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On 1/16/2023 at 10:14 PM, Splorfff said:

im having trouble with kidnapping Pvt Morales. Is that just not done yet or do I need to hit a trigger? 

The dialogue option to stuff her in the bag shows up when you first talk to her, but if you decide to delay that to save her husband's corpse, it may not show up again (and it doesn't show up at all with Ghost). I'm not a skilled modder yet, but I bet modifying existing dialogue trees are a PITA. I"ve tried to patch it with no success. Load up a previous save, or just set stage it. 

Edited by fonixphoenix
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15 hours ago, fonixphoenix said:

The dialogue option to stuff her in the bag shows up when you first talk to her, but if you decide to delay that to save her husband's corpse, it may not show up again (and it doesn't show up at all with Ghost). I'm not a skilled modder yet, but I bet modifying existing dialogue trees are a PITA. I"ve tried to patch it with no success. Load up a previous save, or just set stage it. 

How would I figure out the quest ID for this quest? Im not too familiar with FNV console commands

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On 9/28/2022 at 5:00 AM, bury02128 said:

I wonder if some one knows if convicts in Bison Steve supposed to be aggressive in tryout. Trying to do Have it your way quest but I am attacked as soon I enter casino. Nothing overrides Flambe and he is in main hall, also aggressive on sight and I am not able to talk to him. I did not kill any convicts and have liked reputation with PG.

Their aggressiveness comes from the unofficial patch. You need to revert that change using xEdit, through the merged patch then manually editing the new generated esp.

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  • 2 weeks later...

Is anyone else having an issue with their scanner firing constantly? I stood next to Joe Cobb in Goodsprings for thirty seconds, and my log has ten tryout scans. 

Edit: Seems like Joe is the main offender here - the rest of the prison seems to be on a normal time. That said, I'd love to know how to add NPCS to the scanner. I'm running an expanded powder ganger mod, and I'd love to have them solicit the player as well. 

Edited by RathAzu
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NPCs are added to the factions either using their entire faction, or you can add specific NPCs with their formId. I'd recommend digging into the scripts to find out how it's done if you're interested.

 

Once the scanner detects them, you'll also want to make sure existing dialog is modified/new dialog added that applies to these factions/NPCs.

 

It should be impossible for one NPC to have a different scan interval than his faction.

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On 2/25/2023 at 5:04 PM, RathAzu said:

Can they be added using their formid through console command, or will that be an actual mod edit? If the former, can you point me to where to find the commands? Thank you so much for your help!

Probably. If you want the list of factions, you can check in the GECK.

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So I ended up doing the HELIOS One plotline and killed all the NCR members there before I started the Legion Kidnapping quest.  Unfortunately, this also meant that one of the targets, Lt.Haggerty was already dead.  Respawning her and choosing the Tryout dialogue option to get her to come to the side of the building only has her stand in place and not do anything. 

 

Next I tried staging it and found the quest ID and stage number with FNVEdit.  It's the right ID as 'sqt' generates the proper quest targets in the console, but choosing to set a stage or complete the quest outright is marked as invalid in the console. 

 

Any solutions here besides just resetting and going all the way back to before I did HELIOS?

 

Edit: Ended up just reloading an earlier save and redoing it.

 

Edited by Yetra
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Didn't see this mentioned anywhere else when I searched - has anyone else encountered the bug wherein you can't bug the radio at Alpha? I've looked over every square inch of that desk, even tried to turn collision of so that I could phase into the radio to see if it will work. 

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  • 2 weeks later...
  • 2 weeks later...

For anyone having issues with the aggressive convicts inside Bison Steve:

 

"YUP NPC Fixes" makes the leveled Powder Gangers in Bison Steve "Very Aggressive" instead of just "Aggressive" and indeed using getav aggression on them will return 2 (i.e. Very Aggressive) in the game. If you started a new game with YUP enabled then unfortunately creating a patch plugin later on won't fix the issue you will have to start a new game. In order to reduce their aggression level without starting a new game, you can possibly use setav aggression 1 on each of the convicts. (0: Unaggressive, 1:Aggressive, 2:Very Aggressive, 3:Frenzied). Haven't tried it myself yet, but I'll edit this post if it didn't work ( **Edit: See the note below). You can copy these into a text file and then run it as a batch file (e.g. bat bison.txt) from the console.
 

"172D3F".setav aggression 1
"D7F53".setav aggression 1
"D7F54".setav aggression 1
"D7F3B".setav aggression 1
"D7F3D".setav aggression 1
"E375C".setav aggression 1
"E375D".setav aggression 1
"E375E".setav aggression 1

 

If you don't want them to attack the player (although they will still attack Deputy Beagle), one other option is to add the player to their faction i.e. xx04C492 (xx: the load order of Tryout's ESM) temporarily, e.g. player.addtofaction xx04C492.


There is however another issue with this mod regarding Bison Steve, but I'm not sure if it's by design or an oversight. The convicts inside Bison Steve will immediately attack and kill Deputy Beagle when you enter the building, probably because this mod removes them from the RaiderFaction. Deputy Beagle, while being held captive, is in PrimmCaptiveFaction [FACT:000E2884] and to prevent the captors from attacking him, the captors must be in RaiderFaction because RaiderFaction [FACT:00021476] is set to be friendly with PrimmCaptiveFaction. Since this mod removes the leveled convicts from the RaiderFaction, there's nothing to stop them from attacking Beagle, especially when combined with the aggression change mentioned above. I'm not sure what the purpose of this change was, but IMO they should be added back to RaiderFaction to prevent convicts from killing the guy, because even if you're undetected (e.g. when entered the building from the second floor) Beagle will still be attacked and killed.

Another unrelated issue with the mod is that player is still approached by NPCs even when the approach chance is set to zero, because when the generated random number and the chance setting is equal the mod accepts that as a "pass". In other words, if you set the approach chance to 0 and the generated random number is also 0 then an NPC is going to approach the player, since 0 >= 0. To fix that you would either generate random numbers between 1 and 100 or get rid of the equal in the comparison.


Note: Adding the convicts back to RaiderFaction and using setav on them to reduce the level of aggression as suggested above seems to solve the issue.

 

Note: The leveled NPC you should be editing in case you want to add the convicts back to RaiderFaction is LvlPowderGangerGunNVBisonSteve01 "Convict" [NPC_:000D7F3C].

 

Edited by bjornk
Added the note.
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My official ncr prostitute outfit keeps undressing after updating to the latest version of tryout. Any way to fix this?

 

Also I've got an idea for the vanilla quest "someone to watch over me". It'd be nice to have the option to bring Alice Hostetler back to Andy Scabb and make both her and the player slaves at the Gray

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