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Arfu goes Hostle

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
EltyJade
Posts: 5
Joined: Sat May 30, 2015 8:24 pm

Puppettron wrote:

Post by EltyJade » Sun May 31, 2015 8:50 am

[quote=Puppettron]


 


you don't even have the TTW reputations optional in there, which means arefu is being handled by the fo3 factions system.


[/quote]


while that doesn't completely explain why they became hostile i assume adding it in will fix the issue?


if so ill add it in posthaste.


 


thanks for all the replies honestly this is the first time ive added large mods to NV so im a little clueless  dispite reading the how to guides.


Power corrupts

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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

it might not make them

Post by Puppettron » Sun May 31, 2015 10:30 am

it might not make them unhostile if you add it.  but without it, what happened is you got put into the arefu faction hostile faction somehow, which would normally happen if you committed a great enough crime against the faction members -- which tricky mentioned would also include members of the family.


you might have to console your way out if it's a bug


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

EltyJade
Posts: 5
Joined: Sat May 30, 2015 8:24 pm

Puppettron wrote:

Post by EltyJade » Sun May 31, 2015 10:33 am

[quote=Puppettron]


 


it might not make them unhostile if you add it.  but without it, what happened is you got put into the arefu faction hostile faction somehow, which would normally happen if you committed a great enough crime against the faction members -- which tricky mentioned would also include members of the family.


you might have to console your way out if it's a bug


[/quote]


 


thank you so much for the assistance to everyone who responded, i used the console command and will be adding the factions addon shortly


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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

Puppettron wrote:

Post by LT Albrecht » Sun May 31, 2015 10:39 am

[quote=Puppettron]


 


it might not make them unhostile if you add it.  but without it, what happened is you got put into the arefu faction hostile faction somehow, which would normally happen if you committed a great enough crime against the faction members -- which tricky mentioned would also include members of the family.


you might have to console your way out if it's a bug


[/quote]





Arefu is 'bugged' (or rather set up quite weirdly), essentially the game blames you for any death that occurs in the town and turns them hostile.


trollolololololol





 



Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

Not that it should the issue

Post by Royhr » Sun May 31, 2015 1:38 pm

Not that it should the issue but your load order show the crap packs loaded right after FONV.esm. They should be loaded after Gunrunnersarsenal.esm.


Also you are not running the TTWFixes.esm which is recommended. It should be run right after the TaleOfTwoWastelands.esm.



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rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

LT Albrecht wrote:

Post by rickerhk » Sun May 31, 2015 4:10 pm

[quote=LT Albrecht]


 


 



Puppettron wrote:

 


it might not make them unhostile if you add it.  but without it, what happened is you got put into the arefu faction hostile faction somehow, which would normally happen if you committed a great enough crime against the faction members -- which tricky mentioned would also include members of the family.


you might have to console your way out if it's a bug


 







Arefu is 'bugged' (or rather set up quite weirdly), essentially the game blames you for any death that occurs in the town and turns them hostile.


[/quote]


Yeah the on-death block of the NPC scripts doesn't do an IsKiller check to see if the player did it. It just sets MS09ArefuHates to 1. So it's a vanilla oversight.



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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

rickerhk wrote:

Post by Puppettron » Sun May 31, 2015 4:20 pm

[quote=rickerhk]


 


 



LT Albrecht wrote:

 


 



Puppettron wrote:

 


it might not make them unhostile if you add it.  but without it, what happened is you got put into the arefu faction hostile faction somehow, which would normally happen if you committed a great enough crime against the faction members -- which tricky mentioned would also include members of the family.


you might have to console your way out if it's a bug


 







Arefu is 'bugged' (or rather set up quite weirdly), essentially the game blames you for any death that occurs in the town and turns them hostile.


 




Yeah the on-death block of the NPC scripts doesn't do an IsKiller check to see if the player did it. It just sets MS09ArefuHates to 1. So it's a vanilla oversight.


[/quote]


really?  so it's something for fixes if it's not already fixed?


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

Puppettron wrote:

Post by rickerhk » Sun May 31, 2015 4:23 pm

[quote=Puppettron]


 


 



rickerhk wrote:

 


 



LT Albrecht wrote:

 


 



Puppettron wrote:

 


it might not make them unhostile if you add it.  but without it, what happened is you got put into the arefu faction hostile faction somehow, which would normally happen if you committed a great enough crime against the faction members -- which tricky mentioned would also include members of the family.


you might have to console your way out if it's a bug


 







Arefu is 'bugged' (or rather set up quite weirdly), essentially the game blames you for any death that occurs in the town and turns them hostile.


 




Yeah the on-death block of the NPC scripts doesn't do an IsKiller check to see if the player did it. It just sets MS09ArefuHates to 1. So it's a vanilla oversight.


 




really?  so it's something for fixes if it's not already fixed?


[/quote]


Yes, something for fixes.


Also, as a side note, IIRC - it's been several years - it bugged out on me with the Brianna mod too.  If you hit her with friendly fire the hate variable gets set. That would be something for the Brianna mod, not fixes, though.



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RoyBatty
Gary
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Let me note that and check if

Post by RoyBatty » Sun May 31, 2015 9:13 pm

Let me note that and check if it's added to Fixes and if not, I'll try to get that in there. I already gave TJ a quite large update which includes fixes for other stuff that was never fixed.


As for crap packs, it doesn't matter at all where they are, they inject records into FalloutNV.esm so the load order of them is completely irrelevant as long as they come before TaleOfTwoWastelands.esm


 


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