I finished The House Always Wins II, and Victor is not appearing inside the Lucky 38 casino lobby. Only the Victor outside the Lucky 38 is appearing, and he has the vanilla dialogue options. It's the same for me as what YusarisofLondor reported. I tried disabling all my other Vortex mods, loading a save, and finishing House II again, but no dice.
Because I check the exact same vanilla variables as the elevator itself, completing The House Always Wins II SHOULD set "vdialoguelucky38entrance" to 10, if it's not doing that for you, then something is seriously wrong somewhere as that's just a vanilla thing.
I don't know what changed, but it's working now. I have Victor as my companion. I entered "SQV VictorCompanionDialogueQuest" before I went through the bunker under the fort to activate the securitron army (because that's just where my save was), and it returned "Running: Yes, Current Stage: 0, Priority: 50," which I'm guessing is the desired output.
When I activated the securitrons and returned to the Lucky 38, Victor was there with his recruitment dialogue options available. I thought I'd have to turn in the quest to Mr. House first, but I guess not. Still, I recruited him on the way out rather than on the way in, because it just made more sense to me.
I didn't type the other two commands you gave, because there's no longer a problem to diagnose. Thank you for assisting me, and thanks for the mod!
Where exactly is Victor supposed to be? For me he is still outside the Lucky 38, and he has no specific dialogue besides the generic lines from vanilla.
Once available as a companion he replaces the Victor in the casino floor of the Lucky 38, with all other instances being disabled. If he is still outside, then he is not available as a companion yet.
Not intentionally at least. I do disable the specific base game Goodsprings version of Victor when he becomes available as companion, so if FPGE does something with that particular one it might end up doing nothing.
Hello, I was going to report this as a minor bug/incompatibility with FPGE, but since I saw this message here I guess I'll just comment it.
If you finish the game with Mr. House, yes he sends Victor to look over Goodsprings to thanks helping the Courier, but it is a new unique internal NPC different to the actual Victor.
You end up with two Victors.
Goodsprings graveyard, left is generic FPGE Victor, right is companion Victor.
I'd personally leave it that way, one could say that Victor is just a personality that Mr. House can just put into any securitron and since they already knew Victor, sent a copy to them. Also, the Goodsprings Victor (left) doesn't have any dialogue, just a greeting.
Do you think a Yes Man companion might be in the works? I love your mod, and have endorsed it! I noticed a Yes Man companion mod is already made, but according to the comments it was poorly made. Victor and Yes Man are both filled with colorful comments themselves, and having both together at the same time would be great. Like, why does Yes Man have to wait outside the Tops indefinitely anyway? That feels like such a waste, just like not getting Victor as a companion in vanilla was a wasted opportunity for supporting House. Ring-a-ding, baby!
I get that you have to be on Not-At-Home's good side for cowboy robot there to not whoop your ass when you fail any of his Vegas business dealing, but we all just want to have Victor dealing steel justice spouting lines from Bill Sadler himself.
I'm trying to work out if I've got something conflicting. From what I'm reading it sounds like if you kill or betray house you shouldn't be able to get Victor as a companion anymore.
I've tried a couple of scenarios: -Don't talk to house, hack his terminals and kill him -Talk to house and refuse the platinum chip
In both situations the securitrons turn hostile but if you don't kill Victor before you kill house he will still be found at the casino entrance and can be recruited. If you do kill him after he turns hostile in the penthouse then he doesn't appear.
That is... very peculiar. I have it set so if any of House's quests fail, or if you refuse the chip, Victor instantly turns hostile to you as well. Not sure what would be making him remain friendly.
I think its more to do with how the game resets Securitrons after you kill Mr House.
It looks like all non-unique securitrons after this stage are not hostile. So if you don't kill all securitrons in the penthouse, after killing Mr House they will still be there and friendly. I think the game removes (assuming disables) Jane if you don't kill her, so maybe you need something similar for Victor if Mr House is killed.
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Then type the following:
"GetStage vdialoguelucky38entrance"
"GetStageDone VMQ02 10"
Because I check the exact same vanilla variables as the elevator itself, completing The House Always Wins II SHOULD set "vdialoguelucky38entrance" to 10, if it's not doing that for you, then something is seriously wrong somewhere as that's just a vanilla thing.
When I activated the securitrons and returned to the Lucky 38, Victor was there with his recruitment dialogue options available. I thought I'd have to turn in the quest to Mr. House first, but I guess not. Still, I recruited him on the way out rather than on the way in, because it just made more sense to me.
I didn't type the other two commands you gave, because there's no longer a problem to diagnose. Thank you for assisting me, and thanks for the mod!
Regardless, glad it's working now!
does this mod disable that?
If you finish the game with Mr. House, yes he sends Victor to look over Goodsprings to thanks helping the Courier, but it is a new unique internal NPC different to the actual Victor.
You end up with two Victors.
I'd personally leave it that way, one could say that Victor is just a personality that Mr. House can just put into any securitron and since they already knew Victor, sent a copy to them. Also, the Goodsprings Victor (left) doesn't have any dialogue, just a greeting.
I love your mod, and have endorsed it! I noticed a Yes Man companion mod is already made, but according to the comments it was poorly made. Victor and Yes Man are both filled with colorful comments themselves, and having both together at the same time would be great. Like, why does Yes Man have to wait outside the Tops indefinitely anyway? That feels like such a waste, just like not getting Victor as a companion in vanilla was a wasted opportunity for supporting House.
Ring-a-ding, baby!
From what I'm reading it sounds like if you kill or betray house you shouldn't be able to get Victor as a companion anymore.
I've tried a couple of scenarios:
-Don't talk to house, hack his terminals and kill him
-Talk to house and refuse the platinum chip
In both situations the securitrons turn hostile but if you don't kill Victor before you kill house he will still be found at the casino entrance and can be recruited.
If you do kill him after he turns hostile in the penthouse then he doesn't appear.
Is this expected behaviour?
It looks like all non-unique securitrons after this stage are not hostile.
So if you don't kill all securitrons in the penthouse, after killing Mr House they will still be there and friendly.
I think the game removes (assuming disables) Jane if you don't kill her, so maybe you need something similar for Victor if Mr House is killed.