dan0477 Posted April 3, 2018 Posted April 3, 2018 Where on patreon can we find you for the extra quests?
pepertje Posted April 3, 2018 Author Posted April 3, 2018 2 hours ago, dan0477 said: Where on patreon can we find you for the extra quests? patreon.com/pepertje You will need the early access tier to get access to unreleased content. Normally, there would be a much shorter gap, but with my IRL situation I haven't been able to pour nearly as much time into this as I would have wanted.
phillipswilliam92 Posted April 5, 2018 Posted April 5, 2018 Â any way to link this into four play and family planing enhanced with it's Dog babies add on? I have used FPE and my PC has given birth to a litter of puppies which I then assined to diffrent settelments. Â Â Â
Ice71Lake Posted April 12, 2018 Posted April 12, 2018 hello everyone have tried to talk to captain bourne I can't talk to her at all ? I do not no why any help would be great
pepertje Posted April 13, 2018 Author Posted April 13, 2018 On 12-4-2018 at 9:28 AM, Ice71Lake said: hello everyone have tried to talk to captain bourne I can't talk to her at all ? I do not no why any help would be great Which part of which quest are you on?  21 hours ago, AgeOfAeons said: A problem I am running into is that talking to some of the NPCs in this mod doesn't open the dialogue box, it just shows their introductory statements in the subtitles.  To get past this I've just i just used to setstage command, but this usually has made parts of the quest unplayable or just missing out on some of the wonderful dialogue in this mod.  Initially I thought there would have been incompatibility with the silent protagonist mod, but after disabling it, there was no difference.  If these problems will be fixed in the next update, I'll be happy to wait.  Thanks That's very odd... characters not starting their dialogue could mean that the conditions for the scene do not apply, or that not every actor is present for the scene. I'm pretty certain that every quest in this mod at least triggers a scene. Which NPC's in specific are we talking about?
jonr Posted April 22, 2018 Posted April 22, 2018 I'm trying to do Curies quest, but i have no idea how to get donor womb from Sister Aubrey. There is no conversation for it, if i tell her to run before talking to Tektus, she just disappears from game and if i try to murder her (which i really don't like) whole Nucleus turns hostile. Â Tried to cheese it with openactorcontainer 1 command but i just can't target her for it.
pepertje Posted April 22, 2018 Author Posted April 22, 2018 On 03/04/2018 at 12:28 PM, dan0477 said: Where on patreon can we find you for the extra quests? The donor must be killed, and they are randomly picked as being a female Raider, Gunner or Child of Atom (who are mostly hostile). Try redoing that part so the engine picks a Raider or Gunner. If that fails, add the donor womb via console, then pickpocket it.
pepertje Posted April 22, 2018 Author Posted April 22, 2018 1 hour ago, AngelPhoenix69 said: Question how does this mod work with RSE? RSE?
LyreAB Posted April 22, 2018 Posted April 22, 2018 2 hours ago, AngelPhoenix69 said: Question how does this mod work with RSE? As RSE deals primarily with Human, Ghoul, Synth, and Super Mutant encounters, the only possible overlap between the two mods would be with Dogs. In that one case, it would likely depend on which is later in the load order as to what takes preference. It is possible that RSE will override BB (or vice versa for the BB scripted Dog encounters), which might mess up a quest or two in BB. I would suggest saving before those quests, and if you do have a conflict, reload and disable the Dog portion of RSE for the duration of the quest. If that doesn't fix it, then posting both here and in the RSE thread would enable the authors to go in and see what is conflicting and if it can be fixed.  But to date there has been either no testing of the two together, or no conflicts that have arisen, because there have been no bug reports in either thread about the two playing together. Â
AngelPhoenix69 Posted April 22, 2018 Posted April 22, 2018 33 minutes ago, LyreAB said: As RSE deals primarily with Human, Ghoul, Synth, and Super Mutant encounters, the only possible overlap between the two mods would be with Dogs. In that one case, it would likely depend on which is later in the load order as to what takes preference. It is possible that RSE will override BB (or vice versa for the BB scripted Dog encounters), which might mess up a quest or two in BB. I would suggest saving before those quests, and if you do have a conflict, reload and disable the Dog portion of RSE for the duration of the quest. If that doesn't fix it, then posting both here and in the RSE thread would enable the authors to go in and see what is conflicting and if it can be fixed.  But to date there has been either no testing of the two together, or no conflicts that have arisen, because there have been no bug reports in either thread about the two playing together.  Cool, thank you for the reply :). This mod looks very interesting.
AngelPhoenix69 Posted April 22, 2018 Posted April 22, 2018 1 hour ago, pepertje said: RSE? Sorry for the acronym, the RSE mod is called Realistic Salacious Encounters.
jonr Posted April 23, 2018 Posted April 23, 2018 20 hours ago, pepertje said: The donor must be killed, and they are randomly picked as being a female Raider, Gunner or Child of Atom (who are mostly hostile). Try redoing that part so the engine picks a Raider or Gunner. If that fails, add the donor womb via console, then pickpocket it. Thanks got it working. Also great mod, i was surprised by amount of content in it. I guess i have to try New Vegas one too now.
pepertje Posted April 23, 2018 Author Posted April 23, 2018 39 minutes ago, jonr said: Thanks got it working. Also great mod, i was surprised by amount of content in it. I guess i have to try New Vegas one too now. Â Thanks, and glad to hear it worked
LyreAB Posted April 23, 2018 Posted April 23, 2018 22 hours ago, LyreAB said: As RSE deals primarily with Human, Ghoul, Synth, and Super Mutant encounters, the only possible overlap between the two mods would be with Dogs. In that one case, it would likely depend on which is later in the load order as to what takes preference. It is possible that RSE will override BB (or vice versa for the BB scripted Dog encounters), which might mess up a quest or two in BB. I would suggest saving before those quests, and if you do have a conflict, reload and disable the Dog portion of RSE for the duration of the quest. If that doesn't fix it, then posting both here and in the RSE thread would enable the authors to go in and see what is conflicting and if it can be fixed.  But to date there has been either no testing of the two together, or no conflicts that have arisen, because there have been no bug reports in either thread about the two playing together.  It just occurred to me that there might be other potential spots for conflicts between the two. BB does make some changes to some NPCs for quests, such as Piper. RSE does as well (notably Piper). I don't have any modding experience, so I can't answer whether or not the changes they make are compatible with each other, or if one will overwrite or otherwise break the other. It'll probably depend on the way in which the author modded Piper to add the new quest. The authors can probably weigh in on that a bit more.  As far as worldspace changes, the only one I can recall that might overlap between RSE and BB is the change BB makes to Diamond City to add Dr Faraday's Lab, and that's to a different section of DC than RSE changes (the Warehouse vs the Church).  And since Jade is a new companion introduced through BB, whether or not she'll play well with RSE depends on how she was implemented. If she's been implemented the same as a vanilla companion, then she should work fine, though.
pepertje Posted April 23, 2018 Author Posted April 23, 2018 19 minutes ago, LyreAB said: It just occurred to me that there might be other potential spots for conflicts between the two. BB does make some changes to some NPCs for quests, such as Piper. RSE does as well (notably Piper). I don't have any modding experience, so I can't answer whether or not the changes they make are compatible with each other, or if one will overwrite or otherwise break the other. It'll probably depend on the way in which the author modded Piper to add the new quest. The authors can probably weigh in on that a bit more.  As far as worldspace changes, the only one I can recall that might overlap between RSE and BB is the change BB makes to Diamond City to add Dr Faraday's Lab, and that's to a different section of DC than RSE changes (the Warehouse vs the Church).  And since Jade is a new companion introduced through BB, whether or not she'll play well with RSE depends on how she was implemented. If she's been implemented the same as a vanilla companion, then she should work fine, though. I haven't directly edited Piper, and anything she does is done in quests added by Boston Breeder itself, so technically it should play nice.  As for world spaces, it shouldn't conflict too heavily. You can add a bunch of stuff to a cell and another mod adds other stuff, the only issue could be objects being put in the same place. Since RSE doesn't come near the Warehouse or the Greenhouse (Faraday's lab and Jade's Room respectively), it should play nice.  As to how Jade was put in, I've looked at how Piper was built and stuck as closely to vanilla frameworks as possible. If RSE relies of the Companion alias in the FollowerQuest, it should catch Jade as being your follower.  The best way to see if the two play nice together, is to play with both mods installed. If anything wonky happens, report back. Until someone goes as far, all I can say is "it probably works smoothly alongside each other".
AngelPhoenix69 Posted April 24, 2018 Posted April 24, 2018 3 hours ago, pepertje said: I haven't directly edited Piper, and anything she does is done in quests added by Boston Breeder itself, so technically it should play nice. Â As for world spaces, it shouldn't conflict too heavily. You can add a bunch of stuff to a cell and another mod adds other stuff, the only issue could be objects being put in the same place. Since RSE doesn't come near the Warehouse or the Greenhouse (Faraday's lab and Jade's Room respectively), it should play nice. Â As to how Jade was put in, I've looked at how Piper was built and stuck as closely to vanilla frameworks as possible. If RSE relies of the Companion alias in the FollowerQuest, it should catch Jade as being your follower. Â The best way to see if the two play nice together, is to play with both mods installed. If anything wonky happens, report back. Until someone goes as far, all I can say is "it probably works smoothly alongside each other". Thank you this reply :), I will see if anything happens between the two. Â
AngelPhoenix69 Posted April 24, 2018 Posted April 24, 2018 Question I noticed the on the bottom part of the dl page that it says "Fallout 4 does not have sex animations." Since it now does should I just ignore this part?
pepertje Posted April 24, 2018 Author Posted April 24, 2018 8 minutes ago, AngelPhoenix69 said: Question I noticed the on the bottom part of the dl page that it says "Fallout 4 does not have sex animations." Since it now does should I just ignore this part? It does not have sex anims for most animals. People, yeah, dogs and Super Mutants, but no Deathclaws, Stingwings Scorpions, Mirelurks and anything else So until then, that part is still up there.
AngelPhoenix69 Posted April 24, 2018 Posted April 24, 2018 25 minutes ago, pepertje said: It does not have sex anims for most animals. People, yeah, dogs and Super Mutants, but no Deathclaws, Stingwings Scorpions, Mirelurks and anything else So until then, that part is still up there. Cool, thank you for the quick reply
AngelPhoenix69 Posted April 24, 2018 Posted April 24, 2018 I have a question, is the first mission suppose to auto complete? The reason I ask is, I was standing in Diamond City and all of a sudden it was completed. Never went to the location.
pepertje Posted April 25, 2018 Author Posted April 25, 2018 12 hours ago, AngelPhoenix69 said: I have a question, is the first mission suppose to auto complete? The reason I ask is, I was standing in Diamond City and all of a sudden it was completed. Never went to the location. What is the first mission?
AngelPhoenix69 Posted April 25, 2018 Posted April 25, 2018 4 hours ago, pepertje said: What is the first mission? The Lost Children, also the second mission Lurking In The Dark never activated. It went strait to the BoS mission The Hornets' Nest. I was completely lost that I had to uninstall. The last part in The Hornets Nest, it said to talk to someone and the location doesn't show up. After reading through the Wiki, very carefully, none of the chat options showed up. Â
pepertje Posted April 25, 2018 Author Posted April 25, 2018 4 hours ago, AngelPhoenix69 said: The Lost Children, also the second mission Lurking In The Dark never activated. It went strait to the BoS mission The Hornets' Nest. I was completely lost that I had to uninstall. The last part in The Hornets Nest, it said to talk to someone and the location doesn't show up. After reading through the Wiki, very carefully, none of the chat options showed up.  Odd... That never happened to me, and I haven't heard anyone else talk about it.
AngelPhoenix69 Posted April 26, 2018 Posted April 26, 2018 20 hours ago, pepertje said: Odd... That never happened to me, and I haven't heard anyone else talk about it. Could be that I placed this mod near the bottom? I really want to play it, but I really don't want to use console commands to advance the story
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