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Posted

Is Pride still working on sexout? I thought it was just Odessa now.

 

Pride was called back to his home planet.. lol..

 

Na just kidding.. don't need hulk rage smashing me.. "hulk smash"..

 

Yes you are correct. He seems to be around doing some PM's for some members.. possibly discussing things but he has went on vacation/retirement one of those two. Lucky for us another highly advanced / evolved humanoid was available to help take over the cause.. or we would have been Screwed.. (yes pun was intended. Yes it was a bad pun but still intended :P)

 

He isn't actively  and as far as I know.. he won't be for any time soon if ever.

 

Posted

black-curtain-gold.jpg

(Announcer Voice) And now the moment you've all been waiting for...

FB Hotfix 1.3.7.3.141592653589793238462643383279502884197169399375105820974944592307816406286208998628034825342117067 :P

See CarolinaReaperFix on PG 35

 

Changes:

- General subtitles will now turn on automatically for the credits if you don't already have them on

    * If you hate general subtitles for some reason don't worry, if they were toggled on for credits they will be toggled off at end of credits

 

That's all folks.  :D

 

really-sad-smiley-emoticon.pngpouting-face-smiley-emoticon.gif

 

Well, if you're that disappointed... psst I'm working on something else that is much cooler right now, but I can't tell you when it'll be in FB or even which module it will be in.

 

P.S. The version number is the first 99 digits of π (pi) :lol:, so you can disregard that.

P.S.S. Thanks to WrylyLL for pointing me in the right direction.

Posted

This has probably been asked before, but I need to maintain my reputation for asking stupid questions. What do I need for the good doctor Wolfe to spawn? My only mod that tweaks Freeside is the Freeside Uncut/Open and the Bloatfly episode works flawlessly, minus the fact that the alleyway is now a wide open street ;)

 

Posted

This has probably been asked before, but I need to maintain my reputation for asking stupid questions. What do I need for the good doctor Wolfe to spawn? My only mod that tweaks Freeside is the Freeside Uncut/Open and the Bloatfly episode works flawlessly, minus the fact that the alleyway is now a wide open street ;)

She isn't in the old mormon fort? What about Eliza & Jonah are they in the fort? I don't use freeside open/uncut, so I can't check what might be causing the problem. If I had to guess I would think that either the fort exterior cell, world cell, or both were deleted/replaced. I have listed Dr. Wolfe's refid below (and it's on description page). Try using it in the console with the moveto and enable commands (again instruction on mod page) to make her appear. If it doesn't work you may have to either uninstall freeside uncut/open or make your own patch using the geck. Do you use FNVEdit? A merged patch may work as well, although if the cells were deleted/replaced with new cells I kind of doubt it. Let me know if you need further help.  :)

 

XX00488C (XX is load order)

 

prid XX00488C

moveto player

enable

Posted

I had actually forced her to appear once before, but she just stood there and didn't do anything when I tried to talk to her. I also didn't see the other two NPCs. Just a quick rundown; The Freeside Open mod restores freeside to the original 1 world space version, complete with all the cut NPCs.

Posted

I had actually forced her to appear once before, but she just stood there and didn't do anything when I tried to talk to her.

That's why I gave you the refid. You need to move that specific reference of her to you, or she'll be useless. Unfortunately I don't believe there is a way to spawn a specific reference of an actor, so if you're unable to move that version of her to you then you're out of luck.

Posted

Has anyone been having trouble with viper attacks while you are Jeff's captive? If so let me know cause I'm currently working on a fix for this & will upload once it's tested.

Posted

I used the codes and got her spawned again, but she still won't say anything.

EDIT: I returned to the mormon fort after starting up the Van Graff's quest line and Wolfe actually despawned. It might have to do with the Freeside open mod changing Freeside back to the pre-release version that was a single area instead of two sections of freeside with the mormon fort being another area unto itself, but the Bloatfly scenario works perfectly fine.

Posted

I used the codes and got her spawned again, but she still won't say anything.

EDIT: I returned to the mormon fort after starting up the Van Graff's quest line and Wolfe actually despawned. It might have to do with the Freeside open mod changing Freeside back to the pre-release version that was a single area instead of two sections of freeside with the mormon fort being another area unto itself, but the Bloatfly scenario works perfectly fine.

 

Freeside open very much like other mods in other games that change the cells change can change the spawn points. Some might work .. other not so much. The nav meshes also seem to be changed with these edits. These edits are really big changes game wise for world spaces so it does make sense. In the past I have heard that if the mod author created a patch with spawn, nav changes etc for such changes it starts to work properly.

 

If you remove that mod.. go back to a save that was before you entered Freeside you might find everything works just fine. Good test to see if it is something wrong with your copy, the mod, or supporting mods. ;). You need to go back to before entering Freeside and a clean save to be sure something might still be left in the save.. I never trust those things :D It however is completely up to you and a lot of extra leg work as well however it should give a definitive answer if it is this mod or something else.

 

Of course this is if the mod and supported mods are properly installed and no hidden glitches in the mod. I don't have either installed currently. ;).

Posted

Freeside Open is one of those mods that, even if I had a save from before I entered Freeside, would break the game if I removed it for anything but a new game(tried it before once and key NPC didn't spawn). If I knew how, I'd make a compatibility patch myself. I looked around and the Merc that you're supposed to find for the Cazador episode isn't spawning either. The area that was the strip part of freeside seems to be ok as far as this mod is concerned, but all the NPCs that are supposed to be in the first half of freeside and the mormon fort aren't spawning or doing anything when they are forced to spawn.

Posted

Wasn't aware (remembered) that that would break the game.. :( If you want.. Backup your saves .. start a new game. use commands (COC PlaceId replacing the code for a freeside or near to freeside Id http://fallout.wikia.com/wiki/Fallout:_New_Vegas_locations)to go to Freeside. Enter, go to Mormon Fort and see if it is working. Then if it is .. close the game.. Delete the saves if any that were added (autos etc) and go back to your old game.

 

 

but all the NPCs that are supposed to be in the first half of freeside and the mormon fort aren't spawning or doing anything when they are forced to spawn.

There are some serious changes done to the Mormon Fort. That cell never even existed with Freeside. Completely separate. Now it is added to the same cell. Who knows what was done to the cell during the process.

 

 

If I knew how, I'd make a compatibility patch myself.

 

The area that was the strip part of freeside seems to be ok as far as this mod is concerned, but all the NPCs that are supposed to be in the first half of freeside and the mormon fort aren't spawning or doing anything when they are forced to spawn.

 

From others post and reading I think you would have to open up Fertile Breeder and copy/ add all the NPC and their movements correct any Nav Meshes changes and make sure the scripts and such was active in this "new" cell. Essentially everything that was needed to be done with the regular game's Mormon Fort. A big process for someone that isn't skilled in the GECK.

-----------------------------------------------------------------------------------------------

However we are getting ahead of ourselves. There might just be a glitch or conflict that is occuring that is causing this and not the Freeside Open. I only suggest that if and only if everything else is working properly for everyone else's game not using Freeside Open.

 

The key is to be absolutely sure that all the requirements and mods etc have been installed properly and correctly to help the process of solving this problem.

 

Hope you don't mind me chiming in Gamerdude / Pepertje.. :D

Posted

I made a quick new game w/o Freeside open and found Wolfe in the Mormon Fort. She still doesn't talk, but at least she spawned. Gonna try Smallertalk and se if I can get a conversation going.

EDIT: Smallertalk does let me talk to Wolfe with all dialogue options available. Now I'm gonna try it on the Freeside Open save and see if it still works.

I also just realized that this is the Devil's Post.

Posted

 

EDIT: Smallertalk does let me talk to Wolfe with all dialogue options available.

Smallertalk is a requirement to converse with many of the NPC using Sexout mods. Small talk is another option. If you fail to get conversations.. that is the first step to try..

 

Now I'm gonna try it on the Freeside Open save and see if it still works.

My money is it won't. At least you solved the conversation issue. I hadn't even thought about smallertalk / smalltalk not being installed. :blush:

Maybe try forcing the spawning of the NPCs you need to get it to work.. Not pretty and can cause a host of other issues as well. Ideally a patch would be made for Freeside Open.

Posted

The NPCs will talk to me now when I force them to spawn.

I actually should have expected the NPCs not to spawn, since the mod basically reverts Freeside to a prerelease version.

Posted

The NPCs will talk to me now when I force them to spawn.

I actually should have expected the NPCs not to spawn, since the mod basically reverts Freeside to a prerelease version.

It sounds like the old Mormon fort cell was combined into freeside. If that's the case Wolfe, Eliza & Jonah won't be there because the cell their references were placed in no longer exists. When you say Dr Wolfe wouldn't talk to you do you mean she didn't have any dialogue at all, or did she tell you something like she's too busy to talk? You should know Dr Wolfe won't talk to you if you haven't completed 5 of the fertile breeder scenarios. If you click on Wolfe in the console & type inv it will show her inventory. If she has 5 fbcomplete tokens in her inventory she will talk to you, otherwise she will say a short greeting & the conversation will end without actually starting (no dialogue box).

 

I can make a quick compatibility patch for you later to fix the issue with freeside uncut.

Posted

The NPCs will talk to me now when I force them to spawn.

I actually should have expected the NPCs not to spawn, since the mod basically reverts Freeside to a prerelease version.

Yep.. unfortunately.. However glad you got to the bottom of it and can continue.

 

 

The NPCs will talk to me now when I force them to spawn.

I actually should have expected the NPCs not to spawn, since the mod basically reverts Freeside to a prerelease version.

It sounds like the old Mormon fort cell was combined into freeside. If that's the case Wolfe, Eliza & Jonah won't be there because the cell their references were placed in no longer exists. When you say Dr Wolfe wouldn't talk to you do you mean she didn't have any dialogue at all, or did she tell you something like she's too busy to talk? You should know Dr Wolfe won't talk to you if you haven't completed 5 of the fertile breeder scenarios. If you click on Wolfe in the console & type inv it will show her inventory. If she has 5 fbcomplete tokens in her inventory she will talk to you, otherwise she will say a short greeting & the conversation will end without actually starting (no dialogue box).

 

I can make a quick compatibility patch for you later to fix the issue with freeside uncut.

 

I would like to say you are sooooo very awesome to create a compatibility patch for this mod.. :D Forgive this question.. (well more of a clarification) My understanding is the NPC's affected by the location would just need to be placed into the new (patched) esp under the correct (current) Mormon Fort cell... Correct? Once placed their conversations and such should work ( not sure of the nav meshes.. :unsure: )

Posted

Yes, those specific instances of Wolfe elize & Jonah need to be moved from the Mormon fort exterior cell to the same location as it is in freeside uncut. However, I don't actually intend to download freeside uncut, so I was thinking of moving them to a new location. I'm open to ideas.

 

Edit: Nav meshes don't matter. They just tell npcs where they can and can't move. Pepertje didn't even renav the fort where he placed those three, so that's why Wolfe is always crashing into her examination table thingy.

Posted

 

Yes, those specific instances of Wolfe elize & Jonah need to be moved from the Mormon fort exterior cell to the same location as it is in freeside uncut. However, I don't actually intend to download freeside uncut, so I was thinking of moving them to a new location. I'm open to ideas.

To the right or left of the entrance to the Morman Fort. (North gate. )There is some open space where the NPC can stay and shouldn't interfere with the Freeside Open changes as those areas are the same on both the main game and the mod (if I remember correctly).

 

If it don't need to be "fort" related. perhaps towards the entrance where the "other' vendor is and the bodyguards that you can hire. A bit more creepy considering there are some "hints' that that vendor is selling "questionable" meat.. :).

 

 

Edit: Nav meshes don't matter. They just tell npcs where they can and can't move. Pepertje didn't even renav the fort where he placed those three, so that's why Wolfe is always crashing into her examination table thingy.

Ah.. Wasn't sure but thought so. Since Pepertje added something to the cell the NPC's crash into it. Like Sexout Store or SomeGuys2000's mod tavern near Novac. The Nav meshes haven't been changed so the NPC's beleive it is open and safe to transverse and "smack" they hit.. Thanks for the clarification. So really the only time that is needed to be edited is if a change in the cell's enviroment is done like the table in Pepertje, The store with SexoutStore, and the Tavern with Someguys2000 Bounties mod. ;). The nav mesh would have to be altered to prevent these collisions.. Must be complex since most mod authors don't do this.. ;).

 

Edit

Near Genaro

http://fallout.wikia.com/wiki/Genaro.

 

Posted

 

Yes, those specific instances of Wolfe elize & Jonah need to be moved from the Mormon fort exterior cell to the same location as it is in freeside uncut. However, I don't actually intend to download freeside uncut, so I was thinking of moving them to a new location. I'm open to ideas.

To the right or left of the entrance to the Morman Fort. (North gate. )There is some open space where the NPC can stay and shouldn't interfere with the Freeside Open changes as those areas are the same on both the main game and the mod (if I remember correctly).

 

If it don't need to be "fort" related. perhaps towards the entrance where the "other' vendor is and the bodyguards that you can hire. A bit more creepy considering there are some "hints' that that vendor is selling "questionable" meat.. :).

Edit: Nav meshes don't matter. They just tell npcs where they can and can't move. Pepertje didn't even renav the fort where he placed those three, so that's why Wolfe is always crashing into her examination table thingy.

Ah.. Wasn't sure but thought so. Since Pepertje added something to the cell the NPC's crash into it. Like Sexout Store or SomeGuys2000's mod tavern near Novac. The Nav meshes haven't been changed so the NPC's beleive it is open and safe to transverse and "smack" they hit.. Thanks for the clarification. So really the only time that is needed to be edited is if a change in the cell's enviroment is done like the table in Pepertje, The store with SexoutStore, and the Tavern with Someguys2000 Bounties mod. ;). The nav mesh would have to be altered to prevent these collisions.. Must be complex since most mod authors don't do this.. ;).
It's not really that hard. I've done both interior & exterior nav meshing for my own mod (yes they are different). I think most mod authors don't do it because it's more work, and nobody really cares if some dumb npc slams into something. They already expect that kind of behavior. Also, you may have noticed that companions will not follow inside the research vessel, again no nav meshing.

 

I may actually end up downloading freeside uncut so I can take a look at the changes for myself. It doesn't really matter how much a cells been edited the npcs placed in it should still show up. The problem in this case is that I'm sure without even seeing it the oldmoromonfortexterior cell was deleted & it's contents were put in another cell that contains the rest of the freeside contents, but without looking at the mod in the geck I can't know the extent of the cells that were combined, or which cell they all ended up in.

Posted

The first location to put the doctor that I would think of is the New Vegas Clinic. It's another Follower run medical center. And, to answer your other question gamedude711, she just wouldn't start conversation. The "E" key did nothing when used on her.

I think I said it earlier, but the Freeside Open mod undoes the change Obsidian did to Freeside. Freeside and the Mormon Fort were all one cell until Obsidian decided to split it up to help performance on lower end machines.

Posted

The first location to put the doctor that I would think of is the New Vegas Clinic. It's another Follower run medical center. And, to answer your other question gamedude711, she just wouldn't start conversation. The "E" key did nothing when used on her.

I think I said it earlier, but the Freeside Open mod undoes the change Obsidian did to Freeside. Freeside and the Mormon Fort were all one cell until Obsidian decided to split it up to help performance on lower end machines.

Don't worry I'm fixing the problem now. Will have hotfix done in an hour or 2.

Is there supposed to be any animations with buck atm?

This mod doesn't deal with animations. If you have all required sexout framework installed Buck will have sex animations with your character.

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