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Posts posted by Nessa
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I'm not sure which attempt was more humorous. The previous ones or the one I just finished. I made everyone essential so at least the Pride doesn't get wiped out before they cross the bridge. But it seems Liberty Prime's navigation is still offline.
:lol: Get this: Liberty did everything as normal, crossed the bridge and went down the hill. After zonking the forcefield he apparently wanted to take a ride on the subway because he walked up the stairs!! Then of course he couldn't get back down. So I warped him to the center of the street. All is good... then he stops! The whole pride suddenly decided to go through the ruined building and attack the Enclave from BEHIND the forcefield! Good plan only there were no Enclave because they don't appear until Liberty walks to a certain point!
:D So back I go and warp Liberty to a spot right before the last forcefield. Suddenly Enclave are everywhere and -I- almost die. Well, that was over and I thought he'd finally just walk up to main gate and get it over with. Oh no, Liberty seemed to tire of fighting and wanted to go to Point Lookout. Because he started swimming in that direction.
:D So I warped him back on track in front of the Memorial. All is well I think. Oh no, now he wants to swim in the little bay next to the Memorial! (At this point I'm laughing like a crazy girl.) So I walked right up to the stupid main forcefield and warp him directly there. FINALLY he decided to do his thing and take out the last stupid field. Naturally after that he goes for a swim again. I didn't care at that point. Maybe he'll fry a circuit or something!
:DNow you'd think that was the end of it right? Well not quite! So I get all the way inside and deal with Autumn. Then nothing. I look around and realize Sarah isn't in the room! And of course I can't leave the rotunda. Which means the quest hasn't updated properly which means I still can't see if Bittercup's dialog works! AGAIN! LOLOLOLOL!
:D 
What abject moron did the scripting for this sequence!????
:lol:
:lol: 
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Vargas? Huh. Ok, I can try and setting everyone as essential. It was pretty hilarious though. Liberty Prime twice decided to jump off the bridge and swim. And I don't think there was a single try where the pride wasn't totally wiped out. One of the funniest was when a missile hit right in the middle of all of us and everybody went flying into the river!
:lol: The whole time I'm thinking "I wouldn't trust these idiots to rescue a kitten let alone fighting the Enclave!
:) )Is Liberty Prime set to follow Vargas? That might explain why he just stops. Maybe Vargas gets blown to bits and that's the end of it.

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OK, new update fixes (hopefully) several things. Also she -should- refuse to go into the Project Purity chamber if you ask her to at the appropriate moment. Unfortunately I can't seem to get stupid Liberty Prime to do his job so I haven't been able to test it. (Rothschild was right when he said his navigation system was busted! Stupid robot can't even make it to the memorial!) At this point I'm not wasting any more time with the FO3 main quest and will direct my attention back to the DLCs. So if anyone can get Liberty Prime to work and gets into the memorial, let me know if her dialog works!

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@Kain
My first guess would be something is overwriting her packages and making her go poof. If FNVEdit says nothing is overwriting Bittercup then there may indeed be an issue.
I did find another bug with her "go home" dialog again. That's the bug that keeps on giving.
I can happily report that the Vault 86... 87... whatever part of the main quest is operational. I did several runs through it and all works as expected. Now on to the last part of the main quest. She's supposed to emphatically refuse to go into the stupid purity chamber. Haven't decided on her dialog but I'm strongly leaning towards her saying the whole thing is stupid. She has voiced dialog that says that.
If that works I'll update the file here again and get to work on some more DLC handling. I think Mojave stuff this time. I'm a little tired of the DC area. (Plus doing the Pitt is not something I'm looking forward to. I HATE that! Though... it was probably the best DLC.
)
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Oh... it helps sometimes to read the threads of mods I download. Thanks!
:lol: 
OK then, Sydney is my second favorite FO3 follower so I'll likely have a look at her next. There are some errors with her voice files I can fix. As soon as I get Bittercup totally done of course! I don't think an update to Sydney would take much at least in terms of getting her to handle the DLCs. In a lot of ways it will be much easier to work with Sydney because she has a lot more dialog files.

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@Duoleb
I'd love to fix Sydney but I'd have to check if the original author is updating her. I have a TTW version I nabbed but I didn't check who made it. Unless you did in which case, sure!

@TheJuice
Whoa, that sounds like some serious mod conflicts you've got going on there. Mojave Delight and TTW Redesigned work together fine. (I use both together.) Mojave Delight doesn't actually edit anything. It's one reason I tend to prefer using it for mods.
If her textures start off fine and then later on during play turn purple or wonky looking, you probably have too many mods loaded. Never run into an eye issue like that before so I'm clueless on that one.
As for her dialog and all that, that sounds like conflicts again. Might want to run FNVEdit on your full load order to see what's going on and who's messing with her. (Or anything from this mod too!)
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There's an antibacterial suit!?
:angel: 
SCR has so many clothes you have to get from other sources I rapidly gave up searching for everything let alone converting it.
There have been TypeN conversions for a great deal of the outfits but you'd have to compile those on your own. Since I don't use SCR, I've never done that myself.There is a TypeN conversion for outfits that most of the Sexout mods use here. That doesn't cover all of SCR however.
A red exclamation means the mesh file cannot be found. It sounds like you're simply missing whatever outfit that is. Best way to figure it out would be to note the name, then check out SCR (if it indeed is SCR's) and find the path to the nif using FNVEdit.
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Well there must be vanilla handling for it then. I'll whip something up for her when I get the Mojave section.

Oh and if anybody can think of something else in the Mojave that might need handling let me know.

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@Keyser
That's a good point! I never go there so I forget about that place. Definitely needs some handling.

Though, what do vanilla companions do there? Do they join the player in combat?
@Duoleb
Those both look pretty good. I particularly like FCO. Once I finish all the DLC and other handling I'll have a look at making a couple versions of her (including a vanilla).

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@Keyser
For Anchorage she will wait outside the simulation pod room until the player returns from finishing the simulation. (Otherwise she pops in the simulation which makes no sense.) Much like how it works for Tranquility Lane. I haven't actually tested it yet but Tranquility Lane has been tested and is operational.
Ack, helps if I answer the question!
I don't believe it will interfere with that mod at all. She stays in the facility the whole time. I'll have another look at the script for the next update and see if I can put in some extra checks. As long as your mod properly finishes the existing Anchorage quest, things should work fine with Bittercup.@ RDKateran
I'm waiting until 2.0 is done (basically all dlc's handled) before releasing another vanilla version. Of course you can make one very easily with FNVEdit. .Just fire it up and only copy over the appearance sections from the original. That's all I do to get her back to her vanilla look.
@Duoleb
I'm not terribly fond of Ling/Mikoto even though I use it. (I always have issues with the hair not fitting. It's probably something I'm doing wrong...) I have no idea what DCO or Woman of the Wasteland is. Links?
If there's something better than Mojave I'm open to more versions.And actually, I should probably explain what happens in the DLCs....
DLC Handling
- Zeta: Gets stripped and gets her own cell, joins up with the player after escape. Will join the player on the spacewalk if following OR will show up with the others if set to wait after the walk is complete.
- Anchorage: Waits outside the pod room until the simulation is finished, then rejoins the player.
Main Quest
- Tranquility Lane: Waits next to the exit until the player is done with the simulation, then rejoins.
- Vault 87/Raven Rock: Is kidnapped with the player and shoved in the same cell. Will recover after Autumn leaves and gets her gear back when the player does.
Next is what will happen when I finish it:
- Point Lookout: Gets funky high along with the player and has her head cut open as well. Returns to normal when the player does.
- Pitt: This one is still in progress. Current plans: Dresses up as a slave if the player does. Appears in Midea's hut if player tries to bluff the raiders. Won't fight with the player in the Hole. Once the player gets out of being a slave, has to convince raiders to let Bittercup stay. Otherwise she is put to work with the rest of the slave. If set to wait while still a slave, she will be put to work either in the mill or outside. If still a slave when the end battle happens, will join whichever side the player is on.
- Old World Blues: (Not technically required but it's a fun one!) Gets stuck in the medical facility that Christine was originally sent to. Player must get her cell open for her to rejoin.
- Dead Money: Gets a slave collar and jumpsuit (custom one though) and all other gear is removed. Sticks with Christine (if alive) after the Casino is opened and will rejoin the player there.
No plans at the moment for:
- Broken Steel. I don't think this requires any special handling. But I haven't played it for eons. If there's a need I'll handle it.
- Honest Hearts. The only thing here could be to require her to be as unburdened as the player but that's about all I can think of. Not sure it's worth the trouble of implementing.
- Lonesome Road. I admit I haven't played all the way through this one (made no sense for my character to follow some idiot) BUT it doesn't need any special companion handling that I'm aware of.
- New Vegas Main Quest. I can't think of a thing that needs handling except for perhaps keeping her out of Mr. House's room. Or... perhaps keeping her out of the dog fight at the Fort. But neither of these are very important in my mind.
I'm toying around with the idea of giving her swimming and sleeping clothes. (Chosen via dialog.) But we'll see. That might be pushing things given all the DLC work I have left.
1 - Zeta: Gets stripped and gets her own cell, joins up with the player after escape. Will join the player on the spacewalk if following OR will show up with the others if set to wait after the walk is complete.
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OK, upload issues fixed again!
New updates for 1.7 Beta:
- DLC Anchorage Support (Not tested yet!)
- Main Quest: Vault 87 & Raven Rock. Bittercup now gets kidnapped along with the player. (Again not tested yet!)
- Fixed idles. Seems she was only picking one idle previously. Should pick them all now.
- Fixed some low volume voices and a couple bad clips.
0 - DLC Anchorage Support (Not tested yet!)
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Something funky going on with file updates. So for the time being I'll post updates here.
I'm calling this a Beta because I'm not quite finished with it. Anybody scared can use the older 1.1. I'd really appreciate any bug reports on this.
Fixed Stuff:
- There was a bug in the "Go home and rest" option that should be working OK now. (Let's hope!)
New Stuff:
- More idle chatter. (Hopefully less frequency of "this is lame")
- New relax topic: She can now relax at her current location. Meaning sandbox.
- Idle animations: She'll now be a little more animated as moves about. Cigarettes in her inventory will still cause her to smoke occasionally.
- DLC Handling: So far just Zeta. She has her own cell and things like the spacewalk should be handled.
- Main Quest: She'll now properly wait while the player goes through Tranquility Lane.
Stuff To Do Yet:
Main Quest: Give her a cell in Raven Rock (maybe in the player's cell) after Vault 87 scene.DLC: Anchorage (Just a simple wait.)DLC: Point Lookout (Handle the crazy plant thingy.)- DLC: Pitt (A whole bunch of stuff.)
DLC: Old World Blues (Her own cell in the medical lab in X-something or other.)- DLC: Dead Money (Gets a lovely jumpsuit and collar just like the player.)
0 - There was a bug in the "Go home and rest" option that should be working OK now. (Let's hope!)
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New version that makes Bittercup use a TypeN body as well as giving her a new outfit. Outfit is courtesy of.... Alex, Nagothm, and Loogie!

No other changes... yet.

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Heh, I understand that!
When I have a setup that is working great I'm reluctant to rock the boat myself! 
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Let me know if it works. I sort of haven't tested it.

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Also, quick question. Would your mod still be compatible with Bittercup Runneth Over? It's a mod that makes Bittercup find better gifts should you date her. It's got a version that's compatible with the original Bittercup companion mod, allowing her to still give you those gifts periodically while she's following the player, so I thought I'd ask.
My guess would be no, but it's worth a shot. I imagine you could try putting my load order after that one. But if it doesn't modify Bittercup directly it might work either way.
And... new update is just for a vanilla version of her appearance. Nothing new on the main download.
Latest update for vanilla again. Forgot to set her race to normal. Oops!
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Heh, I was looking around for Odessa's post at first!!
:lol:It's certainly worth a shot. I'll see what I can do when I have a chance. I'll also go ahead and start trying out the other furniture (pillory, punishment post). For the pillory we might be able to make use of the existing enter/exit stuff just like with the crosses. (Maybe anyway!)

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Did you mean "Nessa"?
:lol:I already have the cross with the moving impaler thingy working as a static. So I don't think any real work will be needed for that except for the 180 degree rotation of ZaZ's NPC anims. It seems to animate just fine as a static. Another alternative could be to use a Moving Static object if some problem crops up. I'll need to check out Zaz's punishment post as well since that has some moving parts too.
EDIT: Right, might also have to do collisions on some of this. THAT however I can do in Blender if necessary.
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Since that's the case I don't see any reason why we can't convert all of ZaZ's prop animations to use statics + furniture. (Well, I mean prop stuff that uses what should be furniture that is!) Surely it would make things so much easier!!

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Worst case with the 2+p stuff, the actors outside the object don't technically have to interact with it at all. They just need to be in the right position and orientation and playing the right anim. It's not really that different from a normal 2p or 3p animation -- despite how it appears, the two actors aren't actually 'related' in any fashion.
OH, well in that case things will probably be pretty simple.
I should also mention the player can use the furniture too. During my tests I had the player up on a cross and using all the restraining furniture. Worked in 1st person too for the most part.
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Well there's the conversion of existing ZAZ stuff (cross anims, pillories, etc.) and there's the existing furniture not normally set up to be used in ZaZ. (It's in the folders but not used.) I've got the restraining furniture in a usable state at the moment. (The only negative is that the sitdown and stand up anims play when first getting into it.) And I've got ZAZ's cross working the same way as vanilla crosses EXCEPT I need the anims rotated 180 degrees. Once that's out of the way we'll have ZaZ anims working with furniture. And... an end to complicated setups. Anyway, if that doesn't make any sense I have pictures in the ZaZ thread.
It can be a little confusing trying to explain this.
:lol:Basically, vanilla crosses use a static cross object and a furniture object to handle the anims. That's the setup I'm aiming for. (Even the pillory from the Pitt is setup this way.) The beauty about ZAZ crosses is we can use the vanilla get up/down anims and they work! Once those are finished I'm going to look into getting everything else going as well. (Punishment post, pillory, etc.)
The only part I'm not sure about for the moment are the 2 person anims. I'm not sure how that would work. Best guess currently is an additional condition in the idle anim setup for the furniture. That way the 2 person anim can fire, and after it's over the pillory generic idle takes over again. If that works one could feasibly have NPC's randomly
abusingloving other NPC's locked in various gear.
Anyway, I'd love to have the furniture put into Sexout once it's done. It's going to simplify my LegionVictims mod immensely. (No more complicated scripts needed. Everything will be furniture based then.)
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None of my ZAZ enabled mods need the esp techincally anyway. (I think I just had an esp check for LegionVictims but that's a one line change and it's not released yet anyway!) So my upcoming and current stuff is still good.

The real thing is going to be adding in the furniture but first the furniture has to be finished.

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Clears things right up! Thanks Ritual!

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Oh I do have a question. Since the beta is now including ZAZ, is the esp strictly needed anymore or is that just for compatibility?
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Bittercup Companion TTW
in Downloads - Fallout Non Adult Mods
Posted
In Red's case that sounds like a package variable not changing. So whenever she reevaluates her packages she wants to go to the cell instead. I haven't had that issue with Red but it's clear Liberty Prime has some issue as well.
Really that whole attack sequence is pretty badly done. I mean by Bethsoft not the TTW guys.
I'm also marveling at how Sarah can disappear. There seems to be no scripting that warps her into the room if she's absent. Lovely! 