DominusKaine Posted April 4, 2018 Posted April 4, 2018 1 hour ago, Reginald_001 said: Can you give me your mod load order? You are the second person to note an issue inside Goodneighbour but there is nothing with or in Ivy that could account for this behavior. Her factions and keywords are the same as other companions, so it's a load order thing, but I need to figure out where and what goes wrong for this to happen (e.g. debug the other mod that's causing this). Here ya go. Hope I attached it correctly. Anything prefixed with "jDS_" are my own mods and mostly mod mashups or overrides. I have reverted to before going into GN and rerouted to avoid any issue, but I still have the save if you need me to try it again. EDIT: It doesn't list it, but I have all the DLCs too. EDIT #2: I've also verified in xEdit that my Ivy override only changes her appearance. I don't touch her quests or gear. plugins.txt
Reginald_001 Posted April 4, 2018 Author Posted April 4, 2018 1 hour ago, DominusKaine said: Here ya go. Hope I attached it correctly. Anything prefixed with "jDS_" are my own mods and mostly mod mashups or overrides. I have reverted to before going into GN and rerouted to avoid any issue, but I still have the save if you need me to try it again. EDIT: It doesn't list it, but I have all the DLCs too. EDIT #2: I've also verified in xEdit that my Ivy override only changes her appearance. I don't touch her quests or gear. plugins.txt Shit I think I found it. I feel pretty bloody stupid. Like in page 2 or 3 I was told to add the faction 'captiveFaction' to Ivy to fix this. I did this, actually, then released a test version, which tested fine. Then I discarded the test version as I was already working on a different branch then and forgot to apply this faction to Ivy. To try this to fix it, you can try this: Still outside of Goodneighbor, in the console select Ivy by clicking on her, or get her id through the help commands, then prid 'ivys_id'. Then enter the following command: AddToFaction 0003e0c8 That should add her to 'CaptiveFaction' and should fix the issue. Can you try this out and confirm if it works? 1
Prolific Posted April 4, 2018 Posted April 4, 2018 I'm in xEdit now about to add the captive faction, what rank should I make it ie 0 -1? Thanks. Edit I'm going to assume 0 for now and test. 1
DominusKaine Posted April 4, 2018 Posted April 4, 2018 1 hour ago, Reginald_001 said: Shit I think I found it. I feel pretty bloody stupid. Like in page 2 or 3 I was told to add the faction 'captiveFaction' to Ivy to fix this. I did this, actually, then released a test version, which tested fine. Then I discarded the test version as I was already working on a different branch then and forgot to apply this faction to Ivy. To try this to fix it, you can try this: Still outside of Goodneighbor, in the console select Ivy by clicking on her, or get her id through the help commands, then prid 'ivys_id'. Then enter the following command: AddToFaction 0003e0c8 That should add her to 'CaptiveFaction' and should fix the issue. Can you try this out and confirm if it works? Ok, had to use "AddToFaction 0003e0c8 1" but no success. Reloaded, dimissed her: failed again even though this is what I did previously and got it to work (odd). Thinking it might be a script latency issue, so I exited game completely and tried again. Added her to faction, FAIL. Loaded into Memory Den, still failing. Dismissed IVY to RR, she dismisses, but Kent convo fails to trigger. Loaded into GN proper: waited for Hancock speech to finish, walked by Daisy and convo triggers. Talked to KLEO, convo success. Teleported Ivy via holotape, can't recruit. Activated Ivy via holotape, auto-recruit successful and can still have convo with GN NPCs. So not sure what to make of all this. Exiting the game to flush the game's active memory usage seems to imply an engine issue/memory leak which is outside of your mod, but other companions aren't having the same issue. I'm guessing the best method is to not have Ivy recruited when first entering GN, but there's also the issue of her not able to be re-recruited via dialogue and being forced to use the holotape reset/activate. Sorry, I was hoping that'd be an easy fix, but... bugthesda. Edit: hmm, didn't try 0 instead of 1. brb 1
Reginald_001 Posted April 4, 2018 Author Posted April 4, 2018 43 minutes ago, Prolific said: I'm in xEdit now about to add the captive faction, what rank should I make it ie 0 -1? Thanks. Edit I'm going to assume 0 for now and test. Yes 0. 18 minutes ago, DominusKaine said: Ok, had to use "AddToFaction 0003e0c8 1" but no success. Reloaded, dimissed her: failed again even though this is what I did previously and got it to work (odd). Thinking it might be a script latency issue, so I exited game completely and tried again. Added her to faction, FAIL. Loaded into Memory Den, still failing. Dismissed IVY to RR, she dismisses, but Kent convo fails to trigger. Loaded into GN proper: waited for Hancock speech to finish, walked by Daisy and convo triggers. Talked to KLEO, convo success. Teleported Ivy via holotape, can't recruit. Activated Ivy via holotape, auto-recruit successful and can still have convo with GN NPCs. So not sure what to make of all this. Exiting the game to flush the game's active memory usage seems to imply an engine issue/memory leak which is outside of your mod, but other companions aren't having the same issue. I'm guessing the best method is to not have Ivy recruited when first entering GN, but there's also the issue of her not able to be re-recruited via dialogue and being forced to use the holotape reset/activate. Sorry, I was hoping that'd be an easy fix, but... bugthesda. Edit: hmm, didn't try 0 instead of 1. brb I think it needs to be set to 0. There could still be a quest related issue, somewhere. I wish I could reproduce it myself then I might be able to figure out what's going on. Thing is, this shouldn't be happening at all... she is already in the 'PlayerFriends' faction, which puts her in any friendly faction that the player occupies. We could also simply make Ivy a member of the Goodneighbor faction, that should fix it for sure, but I was hesitant to do that as it's not needed for other companions. You could always try (if you want to further humor me and are up for it) the following: - Save right before entering GN. - Move Ivy 10 items down in your load order. - Load your save, enter GN. - Move Ivy down another 10 items - Load your save - Rinse, repeat until she's the last one in your load order. With a bit of luck--at one point--they will not attack and then we can pinpoint the mod that's causing the incompatibility, by moving up in the load order again until the issue reappears. I recently updated 4play etc.. so I don't think it can cause this issue, but I just started a fresh game to see if I can reproduce the issue myself. I'll coc into GN and will see what happens from there.
DominusKaine Posted April 4, 2018 Posted April 4, 2018 6 minutes ago, Reginald_001 said: Yes 0. I think it needs to be set to 0. There could still be a quest related issue, somewhere. I wish I could reproduce it myself then I might be able to figure out what's going on. Thing is, this shouldn't be happening at all... she is already in the 'PlayerFriends' faction, which puts her in any friendly faction that the player occupies. We could also simply make Ivy a member of the Goodneighbor faction, that should fix it for sure, but I was hesitant to do that as it's not needed for other companions. You could always try (if you want to further humor me and are up for it) the following: - Save right before entering GN. - Move Ivy 10 items down in your load order. - Load your save, enter GN. - Move Ivy down another 10 items - Load your save - Rinse, repeat until she's the last one in your load order. With a bit of luck--at one point--they will not attack and then we can pinpoint the mod that's causing the incompatibility, by moving up in the load order again until the issue reappears. I recently updated 4play etc.. so I don't think it can cause this issue, but I just started a fresh game to see if I can reproduce the issue myself. I'll coc into GN and will see what happens from there. Yea, I tried with 0 and still no success. The only fix is to dismiss her and then force a cell reload so the scripts re-init or something like that. And then there's still the issue of her not being recruitable. I'll mess with the load order later on. Right now, I'm hangry! 1
kittylover Posted April 4, 2018 Posted April 4, 2018 13 hours ago, figarodlc said: Hi kittylover. You may want to explore other scrap mods as Spring Cleaning has far too many restrictions to run with mods that have other scripting within the same cells that SC operates. Being that your particular version of SC has a master file over which Ivy cannot be placed, it will be impossible to make Ivy play nicely with the mod installed, unless you can find the scripting that is incompatible and make fixes. (NOT recommended unless you know what you are doing) If you really want to have Ivy as a companion (and who doesn't! ), may I suggest Scrap Everything instead which is far more powerful and has more compatible functions with other mods? Check it out here: https://www.nexusmods.com/fallout4/mods/5320. I had to make the change from SC to SE about a year ago and haven't had one problem with mod compatibility since. Hope this helps. Please let Reginald_001 know. Thanx! This works well. This finally seems to be a companion worth taking along, which i normally try to avoid. I took a closer look to my loadorder and changed a lot, thanks also for reminding me of this part of modding (I should have remenbered from skyrim, but...) . And since i finally found a way to rollback this f4se-breaking update of fo4 I start all over with new game to have Ivy right from the start and tryout newest version of rse, trying to get her abducted. Thanks also to reginald_001 for this fine mod. 2
Reginald_001 Posted April 4, 2018 Author Posted April 4, 2018 59 minutes ago, DominusKaine said: Yea, I tried with 0 and still no success. The only fix is to dismiss her and then force a cell reload so the scripts re-init or something like that. And then there's still the issue of her not being recruitable. I'll mess with the load order later on. Right now, I'm hangry! All cool. I'll figure it out eventually. Just did another test run, ran straight to GN with my freshly recruited Ivy, and all looks chill as she sits comfortably on the bench. Meanwhile I finished the 'extreme profanity' filter, so now all scat/pee references can be filtered out while leaving all other sexy/nasty stuff in. I'm expecting to upload 3.1 soon, this week, weekend at the latest. I'm afraid the best option will yet again be to 'clean' the save. I've been looking into giving Ivy a 'reset' function, but there's just no way to scrape out lingering quest and script functions that are either fixed or no longer relevant (e.g. because I moved stuff to the more stable globals instead of script variables in many places and especially topics seem to keep their old script functions running, causing for instance the bug fix for the radiant quests to not work if you would simply overwrite 3.1 over 3.0). (Edit: We should have, but it's impossible, but it would be so cool to have, a modding database and a front end tool like Fo4Edit. The idea will be to load an esp, write the changes into the database after it's an 'uploaded' mod, then modders can run their created ESP against the database to look for mod conflicts and fix them before releasing. Ideally, you would load your mod into the app, it would read the ESP and give you a list of conflicting mods that you can browse for conflicts. Then you could at least give users a list beforehand on potential mod conflicts, including better advice on the load order) But I think I'm just going to download the top 50 or 100 mods at one point (not activate them, just grab the esp's) load it all up in fo4edit to see if I can find any issues with other ESP's I might be able to work around. I love this engine and working with it, but release management is a nightmare.
DominusKaine Posted April 4, 2018 Posted April 4, 2018 1 hour ago, Reginald_001 said: All cool. I'll figure it out eventually. Just did another test run, ran straight to GN with my freshly recruited Ivy, and all looks chill as she sits comfortably on the bench. After rereading what you said to do, we may not communicating about the same issue. When you COC'd into GN, did you try to interact with the vendor NPCs? That's where I'm having the issue. They're not aggro'd or anything like that. It's just their default dialogue isn't coming up to have the regular convos with them. Have you coded her different than the vanilla companions? I looked her up in the CK and the setcompanion/dismisscompanion is the standard fare with the exception of your kmyquest for her listener. I don't see how her status in the captive faction would have any effect, but I'm not as skilled as I would like to be and still working on my own custom companion mod as well. I like the engine too, but it's very different from Unreal with some things being easier and some not so much. Always a learning experience. Anyways, I'm going to resume my game (+10 levels higher than the initial GN save) until next release and then start a completely new game sans fast start. Thanks for looking into it, though. 1
Prolific Posted April 4, 2018 Posted April 4, 2018 I religiously compare mods in xEdit before using them and yours has surprisingly few conflicts with my personal list of 148 mods. Most are with UFO4, and minor. I don't expect you make Ivy dependent on UFO4 by any means, but do have a look at the Quest section and the fixes made there and see what you think. Specifically 0006f5c1 Call to Arms. The vanilla record has an "error could not be resolved" that UFO4 patch removes and Ivy adds back in due to your dialogue edits in that quest. I have patched all of those quest fixes for my personal use and Ivy is dependent on UFO4, but there are some that can be fixed without dependency. Now, how relevant they all are to game play, I don't know of course. There was a conflict with Gas Mask Upgrades that was easily fixed. I don't remember the mods name as I have edited and merged so much, but mods that keep radiant quest out of DLC locations has conflicts. 1
Ulysses Smirked Posted April 4, 2018 Posted April 4, 2018 43 minutes ago, Prolific said: I religiously compare mods in xEdit before using them and yours has surprisingly few conflicts with my personal list of 148 mods. Most are with UFO4, and minor. I don't expect you make Ivy dependent on UFO4 by any means, but do have a look at the Quest section and the fixes made there and see what you think. Specifically 0006f5c1 Call to Arms. The vanilla record has an "error could not be resolved" that UFO4 patch removes and Ivy adds back in due to your dialogue edits in that quest. I have patched all of those quest fixes for my personal use and Ivy is dependent on UFO4, but there are some that can be fixed without dependency. Now, how relevant they all are to game play, I don't know of course. There was a conflict with Gas Mask Upgrades that was easily fixed. I don't remember the mods name as I have edited and merged so much, but mods that keep radiant quest out of DLC locations has conflicts. Yeah, same here. It's become a habit to do comparisons in xEdit. With 250+ active plug-ins, the tool is a must-have and extremely valuable. 1
DominusKaine Posted April 4, 2018 Posted April 4, 2018 48 minutes ago, Prolific said: I religiously compare mods in xEdit before using them and yours has surprisingly few conflicts with my personal list of 148 mods. Most are with UFO4, and minor. I don't expect you make Ivy dependent on UFO4 by any means, but do have a look at the Quest section and the fixes made there and see what you think. Specifically 0006f5c1 Call to Arms. The vanilla record has an "error could not be resolved" that UFO4 patch removes and Ivy adds back in due to your dialogue edits in that quest. I have patched all of those quest fixes for my personal use and Ivy is dependent on UFO4, but there are some that can be fixed without dependency. Now, how relevant they all are to game play, I don't know of course. There was a conflict with Gas Mask Upgrades that was easily fixed. I don't remember the mods name as I have edited and merged so much, but mods that keep radiant quest out of DLC locations has conflicts. This, I tend to do this too in an effort to save myself some headache later on when the newly added mod fails. I concur that there is minimal conflict in the Ivy mod. I don't use the UFO4 patch personally, so I'm not seeing the conflict you are, but yes, the gas masks are in conflict with AWKCR/AE. I don't think Reginald is running those two mods in his game, but I also think they're not really "in use" yet within the Ivy mod. It does muck up their sorting in VIS which isn't really an issue for me, but I can see how it might break others' games that use Gasmasks of the CW or maybe even the FROST mod. I know I said I was going to resume my current game, but I had to check on more thing. I loaded up the root cellar save and consoled the voucher in to recruit IVY. Then, I COC'd to GN, and of course, convo initiates just fine. I didn't have to add her to the Captive Faction nor dismiss her. I did notice, though, that dialogue was a little bit laggy coming up when first approaching the vendors, but it did indeed fire correctly for me to have "normal" convo with them. So, it's looking more and more (to me) like a latency issue. A completely brand new game will probably resolve this from the get-go, but I will wait until v3.1. 1
DominusKaine Posted April 5, 2018 Posted April 5, 2018 Alright, so... uh... don't hate me, @Reginald_001. I ended up having more convo issues with other NPCs, i.e. unable to hire Cait, couldn't rehire Dogmeat. So, I did what I never wanted to do, I removed Ivy from my game... but the issues persisted. Come to find out, it was another companion mod that was causing the issue and NOT IVY at all. I have since removed the other mod (Doctor Jones from LoneWanderer) and went back to test GN. All the NPCs had their normal dialogue while I had Ivy in tow. I'm also able to hire Cait after nuking the CZ. I didn't check Dogmeat, but I'm sure there won't be an issue there as well. My apologies for the headache, if any, and I thank you again for being available to help troubleshoot. Ivy's back in my load order where she belongs and that crazy quack doctor got the boot. On a side note, I did check Doc Jones for conflicts, but there weren't any showing in xEdit. So, I'm not sure why that mod would cause an issue. That makes me think that there may be other companion mods that are causing issues but may not arise until Ivy comes to town. This may have been the case when an earlier user reported the issue originally. I would look at old mods like the original Vex and the like, plus any that came before that have not been updated, and new mods that are still considered a WIP like Doc Jones to help troubleshoot similar issues. This may be why I haven't received any radiant raider quests from Ivy too. Will revert to the pre-GN save and go from there to see if I finally start getting Ivy's radiant quests. Honestly, I had been having so much fun with Ivy that it didn't even occur to me that wasn't getting them. 1
Reginald_001 Posted April 5, 2018 Author Posted April 5, 2018 16 hours ago, Prolific said: I religiously compare mods in xEdit before using them and yours has surprisingly few conflicts with my personal list of 148 mods. Most are with UFO4, and minor. I don't expect you make Ivy dependent on UFO4 by any means, but do have a look at the Quest section and the fixes made there and see what you think. Specifically 0006f5c1 Call to Arms. The vanilla record has an "error could not be resolved" that UFO4 patch removes and Ivy adds back in due to your dialogue edits in that quest. I have patched all of those quest fixes for my personal use and Ivy is dependent on UFO4, but there are some that can be fixed without dependency. Now, how relevant they all are to game play, I don't know of course. There was a conflict with Gas Mask Upgrades that was easily fixed. I don't remember the mods name as I have edited and merged so much, but mods that keep radiant quest out of DLC locations has conflicts. I never installed UFO4 so I didn't run into that. All that Ivy does is inject dialogue into existing companion quests, but she has been added to some non-companion quests as well. I'm not sure if there's anything for me there to do as I don't intend to make UFO4 a dependency. But... if I knew what the bug was then I might be able to add this bug fix to Ivy, although that does go beyond the idea of the mod....(Shit I can't tell you how often I've stopped myself from wanting to fix vanilla quests that have blatant errors and issues.. If you look a Piper you see how much of her dialogue you're actually missing that is never uttered in game due to faulty and hastily created dialogue conditions). As for the gasmask, that is actually only an easter egg that makes Ivy say 'are you my mummy' when you are wearing one. 9 hours ago, DominusKaine said: Alright, so... uh... don't hate me, @Reginald_001. I ended up having more convo issues with other NPCs, i.e. unable to hire Cait, couldn't rehire Dogmeat. So, I did what I never wanted to do, I removed Ivy from my game... but the issues persisted. Come to find out, it was another companion mod that was causing the issue and NOT IVY at all. I have since removed the other mod (Doctor Jones from LoneWanderer) and went back to test GN. All the NPCs had their normal dialogue while I had Ivy in tow. I'm also able to hire Cait after nuking the CZ. I didn't check Dogmeat, but I'm sure there won't be an issue there as well. My apologies for the headache, if any, and I thank you again for being available to help troubleshoot. Ivy's back in my load order where she belongs and that crazy quack doctor got the boot. On a side note, I did check Doc Jones for conflicts, but there weren't any showing in xEdit. So, I'm not sure why that mod would cause an issue. That makes me think that there may be other companion mods that are causing issues but may not arise until Ivy comes to town. This may have been the case when an earlier user reported the issue originally. I would look at old mods like the original Vex and the like, plus any that came before that have not been updated, and new mods that are still considered a WIP like Doc Jones to help troubleshoot similar issues. This may be why I haven't received any radiant raider quests from Ivy too. Will revert to the pre-GN save and go from there to see if I finally start getting Ivy's radiant quests. Honestly, I had been having so much fun with Ivy that it didn't even occur to me that wasn't getting them. The raider quests are unrelated to this issue. There is a faulty condition for Ivy's dialog to start, which gives the quest. I used 'Quest.IsRunning() == False' in order to add a counter for the radiant quest trigger, but this condition is never met because this condition just doesn't work. It always returns false or true at wrong and inopportune times. I now created a global variable INTEGER that keeps my 'own' quest stages. This way I have full control over which stage is (and should be) active where and I don't need to use the heavilly buggy 'StageDone, Stage and Quest' conditions (which all suck). But because savegames treat scripts as if they had been saved (e.g. they keep their old behavior in topics.. I have tested and confirmed this with my own eyes).... A new game or 100% clean save will be needed for 3.1. Don't blame me, blame the engine and the way it handles savegames. [edit] The CK was stopping to respond whenever I opened up large Dialogues for Ivy in her quest scenes. I spent the afternoon clicking and moving a lot of her dialogue into shared topics in a second quest. Now the dialogue scenes open instantly again and it's much cleaner over all. I'll need to go over some testing as this could introduce some things I need to handle, but nothing serious and the end result should be a much cleaner dialogue scenes set for Ivy (read: more stability and better performance) 2
phillipswilliam92 Posted April 5, 2018 Posted April 5, 2018 Can you make a patch for the companien marrige mod so we can use it to marry IVY?
ModHunter42 Posted April 5, 2018 Posted April 5, 2018 This is actually an opportunity for you to divide her dialogue (since you have to anyway), into separate groups for more control over her language/profanity, as well as quest and idles groupings. You really should have a look at the Unofficial Patch. I don't know if it fixes Piper's dialogue, but there is a reasonable chance. 100's of Base game fixes... Because it's not like bugthesda is going to fix them. I wouldn't worry about making Ivy dependant. It's usually the first mod someone that mods their game will install. And So Many other mods already have it as a dependancy that it will usually be installed on most PC modded games.
Twotoes Posted April 5, 2018 Posted April 5, 2018 I cannot find this companion, i have the quest to listen to the radio, but the radio gives no sound. Where on the map do i need to be in order to hear the radio?
Reginald_001 Posted April 5, 2018 Author Posted April 5, 2018 39 minutes ago, phillipswilliam92 said: Can you make a patch for the companien marrige mod so we can use it to marry IVY? That's not something I'm likely to focus on at any point, sorry. I don't use that mod. 18 minutes ago, ModHunter42 said: This is actually an opportunity for you to divide her dialogue (since you have to anyway), into separate groups for more control over her language/profanity, as well as quest and idles groupings. You really should have a look at the Unofficial Patch. I don't know if it fixes Piper's dialogue, but there is a reasonable chance. 100's of Base game fixes... Because it's not like bugthesda is going to fix them. I wouldn't worry about making Ivy dependant. It's usually the first mod someone that mods their game will install. And So Many other mods already have it as a dependancy that it will usually be installed on most PC modded games. I'll take a look. 10 minutes ago, Twotoes said: I cannot find this companion, i have the quest to listen to the radio, but the radio gives no sound. Where on the map do i need to be in order to hear the radio? You need wait a couple of seconds for the radio. It always works, did you set the volume down in your settings? Check your audio settings in game for the radio volume. After you've activated the quest a quest arrow will point you to her exact location.
phillipswilliam92 Posted April 5, 2018 Posted April 5, 2018 1 hour ago, Reginald_001 said: That's not something I'm likely to focus on at any point, sorry. I don't use that mod. I'll take a look. You need wait a couple of seconds for the radio. It always works, did you set the volume down in your settings? Check your audio settings in game for the radio volume. After you've activated the quest a quest arrow will point you to her exact location. ok in that case is their any way to marry Ivy?
Reginald_001 Posted April 5, 2018 Author Posted April 5, 2018 Just now, phillipswilliam92 said: ok in that case is their any way to marry Ivy? Give her your spouse's wedding ring and she what she says.
Stiffon Posted April 5, 2018 Posted April 5, 2018 2 hours ago, ModHunter42 said: Unofficial Patch. I wouldn't worry about making Ivy dependant. It's usually the first mod someone that mods their game will install. And So Many other mods already have it as a dependancy that it will usually be installed on most PC modded games. This. Same as in Skyrim - EVERYONE should be running the unofficial patch if modding the game.
chuckdm Posted April 5, 2018 Posted April 5, 2018 On 4/4/2018 at 8:33 AM, Reginald_001 said: Use the profanity filter, it was designed for just that. (I'll look into a separate filter for piss/scat) (edit: 1 hour later) It was easy to implement the 'extreme profanity' filter. I was looking to fill the 'get naked' option anyway as I didn't like it and never used it anyway. It's been implemented and will be part of the next release. I'm going over the dialogue now to add it wherever she uses such lines. ps: She is 100% stable right now. All issues mentioned so far are related to other mods, misbehaving. Already using her (along with Heather and Ellen and Piper) without issue, so I know she's stable. Or rather, the mod is stable. Calling Ivy "stable" isn't 100% accurate Looking forward to the next release. For now I'd rather suffer a bit through the SCAT stuff just to hear her other lines. Thanks again for all your work and for listening to feedback so well. I have a couple mods myself on Nexus (tiny things, nothing involving models or textures or even scripting) and I'm too lazy to respond to requests like this. Glad it's just me with the lazy bone 2
Ulysses Smirked Posted April 5, 2018 Posted April 5, 2018 1 hour ago, Stiffon said: This. Same as in Skyrim - EVERYONE should be running the unofficial patch if modding the game. While I did run Arthmoor's Unofficial Patches for both Skyrim and Fallout, I no longer do. Because reasons. It's just not necessary to hard-code a dependency on UFOP. Patch for those who run UFOP? Perhaps this is better. But I respectfully disagree that Ivy should be made dependent upon UFOP and respectfully agree with Reginald to keep Ivy clear of any other mod dependencies.
Twotoes Posted April 5, 2018 Posted April 5, 2018 3 hours ago, Reginald_001 said: You need wait a couple of seconds for the radio. It always works, did you set the volume down in your settings? Check your audio settings in game for the radio volume. After you've activated the quest a quest arrow will point you to her exact location. I had the game radio on that station for about 7 hours worth of active gameplay, no sounds at all. I had to read through all of the thread to find this tip, when I did this, I was able to talk to Ivy and trigger the next quest to get the voucher. I would recommend that you add this tip to your mod faq or something. I am currently enjoying the companion. (the radio works after giving her the voucher, seems it starts the radio, and not before on the quest trigger you initially get) Also, thank you DominusKaine for posting this. On 3/21/2018 at 9:25 PM, DominusKaine said: Near the Sanctuary workbench as usual unless she's off chasing a bug. Even if she kills it, she tends to not return to her original location. If so, you'll have to console her to your location. You can easily find any companion's RefID (vanilla or custom) as long as they have a companion quest which most do otherwise they won't work at all. Open console Help (the companion's name) 4 QUST like this --> Help Ivy 4 QUST Take note of the quest ID for the companion. In this case, Ivy's quest is _IvyCompQuest with a quest ID of xx000805 (xx being your load order position) SQV (the quest ID) --> SQV xx000805 (again, xx being your load order position) Look for a line with REF '(the companion's quest alias)'-> " (xx000000). xx000FF2 <-- this is your Ivy's RefID (again, xx being your load order position) xx000ff2.moveto player and now Ivy (or whichever lost companion) is right there with you 1
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