dboura Posted January 27, 2013 Posted January 27, 2013 On that note there is always Quarry Junction DC's with the whitaker farmstead and hunter's farm nearby
Guest user29 Posted January 27, 2013 Posted January 27, 2013 doesn't have to be fert x' date=' could do something like securing a farm that's growing fertility enhancing plants or something. [/quote'] It's one of the Sexout mods that adds this(don't know which one right now), but when I read the tidbit about the fertility plants, I remembered that I saw an entry for a fertility herb that is modeled along the lines of the Pinto Bean Pod in FNVEdit when I was trying to fix the Atomic Wrangler since it decided it was going to crash whenever I enter the damn place. Maybe you could use that? I created that It grows outside Fenris's den and gives you more pups if he bangs you while you're on it.
luythen Posted January 27, 2013 Posted January 27, 2013 Thanks' date=' I sorta learned no matter how many things I have the player to do I'm not going to be able to occupy all their time while they wait. Players are sorta expected to either set their pregnancy time to a very low percent, or use the "wait" function extensively.[/quote'] It is not the pregnancy which I have at 3% but the time between eggs hatching and deathclaws maturing until you can actually start recruiting. It is nice to have to wait flavour wise. There is just little to do but wait for 24 hours straight. Small quip, For the Sara bug, I need to know exactly what the topic said that had her thinking your deathclaws were mature. Ok, reloaded save game when I arrived at Riverside. Got the home, waited till my pregnancy ends. - Talked to Sara - Stalked her and discovered her "secret" - Talked to her about meeting up at the next hunt - waited for next hunt At this stage the deathclaws have not hatched, yet. On first try they had been born but were not mature, yet! - Go on next hunt, do the deed. - Sara triggers dialogue until player says "I have deathclaws in my basement" which triggers her goto routine - She runs off back to Riverside but instead to my home like normal her run script gets terminated in front of Riverside(at the gate with the guard tower). After that she stays there indefinitely and all her dialogue and behavior gets stuck so you cannot repeat this line of events when the DCs are actually mature and she doesn't do her daily schedule. Kill/resurrect and disable/enable didn't work vanilla companions won't be added ever to anything breeder, but Sam will. Too complicated or any other reason? Just curious. Sam would be already nice though. It is just a bit strange to be all alone when normally you can have all these companions tag along.
Guest user29 Posted January 27, 2013 Posted January 27, 2013 They alone aren't complicated, but creating a system that's robust enough to use all of them would be. Because, I don't want to toot my own horn or anything but there is a crazy lot of scripting going on in this plugin. Ok, the problem must be that you're "witnessing" her with the gecko before you're suppose to. That won't be hard to stop. Must have just overlooked it. She's suppose to go out there, but she's not suppose to meet anything out there until after you've talked to lucy about her.
Covetops Posted January 27, 2013 Posted January 27, 2013 Hey, Sara and Ashley keep disappearing from Riverside. Could you give me their reference ids so I can use console commands to find them?
luythen Posted January 27, 2013 Posted January 27, 2013 Hey' date=' Sara and Ashley keep disappearing from Riverside. Could you give me their reference ids so I can use console commands to find them? [/quote'] What you can do is load a savegame where they are, open console and click on them. The ID in the top of the screen shows the ID. In such cases I then simply wrote 'prid **ID**' and loaded the affected save game. The console will still know the prid commands which selects these IDs. Other solution: write it down then, but that'd be too simple.
Guest user29 Posted January 27, 2013 Posted January 27, 2013 Don't know their in game ID's you'll have to as luthen said. Their references are A4RSAshleyRef and A4RSaraRef but I don't think that's what you need. If you could move yourself to their location and tell me where they're at that would help me.
luythen Posted January 27, 2013 Posted January 27, 2013 Finished the riverside quest. The new dialogue and the suspicion events are adding quite something to that stage of the quest. This might be stupid but where am I supposed to find Titus? He isn't in Riverside or in the promotory caves. Or do I have to do stuff in Riverside to trigger him?
Maldred Posted January 27, 2013 Posted January 27, 2013 user29 Now that I know that the herb was your doing, I am going to ask that you add the possibility of the herb spreading throughout the Mohave. Then, you could possibly have prisoners or designated gatherers for the herbs to build a bigger army and start movements of Deathclaws and salvagers(to find building materials usable in outpost construction) during the night to set up Deathclaw forward bases closer to New Vegas and other settlements. Possibly a good idea for making Vegas and the surrounding area not NCR or Caesar's Legion territory, but Sentient Deathclaw territory. If you go through with this idea, I'd say to make a couple human breeders so humanity can continually support the Deathclaws. Maybe corrupt the male breeders via DC cum or other addictive substances so that they won't fight or run away. This idea will probably never see fruition due to the amount of work required.
Guest user29 Posted January 27, 2013 Posted January 27, 2013 Finished the riverside quest. The new dialogue and the suspicion events are adding quite something to that stage of the quest. This might be stupid but where am I supposed to find Titus? He isn't in Riverside or in the promotory caves. Or do I have to do stuff in Riverside to trigger him? Titus will find you after you do a couple missions on the "continued expansion" quest you get after taking over riverside.
Guest user29 Posted January 27, 2013 Posted January 27, 2013 Update49: Changelog: Got rid of the rogue deathclaw in nelson. The riverside girls will no longer go to your basement after the take over. Titus and the NCR captain approaching you have both been tweaked slightly. Changed how you turn in pups to the den mother or fenris. You no longer talk to them, now just turn them in while they're in your inventory. The mutation clothes checker now only runs through the list of approved outfits when you've actually changed your outfit from the last time it's checked. Thanks to Sax. A group of super mutants has moved into New Vegas. Their fort is just north west of Poseidon Gas Station. Their main quest is complete, but there are still a ton of features and writing I need to do for them. Deathclaws using the "scanner" will now run up to whoever they're about to mate with. There is now a baby deathclaw breastfeeding event that can randomly occur in Novac. Thanks to NS89 for submitting it to me. Added an additional check to make sure you're actually pregnant with a deathclaw before the quest updates telling you to turn in your offspring to Titus. Lucy now has a post novac takeover dialogue thanks to vane. Deathclaws, riverside, and the super mutants should now track crime against you.. Titus is now recruitable after completing Novac. He's still very basic. Completely redid almost every single dialogue topic across all quests. If they didn't get a rewrite, they probably got facial animations added to them. Thanks to Chancellor Kremlin for rewriting all of that for me. Probably more I just forgot to add here. A few notes. The super mutant episode is playable. Though currently there's only a single way to escape. It needs a lot more events/writing however. Titus is still a very basic follower. He's going to have a line of conversations however. There have been a slew of bug fixes not mentioned in the patch notes. Biggest of all, Chancellor Kremlin went through every single line of dialogue and basically rewrote things I didn't do a good job on. He also added facial animations to just about all of it as well. Then I went back and reviewed everything and copied it into the plugin. So if you've played something before, if you decide to replay it, you're going to be treated to entirely new and sometimes different dialogue. Have fun.
dboura Posted January 28, 2013 Posted January 28, 2013 hrmm after the update I had to replay part of the DC expansion due to a corrupted save and noticed that after taking over Novac, until I was able to turn in the matured DCs to Titus, I had to keep re-enabling the popup texts via console so I could wait, sleep, use the pipboy etc.. Not sure if it is related to the feeding event or not but it seemed to start after the first feeding and would disable again after waiting. It ended after I brought Titus the matured offspring, though I did have to re-enable one last time right after that. Also doing the coyote part now and keep getting "nothing right now" dialogue from the Den Mother even with 9 pups in inventory, regardless of wearing one or not. BTW, nice changes to the dialogue and popup texts.
Guest user29 Posted January 28, 2013 Posted January 28, 2013 I think i did goof on something. Let me see.
Tasha69 Posted January 28, 2013 Posted January 28, 2013 Hey' date=' Sara and Ashley keep disappearing from Riverside. Could you give me their reference ids so I can use console commands to find them? [/quote'] What you can do is load a savegame where they are, open console and click on them. The ID in the top of the screen shows the ID. In such cases I then simply wrote 'prid **ID**' and loaded the affected save game. The console will still know the prid commands which selects these IDs. Other solution: write it down then, but that'd be too simple. Having the same problem. So I loaded earlier game and looked up ID... tried it, didn't work. Thought maybe I got id wrong, so I went back again... and it gives me a different ID... but again, doesn't work. just get that annoying invalid id script blah blah blah nonsense... The two it gave me were "1d02deab" and "1d02d7f6"...
Guest user29 Posted January 28, 2013 Posted January 28, 2013 Update50: Fixed a loophole that allowed you to fast travel out of the supermutant slave fort. Enabled an info dialogue with Bert. Changed how the food dialogue with bert functions. Fixed having your controls get disabled every 5 seconds. My bad. Let me know if that fixes your controls getting disabled. There was something in the super mutant scanner disabling it that shouldn't have been there. But now I'm wondering if it's happening in the deathclaw scanner as well. edit: it's not happening in the deathclaw scanner, but while i was there, i changed it to just disable fast travel instead of all controls.
dboura Posted January 28, 2013 Posted January 28, 2013 still having the dialogue prob with the Den Mother in the coyote den. LOL now upto 14 pups and keeps growing since the Alpha male immediately jumps to impregnate again right after birthing.
Guest user29 Posted January 28, 2013 Posted January 28, 2013 Did it fix your controls getting disabled?
dboura Posted January 28, 2013 Posted January 28, 2013 going to test it out tomorrow after work and will let ya know, that save is at Nelson and need some sleep soon. Wondering if the Den Mother issue would be something with hookups gonna disable that one too tomorrow and test out that save as well.
Guest user29 Posted January 28, 2013 Posted January 28, 2013 No i found the problem with turning in pups. If it's locking up in nelson, then it was the super mutants causing the problem.
Guest user29 Posted January 28, 2013 Posted January 28, 2013 5.9.3 should have fixed turning in pups that are in your inventory to Fenris and the den mother. Also modified some of Lucy's sex dialogue.
dboura Posted January 28, 2013 Posted January 28, 2013 No i found the problem with turning in pups. If it's locking up in nelson' date=' then it was the super mutants causing the problem. [/quote'] alright like I said will get the novac test done tomorrow after work since I don't have enough time to run it from Nelson again. Have to be up in about 5 hours or would run through it again for ya. If it is great, I was thinking it might have been a script like how the milkatron disables controls then re-enables them. Only it wasn't re-enabling. Though it was only disabling popup texts and nothing else, could still move, fight, talk and whatnot. Juat couldn't use the pipboy/readius, rest, wait, and all targets wouldn't show a name. It was Novac not Nelson that the problem was happening. After the first young DC feeding.
Guest user29 Posted January 28, 2013 Posted January 28, 2013 Over 100 downloads over the night. Not bad for a sunday night. Hit me with all those wonderful bugs/crashes. If anyone wants to compliment it, that's fine too, it really helps to even out all the bad things.
eviljanitor Posted January 28, 2013 Posted January 28, 2013 All I found so far are a few spelling errors in riverside. I have not finished the takeover yet.
ChancellorKremlin Posted January 28, 2013 Posted January 28, 2013 Yes, I've also noticed not all the dialogue seems to have been imported, just as a quick GECK/FNVedit look. I'm going to play it now and see if I can find anything else.
Guest user29 Posted January 28, 2013 Posted January 28, 2013 If I missed major sections let me know, but I copied, pasted, then adjusted a lot of things so that might be what you're seeing. Most of the entries wouldn't appear to be the same.
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