Dracilla Posted January 21, 2013 Posted January 21, 2013 Well I tried to find anything about it but no success... is it actually planned that a friendly Deathclaw (something starting with I) kills Ranger Milo all the time? Tested it a few times now and apparently it is from Breeder (haven't tried the Deathclaw episode yet) as Milo doesn't die if Breeder is turned off. Â This has been a minor issue for a bit now, hes not supposed to pop up there and assasinate everybody I dont think though last time it happend to me he actually got killed by a lone NCR trooper that had been fleeing XD Â If having milo alive means that much to you (IE his quest) disable breeder and launch NV at a pre-milo death save, do the quest save re-enable breeder and collect loot of massacred ncr O.O
Guest user29 Posted January 21, 2013 Posted January 21, 2013 I fixed the deathclaw that was appearing before it should have. Unless I missed another one.
black knight Posted January 21, 2013 Posted January 21, 2013 Hmm might be that my Breeder version is outdated then.
Guest user29 Posted January 21, 2013 Posted January 21, 2013 I feel like working on the deathclaws a bit more. Anyone got any ideas for features/things/events they'd like to see? I'd like to expand the sense of being the deathclaw queen a bit more.
Mr. Bic Posted January 21, 2013 Posted January 21, 2013 I feel like working on the deathclaws a bit more. Anyone got any ideas for features/things/events they'd like to see? I'd like to expand the sense of being the deathclaw queen a bit more. Â I'll bite: 1. Most of the Riverside characters are very generic - race' date=' face, & voice (I think at least three of the Riverside militia members are the same). It would be nice to throw in some variety. 2. Populate the empty Riverside homes instead of cramming everyone into the barracks (as a bonus, corrupt the interiors post-take over). 3. Give Nelson/Novac the post-deathclaw take-over treatment, similar to Riverside. 4. Add "decorations" to your Riverside house that appear as you progress. That place is empty and depressing. 5. Populate your Riverside house basement post-take over, because not everyone is just going to fall in line with the new regime. 6. Give Claire an inventory to sell at the bar. And on that note, I can't help noticing her really dark conversation from vane00 ends at an awkward place - feels like the Deathclaws should do [i']something[/i] to that bar at some point. 7. Let the player be able to fail some of the Riverside recruitment missions, but throw in additional paths that will allow the player to achieve success (either via conscripting companions or adding possible means to recruit other girls in town). 8. Some non-expansion Riverside missions would be nice. Maybe link the bighorner breeder quest to Riverside by having Molly bring up that they need more cattle to sustain the larger numbers. 9. Long shot, but add Riverside/Deathclaw factions & reputations (I swear I once gunned down half of Riverside pre-take over and nobody cared). 10. Another long shot - make the initial Riverside take-over an official quest (like post-takeover expansion). Â And I don't know if it's fixed in the test file, but with the fixed mesh in 5.8.1, the Riverside miners now like to wander out into the desert and hang out at the antenna above the cave. Â EDIT: One more quick "error" - Miranda's house has only one single-person bed, but two people live there.
Dracilla Posted January 22, 2013 Posted January 22, 2013 I fixed the deathclaw that was appearing before it should have. Unless I missed another one. Â Pretty sure im using a fairly updated version of breeder (unless its only fixed in the non beta version as iv been running your supermutant tests builds, in which case its a herpaderp on my part.) Â ---- Â As for deathclaw stuff in general im glad to hear there being given more love, definately my favorite critters in the game (Well geckos are strangly cute and fun too) so lots of ideas been creeping into my brain. Â of course then I got the flu and got heavily medicated so my brains a bit off kilter right now but lets see hmmm: Â Idea #1 Â Expand on the experiments you get to perform after novac is taken over, this offers a huge number of possibilities such as having to go far and wide to collect equipment or materials for the doc. Experiments can at the end of them offer exclusive perks (IE you can only have one active at a time, but can disable one to get another and swap back later once all the "quests" for them are done) that effect how your deathclaw queen functions reproductively or combat wise. Â She could develope the ability to have live births, become a hermaphrodite and impregnate others with deathclaw eggs (via a strap-on mutant item and some fancy scripting), make her less human (IE more like the actual deathclaw mothers) making most humans hostile if they arnt enslaved but giving her a sort of fear effect like fearsome presence. That sorta stuff, the list could go on and on as the possibilities are really only limited by how much effort can be practically be put into it. Â Â Idea #2 Â Contenue the deathclaw companion idea but have a sort of running miniquest with him were you can subdue females in some fashion to let your big bad brute impregnate and ship back to your own personal little baby farm (IE novac). Â
Maldred Posted January 22, 2013 Posted January 22, 2013 I fixed the deathclaw that was appearing before it should have. Unless I missed another one. Â Pretty sure im using a fairly updated version of breeder (unless its only fixed in the non beta version as iv been running your supermutant tests builds' date=' in which case its a herpaderp on my part.) Â ---- Â As for deathclaw stuff in general im glad to hear there being given more love, definately my favorite critters in the game (Well geckos are strangly cute and fun too) so lots of ideas been creeping into my brain. Â of course then I got the flu and got heavily medicated so my brains a bit off kilter right now but lets see hmmm: Â Idea #1 Â Expand on the experiments you get to perform after novac is taken over, this offers a huge number of possibilities such as having to go far and wide to collect equipment or materials for the doc. Experiments can at the end of them offer exclusive perks (IE you can only have one active at a time, but can disable one to get another and swap back later once all the "quests" for them are done) that effect how your deathclaw queen functions reproductively or combat wise. Â She could develope the ability to have live births, become a hermaphrodite and impregnate others with deathclaw eggs (via a strap-on mutant item and some fancy scripting), make her less human (IE more like the actual deathclaw mothers) making most humans hostile if they arnt enslaved but giving her a sort of fear effect like fearsome presence. That sorta stuff, the list could go on and on as the possibilities are really only limited by how much effort can be practically be put into it. Â Â Idea #2 Â Contenue the deathclaw companion idea but have a sort of running miniquest with him were you can subdue females in some fashion to let your big bad brute impregnate and ship back to your own personal little baby farm (IE novac). Â [/quote'] Â And people say bads are drug...wait. It's supposed to be the other way around.
YumiChan19 Posted January 22, 2013 Posted January 22, 2013 I feel like working on the deathclaws a bit more. Anyone got any ideas for features/things/events they'd like to see? I'd like to expand the sense of being the deathclaw queen a bit more. Â I'd like to see some dominant/submissive roles with titus kind of like you did with fenris. like maybe titus will send an incola/or lucy to find his queen in the mojave when he wants to mate and transport them back to novac. Â Or maybe expand on the offspring of titus and the player. Â Maybe have the incola and praetorian deathclaws get a bow their heads text when you initiate dialogue with them. Change the "you look bored" text to the queen demanding sex from the lower classes of deathclaws (incola, praetorian, regular deathclaw, etc)
Darkscythe Posted January 22, 2013 Posted January 22, 2013 Hey. I was running through the riverside episode and when I got to the basement Lucy has her default script from the deathclaw cavern i.e. Do you wanna have some fun? or it's something like that. Did I mess something up? She never made the nest appear, no dialogue, nothing. Seems weird like a script didn't run or something. Can you help me out?
Darkscythe Posted January 22, 2013 Posted January 22, 2013 On the idea front. I thought maybe we could have a transformation ability, something that you activate and your character transforms into a deathclaw brood mother. It would be like the werewolf transformation from skyrim, except it can we turned off at any time. It would probably need to shut off if you did certain thing, like equip item or activate an animation, etc. It would be a cool addition. It could even be something stand alone. Play as a deathclaw, rip apart your enemies, etc. I have no idea how anyone would go about this.
Guest user29 Posted January 22, 2013 Posted January 22, 2013 Hey. I was running through the riverside episode and when I got to the basement Lucy has her default script from the deathclaw cavern i.e. Do you wanna have some fun? or it's something like that. Did I mess something up? She never made the nest appear' date=' no dialogue, nothing. Seems weird like a script didn't run or something. Can you help me out? [/quote'] Â please read the FAQ on reporting problems.
Darkscythe Posted January 22, 2013 Posted January 22, 2013 I'll retry and if all else fails I'll post the info. Also, I forgot to mention but I love the new FAQ (Probably not that new I've just been gone forever)
Darkscythe Posted January 22, 2013 Posted January 22, 2013 I'm trying to solve my own problem and I may have found a conflict, but I have to do some trial and error first. Can you tell me if Lucy automatically talks to you after she walks into the basement of do you have to start the conversation?
Guest user29 Posted January 22, 2013 Posted January 22, 2013 after you kill the mole rat, she should walk up and talk to you. Â If you've talking about birthing the eggs, then if you're outside the basement, she'll come and get you and bring you to the basement automatically. However after the conversation where she enables the nest (the nest will be automatically enabled even if you didn't talk to her earlier about it) she won't automatically talk to you again until you place the eggs in the nest. Â There is an earlier conversation you can have with her, if you're between like p2 and birth you can talk to her and she'll enable the nest then.
Darkscythe Posted January 22, 2013 Posted January 22, 2013 It may just be the game file, I'm gonna try and start a new file. Â But that may have to wait for another day, because I'm sick of the Doc and his questions. Sitting through that stuff at the begginning is enough to drive me crazy.
Gets Shot Posted January 23, 2013 Posted January 23, 2013 Â Idea #1 Â Expand on the experiments you get to perform after novac is taken over' date=' this offers a huge number of possibilities such as having to go far and wide to collect equipment or materials for the doc. Experiments can at the end of them offer exclusive perks (IE you can only have one active at a time, but can disable one to get another and swap back later once all the "quests" for them are done) that effect how your deathclaw queen functions reproductively or combat wise. Â She could develope the ability to have live births, become a hermaphrodite and impregnate others with deathclaw eggs (via a strap-on mutant item and some fancy scripting), make her less human (IE more like the actual deathclaw mothers) making most humans hostile if they arnt enslaved but giving her a sort of fear effect like fearsome presence. That sorta stuff, the list could go on and on as the possibilities are really only limited by how much effort can be practically be put into it. Â Â Idea #2 Â Contenue the deathclaw companion idea but have a sort of running miniquest with him were you can subdue females in some fashion to let your big bad brute impregnate and ship back to your own personal little baby farm (IE novac). Â [/quote'] Â I like these Ideas.
Guest user29 Posted January 23, 2013 Posted January 23, 2013 Â Idea #1 Â Expand on the experiments you get to perform after novac is taken over' date=' this offers a huge number of possibilities such as having to go far and wide to collect equipment or materials for the doc. Experiments can at the end of them offer exclusive perks (IE you can only have one active at a time, but can disable one to get another and swap back later once all the "quests" for them are done) that effect how your deathclaw queen functions reproductively or combat wise. Â She could develope the ability to have live births, become a hermaphrodite and impregnate others with deathclaw eggs (via a strap-on mutant item and some fancy scripting), make her less human (IE more like the actual deathclaw mothers) making most humans hostile if they arnt enslaved but giving her a sort of fear effect like fearsome presence. That sorta stuff, the list could go on and on as the possibilities are really only limited by how much effort can be practically be put into it. Â Â Idea #2 Â Contenue the deathclaw companion idea but have a sort of running miniquest with him were you can subdue females in some fashion to let your big bad brute impregnate and ship back to your own personal little baby farm (IE novac). Â [/quote'] Â I like these Ideas. Â I got a bunch of the basic titus companion stuff in. While he's not going to dominate the player (i already did that pretty well with Fenris, and I don't like to do the same thing twice) he is going to have a series of conversations. Â It may just be the game file' date=' I'm gonna try and start a new file. Â But that may have to wait for another day, because I'm sick of the Doc and his questions. Sitting through that stuff at the begginning is enough to drive me crazy. [/quote'] Â Should use an alternate start.
KainsChylde Posted January 23, 2013 Posted January 23, 2013 Do a search on "Lean Start Gear" on Nexus. Cuts out most of the Doc's inane questions, makes the SPECIAL selection a simple level-up style interface instead of that stupid vigormatic thing, and if you have Couriers Stash there's an optional plugin that cuts out the equipment spam and moves it all to Chet's store.
Guest user29 Posted January 23, 2013 Posted January 23, 2013 I'd like to have Titus breed the player again after you've had so many conversations with him as a follower, but I can't exactly figure out the right way to do it. I can't have him knock the player up with "special" eggs in any reliable way. Should I just ignore the fact that him breeding with you should create the "special" deathclaws? Â I suppose, when he impregnates you and you've given birth, i could enable the player to "turn in" a couple offspring to Titus like I do with Fenris. Â I dunno, if you have any ideas let me know.
majordespair Posted January 23, 2013 Posted January 23, 2013 hey there, im having problem with new playthrough of riverside , worked fine when i did it few weeks back but not since new release. The problem occurs at the point when i shoot the molerate in the basement, lucy enters the basment but does not approach me and i cant initiate the next part of story.  my load order is same as what it was when it worked so dunno whats happened, i got latest version of scr and pregnancy( the beta release not the untested alphas) load order is   FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm MercenaryPack.esm TribalPack.esm ClassicPack.esm CaravanPack.esm NVEC Complete.esm Project Nevada - Core.esm Project Nevada - Equipment.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp Project Nevada - Extra Options.esm MikotoBeauty.esm T6M NPC NV.esm More Perks.esm More Perks for Companions.esm More Traits.esm Sexout.esm SexoutCommonResources.esm SexoutSlavery.esm SexoutPregnancyV3.esm SexoutStore.esm Lings.esm NSkies URWLified.esm SexOutCheyenneReplacer.esm Bouncing Natural Breasts.esp The Mod Configuration Menu.esp msexBase.esp MikotoBeauty.esp MojaveDelight.esp LingsPrettyThings.esp KDC_Companions_Removable_Armors.esp Bobbleheads - Hidden_v1.2.esp bzArmour.esp Readius_NV.esp UnlimitedCompanions.esp Ghost Variants.esp 101Posters.esp 101Billboards.esp LFox Invisible Armored Vests.esp PerkEveryLevel.esp populatedcasino-light.esp New Vegas Error Corrections Extras.esp Cass_Redux_Mikoto_Blonde.esp MyAngelicVeronica.esp Grenade Launcher.esp More Perks for Companions Update.esp More Traits Update.esp My Cloth Collection NV.esp More Perks Update.esp SexyTacticalOutfitT6M.esp SHRaiderTN.esp Holster.esp BabyDoll.esp SexoutBrutalRapers.esp SexoutStraponSex.esp SexoutXPM.esp st.esp SexoutRapist.esp SexoutZAZ.esp SmallerTalk.esp SexoutDiscounts.esp SexoutSlavery_Adventures.esp SexoutAffairs.esp SexoutAffairsMojaveDelight.esp msexVeronica.esp SexoutFadeToBlack.esp SexoutCheckMeOut.esp SexOutCRWorldHookUp.esp SexOutCRCheatPlugin.esp SexoutCR_NVEC_Complete.esp SexoutConsequences.esp SexoutClothingEval.esp Millenia_Tokarev.esp NSkies URWLifiedDM.esp NSkies URWLifiedHH.esp NSkies URWLifiedOWB.esp Night Brightness Adjuster.esp Project Nevada - Cyberware Additions.esp Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp NVEC PN Equipment Patch.esp NVEC PN Rebalance Patch.esp NVEC PN Cyberware Patch.esp NVEC PN COMBO Patch.esp A hair.esp SexoutBreeder.esp majorpatch.esp  Total active plugins: 92 Total plugins: 92    the bottem esp is my own fnvedit patch just for merging differant cosmetic mods and does not include sexout mods.
Guest user29 Posted January 23, 2013 Posted January 23, 2013 Disable everything so your load order looks like  nv.esm sexout scr pregnancy (any race mods are ok) breeder  and try it. The script runs on the death of the mole rat there isn't a ton that can go wrong.
Baine Posted January 23, 2013 Posted January 23, 2013 I've been having some issues with the Riverside quest as well. At this point, I'm at the part where the first meeting is supposed to take place (recruited 4 girls, Lucy said to be there after 2am). Nothing happens. I notice none of the recruited girls move from the spot they are at.  Load Order   FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm MikotoBeauty.esm Sexout.esm SexoutCommonResources.esm SexoutPregnancyV3.esm SexoutSlavery.esm SexoutLegion.esm SexoutStore.esm The Mod Configuration Menu.esp NVRefugee Outfits.esp MikotoBeauty.esp SexoutBreeder.esp SexoutBrutalRapers.esp SexoutFiends.esp SexoutKhans.esp SexoutKings.esp SexoutNCR.esp SexoutPowderGangers.esp SexoutWorkingGirl.esp SmallerTalk.esp SexoutZAZ.esp Â
Guest user29 Posted January 23, 2013 Posted January 23, 2013 I'm about this close to gutting the riverside code and doing it over again.
Guest user29 Posted January 23, 2013 Posted January 23, 2013 Fuck it, I'm doing it. It should have quest markers anyway.
ChancellorKremlin Posted January 23, 2013 Posted January 23, 2013 Would you some nice dialogue to go with it? All you need it to make it into an esm... *whistles*
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