ID will be revealed when it comes off during sex.

 

 

Masks: good hint, haven't had installed the store for ages.

 

Wrangler: 'Trespassing' was very irritating for me, but now it is completely clear.

 

Opps, it happened again:

 

http://i1118.photobucket.com/albums/k617/RogueMage/20150328_104918.png

http://i1118.photobucket.com/albums/k617/RogueMage/20150328_074614.png

 

Couldn't get rid of Cpl. Walter Hornsby anymore. He was following me all the time and resetting the NPC did not help. Had a save a few seconds before. So I just reloaded and avoided him.

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Hey RogueMage,

 

Don't be discouraged by the complexity of the mod...

 

It is easier to understand if you use Fallout New Vegas Edit 3.0.32.

 

The other minor details to note:

 

- Use FOMM to set the Load Order properly if you can, before running FNVEdit 3.0.32

- If you are making any changes to any scripts, do so in GECK and not FNVEdit 3.0.32... I mean any script or scripts embedded in Dialogues.

 

I would love to converse with you further in regards to expanding the mod with reasonable suggestions to t3589.

 

OneWayVector

Hi,

 

I just started it with FNV Edit and I must say it is much overseeable as with the GECK.

 

I won't make changes myself. I was pretty much into scripting for Oblivion, but that seems ages away. Just tried around with formlists a few days ago to get started again but the progress is frustratingly slow. :-/

 

Sure we can converse, but don't write too much at once as i am getting tired reading on a screen quickly ;)

 

 

 

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Masks: good hint, haven't had installed the store for ages.

 

Wrangler: 'Trespassing' was very irritating for me, but now it is completely clear.

 

Opps, it happened again:

 

http://i1118.photobucket.com/albums/k617/RogueMage/20150328_104918.png

http://i1118.photobucket.com/albums/k617/RogueMage/20150328_074614.png

 

Couldn't get rid of Cpl. Walter Hornsby anymore. He was following me all the time and resetting the NPC did not help. Had a save a few seconds before. So I just reloaded and avoided him.

 

 

Who is AWG Bulldog?  What mods are you using to modify the wrangler?

 

Hornsby was added to the ban list for the next copy.

 

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