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Unethical Deeds Extended Edition


Version 1.0 beta (WIP)

 

Requirements
NVSE v5.0 beta 2
The Mod Configuration Menu (MCM) v1.5
NVSE Extender (NX) v16
JIP NVSE Plugin v15
SexoutNG v2.10.95 beta 4 (optional, required for sex)

 

Updates
Beta 2
Was trying to implement a new feature, but since got seriously stuck, posting whatever fixes and additions to existing stuff I have for mow. Update log:

Victim Mode

  • Fixed the PC health evaluation function, previous one wrongly reported > 100% of health, which led to an incorrectly working scanner. Affects both Scanner and Event modes of Auto-surrender feature.
  • Fixed a bug in the enemy check function - for Auto-surrender modes it forgot to, well, actually check if an NPC is an enemy or just in combat.
  • Modified the enemy check function, now if the enemy is immobile, the PC can only submit to it if it's within a "grab reach" distance (currently set to 250 units, may require tweaking if the dialogues fail to initiate).
  • The creatures are now filtered by skeleton (which means that if the PC submits, for example, to geckos, any hostile Bighorners nearby won't be added to the party).
  • If you choose to bail out on your companions you now have to actually sneak away for 2000 distance units (~30 meters?) to get your controls back.
  • Changed Auto-surrender scanner and how enemies are processed. Scanner's reach when looking for actors is now determined by the game settings in its .ini files. Now everyone in the vicinity (within scan distance set in the MCM) who's not an enemy is added to bystanders array, which should prevent them from switching to combat. Also added a couple of events: OnHit and OnStartCombat. Their logic is the following:
    • If the attacker is the player and the target is not a companion, the scene is interrupted. Or you get a message if you hit a companion — just for being a jerk :D
    • If the attacker is a companion, their stats get reset, the target is forced to non-combat disregarding its relation to the scene. This behavior may be seen on companions when they start twitching trying to unholster and then reholster their weapon, don't think anything can be done about that.
    • If the attacker is a scene participant, their stats are reset, otherwise the scene is interrupted. Then, if the target is a scene participant, their stats are also reset, otherwise the scene is interrupted.

    So, the scene shouldn't be now interrupted by it's participants (excluding Player), only by newcomers. [*]Introduced an anti-abuse system (new options in the MCM) — you can choose between OFF, Default and Full.

    • OFF is not recommended, it may lead to infinite submit loops with no chance to escape.
    • Default will add a cooldown spell of a specified duration (default — 2 "real" minutes) to all of the rapists, they won't be available as aggressors until the spell has worn off. Previous bystanders still can act as enemies and recapture you right after the scene has finished.
    • Full option adds the spell to every scene participant, including bystanders and companions (that is in case you somehow manage to turn them to enemies to submit to them :lol:)

    The spells are cast after any kind of scene end (normal or interrupted).

Forced Talk

  • Fixed a lot of small things, tweaked timers and some function internals.
  • Fixed sneak feature — now Forced Talk won't kick NPCs out of sneak on dialogue initiation.
  • Added two new features for companions:
    - Forced Talk after Companion wheel.
    - Forced Talk after Companion dialogue.
    Both features can be switched to ON for all companions, OFF for all companions, or to Use list. In the latter case Forced Talk will only run for companions who are added to the UDApiForcedTalkCompanionWheelOverrideList form list. By default, only Cass is on that list, but you can add whoever you like to it (see the General options section).

General

  • Fixed a lot of small things and bugs, can't remember them all :)
  • Fixed Sexout initialization function — in rare cases it could have been working incorrectly.
  • Added a useful feature — you can now manually add or remove NPCs to/from various UD form lists. To do that, go to Options, turn on Manual list manager, set a hotkey, aim at an NPC with you crosshair, hit the hotkey, and it should be pretty self-explanatory from there on. You can add/remove NPCs to/from the following lists:
    - Global ban list.
    - Slavery ban list.
    - Extra companions list.
    - Forced Talk ban list.
    - Forced Talk Companion wheel/after dialogue override list.
    PS. You may try removing Cass from the Companion wheel override list as much as you want, it won't work since she's hardcoded :D

 

 


Description
This mod allows you to do all kinds of nasty stuff in the game, see a detailed description afterwards. An extension to the original Unethical Deeds created by tomm434, all credit goes to him.
Currently a work in progress, for now mostly reworked the mod internals, the functionality is pretty much the same, but some options have been extended. Also corrected stuff, so everything should work for any combination of genders, inapplicable choices (like vaginal sex dialogue lines for males) have been removed. If you notice something that shouldn’t be there or is missing — please report.
A clean save before installing this mod is highly recommended (load a game, release all of your slaves and remove them from the hideout, save, remove the old mod, load the game and save again, then install the new mod). I’ve kept the original FormIDs for most of the forms, so it seems to work fine even without a clean save (you keep all the slaves), but I haven’t tested it much. Apart from the slave arrays, all other settings will be reset, you’ll have to reconfigure then in the MCM.
I have a lot of ideas considering implementing various features, also wish to extend and bring more variety into dialogues, but I’m not a native English speaker and all of the lines I come up with tend to sound way beyond ridiculous even by bad porn standards, so if you wish to help out and throw in a couple of nice lines, please contact me :)

 

Player as victim mode

Player can submit to the enemies to walk from a fight alive.

 

Who can the Player submit to?

  • Any human NPC.
  • Any creature (configurable in settings).

Instruction
When in combat, aim at an enemy and press the submit hotkey (configurable in the MCM). The Player (and the companions) should give up and wait for the enemy to approach with a dialogue. You can then choose your fate. After the scene has ended you will see a message saying “You feel like it’s time to escape” — that’s when the re-aggro timer starts so you can escape. If any enemies get hit during that period they will become hostile again.
If you have companions and have companion option enabled in the MCM, you can choose to bail out and leave the companions to take one for the team. You will have to walk away from the scene for some distance to have your fighting controls enabled again, or wait for the scene to complete.
After the scene has finished, all the enemies will receive a Cooldown spell, which will last for 3 minutes real-time and will prevent the Player from submitting to them again until the spell has ended.
You can also enable Automatic surrender mode in the MCM and choose between Scanner and Event. This will allow the Player to auto-submit to the enemies when a low health threshold is reached.
Scanner: when the Player’s health is below the threshold, it will scan the surroundings every 3 seconds to pick up an appropriate enemy to submit to.
Event: when the Player’s health is below the threshold, every time an enemy hits the Player the script will evaluate the enemy’s compatibility to auto-surrender to.

 


Settings
Scanner:

  • Enemy scan distance.
  • Timeout to wait for the NPCs to gather around the Player after submitting.
  • Re-aggro timeout — amount of time before the enemies become hostile again after the scene has finished.

Automatic surrender (Off/Scanner/Event):

  • Health threshold — maximum amount of health the Player should have to enable auto-surrender.
  • Scan distance — maximum distance for the Scanner mode to pick up enemies.

Rape turns (On/Off) — the enemies can take turns on the Player and the companions, evaluated randomly per victim between minimum and maximum values.
Threesomes (On/Off) — the enemies may have threesomes on the Player and the companions with a specified probability.
General options:

  • Hotkey — surrender hotkey.
  • Rape companions — whether the companions can be raped alongside the Player or not.
  • Rob player — the enemies may rob Player afterward (if your PC has grabby hands and holds thousands of items the script may require a couple of seconds to process since it loops through all items within Player’s inventory and distributes them randomly between all enemies. Keys, scripted an quest items will not be taken, also any items having keywords pip-boy”, “key”, “card”, “wig”, “hair”, “[“ “]” “: in their names. Please tell me if I should consider adding anything else to this list).
  • Enemy’s orientation (Respect/Ignore) — straight male enemies won’t be interested in raping male PC and/or companions and so on.
  • Victim’s orientation (Respect/Ignore) — consider victim’s orientation or not when evaluating compatible enemy-victim relations — that’s kinda weird thing for the rapists to consider, but why the hell not? :)
  • Show messages — display messages from Victim mode in the top left corner of the screen or not.
  • Show story messages — currently unimplemented.

[EMERGENCY STOP] — emergency interrupt the scene in progress (in case it has hung up, for example). Should correctly release all NPCs and restore their values so it won’t spoil you game progress. Requires several seconds in-game to complete.
Debug mode — show debug messages in console and store them in an array.

 

Companions
Unethical Deeds picks up all of the companions which use standard game’s teammate features (i. e. have a companion wheel) automatically. If you companions don’t use these features you will have to add them to the UDApiExtraCompanionsList form list. To do this in-game, you can use this console command:

ListAddForm xx00872B xxxxxxxx

where “xx” is you mod index in the load order and “xxxxxxxx” is the companion’s formID (you can see that if you click on him when the console is open). If you are a modder, you know what to do read the modders’ section.
The original “Forced companions faction” has been deprecated due to scripting reasons (there is no way to get all faction members as an array).

 

 


Player as aggressor mode

The Player can force any human NPC to submit, and then decide their fate. The NPC can then be also enslaved.

 

Instruction
You can capture an NPC by either using a hotkey, aiming at them, using an OnActivate menu, or using a Stun detonator.

 

Using a hotkey

  1. Set the hotkey in the MCM menu.
  2. Aim at an NPC and press the hotkey.
  3. If the NPC is compatible, he/she will be sitting on the ground restrained.
  4. Aim at the captured NPC and the hotkey again to open the captive menu. If you have OnActivate option enabled you can also use you Activate [E] button to bring up the menu.

Using the OnActivate menu

  1. Enable the “OnActivate options” in the MCM.
  2. Enable the “OnActivate capture” option.
  3. Approach any NPC in sneak mode, undetected, and hit the Activate [E] button.
  4. Choose the “[uD] Capture” option from the menu. Choose your action.

Using the Aim mode

  1. Enable “Aim mode” in the MCM.
  2. Configure your preferences for the health threshold and maximum aim distance.
  3. With you weapon unholstered (unarmed works, too) aim (zoom in) at an NPC. If their health is below the threshold and they can see you they will submit to you.

Using the Stun detonator

  1. Enable the “OnActivate options” in the MCM.
  2. Enable the “OnActivate capture” option.
  3. Go to the Slaver’s hideout and collect the “UD Stun detonator” from under the terminal on the wall.
  4. Use the terminal to receive the “UD Stun charge” ammo for the detonator.
  5. Place Stun charges in NPCs’ pockets by sneak-pickpocketing them.
  6. Fire the detonator to knock out those NPCs.
  7. Activate an unconscious NPC and choose an appropriate “[uD] …” option from the menu.

When captured, the NPCs will remain in this state for infinite time. To free them you can either:

  • Free each captive individually via the captive menu (“[untie]” option);
  • Enable the “Auto cleanup” option in the MCM — in this case the NPCs will be automatically freed when the Player is far away (when their 3D model is not loaded, to be exact);
  • Use the “[FREE ALL CAPTIVES]” option from the MCM to immediately free all of the captives.

If you capture an NPC whose reference is not persistent, you will get a warning in the captive menu. It is recommended to release such NPCs as soon as possible to avoid bugs. Don’t leave inpersistent actors tied up when you leave the cell. It is definitely a bad idea to enslave unpersistent NPCs.
There is also an option to set an NPC persistent in the captive menu, but this feature is experimental and may cause bugs either, up to CTDs.

 

Possible actions on captives
After having captured an NPC, you can:

  • Rob them;
  • Undress them;
  • Untie (free) them — either immediately or by knocking them down for 60 seconds;
  • Enslave them — either instantly, by putting them in the backpack, or by putting on a slave collar;
  • Rape them or force them to have sex with the Player;
  • Let companions rape them;
  • Force another captives to have sex with them if they are nearby;
  • Have threesomes for all of the above options in various combinations.

As distinct from the original “Unethical deeds”, you don’t have to assign companion slots, every companion you have nearby is being added automatically, including third-party ones and those you add manually to the UDApiExtraCompanionsList form list.

 

Enslavement
Enslaving module is mostly unchanged and offers all of the same functionality from the original “Unethical deeds”, although the scripts have been optimized and unified where appropriate, Sexout calls have been updated to the most recent version, and fixes have been made for dialogues and dance animations (those were only applicable to the female slaves, now should work for males as well).
The Player can enslave any human NPCs and have up to 15 slaves.
Enslaving unpersistent characters is highly unrecommended and will most probably cause bugs.
Avoid enslaving plot-related characters, this can break any number of things!

 

Instant enslavement

  1. After having captured an NPC, bring up the captive menu on them.
  2. Choose [Enslave Menu] > Instantly (Move to hideout).
  3. The NPC will be instantly relocated to the Slaver’s hideout.

Backpack enslavement

  1. Enable the “OnActivate options” in the MCM.
  2. Enable the “OnActivate capture” option.
  3. Receive an empty backpack from the terminal inside the hideout.
  4. Approach an NPC from sneak mode undetected and press Activate [E].
  5. Choose “[uD] Put in backpack” option from the menu.
  6. Bring the captured NPC to the hideout and put them out of backpack via the terminal.

You can also put any captured NPC to the backpack, for that:

  1. After having captured an NPC, bring up the captive menu on them.
  2. Choose [Enslave Menu] > Put in backpack.
  3. Follow the above instructions.

Collar enslavement

  1. After having captured an NPC, bring up the captive menu on them.
  2. Choose [Enslave Menu] > Put the collar on and give order to follow.
  3. The NPC will equip a slaver’s collar and will follow you from now on. Bring them to the hideout.

Stun enslavement

  1. Enable the “OnActivate options” in the MCM.
  2. Enable the “OnActivate capture” option.
  3. Go to the Slaver’s hideout and collect the “UD Stun detonator” from under the terminal on the wall.
  4. Use the terminal to receive the “UD Stun charge” ammo for the detonator.
  5. Place Stun charges in NPCs’ pockets by sneak-pickpocketing them.
  6. Fire the detonator to knock out those NPCs.
  7. Activate an unconscious NPC and choose the “[uD] Put unconscious target in backpack” option from the menu.

Interaction with slaves
You can:

  • Make the slave dance.
  • Tell them to follow or wait for you.
  • Have sex with them.
  • Have a threesome with two slaves.
  • Change a slave’s name (will be reset to default if the slave is freed).
  • Manage a slave’s inventory.
  • Tease a slave (only available for certain characters).

When you enslave an NPC, they will hate you at first. You have to break them through sex.
The Slaver’s hideout is located in Goodsprings between Doc Mitchell’s house and the gas station and a bit behind. There is a hatch door hidden in the grass between some rocks.

 

Settings
Aggressor options:

  • Hotkey — instant capture/captive menu hotkey.
  • Aggressor’s orientation (Respect/Ignore) — choose to whether respect or ignore companions’ orientations — straight male companions won’t be interested in raping male captives and so on. Doesn’t affect the PC since you control their actions :)
  • Captive’s orientation (Respect/Ignore) — consider captive’s orientation or not when evaluating compatible aggressor-captive relations — who told rapists can’t be respectful, heh? :)
  • Crime detection — if enabled, if surrounding NPCs witness the Player commit a crime (rape, rob, enslave, etc.) they will become hostile.

Aim mode (On/Off):

  • Health threshold — maximum amount of health an NPC should have to consider submitting to the PC.
  • Maximum distance — maximum distance from an NPC for the Aim mode to work.

OnActivate options (On/Off):

  • OnActivate capture — enable/disable an option to capture an NPC from sneak mode.
  • OnActivate menu — enable/disable bringing up the captive menu by hitting the Action [E] key.

Slavery options:

  • Additional dialogues — enable/disable additional dialogues for slaves to get their “GREETING” and “Top level” topics.
  • Instant enslavement — enable/disable an option to instantly enslave an NPC from the captive menu.

[FREE ALL CAPTIVES] — pretty much self-explanatory.
[FREE ALL SLAVES] — this, too.
Debug mode — show debug messages in console and store them in an array.

 

 


Companions sex

Fighting battles together makes your companions horny and willing to approach the Player post-battle for sex. Only available if Sexout is loaded and enabled.
The number of times the Player has had sex with a companion is stored for each companion. Some options will get unlocked when this number increases.
The Player can also have threesomes with two companions, but only if they have had regular sex with each of the partners before.

 

Settings
General settings:

  • Companion’s orientation (Respect/Ignore) — choose to whether respect or ignore companions’ orientations — straight male companions won’t be interested in a male Player and so on.
  • Don’t undress on kiss — pretty much what it says, the actors won’t be undressed for kissing option.
  • Don’t undress on non-pen — the receiving side won’t be undressed on non-penetrative acts (handjobs, blowjobs, etc.).

Approach mode (only “Random chance” is currently available) — the companions will approach the Player based on the following settings:

  • Approach frequency — number of battles together since previous approach, calculated per companion.
  • Approach chance — the probability of a companion approaching the Player for sex (evaluated per companion after each X battle ends set in the previous option).

Debug mode — show debug messages in console and store them in an array.

 

 


Forced Talk

Does the same as SmallTalk or SmallerTalk, but is more configurable.

 

Settings
Allow humans (On/Off):

  • Allow males (On/Off).
  • Allow females (On/Off).

Allow creatures (On/Off):

  • Allow animals (On/Off).
  • Allow mutated animals (On/Off).
  • Allow mutated insects (On/Off).
  • Allow abominations (On/Off).
  • Allow supermutants (On/Off).
  • Allow feral ghouls (On/Off).
  • Allow robots (On/Off).
  • Allow giants (On/Off).

General settings:

  • Greeting type — Forced talk or Vanilla greeting.
  • Greeting delay mode — bring up the dialogue either on timer of after an NPC has finished speaking.
  • Greeting delay — delay for timer mode.
  • Allow after dialogue — bring up the forced talk dialogue after the regular dialogue.
  • Allow when sneaking — allow od disallow initiating Forced Talk dialogue from sneak mode.
  • Approach distance — an NPC will abort any attempts to initiate the dialogue if the Player is out of range (implemented to avoid a situation when a creepy dude follows you half the Mojave to say “Hello” :) )
  • Approach timeout — an NPC will abort any attempts to initiate the dialogue after the specified amount of seconds — added for the same reasons as the above.

Debug mode — show debug messages in console and store them in an array.

 

 


Options

The settings on this tab are global and affect every other mode except for Forced Talk.

 

Settings
Allow human interactions:

  • Allow male-female (On/Off).
  • Allow male-male (On/Off).
  • Allow female-female (On/Off).

Allow creature interactions:

  • Allow animals (On/Off).
  • Allow mutated animals (On/Off).
  • Allow mutated insects (On/Off).
  • Allow abominations (On/Off).
  • Allow supermutants (On/Off).
  • Allow feral ghouls (On/Off).
  • Allow robots (On/Off).
  • Allow giants (On/Off).

General settings:

  • Sexout content — enable/disable Sexout (if disabled, you’ll have a black screen instead of sex animations).

[EXPORT DEBUG LOG] — exports debug log to a file in your Fallout New Vegas root directory.
Debug mode — show debug messages in console and store them in an array. This is the global setting and disables debug output for every other mode when set to off.
The logger stores every debug output line in an array since the mod has loaded, so you don’t have to reload a save to enable console output to a file. The array is nulled on game load, but may grow in size and consume memory anyway if you keep playing for a long time, so you may consider turning off the debug if everything is fine and you’re just playing.

 

 

 

 

Modder’s API

There are some features intended for use by modders. Currently a WIP and incomplete.
Just remember to always use the BuildRef function instead of directly linking to the .esm and manipulating stuff this way, which is bound to produce conflicts.

 


API functions

 

UDApiFnGetModData
FormID: xx01A504 (hex), 107780 (dec).
Syntax:
(multi) UDApiFnGetModData string_var:request

 

Returned data type is based on request string, currently implemented:
Request Returned value Description
"Title" string_var Returns mod title string.
"FullTitle" string_var Returns full mod title string (with version number).
"MajorVersion" or
"GetVersion"* int Returns mod major version number.
"MinorVersion" or
"GetVersionUpdate"* int Returns mod minor version number.
"BetaVersion" int Returns mod beta version number.
*legacy option, left for compatibility reasons, don’t use.

 

UDApiFnGetActorInUseState
FormID: xx01A7E3 (hex), 108515 (dec).
Syntax:
(float) form:Actor.call UDApiFnGetActorInUseState

 

Returns float value:
Returned value Description
0 Actor is not in use by Unethical Deeds.
1 Actor is in use by Unethical Deeds as a slave.
2 Actor is in use by Unethical Deeds as a captive.
3.1 Actor is in use by Unethical Deeds as a victim (victim mode).
3.2 Actor is in use by Unethical Deeds as an aggressor (victim mode).
3.3 Actor is in use by Unethical Deeds as a bystander (victim mode).

 


Form Lists

 

UDApiBannedActorsList
FormID: xx01AAC2 (hex), 109250 (dec).
Global ban list for Unethical Deeds, the actors from this list will be excluded from any interaction.

 

UDApiBannedActorsSlaveryList
FormID: xx002587 (hex), 009607 (dec).
Ban list for enslavement.

 

UDApiExtraCompanionsList
FormID: xx00872B (hex), 034603 (dec).
Global list for any custom companions which are not set as player’s teammate (don’t use companion wheel).

 

UDApiForcedTalkBannedActorsList
FormID: xx009E40 (hex), 040512 (dec).
Ban list for forced talk.

 


NX variables
Unethical Deeds sets various NX variables on the Player and the NPCs. Those variables can be accessed by other mods directly. Currently a WIP and incomplete.

 

Global variables
Blocking variables (float)
Setting these variables on PlayerRef will temporary disable Unethical Deeds or any of its particular mods:
PlayerRef.NX_SetEVFl "UD:Blocked" 1 ;Globally enable/disable UD
PlayerRef.NX_SetEVFl "UD:Blocked:VictimMode" 1
PlayerRef.NX_SetEVFl "UD:Blocked:AggressorMode" 1
PlayerRef.NX_SetEVFl "UD:Blocked:CompanionsMode" 1
PlayerRef.NX_SetEVFl "UD:Blocked:ForcedTalk" 1
Don’t forget to clear these variables if you set them, or Unethical Deeds will stay disabled indefinitely!

 

Victim mode
The names should be pretty much self-explanatory.
Variables set on the Player (float)
"UD:VM:TimesSubmitted"
"UD:VM:TimesSubmitted:Auto"
"UD:VM:TimesSubmitted:ByChoice"
"UD:VM:TimesWasRaped"
"UD:VM:TimesWasRaped:ByHumans"
"UD:VM:TimesWasRaped:ByHumans:Male"
"UD:VM:TimesWasRaped:ByHumans:Female"
"UD:VM:TimesWasRaped:ByHumans:Undefined"
"UD:VM:TimesWasRaped:ByCreatures"
"UD:VM:TimesWasRaped:ByCreatures:0"
"UD:VM:TimesWasRaped:ByCreatures:1"
"UD:VM:TimesWasRaped:ByCreatures:2"
"UD:VM:TimesWasRaped:ByCreatures:3"
"UD:VM:TimesWasRaped:ByCreatures:4"
"UD:VM:TimesWasRaped:ByCreatures:5"
"UD:VM:TimesWasRaped:ByCreatures:6"
"UD:VM:TimesWasRaped:ByCreatures:7"

 

Variables set on Player’s companions (float)
"UD:VM:TimesWasRaped"
"UD:VM:TimesWasRaped:ByHumans"
"UD:VM:TimesWasRaped:ByHumans:Male"
"UD:VM:TimesWasRaped:ByHumans:Female"
"UD:VM:TimesWasRaped:ByHumans:Undefined"
"UD:VM:TimesWasRaped:ByCreatures"
"UD:VM:TimesWasRaped:ByCreatures:0"
"UD:VM:TimesWasRaped:ByCreatures:1"
"UD:VM:TimesWasRaped:ByCreatures:2"
"UD:VM:TimesWasRaped:ByCreatures:3"
"UD:VM:TimesWasRaped:ByCreatures:4"
"UD:VM:TimesWasRaped:ByCreatures:5"
"UD:VM:TimesWasRaped:ByCreatures:6"
"UD:VM:TimesWasRaped:ByCreatures:7"

 

Variables set on the enemies (float)
"UD:VM:TimesPCSubmittedTo"
"UD:VM:TimesHasRaped:PC"
"UD:VM:TimesHasRaped:PCCompanions"

 

Aggressor mode
Not implemented yet...

 

Companions sex
The names should be pretty much self-explanatory.
Variables set on the Player (float)
"UD:CM:TimesBailedOut"
"UD:CM:TimesKissed"
"UD:CM:TimesHadSex"
"UD:CM:TimesHadSex:A"
"UD:CM:TimesHadSex:B"
"UD:CM:TimesHadSex:C"
"UD:CM:TimesHadSex:A:Threesome"
"UD:CM:TimesHadSex:B:Threesome"
"UD:CM:TimesHadSex:C:Threesome"
"UD:CM:TimesHadSex:A:Anal"
"UD:CM:TimesHadSex:B:Anal"
"UD:CM:TimesHadSex:C:Anal"
"UD:CM:TimesHadSex:A:Handjob"
"UD:CM:TimesHadSex:B:Handjob"
"UD:CM:TimesHadSex:C:Handjob"
"UD:CM:TimesHadSex:A:Oral"
"UD:CM:TimesHadSex:B:Oral"
"UD:CM:TimesHadSex:C:Oral"
"UD:CM:TimesHadSex:A:Vaginal"
"UD:CM:TimesHadSex:B:Vaginal"
"UD:CM:TimesHadSex:C:Vaginal"

 

Variables set on Player’s companions (float)
"UD:CM:CombatsTogether"
"UD:CM:TimesApproached"
"UD:CM:TimesBailedOutOn"
"UD:CM:TimesKissed"
"UD:CM:TimesHadSex"
"UD:CM:TimesHadSex:A"
"UD:CM:TimesHadSex:B"
"UD:CM:TimesHadSex:C"
"UD:CM:TimesHadSex:A:Threesome"
"UD:CM:TimesHadSex:B:Threesome"
"UD:CM:TimesHadSex:C:Threesome"
"UD:CM:TimesHadSex:A:Anal"
"UD:CM:TimesHadSex:B:Anal"
"UD:CM:TimesHadSex:C:Anal"
"UD:CM:TimesHadSex:A:Handjob"
"UD:CM:TimesHadSex:B:Handjob"
"UD:CM:TimesHadSex:C:Handjob"
"UD:CM:TimesHadSex:A:Oral"
"UD:CM:TimesHadSex:B:Oral"
"UD:CM:TimesHadSex:C:Oral"
"UD:CM:TimesHadSex:A:Vaginal"
"UD:CM:TimesHadSex:B:Vaginal"
"UD:CM:TimesHadSex:C:Vaginal"

 

 

 

 

Credits
First of all, thanks to tomm434 for creating this mod in the first place! And here goes his credit from the original page:
Thanks to NepoznatiNN for participating in beta testing!
Double thanks to LouiseH for making new dialogues and participating in beta testing!
Thanks to dkatryl and Goubo for their mods for Skyrim!
Thanks to ChancellorKremlin for making new dialogues and text for MessageBoxes!
Thanks to 7KeysCurtain for suggestion of Forced companion faction and for making new dialogues for slaves!
Thanks to OneWayVector for making new dialogues for slaves!

 


Disclaimer
Okay, I personally pretty much don’t care what you do to my stuff (unless you use it to earn money, in that case you should probably give me the money, eh?). Crediting is nice, sharing a link to the modification is even better, I’m of a curious type :) So, you should probably take into consideration tomm434’s guidelines instead, since he’s the original author :)


 

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Copy-pasting this here, just in case:

 

My initial intention was to also expand and bring more variety to dialogues, but considering that, A, I'm not a native English speaker, and B, the dialogue lines I can come up with tend to sound way beyond ridiculous even by bad porn grade, I'm wondering if someone with a more creative writing skill could probably throw in some nice lines? There are some particular ideas I wish to implement, but too lazy now to write a tl;dr description in case no one is actually interested :)

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AstorReinhardt, should work for any gender and/or orientation combinations. Unless you have "respect orientation" options turned on, and the characters actually have straight orientations assigned in their NX variables, which is very unlikely :)

Please report if you stumble upon any errors (like males having an option for vaginal sex or something. I think I've sorted all of this stuff, but might have missed something).

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Heads up, Scanner mode makes spore plants, erm, quite awkward...

Since they can't move, if they trigger the Scanner, you'd need to manually use enableplayercontrols (and tcl if needed) to go to them.

I suggest, erm... removing them from scanner? No, that probably defeats the point... Maybe a way to reduce the scanner range just for spore plants (or other immobile enemies I know not of) so they'll only trigger at melee range? No wait, that's stupid too...

Oh, I know! How bout teleporting the pc to the immobile actor the pc surrendered to if there are no possible navmesh route to the player or if the surrender dialogue isn't triggered within XX seconds? The emergency stop is there but still...

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Lifariz, all right, I've been away from actually playing Fallout for too long, what are those and where do I find them? :)

For now, I can't make up any logical sense of submitting to an immobile enemy when you can just walk away? %))) Probably trigger the submit functionality for such things only in case the PC is in "grab-reach" (= dialogue initiate) range? %))

Also, animals are tested so-so, I wasn't even sure if it's an actually demanded feature :D

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Lifariz, all right, I've been away from actually playing Fallout for too long, what are those and where do I find them? :)

For now, I can't make up any logical sense of submitting to an immobile enemy when you can just walk away? %))) Probably trigger the submit functionality for such things only in case the PC is in "grab-reach" (= dialogue initiate) range? %))

Also, animals are tested so-so, I wasn't even sure if it's an actually demanded feature :D

 

Uhm, it's a plant creature that's the closes thing to tentacles in the game that isn't a centaur. Usually found in Vault 22 or some caves in Zion (Honest Hearts map).

 

It's immobile since, well, it's a plant, and uhm... A mutated Venus Flytrap? It does kinda have an extending mouth and, well.. Tentacles?

 

 

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Okay maybe I'm just being stupid this morning, nothing new there, but where do I get the NVSE MCM extension plugin version 1? 

 

I have MCM ver 1.5,  NVSE 5.0 beta 2, NVSE extender 16, JIP NVSE plugin 58277-18-00 and Sexout NG v2.10.95 beta 7 but am getting Your NVSE configuration doesn't meet minimum requirements and UDEE load aborted.

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Does Forced Talk mean I can remove SmallerTalk or should I just keep them both for now? I have a mod that SmallerTalk breaks so I was just curious. :)

Yes, you can configure it to your liking and I don't need SmallerTalk anymore if I enable this feature in this mod!  ;)

 

Nice work Mr. Alex and Tomm434.

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Yes! it does actually

Ok, I'll try to find those creatures and see what can be done about them :)

 

 

Okay maybe I'm just being stupid this morning, nothing new there, but where do I get the NVSE MCM extension plugin version 1? 

 

I have MCM ver 1.5,  NVSE 5.0 beta 2, NVSE extender 16, JIP NVSE plugin 58277-18-00 and Sexout NG v2.10.95 beta 7 but am getting Your NVSE configuration doesn't meet minimum requirements and UDEE load aborted.

MCM NVSE Plugin is included in the MCM installation (is inside the .fomod), at least it is in the most recent installation, I just checked.

 

 

Yes, you can configure it to your liking and I don't need SmallerTalk anymore if I enable this feature in this mod!  ;)

 

Nice work Mr. Alex and Tomm434.

Thanks! :)

I've also been getting suggestions to my PM about adding companions to ForcedTalk and about Cass being a special case... As I've mentioned already, I'm a bit out of the loop and may not be aware of some of the "common issues", why may it be a required functionality and what about Cass being so special? :)

As of now, Forced talk aborts if it detects a companion wheel, but I think an "after wheel" dialogue can be also added as an option.

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Modified the enemy check function, now if the enemy is immobile, the PC can only submit to it if it's within a "grab reach" distance. Currently set to 250 units, may require tweaking if the dialogues fail to initiate. Requires testing. Please check it out before I update the main file.

Worked fine on Spore plants in Zion. Also, that was... new?.. %))

And some other minor fixes:

  • The creatures are now filtered by skeleton (which means that if the PC submits, for example, to geckos, any hostile Bighorners nearby won't be added to the party).
  • Fixed the PC health evaluation function, previous one wrongly reported > 100% of health, which led to an incorrectly working scanner. Affects both Scanner and Event modes of Auto-surrender feature.

UnethicalDeeds.esm

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LukeDuke, already modified ForcedTalk for companions, and specifically Cass and anyone else "special", you'll just have to include them in the list (in a point-n-click way).

Someone's just testing it right now, I think, among other stuff. If it all works fine, I'll be uploading an update :)

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Okay maybe I'm just being stupid this morning, nothing new there, but where do I get the NVSE MCM extension plugin version 1? 

 

I have MCM ver 1.5,  NVSE 5.0 beta 2, NVSE extender 16, JIP NVSE plugin 58277-18-00 and Sexout NG v2.10.95 beta 7 but am getting Your NVSE configuration doesn't meet minimum requirements and UDEE load aborted.

MCM NVSE Plugin is included in the MCM installation (is inside the .fomod), at least it is in the most recent installation, I just checked.

 

Alex, I too got the message that I have the wrong version but I have the most up to date version of Sexout Beta.  This is the version I'm using:

http://www.loverslab.com/topic/47723-sexoutng-beta-95-beta-7/

 

My question is do I need to put in the old mod from here as well as the other one to get your mod to work?:

http://www.loverslab.com/topic/8655-sexoutng-beta-21093b10-release-thread/

 

I also added that .esm file you had uploaded on your support thread.  I have disabled your mod until further notice.  Hopefully you can get this sorted out, your mod looks awesome!!

 

post-560954-0-37983300-1440948472_thumb.jpg

 

 

 

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Alex, I too got the message that I have the wrong version but I have the most up to date version of Sexout Beta.

UDEE gets version number directly from Sexout, so if it reports '94 beta 100 then you really do have a sexout.esm from that version installed.

I'm currently using '95 beta 7 myself, no issues.

 

 

My question is do I need to put in the old mod from here as well as the other one to get your mod to work?

What? Why? No. It will just overwrite Sexout with an even more old version, and probably mess up resources.

 

 

I also added that .esm file you had uploaded on your support thread.

That wouldn't have had any effect on version detection function :)
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So it's the Sexout NG I need to check to see if I've got the most up-to-date version?

Yup!

 

 

Thanks Alex!  I did have an outdated version, .93 I think it was.  So now my game loads fine and I can get to playing with it! :D

 

EDIT, bad news.  The first time I  updated the sexout ngCore and ngData and started the game, it loaded fine.  When I saved, closed out and restarted the game again and used Continue, I got the message.  Now I know I have the current update so something else is still going on.  What do you need from me for debug information and I'll post it for you.

 

Edit Edit:  I deactivated the mod, started my game and saved.  Then activated your mod and started my game and I didn't get the error message.  We'll see what happens after I save and start the game from a newer saved, if I still get the message.  Fingers crossed I don't!

 

Edit Edit Edit:  Ok, I saved the game that started without the error message after a clean install and now I get the error message.  So, again, just let me know what you need to see from my game and I'll be glad to post the information.

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