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  1. Waffles305
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    Bethesda released a beta update that should address the issue this is fixing. Do you forsee any issues uninstalling this mod on an active playthrough? will test later today anyway
    1. Korodic
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      I would recommend removing this mod if using the beta, otherwise this will overwrite vanilla changes. I don't expect there to be any issues switching over.
    2. Waffles305
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      Thanks for the swift reply. Good to know!
  2. Keelo6969
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    So this will work with "Increased Board Mission Rewards", as it seems that the mod only changes the payout values? Correct?

    Thanks,
    Cheers!
    1. Korodic
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      I believe so as I'm not touching anything other than that one script.
    2. Keelo6969
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      Thx
  3. drp23
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    I really apppreciate when mods fully explain what they're doing, why they're doing it, and how they work.  Fellow mod authors take note
  4. Ysgraevenmor
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    Would this need to go below any extra Mod Added Tracker's Alliance Mission Boards ? Many thanks for bringing your mods to xbox
    1. Korodic
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      This doesn’t touch the mission boards themselves but the quests that are listed on them. If there is a mod that adds additional quests they may want to view this page and implement their own optional file for a fix as I assign the proper values explicitly by the quest ID.
    2. Ysgraevenmor
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      Thanks for replying, and for clarifying. Hope you have a great day.
  5. CredibleJoe
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    Hi!

    Just finished testing and got mixed results.

    Tracker's Alliance bounty quests that specify Alive at any capacity are working great now. EM knockouts immediately complete the quest and transfer the rewards. Alive only, dead or alive, either way.

    I'm sorry to say the fix isn't reliable. I got a lucky completed quest on EM knockout once, but it isn't reliable. Checking the "knocked out" target with `getunconscious` confirms that they are not properly set to unconscious on EM knockout.

    However, Also, the Tracker's Alliance mission board quests that don't specify dead OR alive and just say 'Wanted' are still very much broken. These are the ones with the quest stage "Confront {bounty target}."

    Knocking them out with EM doesn't trigger any quest progression. Scanning them and getting their bounty details doesn't trigger any sort of interaction. Even hitting them with diplomacy doesn't do anything. Even more confusing, killing them fails the mission. I don't even wanna think about the quest logic involved with these guys.

    Thanks for looking into this.
    1. Korodic
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      I think it can be looked into further, but will need more details. Which is it you were doing? Random NPC in the crowd? Or one from the bounty board?

      EDIT: Taking a closer look on another test and I see when mine completes it also say is not unconscious. Perhaps the event is somehow different from the console command. Worst case I can either loop the workaround KO a few times or just edit the scripts directly (which I was avoiding for compatibility). The editing of the script directly should for sure work, but I don't know if that script is used for all scenarios of the wanted: alive type missions.
    2. CredibleJoe
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      This was a wanted: alive mission board Tracker's Alliance quest. Elite. Specifically: SFBGS003_MB_EliteBounty02_WantedAlive

      The crowd bounties almost always work for me. 100% of the time when persuading them, and as far as I can tell, 100% of the time when knocking them out with EM. I don't recall ever having issues with crowd bounties. Only mission board.

      I'm looking at them in the CK now. The other board quest that doesn't specify dead or alive in the quest log is apparently the wanted: dead variant. Why doesn't it say that in the quest log?? All it says is "Confront {target}." And it fails when the player kills them???
      SFBGS003_MB_EliteBounty01_WantedDead

      What is wrong with these quests??? I wanna look at their scripts but I don't have any experience decompiling papyrus ~_~
    3. Korodic
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      I've included the other (what should be a guaranteed fix) as the main file. It will not work until you leave the area and come back if in a city. If in a mission board bounty it may not work until the next bounty. You can verify it's working using my method by clicking on a bounty target in console and typing "damageav 39E 150", which should make the target collapse in a KO state and immediately pay you out.

      I agree with you it'd be nice for the confront target issue to also be addressed. I've seen that before. Ideally this gets picked up by the unofficial and community patches if not officially fixed. Then again I don't know if they ever fixed the "empty habs" which some had things left behind.
    4. CredibleJoe
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      Been thoroughly testing.

      On my main save the fix does not appear to be working. It could be due to a mod conflict, or it might just take time and / or multiple bounty quests to kick in. This is a very old save with a fair amount of mods. To test I: 

      • Installed the fix 
      • Accepted a new Tracker's Alliance Elite Wanted Alive mission
      • Knock out the target with EM

        • EM weaponry
        • Damage AV 39E on target

      Nothing was effective. The quest would not register complete, even when topping out his EM damage with console commands. I also tried messing around with quest stages, checking to see if the target needed to be scanned (quest stage 200) before progressing. That didn't work either.

      Then, to be as thorough as possible, I started a new save. Clean of all other mods except the community patch, SFSE, address library, some space suit skin Creations, Mclarance Outfitters, and your own fix. I went through the intro of the game, started the tracker's alliance questline immediately, completed the intro tracker's quest, and picked up another wanted: alive elite bounty from the Tracker's Alliance mission board.

      I proceeded directly to the target, cleared out all enemies until the target was the last man standing, knocked him out with EM damage, and got an immediate quest-complete payout. Worked exactly as advertised.

      I'll keep the fix on my main save, keep taking Live mission bounties, and report back if they start consistently working.
    5. SeeEmilyPlay
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      I can confirm, it doesn't appear to be working for me either.

      2 out of 3 Alive bounties were successful for me (which was roughly how it was before installing this mod). The 3rd bounty was EM'd to incapacitation, but the quest did not succeed. I have a video link if needed, but I don't think it will add anything really.

      I did similar to CredibleJoe... I completed all existing bounties before installing the mod. Installed, picked up new Elite 'Alive' bounty (one at a time ofc), knocked out the target with EM.
    6. Korodic
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      I'm taking another look at this tonight.
    7. Korodic
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      @CredibleJoe, On your main save, killing the target finished the quest? On my test - and maybe this is an existing game issue - it doesn't even progress the quest on kill. Once I used console to complete the quest (setstage FD00283B 750) it progressed the quest and the next 2 worked without issue.

      To @SeeEmilyPlay and @CredibleJoe, if you can send me your save game, if you have a mission where you get this issue consistently, even when reloading the game, I can try to load it up and do a deep dive on that.
    8. SeeEmilyPlay
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      Hi Korodic, thanks so much for looking into this. I have sent you a private message with a link to my save file, right before attempting to KO the bounty objective. I have a bunch of mods going, so not sure how well my save file will work for you, but hopefully you can garner something from it.

      In this save, it fails consistently, whether reloading the save, or quitting the game and loading the save. And like @CredibleJoe, killing the enemy in these scenarios (has always) cleared the objective for me, though with a fail to collect the bounty.
    9. CredibleJoe
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      On my main save, killing the target (or arresting them with your Useful Brigs mod) failed the quest. I have assumed so far that a quest failure stops the quest and lines up a new one.

      I'm not sure I'll be able to send you a usable save; the mostly-vanilla save I made to test with is working fine, and my main save would require you to download a collection of my load order and several paid creations.

      I'll use console commands to complete a wanted: alive elite mission board quest and then report back if subsequent quests begin to behave properly.
    10. Korodic
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      I may not need the required mods for the sake of testing. Sometimes it matters sometimes it doesn’t. Good to know about the new save.
    11. CredibleJoe
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      I've DM'd you with my save and modlist details. Thank you for being so thorough with this. =)
    12. Korodic
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      Thank you both for your saves, I found a new lead and just need to review. So in one scenario (on my 3rd attempt of 3 attempts), the target did NOT get the keyword "SFBGS003_Keyword_WantedAlive", which is necessary to progressing the quest. Killing the target did make it fail and would mean my fix as it is was also not registered. Will see if I can figure out what's up. If nothing else it's a good lead to throw to BGS.
    13. Korodic
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      Script “SFBGS003_SQ_Bounty_QuestScript” is used in the following Trackers Alliance quests:

      1.      SFBGS003_BountyScannerQuest (FD00556E)
      2.      SFBGS003_BountyScannerQuest00 (FD0066B6)
      3.      SFBGS003_BountyScannerQuest01 (FD0066B5)
      4.      SFBGS003_BountyScannerQuest02 (FD006684)
      5.      SFBGS003_BountyScannerQuest03 (FD0066B3)
      6.      SFBGS003_MB_EliteBounty01_WantedDead (FD00004A)
      7.      SFBGS003_MB_EliteBounty02_WantedAlive (FD002838)
      8.      SFBGS003_MB_EliteBountySpace01TA (FD000051)

      Whether or not a player progresses to the Wanted: Dead, Wanted: Alive, Wanted: Dead or Alive completion stage is controlled by keywords
      that get assigned. The assignment happens when the quest first starts up by the
      script “SFBGS003_SQ_Bounty_QuestScript” as seen below:

      ; When the Quest Starts, determinewhether the Bounty allows the NPC to be "arrested" (aka Captured
      Alive)
      Event OnQuestStarted()
      SetBountyWantedAV()
      EndEvent


      We can see this event simply runs a function. So, let’s look at that function below:

      ; Determines a bounty status and sets the AV for UI to use in the Scanner Display.
      ;1.0 = Wanted Dead OR Alive
      ;2.0 = Wanted Dead (only)
      ;3.0 = Wanted Alive (only)
      Function SetBountyWantedAV()
      Actor BountyTargetREF = BountyTargetAlias.GetActorRef()
      int WantedBounty = 0
      int NumBounties = SFBGS003_Bounties_Total.GetValue() as Int
       
      ; If Player hasn't completed 10 bounties, only offer Wanted: Dead orAlive bounties.
      If NumBounties >= 10
        WantedBounty = Utility.RandomInt(1,3)
      Else
        WantedBounty = 1
      EndIf
      Trace(Self, " NumBounties: " + NumBounties + ",WantedBounty (1=Dead or Alive, 2=Dead, 3=Alive): " + WantedBounty)
       
      ; Set the AV used by the UI
      If BountyTargetREF == NONE
        BountyTargetREF =BountyTargetAlias.GetActorRef()
        Trace(Self, " BountyTargetREF set to none. Fixing ref to " + BountyTargetAlias.GetActorRef() )
      EndIf
       
      BountyTargetREF.SetValue(SFBGS003_BountyWantedAliveAV, WantedBounty)
       
      If WantedBounty <= 2
       BountyTargetREF.AddKeyword(SFBGS003_Keyword_WantedDead)
        Trace(self, "BountyTargetREF:" + BountyTargetREF + " has keyword " +
      SFBGS003_Keyword_WantedDead)
      EndIf 

      If WantedBounty != 2
       BountyTargetREF.AddKeyword(SFBGS003_Keyword_WantedAlive)
        Trace(self, "BountyTargetREF:" + BountyTargetREF + " has keyword " +
      SFBGS003_Keyword_WantedAlive)
      EndIf
       
      Trace(Self, " WantedAV: " +BountyTargetREF.GetValue(SFBGS003_BountyWantedAliveAV) )
      EndFunction


      What’s wrong with this function?

      This function is not based on the quest which references it. Look at the variable "WantedBounty" near the top. It’s saying if you’ve completed less than 10 bounties to treat all as completed either dead or alive. Anything beyond 10 and it’s random. But why would we assign the wanted dead keyword for a bounty target for the quest “SFBGS003_MB_EliteBounty02_WantedAlive”?

      I believe this is unintentional and wasn’t found in QA due to the longer play session required to detect it (getting past the initial 10 dead or alive and then 1 in 3 chance of getting the wrong keyword).
    14. Korodic
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      Try v3.0 and let me know how it works out. I feel pretty confident this time.
    15. SeeEmilyPlay
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      Fantastic! Great find. I have downloaded V3.0 and will give it a go with a few 'Alive' bounties and report back. Thanks!
    16. SeeEmilyPlay
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      First Mission Board 'Alive' bounty after installing V3.0 didn't fail, but it cleared off as successful before I even had a chance to KO or even shoot the target (weird!). After that, 4 in a row were successful upon KO.
      (I don't really count the first one as it was a weird occurence. If more detail is needed let me know, but I'm going to write it off as a weird anomolly after installing V3.0)

      Kudos @Korodic for troubleshooting this one, and finding a solution! Your efforts are greatly appreciated. Mod Endorsed.
    17. Korodic
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      So one of the changes is removing conditions on who KO’d the NPC as it was too specific and could cause an unexpected condition where you don’t get credited. There are some instances where a bounty spawns among the wrong group like a crimson fleet member with ecliptic. Idk if that happened or not. I will add different parameters to maybe fix scenario 1 where the target is KO’d by the player a follower (this includes companion) or is in combat with the player (so you’re close enough and engaged with them to avoid weird abnormal cases like what you may have experienced)
    18. CredibleJoe
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      I believe the 3.0 fix is fully functional. Wanted: Alive elite bounties have been working consistently since installing it.

      10 / 10 development, communication, and speed. Triple threat. Authors like you carry the scene on your shoulders.
  6. taosecurity
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    Thanks for working on this Korodic. Here's some data from my testing. These are all Trackers Alliance Wanted: Alive bounties with Nonlethal Framework and Useful Brigs enabled, all latest versions.

    No patch, for baseline:

    Test 1: Success? Not expected but I guess it only fails 1 out of 3 times anyway? Looking back at my notes I have had successes before.

    Test 2: Failure. Indicates I need to try patch.

    With newest patch:

    Test 1. Failure. This was odd, because I hadn't selected the mission yet. Pressed on.

    Tests 2-6: All successes! That's probably statistically unlikely so I think your patch is working for me.

    The "Confront" missions have also been troubling, but I understand that is currently out of scope.

    Thanks again.

    1. Korodic
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      I think if I check for their 3D being loaded this would avoid whatever odd death or knockout is somehow thought to be happening prior to the mission being selected. As long as they are KO’d or killed in the players presence this should be good enough to credit the player. Not sure if that first failure could be consistently replicated to test that theory, but this should hold people over until if/when an official fix were to be released. I did submit a thicc bug report for the issue, the oddities I found, and how the bounty board is inconsistent in listing the wanted status. Hopefully it gets seen.

      I’ll add my changes, test, and get a copy over for Xbox users so they can enjoy a smoother experience too.
  7. Ahplla
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    Korodic, it's me again lol

    Does this mod fix an issue related to non-lethal missions? I'll tell you what happened to me and the Useful Brigs, and this time I promise I'll keep it brief.

    In the UC Defsys missions - Crimson Fleet, when I had to infiltrate Xenofresh, I manipulated several Xenofresh guards and sent them to the brigs of my ship. But I released them all when I left the building. But upon arriving at the mothership, the general scolded me, berated me, said that I killed and executed several people, etc. And there I go to revert the save to 8 hours ago and do everything again.
    1. Korodic
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      This resolves an issue with bounty missions for non-lethal options for Trackers Alliance DLC. Sending prisoners to your brig does kill them to satisfy mission requirements like clearing out a spaceship or to kill a target. The Crimson Fleet SysDef quest line is the exception to the norm. I’ll see about possibility for exceptions.
  8. BREACHnsfw
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    Thanks, Korodic. Endorsed.