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negative, what I am trying to say is I think that quest hate's me, I think the "removeallitems" glitched, and to be honest I did not look at the names on anything I opened, I just systematically searched every room, and container in the entire area, I did not take the elevator down to the gecko area, and look, but I was very systematic this time in my search.

 

   It is one of the reason's I seldom, in fact only one time in crowning Isle did I use the remove all from the player, and I hated to do that, it has always been a source of script glitch at the worst time, for a lot of people to lose there stuff, or some one will come up with I got all my stuff back but my weapon, Or I lost my special necklace.

 

  I noticed that the Quest moves the player, and then removes all there stuff, but there is a moment of hesitation at that time. And I was pushing buttons to move, so I may have glitched it that way. But I can assure you I searched every possible spot, constantly checking, and re checking the map as I moved from place to place.

 

   I will try the quest again, and see keep my fingers off stuff when Epstein does the moveto stuff.

 

   And by the way thank you so much for helping me, I mean you did not have to and I appreciate it.:smile:

36 minutes ago, Potato_Skill said:

Was any of the lockers you checked named "Epstein's Locker" ? Maybe my map was .... erm.... incorrect ...

 

 

TryOut epstein put my stuff1GG.jpg

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Oh, okay, I hope you'll get your gears back, just bear in mind the location of the locker so you don't have to wander around vault 19, ya know, wandering around with the slave outfit (not sure it's even an outfit, it barely covers anything), with no weapons to take out those Powder Gangers, with Tryout approach rate set to the very max ... you get the idea. :smiley:

 

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4 minutes ago, Potato_Skill said:

Oh, okay, I hope you'll get your gears back, just bear in mind the location of the locker so you don't have to wander around vault 19, ya know, wandering around with the slave outfit (not sure it's even an outfit, it barely covers anything), with no weapons to take out those Powder Gangers, with Tryout approach rate set to the very max ... you get the idea. :smiley:

 

   No problem This time that locker had something in it. I opened it last time but it was empty, and I was not looking at locker names, but this time I did not touch anything when Epstein did the moveto and I was reading every locker name as I opened them. I have some macro's set up and hitting them at the wrong time sometimes causes trouble, but gosh! they are so helpful.

 

   anyway this time I read the name on every locker, and was careful if any fade to black or loading screen appeared to not touch any buttons at all :blush:.  It finally worked.

 

  It was not really a big problem I saved before the Vault, but I like to see what every mod does, I hate missing anything.

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  I think I have most everything functioning right in Try Out, but I cannot seem to get Sunny's follower esp to work right, I am guessing it is a conflict.

 

Here is load order, I moved the sunnyCompanion mod down low hoping to help it give it control, but still no sunny companion dialogue.  I did get it once when I helped the Powder gangers to to take control of the town ( after completing the town take over it showed up ), but she would only follow me when I teleported or changed cells, and then head straight back to Good springs.

 

   I was hoping someone might see a mod that buggered there sunny companion game in try out, and let me know.

 

EDIT >>>>I did finally get the sunny dialogue to pop up.

 

1. Did some load order swapping, and some removal, finished the Good springs take over by the powder gangers, and she followed me to the Prison.

2. How ever Eddy would do the one sexout act, and nothing else.

3. I did some more attempts at the Eddy visit, and eventually the gang bang proceeded through about 4 of the Powder gangers, but stopped again, and never proceeded to the I assume collar enslavement, and what ever else should happen.

4. If I go by my self to the Prison, I seem to ( once I make Eddy mad ) get the whole collar, and enslavement thing fine.

5. I am guessing that maybe for some reason with a companion, or two with me, that one of the designed attacker's made be in dispose when the script calls for another attack on the Player. But that is only a guess.

6. Any way if I was suppose to be enslaved  after the eddy chat, and the gang bang. It never happened if I had a companion with me.

 

 


[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] CaravanPack.esm
[X] YUP - Base Game + All DLC.esm
[X] Lings.esm
[X] MikotoBeauty.esm
[X] Sexout.esm
[X] SexoutCommonResources.esm
[X] SexoutSlavery.esm
[X] SexoutDrugging.esm
[X] SexoutSoliciting.esm
[X] SexoutTryout.esm
[X] SexoutPregnancyV3.esm
[X] SexoutOffSpring.esm
[X] Maternity Pack Overkill.esp
[X] SexoutWorkingGirl.esp
[X] T6M Equipment Replacer NV.esm
[X] SexoutStore.esm
[X] YUP - NPC Fixes (Base Game + All DLC).esp
[X] The Mod Configuration Menu.esp
[X] Zan_AutoPurge_SmartAgro_NV.esp
[X] zzjayHairsFNV.esp
[X] MikotoBeauty.esp
[X] ReputationFixer.esp
[X] Further3rdPersonCamera.esp
[X] SexoutBreeder.esp
[X] LingsPrettyThings.esp
[X] GGNaughtyTradingSlavery.esp
[X] Distributed Necklaces and Chains.esp
[X] SexoutPosNew.esp
[X] SexoutZAZ.esp
[X] SexoutSpunk.esp
[X] CustomLighting II.esp
[X] EVE FNV - ALL DLC.esp
[X] Mannequin Rce.esp
[X] FacePresets1.esp
[X] Slave In Pose NV Edition.esp
[X] ItemBrowser.esp
[X] SmallerTalk.esp
[X] UnlimitedCompanions.esp
[X] UnlimitedCompanions SCRIPT FIX.esp
[X] populatedcasino-medium.esp
[X] BodyMorph.esp
[X] VeronicaFollowFix-Essential-cleaning.esp
[X] veronica_no_hood.esp
[X] GG_MikotoHairFixing.esp
[X] SunnyCompanion.esp
[X] Type 6.esp
[X] T6M Old World Blues Replace.esp
[X] T6M Under Wear.esp
[X] T6M CH Raider Armor.esp
[X] T6M Jeans Outfit.esp
[X] T6M Combat Uniform NV.esp
[X] MadCatT6MGeckoMetal.esp
[X] SexyTacticalOutfitT6M.esp
[X] PinkPrincessSuitEN.esp

 

 

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Ok, figured out the Powder Gangers dialogue, no thanks to any of you guys.  Can I post it when it's finished or do I need permission from Loogie first?

Anyways, I've added

-A speech check: Succeed and they leave you alone but fail...

-An attack option for those that would choose death over dishonor

-A terrifying presence option that makes them cower in fear (which as a side effect also gave me some powder charges.  Didn't script it but them dropping their weapons as they flee is lore friendly so I won't complain)

Currently working on a Black Widow tree that leads to consensual sex options with a few sticks of dynamite reward

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Well if anyone cares, I finished the Powder Gangers alternate dialogue

-Speech check that only shows if you have enough skill (couldn't program a fail because couldn't copy the SOTORapeFunction calls for some reason)

-Attack option

-Terrifying presence

-Unarmed option that deters them if high enough

-Strength option that deters them if high enough

-Black Widow option that allows you to choose between oral, vaginal or anal in exchange for 3 dynamite sticks (great for mining them because they're too scarce in the rest of the game)

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Ok cool but can you answer just 2 questions for me? 

1. How to I call SOTO functions?  When I copy the "call SOTORapeFunction "Oral"" it won't run the script

2. How do I get all legion to have the tryout dialogue?  I've tried adding the entire legion faction to the dialogue script AND adding individual legion members to the CoveFaction Legion and still won't work.

 

Also here's the Powder Ganger's add on dialogue

 

SexoutTryoutResistance.esp

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9 hours ago, thatpartoftheinternet said:

Ok cool but can you answer just 2 questions for me? 

1. How to I call SOTO functions?  When I copy the "call SOTORapeFunction "Oral"" it won't run the script

2. How do I get all legion to have the tryout dialogue?  I've tried adding the entire legion faction to the dialogue script AND adding individual legion members to the CoveFaction Legion and still won't work.

 

Also here's the Powder Ganger's add on dialogue

 

SexoutTryoutResistance.esp

1. How are you running the call?  In a dialog result script, or in a larger script?

2. I'm not sure what you mean.  The dialog is currently assigned to factions of Legion soldiers so what they're talking about makes sense.

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16 hours ago, Loogie said:

1. How are you running the call?  In a dialog result script, or in a larger script?

2. I'm not sure what you mean.  The dialog is currently assigned to factions of Legion soldiers so what they're talking about makes sense.

I figured out the legion, I just have to assign the entire Legion to the CCoveFaction to get the desired dialogue.  I of course modified some of the topics in NotFort so that they make sense.

 

The issue I'm having with the call is that a specific topic you write might end in lets say call SOTORapeFucntion "Anal" in the script and when I play that in the game it runs the script.  But, when I copy 'call SOTORapeFucntion' and paste it into the script of another topic I created it refuses to compile and of course doesn't work in the game.  So I'm running it in the result script yes.

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21 hours ago, nzg41 said:

hey werid issue with the escaped convicts in prim...there all hositle and frisko flamable doesnt show up,just the vannila escaped convect leader,any ideas?

Are you running Mission Mojave? if so ya need to shut it off and restart the game.

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First "Patch" is "done," just need to remake it as a standalone without all the extra mods I attached to it.

features:

-Alternate options when approached by powder gangers and legion that use several skills to escape the encounters

-All members (I'm pretty sure) of the Legion will approach the player regardless of location

-Black widow options allow for the player to gain resources from the legion/gangers they elect to fuck when the option is selected

-In theory I used Loogie's original "legionfuck" function to alter the dialogue for the legion over time; as you fuck more legionaires your options to repel them become less effective as they call your bluff/get jealous of you fucking other members (whichever fantasy works better in your head)

 

Depending on the playthrough I might add some of these to the other chapters (Fiends etc.)  I like the idea of being able to use your skills to escape the rape because it makes it more realistic as a rape victim would use every part of their being to try and get out of the situation.  You really get the immersion of a victim because you only get raped if you're truly too weak or you aren't able to talk your way out and your enemy is to powerful to attempt to fight.  At that point getting fucked the easy way or the hard way are truly your only choices.  If I can figure out how to copypasta the SOTO calls I can add failures for all the alternate options that would result in rape

 

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On 5/28/2018 at 4:52 AM, thatpartoftheinternet said:

Well fuck...I have the GECKPowerUp but it won't load.  It has a whole bunch of error messages, I say yes to all and then it crashes.  I'll try it when I downsize the esp, right now it has too many other mod requirements

     I am sure you did this, but to run powerup with Geck all you need it the Data folder plugin.

 

from the doc.

 

"To run GECK with PowerUp and NVSE, copy the Data folder to your Fallout: New Vegas directory (where geck.exe is), "

 

I mean this may be what you did, but the error's make me thing you are running power up with it's exe, which would not include NVSE as I understand it, and would for sure create Error's.  I am just trying to help, I gosh! I make mistakes all the time installing stuff, because i miss one little point, or misunderstand it.

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5 hours ago, galgat said:

     I am sure you did this, but to run powerup with Geck all you need it the Data folder plugin.

 

from the doc.

 

"To run GECK with PowerUp and NVSE, copy the Data folder to your Fallout: New Vegas directory (where geck.exe is), "

 

I mean this may be what you did, but the error's make me thing you are running power up with it's exe, which would not include NVSE as I understand it, and would for sure create Error's.  I am just trying to help, I gosh! I make mistakes all the time installing stuff, because i miss one little point, or misunderstand it.

This issue is with the mod, I can get powerup to load the original game and DLC but when I load Tryout it has a bunch of error messages like "_____ need biped slots" I say yes to all and right before it hits 100% it crashes.  I can make do with what I have but I need to downsize the mod because my dumbass accidentally made like 17 other mods requirements.  Any tips on how to do that without just starting over?  I tried exporting the quest dialogue but the original GECK doesn't seem to want to import it.

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29 minutes ago, thatpartoftheinternet said:

This issue is with the mod, I can get powerup to load the original game and DLC but when I load Tryout it has a bunch of error messages like "_____ need biped slots" I say yes to all and right before it hits 100% it crashes.  I can make do with what I have but I need to downsize the mod because my dumbass accidentally made like 17 other mods requirements.  Any tips on how to do that without just starting over?  I tried exporting the quest dialogue but the original GECK doesn't seem to want to import it.

 

  is that the menu where you have the option yes to all, and once in awhile ignor

 

If so then just click the yes to all, and the ignor if that one pops up until it finally stop's asking.. Bethesda I don't think actaully understands what yes to all mean's LOL.

 

It is something you will see in all version of the construction set, from morrowind to f04.

 

I think there is a setting somewhere in the constuction INI that can help with this, but I just always did the yes to all thing.

 

   EDIT >>>> If you have NVSE installed right, and Power up data pasted in you should be fine

 

  You do need to make a short cut to the NVSE loader, and set the properties taget like this

 


Fallout New Vegas\nvse_loader.exe" "-editor"

 

Rename the shortcut to something like NVSE Geck

 

  and use this short cut to start Geck.  that is just the last part of the Target from properties of the loader short cut, as I do not know how you have your steam folder linked  The "-editer"  is what you will need to add there is one space between it and the nvse_loader.exe"

 

If you don't do this you will not be using NVSE, and thing's will be screwed.

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2 minutes ago, galgat said:

 

  is that the menu where you have the option yes to all, and once in awhile ignor

 

If so then just click the yes to all, and the ignor if that one pops up until it finally stop's asking.. Bethesda I don't think actaully understands what yes to all mean's LOL.

 

It is something you will see in all version of the construction set, from morrowind to f04.

 

I think there is a setting somewhere in the constuction INI that can help with this, but I just always did the yes to all thing.

Yeah, I've been doing yes to all and it crashes 100% of the time before Tryout loads so I'm just stuck using the regular GECK

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9 minutes ago, thatpartoftheinternet said:

Yeah, I've been doing yes to all and it crashes 100% of the time before Tryout loads so I'm just stuck using the regular GECK

   I edited my statement, you should re-look at it.  I forgot to mention somethings you needed to do.

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24 minutes ago, thatpartoftheinternet said:

Yeah, I've been doing yes to all and it crashes 100% of the time before Tryout loads so I'm just stuck using the regular GECK

   something else, But i can not remember if FNV had a problem with multiple master not being excepted, I know skyrim had a problem with this. If you still have trouble getting into the geck you might google FNV Multiple master's. to find the INI fix if it is needed with FNV I can not remember, and it is not a setting that I put to memory, I just know in skyrim I had to do it.

 

   There are other settings that are handy to do, in the INI you can set geck to allow multiple gecks running at the same time, this can be very handy when modding I quite often keep two version of geck running at the same time one just for hunting, and clicking on things to find stuff this one I will never save, and the one with my mod I am working on which I will save.

 

   Reason is that just clicking on something in the view widow can make a dirty mod happen really easy.  so I find it or the reference I need in the geck I will not save, and then go back to my modding geck, and use it there carefully.

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