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Posted

That's an artifact of the game. Any closed door needs a key, even though those doors could be opened by a terminal somewhere. Or a lever, or whatever interactive.

  • 2 weeks later...
Posted

The radio in the task (Whore of Babylon) has a “leave the radio alone” option, that is, I can’t put any bug on the task. What to do?

  • 3 weeks later...
Posted

When does the Nephi slave thing end?  I pickpocketed his key and got my stuff back, then paid off the 2000 caps, but I'm still being made to be his slave, Cass is still hooked up to the machine, and I have the Bender thing on me. 

  • 2 weeks later...
Posted

This is for anybody having issues with Golden Whored, the Khan quest. Sexout Common Resources has its own version of the Khan Initiation Outfit that isn’t recognized by the quest, thus making the player unable to approach Khans and continue the quest or even complete the quest for that matter. 
 

The “in game” fix is to set quest stage to 20 (completes the fucking part) and then finish the quest by equipping the correct version of the initiation outfit (the one from Tryout) and speaking to Regis before SCR swaps it for its own. This is a pretty crappy fix, but it’s the only way to finish it without patching the Tryout esm itself. I’ve patched it and it *seems* to be working right, but I haven’t played through the quests properly yet so I can’t be sure, that’s why I’m not posting it here.

 

I’ve simply added the SCR initiation outfits to the KhanSlaveOutfits form list, and then I edited all the GetEquipped checks in the quest to check for that form list instead of only the initiation outfit from tryout. The dialogue options seem to be appearing correctly so I assume it’s working, but again, I haven’t playtested it yet.

 

hope this helps somebody.

  • 1 month later...
Posted

I've been playing through modded TTW and having a blast, largely thanks to Tryout and the TTW Quest Overhaul.

 

One thing though that I was looking forward to and that never happens is some crossover between the two. With how big a role Marcus and the supermutants play in the Capital Wasteland, and with Marcus talking about heading West at the end of the questline, I expected all that to be at least referenced when you finally run into him again in Jacobstown. Instead he doesn't remember me at all, and seems to have lost his edge. Seems like a missed opportunity for your actions in the Capital Wasteland to come haunt you in the Mojave.

 

Anyway just my nitpick about a decade too late, I know Loogie is probably retired by now :'(

Posted
20 minutes ago, Zaraia0 said:

I expected all that to be at least referenced when you finally run into him again in Jacobstown. Instead he doesn't remember me at all, and seems to have lost his edge. Seems like a missed opportunity for your actions in the Capital Wasteland to come haunt you in the Mojave.

That would have made Tryout dependent on TTW. The juice isn't worth the squeeze.

Posted
1 hour ago, Loogie said:

That would have made Tryout dependent on TTW. The juice isn't worth the squeeze.

 

Oh true, but couldn't it be added to TTW Quest Overhaul instead then?

Posted (edited)

 

Spoiler

By the way was the bender ever fixed? It doesn't seem to have any effect on my character. No charisma bonus and no addiction. All it does is give an "On Bender" effect in stats with no attributes, which wears off after 8 days (after I removed my Chemist and Day Tripper perks).

 

Edit: I did manage to get addicted by adding bender with console and taking three more of them, however that extends the effect to the point where it takes a month for it to wear off, even with my perks removed.

 

Another issue is that the milking harness never gets detached from Cass, and also doesn't appear in your inventory after you get it from Scrotes. I couldn't achieve either of that with console commands either, the outfit seems to be hidden. Also it equips on Cass even if she isn't with you, and even removeallitems doesn't remove it.

 

 

Edit 2: OK I did manage to remove the harness with console by targeting it directly - twice. For bender I guess I'll have to take a bunch of it and wait out the month.

Edited by Zaraia0
  • 1 month later...
Posted
10 hours ago, danielcool20 said:

I remember last time playing this game convicts inside the hotel in Prism don't attack but now 2 years later they do? idk if I'm misremembering or maybe a mod conflict.

You're using a community fix or something similar. It overrides the changes that Tryout made to the Bison hotel. To solve it, you'll have to use xEdit and create a merged patch, then properly correct the aggressiveness of the bison hotel NPC. Ignore the xEdit doc saying that Wrye bash has been doing it for years because you need to correct the merged patch, which is not possible using wrye alone.

Posted
On 12/1/2024 at 8:52 AM, bicobus said:

You're using a community fix or something similar. It overrides the changes that Tryout made to the Bison hotel. To solve it, you'll have to use xEdit and create a merged patch, then properly correct the aggressiveness of the bison hotel NPC. Ignore the xEdit doc saying that Wrye bash has been doing it for years because you need to correct the merged patch, which is not possible using wrye alone.

 

I don't think I have a community fix but I tried doing xEdit anyways. I made a merge called "bason hotel fix.esp". At first I change the [24] bason hotel fix.esp from aggressive to unaggressive but it did not work so I change it all to unaggressive still nothing. I tried changing the load order, playing on a new save. The convicts inside the hotel are still aggressive. Any thing I'm doing wrong?

 

Here is my adult mods 

 

#Mod_Priority,#Mod_Name
"0058","Adult_separator"
"0059","SexoutNG - Core"
"0060","SexoutNG - Data"
"0061","SexoutNGRapeFlagsFix"
"0062","Sexout Common Resources-Meshes 20240807"
"0063","SexoutCommonResources"
"0064","Sexout Common Resources-Textures 20240516"
"0065","SmallerTalk"
"0066","TryoutAudio 09"
"0067","Tryout Meshes"
"0068","Tryout Textures"
"0069","TryoutMain"
"0070","Sexist Dialogue V"
"0071","SexoutSpunk"
"0072","SexoutNG - Bodies"
"0073","SexoutTryoutResistanceOverhaul_fix"
"0074","SexoutSexAssault"
"0075","Sexout-Soliciting"
"0076","Sexout-Soliciting-5-7"
 

 

 

 

image.png.dd4c26ab1586264eea19e43cc4819e53.pngimage.png.750f0ca0becf7223930b0f5f15a92304.png

Posted
8 hours ago, danielcool20 said:

 

I don't think I have a community fix but I tried doing xEdit anyways. I made a merge called "bason hotel fix.esp". At first I change the [24] bason hotel fix.esp from aggressive to unaggressive but it did not work so I change it all to unaggressive still nothing. I tried changing the load order, playing on a new save. The convicts inside the hotel are still aggressive. Any thing I'm doing wrong?

 

Here is my adult mods 

 

#Mod_Priority,#Mod_Name
"0058","Adult_separator"
"0059","SexoutNG - Core"
"0060","SexoutNG - Data"
"0061","SexoutNGRapeFlagsFix"
"0062","Sexout Common Resources-Meshes 20240807"
"0063","SexoutCommonResources"
"0064","Sexout Common Resources-Textures 20240516"
"0065","SmallerTalk"
"0066","TryoutAudio 09"
"0067","Tryout Meshes"
"0068","Tryout Textures"
"0069","TryoutMain"
"0070","Sexist Dialogue V"
"0071","SexoutSpunk"
"0072","SexoutNG - Bodies"
"0073","SexoutTryoutResistanceOverhaul_fix"
"0074","SexoutSexAssault"
"0075","Sexout-Soliciting"
"0076","Sexout-Soliciting-5-7"

 

First thing, you shouldn't edit other esp, last esp loaded overrides the entry and wins the conflict. If you already are in the hotel, or triggered the NPC, they won't be pacified by just changing the esp. You ought to load a save before you entered the bison hotel. The way the convicts are made neutral to the player is through the faction (SexoutPrimmPowderGangerFaction). Normally, the merged patch should handle the factions correctly. Just in case, make sure that the ones from Tryout end up in your merged patch.

 

This is what my Merged Patch looks like. Might be against an older version of Tryout, don't really know (I haven't updated anything in a while).

FNVEdit 4.0.3_02_231914_01.png

 

  • 2 weeks later...
Posted

If anyone is using the Sunny Companion mod from Tryout and you can't get her to follow you again, here's fix to recruit Sunny after dismissing her.

 

SunnyCompanion.esp

 

Spoiler

I changed the follower dialog topic from this:

 

sunnyfollow2.PNG.02d6874426c905e81307d718248bcc3b.PNG

 

to this:

sunnyfollow3.PNG.66564163ff7a5986331f2feb52db70f9.PNG

 

I also did the same change to the dialog when Sunny is enslaved. It should work the same way.

 

  • 5 weeks later...
Posted

I can't figure out what's breaking the script for Vault 19 during enslavement. When activating the bed in the sex dungeon, a message box is supposed to appear to make time pass by until the next set of customers. It never works no matter how much time I sleep or wait. I downloaded GECK to check where the script is failing but nothing looks out of the ordinary, at least to my untrained eyes.

 

Spoiler

bedscript.PNG.e4444b6030685d655975494a02f42419.PNG

 

This script is identical to one attached to the bath tub object. Both begin OnActivate but the bed has conditions for Epstein.

It fades to black and passes the time only if Epstein isn't dead and removed from the sex dungeon. Otherwise, it shows a message saying you can't sleep until Epstein leaves.

Afterwards, it allows player to use the bed to sleep.

 

I can use "player.additem SexoutV19BedToken 1 1" to force continue to the next scene but it starts breaking the quest. I'm currently using a mod list built from Viva New Vegas.

Does anyone know a fix?

Posted (edited)

  

To be honnest, the mod is too big for me to analyse and it uses Geck features that I am not yet familiar with.

I can only help you set up ways of finding out what's going wrong

 

I'll try to test the following script:

Begin OnActivate

  if GetDebugMode
    if eval GetCOF != "MyTryoutLog.txt"
      con_SCOF "MyTryoutLog.txt"
    endif
  else
    SetDebugMode 1
    con_SCOF "MyTryoutLog.txt"
  endif

  PrintD "OnActivate worked"
  PrintD "Calling Ref is "+$this+" ("+(GetFormIDString (this))+")"

  if eval !(IsFormValid V19EpsteinDungeonREF)
    PrintD "V19EpsteinDungeonREF is not a valid REF"
    return
  endif

  if V19EpsteinDungeonREF.GetDead
    PrintD "V19EpsteinDungeonREF is Dead"
  endif
  if V19EpsteinDungeonREF.GetDisabled
    PrintD "V19EpsteinDungeonREF is Disabled"
  endif

  if eval !(TestExpr V19EpsteinDungeonREF.disable)
    PrintD "NVSE do not understand what V19EpsteinDungeonREF.disable is supposed to do"
    return
  elseif V19EpsteinDungeonREF.disable
    PrintD "V19EpsteinDungeonREF.disable returned TRUE"
  else
    PrintD "V19EpsteinDungeonREF.disable returned FALSE"
  endif

  PrintD "The script managed to get here without crashing"
  if V19EpsteinDungeonREF.GetDisabled
    PrintD "V19EpsteinDungeonREF is disabled"
  else
    PrintD "V19EpsteinDungeonREF is not disabled"
  endif


  if eval !(TestExpr V19EpsteinDungeonREF.enable)
    PrintD "NVSE do not understand what V19EpsteinDungeonREF.enable is supposed to do"
    return
  elseif V19EpsteinDungeonREF.enable
    PrintD "V19EpsteinDungeonREF.enable returned TRUE"
  else
    PrintD "V19EpsteinDungeonREF.enable returned FALSE"
  endif

  PrintD "The script managed to get here without crashing"
  if V19EpsteinDungeonREF.GetDisabled
    PrintD "V19EpsteinDungeonREF is disabled"
  else
    PrintD "V19EpsteinDungeonREF is not disabled"
  endif

;  if V19EpsteinDungeonREF.GetDead == 0 && V19EpsteinDungeonREF.disable         ; I think disabling a ref inside a if instruction should cause issues
;    Player.additem SexoutV19BedToken 1 1
;
;  elseif V19EpsteinDungeonREF.enable && V19EpsteinDungeonREF.GetDead == 0      ; I think enabling a ref inside a if instruction should cause issues
;    showmessage SexoutV19BedMessage
;
;  else
;    activate player
;  endif

  ;=== I suppose the script should be: ===:
  if V19EpsteinDungeonREF.GetDead == 0 && V19EpsteinDungeonREF.GetDisabled
    Player.additem SexoutV19BedToken 1 1

  elseif V19EpsteinDungeonREF.GetDisabled == 0 && V19EpsteinDungeonREF.GetDead == 0
    showmessage SexoutV19BedMessage

  else
    activate player
  endif

End

 

 

 Just check the messages in the console when you activate the bed or the log file ‘MyTryoutLog.txt’ if your console is spammed with messages and you can't read them.

 

Edited by Machiavelique
Posted

If eval !(TestExpr V19EpsteinDungeonRef.disable) is useless. Use this script instead:

Begin OnActivate

  if GetDebugMode
    if eval GetCOF != "MyTryoutLog.txt"
      con_SCOF "MyTryoutLog.txt"
    endif
  else
    SetDebugMode 1
    con_SCOF "MyTryoutLog.txt"
  endif

  PrintD "OnActivate worked"
  PrintD "Calling Ref is "+$this+" ("+(GetFormIDString (this))+")"

  if eval !(IsFormValid V19EpsteinDungeonREF)
    PrintD "V19EpsteinDungeonREF is not a valid REF"
    return
  endif

  if V19EpsteinDungeonREF.GetDead
    PrintD "V19EpsteinDungeonREF is Dead"
  endif
  if V19EpsteinDungeonREF.GetDisabled
    PrintD "V19EpsteinDungeonREF is Disabled"
  endif

  ;===== Test V19EpsteinDungeonREF.disable =====;
  if V19EpsteinDungeonREF.disable
    PrintD "V19EpsteinDungeonREF.disable returned TRUE"
  else
    PrintD "V19EpsteinDungeonREF.disable returned FALSE"
  endif
  PrintD "The script managed to test V19EpsteinDungeonREF.disable without crashing"
  if V19EpsteinDungeonREF.GetDisabled
    PrintD "V19EpsteinDungeonREF is disabled"
  else
    PrintD "V19EpsteinDungeonREF is not disabled"
  endif
  
  ;===== Test V19EpsteinDungeonREF.enable =====;
  if V19EpsteinDungeonREF.enable
    PrintD "V19EpsteinDungeonREF.enable returned TRUE"
  else
    PrintD "V19EpsteinDungeonREF.enable returned FALSE"
  endif
  PrintD "The script managed to test V19EpsteinDungeonREF.enable without crashing"
  if V19EpsteinDungeonREF.GetDisabled
    PrintD "V19EpsteinDungeonREF is disabled"
  else
    PrintD "V19EpsteinDungeonREF is not disabled"
  endif

;  if V19EpsteinDungeonREF.GetDead == 0 && V19EpsteinDungeonREF.disable         ; I think disabling a ref inside a if instruction should cause issues
;    Player.additem SexoutV19BedToken 1 1
;
;  elseif V19EpsteinDungeonREF.enable && V19EpsteinDungeonREF.GetDead == 0      ; I think enabling a ref inside a if instruction should cause issues
;    showmessage SexoutV19BedMessage
;
;  else
;    activate player
;  endif

  ;=== I suppose the script should be: ===;
  if V19EpsteinDungeonREF.GetDead == 0 && V19EpsteinDungeonREF.GetDisabled
    Player.additem SexoutV19BedToken 1 1

  elseif V19EpsteinDungeonREF.GetDisabled == 0 && V19EpsteinDungeonREF.GetDead == 0
    showmessage SexoutV19BedMessage

  else
    activate player
  endif

End

 

Posted (edited)
16 hours ago, Roarke said:

I can't figure out what's breaking the script for Vault 19 during enslavement. When activating the bed in the sex dungeon, a message box is supposed to appear to make time pass by until the next set of customers. It never works no matter how much time I sleep or wait. I downloaded GECK to check where the script is failing but nothing looks out of the ordinary, at least to my untrained eyes.

if you get the message then that ref (V19EpsteinDungeonREF) is enabled instead of being disabled. He gets disabled when he activates the trigger near the scripted door (SexoutV19EpsteinDoorCloseSCRIPT)
 

BEGIN onTriggerEnter V19EpsteinDungeonREF

  set SexoutPGV19SlaveQuest.ConvoState to 1

  SexoutPGV19Player1.disable
  SexoutPGV19Player2.disable
  SexoutPGV19Companion1.disable
  SexoutPGV19Companion2.disable
  SexoutPGV19Companion3.disable
  SexoutPGV19Companion4.disable
  SexoutPGV19Companion5.disable
  SexoutPGV19Companion6.disable
  SexoutPGV19Companion7.disable

  if (V19CellDoor.getOpenState ==1)
   V19CellDoor.activate V19EpsteinDungeonREF
   V19CellDoor.lock 75
   V19EpsteinDungeonREF.disable
   Player.setrestrained 0
  endif
end


Another script that disables him is SexoutV19EpsteinDisableSCRIPT
 

scn SexoutV19EpsteinDisableSCRIPT

BEGIN onTriggerEnter V19EpsteinDungeonREF
    V19EpsteinDungeonREF.resetai
    V19EpsteinDungeonREF.disable
End

But as this trigger is not set anywhere, I think the door one is correct. so this console command should do the trick


V19EpsteinDungeonREF.moveto V19EpsteinLeaveBox

Edited by Neutron_rus
  • 3 weeks later...
Posted

I know it's a long shot, but is there any way to skip being enslaved as a female? I'm not into being on that end of the situation, but i really want the rest of what the mod offers, especially the Sunny Companion.

Posted
On 2/5/2025 at 11:25 AM, jesterbrown said:

I know it's a long shot, but is there any way to skip being enslaved as a female? I'm not into being on that end of the situation, but i really want the rest of what the mod offers, especially the Sunny Companion.

 

Just turning down the approach rate to 0 for Legion and Powder Gangers should prevent anything forced from happening.

Posted (edited)
11 hours ago, Zaraia0 said:

 

Just turning down the approach rate to 0 for Legion and Powder Gangers should prevent anything forced from happening.

I did that on my last save years ago, but Eddie still enslaved me at NCRCF when i handed sunny over. I think Sexout Sex Change might be a workaround, but i haven't tested it yet.

 

Edit: It works! If anyone else wants this too, remember to activate the sex change BEFORE talking to Ringo at the end of Run Goodsprings Run. If he tells you to take Sunny to Eddie, you got the female dialogue.

Edited by jesterbrown
  • 3 weeks later...

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