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There are several excellent mods available that let you wander the Commonwealth as a sexbot, but it's a bit jarring that nobody seems to recognize your nature.  So this mod aims to provide some of the key NPCs with additional dialogue and behavior to make this a more immersive experience.  It doesn't provide a story quest, in the traditional sense - just some extra role-play opportunities to fit into your own tale.

 

The A.S.I.A. mod is an excellent option for this, there should be no conflict between these scenes and it's terminal-driven storyline.  Another good choice is the Rogue Prototype armor mod (with Unique Player to create a unique nude body for the player).  But you can use any body you like, it doesn't affect this mod's behavior.   It's written for female characters, but gender roles are not enforced in any way.

 

NPC Interactions:

 

 

  • Sturges may proposition you, anytime after completing the settlement tutorial quest for him.
  • Deacon (as a follower) has several new dialogues, mostly in major settlements, provided you have Devious Devices and/or RSE.
  • MacCready (as a follower) may proposition you, once he gets to know you a bit (kill off the Gunners at the overpass).
  • Piper is curious about how lifelike you feel (does not require that she be your follower)
  • Hancock may demand tribute of a personal nature (does not require that he be your follower, does require Fahrenheit to still be alive).
  • Nick Valentine may comment on your similarities.  And the nicer packaging.
  • Random passerby may make rude (or admiring) comments.  Some of them are specific to Good Neighbor or Bunker Hill, to give each community a more unique flavor.
  • ASIA sexbots have a few new dialogue scenes of their own, including one to cadge Nanite Overclock drugs from the player.
  • Patrick (Trudy's Jet-addict son) has a bit of new dialogue as well.
  • Knight Rhys has a scene of his own, once you've completed your first radiant quest for him (Brotherhood quest line).
  • Travis has an option to start an Infiltration mission, at the appropriate point in the Confidence Man quest (i.e. to scout the Beantown Brewery).
  • Sturges can also start an Infiltration mission, once you've done a scene with him - though he won't follow you.  This makes Infiltration a viable option for the Corvega Factory mission: get in, hack the Protectron, and escape in the resulting confusion.
  • Strong can also proposition you.  Codsworth cannot, but may have other comments from time to time.
  • Several of these scenes are repeatable, and responses are slightly different after the first time.

 

Infiltration:

 

  • Once they get to know you a bit, either Deacon or MacCready will have a new dialogue option:  they'll offer to hold your guns while you go off and infiltrate a raider or supermutant camp... as their toy.  Should also work with Strong (as of v1_3).
  • You'll be able to talk to the raiders or mutants, and may even get paid a little.  You can probably filch stuff from camp, while you're at it.
  • With the right animations installed, gang-bang options will be available.  Actors will be chosen from among the ones who've already greeted you, whether they previously participated in a scene or not.  Max of 5 actors, including the player character.
  • Equipping a weapon will end the infiltration, and the bad guys will turn hostile again.  Immediately.
  • Equipping a mine or grenade (when sneaking) will not end the infiltration - if you can find or steal one.
  • Using a cookpot or chem lab with Rat Poison in your inventory will give you a chance that people you encounter will take tainted food or drugs from you.  Low level raiders may die, others will just be weaker.   Poison is slow acting, and doesn't affect everyone you meet.
  • This scenario is repeatable.  Assuming you can still walk afterwards.

 

Mod Interactions:

 

  • Uses a collar from Devious Devices, if available.
  • Notifies SexAttributes if scenes are aggressive or consensual, and may defer scenes if the character's too worn out.
  • Adjusts D/s orientation in SexAttributes, depending on dialogue responses (mostly towards the submissive side).
  • Uses 'Pickaxe Body Spray' from RSE in one scene, if available.

 

...

 

Thanks:

 

Thanks go to the LL mods gang, for fantastic mod resources.

Thanks to @Caiena, for the Russian translation.

Thanks to @CGi, for the German translation.

 

Requirements:

 

This mod requires AAF for animations.  It won't load without that.  FP-based mods should (mostly) work with it, using the AAF FourPlay proxy.

 

The new dialogue is not voiced, so turn on subtitles.

 

Optional extras:

 

A.S.I.A.

New A.S.I.A with BoS Addon 

Rogue Prototype ( and Unique Player to provide a unique nude body based on it )

Recommend adding the SavageCabbage animation pack, if you want gang scenes to work.

SexAttributes (the AAF version of FPAttributes)

RSE (either FP or AAF)

Devious Devices

 

 

 

Conflicts:

 

No known conflicts.

 

Version History:

 

 

 

v1_6: Mod conflict fixes and translations:

  • German and Russian translations, localized ESP
  • Minor dialogue condition changes to play nicely with Raider Pet.
  • Excluded recently deceased actors from gang scenes.
  • Poisonings will boost SexAttributes self-esteem stat a bit.
  • Cooking with poison will consume one Rat Poison, so you can tell it worked.
  • Poisoned actors may complain about not feeling so well.

 

v1_5: Bug fixes:

  • Fixed a case where female NPCs could get selected for gang animations, resulting in animation failure.
  • Fixed a case where bystanders could turn hostile to the AAF body double during the animation.
  • Russian version also available.

 

v1_4: Updated for the latest AAF (Beta49 at this time) and AAF Themes for tagging:

  • Replaced the deprecated QuickScene calls with StartScene calls.
  • Added tags to scene selection where appropriate.
  • Removed the (outdated) calls to notify SexAttributes of aggressive scenes; the newer version relies on tags for that.
  • Fixed a reference to SexAttributes 'Wear' stat, since this is now split into multiple separate stats (again, relying on tags).
  • Fixed a confusion where Deacon could offer to remove the wrong collar.
  • Fixed a dialogue condition to break a force-greet loop with Sturges.
  • Added some dialogue variations for female raiders, and fixed a bug where it attempted to include them in gang animations (causing the animation to fail, as we don't yet have any matching animations).
  • Added cooldowns between Infiltration scenes, to avoid getting monopolized by the first raider who crosses your path.
  • Added poison as an option in Infiltration scenarios.  If you use a cookpot or chem lab while you have rat poison in your inventory, there's a chance that the people you encounter will take tainted food or drugs from you.  Lower level raiders might die.  It won't get everyone, nor will it affect every person at the same time, so it isn't a path to instant victory - but it can tilt the odds in your favor.
  • You can only poison people while you're still in CaptiveFaction.  Once the shooting starts, they won't be taking time out to eat or get high.
  • NOTE: During an Infiltration, landmines can be equipped and placed (as long as you're stealthy), but they won't go off unless the raiders turn hostile.

 

v1_3: Adding dialogue for Strong, Codsworth, other enhancements:

  • Fixed an issue that was preempting comments aboard the Prydwen.
  • Added scenes for Strong, if he's your current companion.
  • Added some comments for Codsworth, with some variation depending on the state of your clothing or whether you just did a scene (from this mod).
  • Added a bit more variety to MacCready's responses, minor adjustments to his scene conditions.  They can trigger even when he's an ex-follower.
  • Added some comments for random passerby during animations.  Because why would they just ignore what's going on right before their eyes?
  • Allow stealthily equipping a mine or grenade (if one is found or looted) without ending the Infiltration scenario right away.
  • Infiltration scenario will strip torso armors (except for A.S.I.A builtin armors) at the start.
  • Adjusted D/s status changes in FPAttributes, so some of the more assertive replies boost status.
  • Scenes with Deacon, MacCready, or Strong will also raise FPA self-esteem slightly (half a percentage point), if they're already at max affinity.

 

v1_2: Adding gang scenes:

  • Added a foursome scene in Beantown Brewery, if Tower Tom and the two bruisers from the bar fight are all still alive.  Talk to Tom.
  • Added options for gang-bangs in the Infiltration scenario.  It'll pick actors from among the men who've greeted you already (whether they've been used in an animation scene or not).  Max of 5 actors, including the player character.
  • These scenes need appropriate animations, so for now the SavageCabbage pack is required for them to work.  Others may also work, but that is the minimum requirement.
  • Fixed a potential AI package bug for MacCready.
  • Fixed a couple of harmless CK editor warnings.
  • Organized the CK properties into groups for easier maintenance.

 

v1_1: Adding content for the Brotherhood quest, and a few others:

  • Fixed the Infiltration intro topics so they won't occur when you're already on an Infiltration mission.
  • Fixed a bug in Infiltration setup, was failing to take mines because they aren't consistently marked as ObjectTypeWeapon.
  • Added a new scene for Knight Rhys, and custom greetings for several of the Brotherhood officers aboard the airship.
  • Added a fallback topic for Deacon, in case none of the optional mods are installed.  Just a small variation on an existing scene.
  • Added an Infiltration topic for Travis, during the Confidence Man quest, at user request.
  • Added an Infiltration topic for Sturges, if you've done a scene with him.  This change makes Infiltration a viable option for the Corvega Factory mission: get in, hack the protectron, and escape in the resulting confusion.
  • Added some persuasion buffs for charisma challenges involving companions.

 

v1_0: Polishing off the rough edges:

  • Fixed a bug where scenes might not end cleanly if the player exits out of dialogue.
  • Fixed a bug where companions might remain stuck in ForceGreet mode for extended periods.
  • Fixed an interaction with one of Deacon's vanilla dialogue lines which was often preventing the Infiltration dialogue option from being seen.
  • Changed the option to start Infiltration so it requires the player to explicitly activate the follower NPC now, instead of happening randomly.
  • Added a brief pause after ChangeLocation events, so ForceGreet behavior doesn't kick in the moment you go through a loading door transition.
  • Added a check for the Rogue Prototype mod's SexToy outfit, can affect passerby comments (and wearing it can also trigger the option for an Infiltration mission).
  • Lacking any available MFF threesome animations, Hancock's scene has been reverted to a simple pair animation for now.

 

v0_91: Fixed a bug in follower AI packages that could mess up dialogue priorities.

 

v0_9:  Expanded dialogue options further:

  • Added passerby comments specific to Good Neighbor and Bunker Hill, to give different locations a bit more of their own unique flavor.
  • Added some comments encouraging the character to strip.
  • Added a dialogue option for Patrick (Trudy's Jet-addict son).
  • Added four small dialogue scenes with enslaved ASIA NPCs, including one where they try to cadge drugs from the player.
  • Fixed a bug in detecting whether the ASIA mod is loaded.
  • This update is entirely safe to upgrade mid-game.  A clean save is NOT required.

 

v0_8: Initial release:

  • New dialogue for Deacon, Sturges, MacCready, Piper, Nick Valentine, and Hancock.
  • Comments from passerby in major settlements.
  • Infiltration into raider or supermutant camps... as their toy.
  • Integration with FPAttributes, Devious Devices, and more.

 


  • Submitter
  • Submitted
    07/21/2018
  • Category
  • Requires
    AAF

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Placeholder post for known bugs or interoperability issues:

 

  • This requires AAF, but it should still play nicely with some of the FourPlay mods through use of the AAF FourPlay proxy.
  • I've had intermittent problems with DD collars not equipping properly via script.  Workaround is to take off/ put on the collar again in the inventory screen.
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Hello stobor and thanks for the work!
I know, creating mods for the game, the process is very exciting, but also very tedious.

I connected this plug-in to the game, but nothing happens. For the work of Rogue Sexbot, is it necessarily required some other modification of SexBot? ASIA or Rogue Prototype?
Your mod is just an addition and does not work on your own?

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@SAC: I don't plan on turning it into a simple random encounter mod, as I believe there are already plenty of others that fulfill that need.  FP Harassment, for example.  Or some parts of RSE.  If I add yet another to that set, we'll soon find the mods operating at cross purposes, since they don't know anything about one another's settings or cooldown periods.

 

@leopardus: I don't plan on a strip option, it would conflict with the builtin armors for ASIA.  But I like the idea of encouraging her to strip - like adding some comments in settlements if she's wearing torso armor.

 

@Caiena: Check in console, is the SXB_DialogueQuest running?  It should be triggered by a ChangeLocation event (visiting Sanctuary anytime after completing the settlement tutorial for Sturges), but you can kick it off with a console 'startquest' command if you prefer.  I'm adding a trigger to kick it off on visiting Diamond City, in the next version - mostly for the benefit of people using alternate start mods.

 

But no, it does not require ASIA or Rogue Prototype.  You can play a vanilla character and just consider her a Gen3 synth, and it should work just fine.

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4 hours ago, Halstrom said:

Nice, I look forward to seeing how this works with my mod when I swap to AAF. Damn I need to get onto that ASAP now, all these good mods coming out :)

 

When you get to that point, if you think of any tie-ins that would help the two play nicely together, just let me know.  For what it's worth, the AAF aspects of this were among the easiest... but then I didn't need to do much more than trigger animation scenes.

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2 hours ago, stobor said:

But no, it does not require ASIA or Rogue Prototype.  You can play a vanilla character and just consider her a Gen3 synth, and it should work just fine.

Oh yeah, it's great!.....
I do not know how far you're going to go with this mod, but .. There's an Idea.

 

Why the Nora-Heroine should make an obvious choice?
Imagine that Nora wakes up in the fridge, feeling like a full-fledged woman, a mother who has lost a child and her husband.
However, she meets a man (this can be any jealous woman, a robot, a merchant, anyone!), Who declares that he saw ancient BDSM-magazines or films, in which the main role is played by our Main Heroine.
Evidence of his words does not exist, because the Magazines or Video burned (rotted, blown up, eaten by the beast, acid-laden).
Nevertheless, after some time in the Commonwealth, rumors begin to circulate that Sexbomb appeared from the Vault, the Sex Symbol of pre-war America.
People start talking about it. It's Rumors! They are born. They do not need any proof!

The heroine gradually faces a choice:
1. Recognize that she is a porn actress, filmed before the Great War in hard Porn.
2. To decide that she is Synt (or Clone of the former Porn Actress), and to Pornography has nothing to do.

In any case, no matter what path she chose, she is waited with mockery, mistrust and frank rudeness.

 

2 hours ago, stobor said:

@Caiena: Check in console, is the SXB_DialogueQuest running?  It should be triggered by a ChangeLocation event (visiting Sanctuary anytime after completing the settlement tutorial for Sturges), but you can kick it off with a console 'startquest' command if you prefer.  I'm adding a trigger to kick it off on visiting Diamond City, in the next version - mostly for the benefit of people using alternate start mods.

Oh yeah! StartQuest is working. I entered a new game and did not even go into Concord.

 

Then the next question: what are the conditions for the Raiders or Mutants not to attack, but to talk?

 

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2 hours ago, stobor said:

@SAC: I don't plan on turning it into a simple random encounter mod, as I believe there are already plenty of others that fulfill that need.  FP Harassment, for example.  Or some parts of RSE.  If I add yet another to that set, we'll soon find the mods operating at cross purposes, since they don't know anything about one another's settings or cooldown periods.

 

Ok, can you please point out one that works with AAF, so I can give them a try? Thanks a lot!

 

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Just wanted to say everything works so far, thanks for the mod.

I was hoping for something like this.

 

The only suggestion i have is add even more random dialogue for NPCS acknowledging PC as a sexbot and perhaps requesting/demanding sex

 

1 hour ago, Caiena said:

Then the next question: what are the conditions for the Raiders or Mutatny not to attack, but to talk?

You'll need to have MacReady or Deacon recruted as companion. When you change your location (let's say to a place with raiders or super mutants), talk to your companion. It mght give a new dialogue

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20 minutes ago, cuceta said:

You'll need to have MacReady or Deacon recruted as companion. When you change your location (let's say to a place with raiders or super mutants), talk to your companion. It mght give a new dialogue

Oh, I understand, Thank you!

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1 hour ago, SAC said:

 

Ok, can you please point out one that works with AAF, so I can give them a try? Thanks a lot!

 

 

I'm using FP Sexual Harassment (with the AAF FourPlay proxy to pass the animation work to AAF) without trouble.  I edited it slightly in my game, to stop it from stripping the PC, since that's redundant with AAF's stripping functionality, but otherwise it seems to work fine.  I've also had RSE encounters work, though RSE ardor doesn't seem to go down after.

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1 hour ago, Caiena said:

Oh, I understand, Thank you!

The conditions, as I recall, are that you have one of those NPCs as a companion, and that you've done at least one of their scenes in a major settlement .  You don't necessarily have to be near a raider camp or mutant camp (though that'd make sense, unless you like wandering the roads with no weapons).  You probably DO need to leave a major settlement to get this option, otherwise I think their other topics will override this one.  Note that MacCready's affinity needs to be raised a bit before he'll trigger any scenes at all (killing the Gunners who were giving him a hard time is a prerequisite, with him).  Deacon's a lot less restrictive, but needs DD or RSE to do much.

 

My main testing scenario was with Deacon and Bunker Hill (for the initial scene), and the supermutants at the nearby construction site for the Infiltration mission (go put a MILA on top of the building).

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Hey, people, help! The events of my life pass by. I have not played Follaut4 for a couple of months, and now I can not understand the meaning of many terms. For example, what is "AAF FourPlay proxy"? Where to find this file, and where to put it? It generally looks like? Is it there - Dll, pex, esp, or what? ...

 

I will explain in more detail. AAF works on the hot "Home" button. Excellent! Dialogue from FP_Sexual_Harassment occurs, but further break. Nothing happens. If I understand correctly, the mysterious "AAF FourPlay proxy" should create a request for AAF animation, right? At me it does not occur ...

 

Alas, I understand this issue is beyond the boundaries of this Mod. The problem is that it is becoming more difficult to find information on LoversLab.

It's like a blast at a pasta factory! ?

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3 minutes ago, Caiena said:

Hey, people, help! The events of my life pass by. I have not played Follaut4 for a couple of months, and now I can not understand the meaning of many terms. For example, what is "AAF FourPlay proxy"? Where to find this file, and where to put it? It generally looks like? Is it there - Dll, pex, esp, or what? ...

 

I will explain in more detail. AAF works on the hot "Home" button. Excellent! Dialogue from FP_Sexual_Harassment occurs, but further break. Nothing happens. If I understand correctly, the mysterious "AAF FourPlay proxy" should create a request for AAF animation, right? At me it does not occur ...

 

Alas, I understand this issue is beyond the boundaries of this Mod. The problem is that it is becoming more difficult to find information on LoversLab.

It's like a blast at a pasta factory! ?

I think you can get the compatability by downloading the patch from here: 

 

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37 minutes ago, Risev said:

I think you can get the compatability by downloading the patch from here: 

Wow, how inconsiderate I am! Here it is "AAF FourPlay proxy"! Thank you, lavish person!
I installed FOMOD and did not pay attention to the name. Ha, shit happens ..

 

However, this does not solve my problem. The fact is that I already have AAF_Compatibility_Patches_Version_2.6 installed.
What is the order of loading files and folders in Mod Organizer?

 

Four Play_v.0.0.8.2
AAF Advanced Animation Framework_v.80.1
AAF - Compatibility Patches_v.2.6

 

Animations By Leito
Atomic Lust
Farelle Animations

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hmmm I think you'll want fourplay resources and AAF at the top since they are .esm plugins, followed by the animation packs, and then the AAF compatibility patch. Could be mistaken since I've completely removed fourplay at this point, but give it a look and see if it works out. 

 

Also, check out this AAF installation guide that should take you step-by-step, and even allows you to port Crazy and Leito's animations to AAF without having to have fourplay installed, but that's only if none of the mods you use require fourplay. If you use vanilla fudge / violate / harassement then you'll want to keep fourplay installed still and rely on the fourplay proxy. 

 

https://www.loverslab.com/topic/101315-advanced-animation-framework-installation-guide-for-beginners-alpha-version/

 

Btw, do you have the fourplay community patch installed as well? If not, I think you'll need it for animations to work properly with fourplay. 

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No, I believe that Four Play_Community_F4SE_Plugin is not required to activate. There are only three files (LL_fourPlay_1_10_98.dll, LL_FourPlay.sample, LL_FourPlay.pex), and they are duplicated in AAF_Advanced_Animation_Framework_v.80.1.
In ModOrganizer, this is perfectly visible.

And about your reference to the lesson .. I read this text. Understood nothing. Of course, English is not my native language, or I do not have sufficient knowledge. It's funny, I understand the meaning of each word, but I can not understand the meaning of the sentence.
And so, I was here!
Well, I will have to solve the problem in an old, tried and tested way - I guessed\I did not guess.

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You do not need FourPlay itself at all, neither the original ESM nor the community patches.  The proxy will intercept FP mod calls that want to start animations, and pass them to AAF instead.  I'm using AAF as my sole animation framework, and it's working fine (fewer problems than I ever had with FP actually, in spite of the fact that AAF is still very much work-in-progress).

 

You need AAF itself, the Compatibility Patches, and the patch to update Leito and/or Crazy animation packs that were originally meant for FP.  Any other AAF animation packs you want to add as well. (I'm using a minimal setup right now, just Leito).

 

There are reports of fancier setups working, with AAF and FP installed in parallel (with no proxy) letting each mod decide for itself which animation framework to use. Personally, I prefer the simpler approach.

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2 minutes ago, Devianne said:

is there anyway to check if the mods is up and running ?

Console command 'sqv sxb_dialoguequest' will show all the details... such as they are.  Kinda cryptic, but useful if debug is required.

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