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DæmonEyes

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  1. I probably just put them backwards in the AAF call. I'll take a look and fix it.
  2. You can find bodyslide files at this link. There's even a link to physics enabled versions of the outfits near the bottom of the main post.
  3. Thanks for the report. I'll need to add her to their faction after she gets converted. Thanks for the additional report on that. I think they are placed in the editor in a weird spot so sometimes they randomly don't initialize. I'll fix that. As for the rat bounty quest I'm pretty sure that never had a quest marker. I've just started including them going forward due to people complaining and requesting them. A few more minor fixes added to the main download. - removed bad info in CK for chief miner and science officer to prevent them from failing to initialize sometimes - added Vicky to parasite faction after converting her - adjusted positioning of drunk guy animation in approach event - improved orange slime approach events - Included more approach script adjustments
  4. Thank you for the clue. I'll have to dig into that event when I have some more time. Hopefully between what I find there and the fixes I've already done the issue will be resolved. Although it might still end up requiring a new save for the changes to take effect.
  5. Do you at least have the quest in your quest log? I'm not sure why they didn't show up for you, but you can try to use console commands if you want. First you will need to get the chief miner and chief science officer ID's. To do this use the Console command "sqv bctgoldcitysecurity" You will have to page up and down to find the chief miner, and chief science officer ID's. They will be a string of 8 numbers. First do the console command "xxxxxxx.Enable" (replacing the x's with their ID's). You will then have to move them to you with the console command "xxxxxxxx.MoveTo Player" Thanks for testing. I've been unable to reproduce the issue myself, and its possible the changes I've made require a new save to work. Fallout 4 is different than skyrim in that scripts can be changed and take effect mid save, but if the approach script is actively running and not closing out, then the changes might not actually be able to take effect. I'm out of things to try though, and being unable to reproduce it on my end makes it hard to fight.
  6. Can you try going inside and back outside and seeing if you get an approach. Unless you already tried that.
  7. I'm having trouble fixing this one because I can't figure out the cause. Would you mind trying this fix? There is no limit to the number of approaches. BarbPatch.7z
  8. You should have a quest marker. He should be in the room behind you after accepting the quest.
  9. Glad you've enjoyed it Guess you'll just have to rawdog it 😅
  10. No. XDI wouldn't affect it I'm pretty sure. Since your save is after where the script changes the variable the patch doesn't help you either. Console commands should fix it. This is the console command you need to use. "Set BCTOverseerStageCounter to 3"
  11. Ya. It's just a big file which can be an issue for some people depending on their internet plans. The patch is so they don't have to re-download a 500 mb file to fix the approach issue.
  12. The patch was just for the approach script. The main download file is the one that got all the other little fixes as well. I think you mentioned not being a native English speaker, which I would say is the more likely culprit for misunderstandings 😅. I didn't think I needed a patch to fix that dialogue, as the console command should have solved it pretty simply.
  13. Can u type in the console "sqv bctapproach" and check if the quest is running? Also if the references are empty or not. Need to know if the bug is the approach isn't starting or if the bug is just the notification. Went ahead and made some adjustments that should fix it regardless. Here's a tiny patch. Just the edited approach script. Also updating the main file with this patch and a few other minor things. - blocked furniture animations for mirror world fan sex - Made the tentacle meshes default to thicker bodies. It comes with buildable bodyslides though. They're from cursed loot so assuming there's an FG conversion it likely comes with bodyslides as well. - fixed variables for the dialogue to meet the overlord - Edited out some debug notifications - removed parasites on conclusion of bounty quest - approach script fixes BarbPatch.7z
  14. I also only ever tested this on the citizens, but in theory any human you kill should have a prompt on their dead body to extract blood. It checks if the dead actor has the keywords ActorTypeHuman, or ActorTypeSupermutant. The citizens do respawn/ get replaced on there own if they die so don't have to sweat about them too much.
  15. Is it permanently showing, or just once or twice? Its something i put it in for debugging and forgot to comment out for the release. It was to let me know Approach is trying to fill actors for the next approach event, and hasn't yet succeeded. If its just showing once or twice its working correctly but I do need to edit that debug notification out.
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