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Raider Pet

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This mod provides a scenario for role-playing a Raider captive.  The quest is basically free-form, few quest markers or fixed objectives; it can be started anytime, simply by putting all your weapons in storage and walking into a Raider camp.  There's a demanding note (found and delivered by Jun Long in Sanctuary) providing some extra motivation, but that's entirely optional.

 

The first raider who greets you will take various items (bobby pins, caps, DD keys) and lock you in a collar - with an explosive attached.  If you run away, or just stay away from Raider encounters for too long (20 min.), it will kill you... though there's a chance it'll misfire and spare your life.  If you manage to remove the collar, or equip a weapon, the raiders will turn hostile again (grenades or mines don't count, if you equip them while sneaking).

 

The raider boss (if one could be identified) will have some additional dialogue, but other raiders are mostly generic.  He or she will also have a key to your collar.  If no boss could be identified, then the raider who put the collar on will have the key.

 

If you don't have Devious Devices loaded, you'll have to use your imagination for the collar, and there won't be any keys to find.  In that case, the timer will be disarmed as soon as hostilities resume.  So DD is strongly recommended - but it isn't a hard dependency.

 

The first time you escape, you will gain the Black Widow perk (if you don't already have it).  Every capture & escape will also provide a modest XP reward.

 

The scenario is repeatable.

 

NPC Interactions:

 

  • Jun Long finds a ransom demand and delivers it to you.
  • Several followers (Deacon, MacCready, Cait, Strong) may have scenes that play after you clear a location (any time after running the base infiltration scenario).
  • Diamond City guards will be abusive, but not hostile, if you've been running with a Raider pack.

 

Infiltration:

 

  • Start by putting away all weapons and walking into Raider territory unarmed.  Power armor does not count as 'unarmed', by the way.
  • The first raider will collar you and take some items from your inventory.
  • You'll be able to talk to the raiders, 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 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 raiders will turn hostile again.  Immediately.
  • Equipping a mine or grenade (when sneaking) will not end the infiltration - if you can find or steal one.  Neither will placing a grenade in a target's pocket (though that usually kills you too).  Equipping brass knuckles (while sneaking) will also go unremarked.
  • If you've picked up any weapons, particularly while outside the camp, raiders may notice and ask what you've got there.  You might be able to distract them from confiscating the weapons.
  • Removing the collar, by any means, will turn the raiders hostile again.
  • There is a risk that one of the Raiders will attack you in a jealous rage.
  • One of the non-boss Raiders will be chosen as the special actor 'Lucky', who will have additional dialogue.
  • 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.  Rat poison can often be found in garage cabinets (hint).
  • Poisonings affect the path of Lucky's quest, as well as offering a way out of captivity.
  • Pickpocket attempts are easier, for a short while after sex (i.e. distraction helps), but the DD keys are hard to steal.  Certain targets may react violently, if you're caught.
  • Diamond city jail can be a risky place, for a Raider pet.  Bored guards need to relieve the tedium...
  • This scenario is repeatable.  Assuming you can still walk afterwards.

 

Mod Interactions:

 

  • Uses a collar and tape gag from Devious Devices, if available.
  • Adjusts D/s orientation in SexAttributes, depending on dialogue responses (mostly towards the submissive side).
  • Will try to work with Real Handcuffs, and can even remove them.

 

Mini-Quests:

 

Current mini-quests, who gives them, etc.:

Spoiler

0: Meet the Boss (given by random raider)

1: Dolled Up (presents from the boss; repeatable)

2: Get Lucky (given by the boss)

3: Silence is Silver (duct tape gag, given by the boss; repeatable)

4: Belling the Cat (bell piercing, given by the boss)

5: Gone Dancing (dance scene, given by the boss; repeatable)

6: Truce Offering (mission to rival gang boss, given by Lucky)

7: Time Out (some time cuffed to a stool, given by the boss, requires S&M poses)

 

The Get Lucky quest runs in parallel with the others, and currently has several endings:

Spoiler

1: Run away before the end

2: Confess to the boss

3: Poison the boss

4: Poison Lucky before the end

5: Get blown to smithereens

 

Modder Documentation and Example:

 

This file is an example of various ways other mods can interact with this one, with extensive comments.  It's a working example, tested in game.

 

ExampleQuestScr.psc

 

 

Troubleshooting:

 

Raiders not recognizing unarmed status:

Spoiler

There are some new debug trace settings to help track down problems in this area:

 

To generate lots of extra detail in the Papyrus log, turn on verbose messages:

'setpqv RaiderPetDialogueQuest verbose true'

 

To force the mod to treat you as disarmed (even if you're not):

'setpqv RaiderPetDialogueQuest forceDisarm true'

 

I'd recommend turning both of those flags back to 'false', once you've gotten past any problems.

 

Piercings:

Spoiler

Piercings don't show up on character?  Make sure you've built them in BodySlide.

 

Clit piercing doesn't have sound effects?  See this post for a fix.

 

Note that these piercings are extensively customizable at any armor workbench, and since they're purely for decoration there's no reason you can't change them.

 

You may wish to edit them to use a different slot, since by default they conflict with the Toxic Raider piercings (also on slot 58).  I've used slot 55 for them in my game, but there are probably conflicts no matter what slot you choose.

 

AAF Recommendations:

Spoiler

Recommend using AAF 81Beta or later, 73Beta is the bare minimum.

 

Recommend setting the walk timeout (starting a scene) to 30 seconds.

 

Recommended minimum animation packs: Leito, SavageCabbage, Rohzima RealAnimatedPoses, Atomic Lust.

 

Recommend installing the full set of AAF themes, including creatures (even though this doesn't use them yet).

...

 

Thanks:

 

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

 

Thanks to @CGi for the German translation, @Caiena for the Russian translation, @A.J. for the Italian translation, @JBpy for the Spanish translation, and @Benjou1 for the French translation.

 

 

Requirements:

 

This mod requires AAF for animations (minimum version AAF 73Beta).  It won't load without that. 

 

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

 

Optional extras:

 

Toxic Raider Armor

SexAttributes (the AAF version of FPAttributes)

Devious Devices

Lord Escobar's Moddable Piercings

Real Handcuffs

Slave and Model Poses

 

Conflicts:

 

No known conflicts. 

 

This covers some of the same territory as my Rogue Sexbot mod, so I don't necessarily recommend using both at once, but they shouldn't actually conflict.

 

Version History:

 

 

 

v1_4: Update for latest AAF, expansion, and bug fixes:

 

  • Updated for latest AAF (Beta81); now requires Beta73 at a minimum.
  • Added support for Real Handcuffs (requires v0.3 RC2 or later, for key API fixes).  Lucky's quest will offer a way to get free if the character is cuffed, so that the quest can proceed.  Also adds duct tape to the list of small items you can pick up while cuffed.
  • During MinRecruit00 (Minutemen Corvega quest), killing Lucky will count towards the quest - so you can leave Jared breathing if you prefer.  You've done enough to buy off the raiders for a while.
  • Visiting the Diamond City jail, e.g. during the Big Dig quest, can be quite risky.  Bored guards need something to liven up the tedium of their shift - but at least they'll be in a mellow mood afterwards, if you need to charm them into turning you loose.
  • Fixed so Lucky won't retain Protected status if the Truce Offering mission is skipped.
  • Fixed so Lucky's quest won't skip ahead if you pickpocket the key early.
  • Fixed the dance scene audience to follow more closely, though they can still get hung up on obstructions.
  • Fixed the dance scene to work if the boss is female.  She'll just watch.
  • Added meta strings to AAF scene settings, to provide more context information to mods like MCG (as per forum discussion a while back).
  • Added skipWalk=True to AAF settings for gang scenes, to reduce the time it takes to set up a scene.
  • Added a dialogue option to beg for a fix, if suffering from withdrawal symptoms.
  • Added a new scene, if the Slave & Model Poses mod is installed.
  • Added silent voice files (with help from @EgoBallistic) for cleaner dialogue handling.
  • Sounds and compiled scripts are bundled into a BA2 archive for easier management; translation files, script source, etc. are still loose files.  So don't be alarmed if the compiled scripts disappear when you upgrade.
  • As usual, this upgrade should NOT require a clean save.

 

 

v1_3: Expansion and bug fixes

 

  • Expanded Lucky's quest substantially.  It won't progress much past the Truce Offering mission, until all the mini-quests have had at least one opportunity to run.  There are at least two different paths to the ending - and several ways the ending could play out.
  • If you escape after Lucky's quest has gone far enough, you'll be able to return to this raider camp any time - provided you're wearing a collar, and don't equip any weapon (except WeaponTypeUnarmed).  You do not need to completely disarm in this case (just unequip).
  • Added a new mini-quest, Gone Dancing.  This is a repeatable scene, which can be given by the raider boss.  You get to be the center of attention!
  • Changed the mini-quest selection to cut down on repetition until after every option's had at least one chance.
  • Excluded Lucky from generic raider greetings, since they stepped on his/her own lines.
  • Excluded the boss from generic raider greetings, for the same reason.
  • Excluded both Lucky and the boss from the Jealous Rival role.
  • Made Lucky friendly to robots, to prevent some never-ending fights.
  • Fixed collar detection so LooksMenu won't be mistaken for an escape attempt.
  • Fixed a condition which might cause the rival gang boss to just stand and applaud, preventing his/her scene from ending properly.
  • Fixed the Truce Offering mini-quest to prevent picking a Disabled actor as the rival boss.
  • Added a cooldown to harassment topics, so they won't all fire one right after another.
  • Added more chances to get Psychobuff instead of Whiskey.
  • Added some more SexAttributes interactions; characters with a submissive orientation will get a boost to their spirits from companion scenes.
  • Added a perk that will partially offset the SexAttributes charisma challenge penalties for submissives - if they're accompanied by a companion for moral support.
  • A failed pickpocket attempt may cause a hostile reaction.
  • Boosted the collar explosive damage, to make it less survivable.

 

v1_2: Expansion, bug fixes, added Italian translation.

 

  • Added Italian translation, courtesy of @A.J..
  • Added a new mini-quest scene with the boss, if Lord Escobar's moddable piercings are installed.
  • Added a new mini-quest to visit a rival gang, as a truce offering.
  • Added a tracking quest to point to the boss, if you don't run into him/her on your own.
  • Mini-quests that have quest markers are flagged 'Active' by default, as a convenience.
  • Fixed a bug where Jun's dialogue was available earlier than intended.
  • Fixed a bug where gag dialogue persisted after the gag was removed.
  • Additional script bullet-proofing for AAF events and DD unequip events.
  • Cooking with poison will consume one Rat Poison, so you can tell it worked.
  • Poisoned actors may complain about not feeling well.
  • Added an exemption to weapon equip check for WeaponTypeUnarmed (bare hands, brass knuckles).
  • Added a few harassing comments from caravan guards.
  • Escape or poisoning will boost SexAttributes self-esteem stat a bit.
  • Some minor changes to play nicely with Rogue Sexbot and A.S.I.A.
  • Added more debug trace options, to help track down some obscure problems.
  • Special thanks for quick work on translation to  @A.J.

 

v1_1: Bug fixes, foundation for expansion.

 

  • Translations for German and Russian added, localized version of the mod posted.
  • The quest now starts in the background the first time you enter a settlement, so it should start promptly even if you load the mod into a level 50 game.  Or if you use an alternate start.
  • The foundations have been built for adding mini-quests to the basic raider captivity scenario.  This should be mostly invisible to players, but is essential to future expansion.
  • Jun Long's dialogue will only occur if the Corvega factory isn't cleared and the initial Minutemen recruitment quest has not been done, since it would be out of place otherwise.  This scene is entirely optional, as motivational background.
  • Jun's ForceGreet package has been restricted to Sanctuary.
  • Fixed a bug where a companion could go into ForceGreet mode (and slow to a walk) and get left in the dust.  If they can't engage you in dialogue within 2 minutes, they'll revert to normal AI behavior.
  • Fixed a bug where a companion might start a scene in a location that was previously cleared (instead of right after clearing it, at intended).
  • Fixed a bug where Raider automated turrets might try to get frisky.
  • Scenes with companions will boost their affinity score.
  • Male characters will get the Lady Killer perk, rather than Black Widow.  If charisma is less than 2, it will be increased to qualify for the perk.
  • The explosive collar will beep periodically to remind you of the ticking clock, and a rapid series of beeps will precede detonation.
  • Introduces a new character, Lucky.  One of the chief's henchmen who might be looking to move up the ladder.  At this point, the quest is little more than a stub - proof that the aliases, quest markers, and intro topics are working, but not much more.

 

v1_0: Initial Release:

  • Infiltration scenario for Raider camps.
  • Capture and escape.
  • Poisoning.
  • AAF scenes including gang scenes.
  • DD collar and tape gag (optional)
  • Quest rewards

 

 


  • Submitter
  • Submitted
    02/01/2019
  • Category
  • Requires
    AAF

 

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This mod is a more elaborate version of the Infiltration scenario in my Rogue Sexbot mod - but with simpler dependencies and (so far) restricted to Raiders (not mutants... yet).  It's intended for people who don't necessarily want to use any of the Sexbot mods, or who just feel like playing a different kind of character.  So if that aspect of Rogue Sexbot appealed to you, this one's for you.

 

I recommend playing it with Devious Devices, and that's the way I've play-tested it, but that's not a hard requirement.

 

The Toxic Raider outfit (if available) may be given as a reward from the raider boss.  If that's not available, you'll just get caps or drugs instead.

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The RSE Player Abduction feature seems like it would be redundant to this just like the Sexbot mod.  That option can be turned off in the RSE mod menu, however,  Is that what you would recommend, or do you think the two mods would play nice together?

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Your mod is great but I got problem with one thing. Jun Long won't stop folllowing me and talking about the note that he found even if I fast travel.

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1 hour ago, MyNiBBa1 said:

Your mod is great but I got problem with one thing. Jun Long won't stop folllowing me and talking about the note that he found even if I fast travel.

Did he give you the note?

 

EDIT: I'll limit his package to Sanctuary in the next update.  In the meantime, you should be able to get him to stop using a console command:

 

setpqv RaiderPetDialogueQuest hasBeenThreatened_var True

 

(if I'm remembering the console syntax correctly).

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1 hour ago, justbob2 said:

The RSE Player Abduction feature seems like it would be redundant to this just like the Sexbot mod.  That option can be turned off in the RSE mod menu, however,  Is that what you would recommend, or do you think the two mods would play nice together?

 

You could play them together, just not both scenarios at the same time.  Since they have different triggers that shouldn't be hard to avoid (or you can disable the RSE abductions, just temporarily).  Last I checked, RSE had much simpler captivity scenarios than this, but that was a while ago.

 

I suppose SexHarrassment random approaches could interfere a bit too, though I didn't have any problems in play-test and I had left FPSH approaches enabled.  Mostly my toon was too busy for FPSH to have time for her.

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1 hour ago, dabuzzkiller said:

This sounds great!  Love the idea.  I am biting my lip hoping that you plan to expand it, right?  I can imagine so many interactions that are potential for this.  If you want ideas, I'm happy to share.  But let me know what you have planned.  I haven't played it yet, going to right now!

Likely enhancements:

  • Supermutant support (same basic idea, but different dialogue).
  • Mini-quests, tasks for the captors to make things more varied.  There's only one such implemented so far (a simple fetch quest involving duct tape).  A much more complicated example would be, say, getting loaned to another gang - to sabotage them.
  • I'd like to experiment more with combining AAF animations.  I have one example so far, simple kissing transitioning into something else, but there are other possibilities to explore.  The new AAF tags have been a great help.
  • Other reputation consequences (besides the current one with the DC guards).

Less likely, but certainly possible:

  • Using the 'Bad End' furniture animations for recalcitrant slaves.  Kind of a corner case, but having the threat in reserve would certainly fit.  If so, it would be another optional dependency.
  • Use of other DD gear (in limited circumstances).
  • Looking at interactions w/ the Nuka World factions and their main quest.  Again, it would be optional (maybe a separate ESP).

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BTW, I forgot to mention it in the original post, but there's one other hazard: there's a risk that one of the raiders will attack you in a jealous rage.  Hopefully, the other raiders will gang up on her, before she beats you to a pulp.

 

She cornered me in a bathroom at the Corvega plant once, and bashed my skull in.  Play-testing has its surprises...

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YES!
ITS ACTUALLY HERE!
Kinda raider enslavement mod!
Stobor, you are my hero! I was waiting for so long. 
Mod like this got so much potential and I hope for the future expansion. Can't wait to see my character to be used and abused like on TheKite's arts!
Dabuzzkiller ? said about some dirt, consequences and hardcore. I'd like to roleplay that staff too))

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Just gave this a try and was really impressed.  A few observations:

  • Not sure if this is by design, but it appears that getting the note from Jun is necessary for this mod to work at all.  I initially tried going to Backstreet Apparel and Evans Way Cul-de-Sac, but the Raiders always attacked me even though I had no weapons in my inventory.  Once I fast-traveled to Sanctuary and got the note, those same locations worked as expected.
  • The interactions with the Raiders are really well done.  I like the dialogue and the facial expressions, and the direction that the dialogue takes you in.
  • The scene where the foreplay transitions into a sex animation works beautifully.  I'm pretty sure this is the first mod to use ChangePosition().
  • I had a four-on-one gangbang which worked fine, but there was a long delay between the time all four Raiders were close to me and the time the animation started.  In my Papyrus log there was a delay of 1 minute and 47 seconds between "Creating an AAF Scene with recent actors" and the AAF SceneInit event.  I think this is due to the AAF travel packages taking a long time.  You might want to consider disabling the AAF packages in SceneSettings and using your own travel packages to gather the actors, it's more work, but you can control the timing a lot better.

A few minor things side, this is really great.  I'm going to try this again in another location with a Raider boss so I can see what that dialogue is like.

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@EgoBallistic:

 

Thanks for the feedback.  Glad you enjoyed it. ?

 

Implementation specifics:

 

The main quest's start trigger is a location change event (returning to Sanctuary after the initial rebuilding, or alternately arriving in Lexington for the first time).  I never do Start-Enabled Quests, as they make play-testing much more annoying.  But the quest can also be manually started from console without any trouble; it really doesn't have any hard dependencies.

 

There's also a location change needed (any change, no specific place) after stowing weapons; that triggers the prep work (puts the character into CaptiveFaction, resets state variables to defaults, etc.).  Because I didn't want the quest to be listening for every inventory-change event in the whole game (ugh!).

 

I have my AAF settings set to skip the 'gather' step after 30 sec. and go straight to animation.  I find that avoids the worst case delays, without being too abrupt in the more typical case.  I've had one or two gang scenes that came up w/ one missing actor (probably because the missing NPC was in a different cell), but nothing worse.

 

Raider boss alias fill should occur when the character's first collared.  The boss can't be in Disabled state (that causes mischief in some locations where there's a generic boss and a named boss, and one or the other is disabled).  There's a subsidiary quest to fill the aliases in each new location, which then reports the results (if any) to the main quest to control dialogue.  If you check console, the relevant property is GangBossRef on the RaiderPetDialogueQuest IIRC.

 

EDIT: By the way, the note from Jun shouldn't appear at all, if the Corvega assemply plant has already been cleared.  That's one of the quest conditions on his package.

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Yes Yes Yes.  My level 50 character is way to strong.  Even sexual harassment fails to force her to (except getting drugged from the "Special Drink" as 80% persuasion is apparently unbeatable)
I kinda wanna add this in right now and see how long it takes for me to forget that this mod is installed.  You did say that I have to go to Santuary for it to start right?
I haven't tried it yet so my only suggestion is when you try to sleep you wake up to being apart of a aaf scene.  Maybe after 3 hours of sleep to prevent you from trying to sleep through the day.  maybe if you try to sit an wait after the first hour you get "interrupted" with an aaf scene
 

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1 hour ago, stobor said:

@EgoBallistic:

 

 

EDIT: By the way, the note from Jun shouldn't appear at all, if the Corvega assemply plant has already been cleared.  That's one of the quest conditions on his package.

 

Just letting you know, that didn't happen in my game.  My pc cleared the Corvega Plant at least twice before I installed the mod.  Installed mod.  Got the note from Jun.  The note sent pc to the Corvega Plant.

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That's odd.  Was it still cleared when you got there?  Or had the raiders respawned?

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OK, I probably need to make the condition check for "has ever been cleared" instead of "is cleared".  Thanks for pointing that out.

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@stobor

 

How would I start this quest from the console? 

 

I tend to use StartMeUp for all playthroughs now, and I haven't started in 111, or met Preston in some time now....and I'm eager to check this mod out. ?

 

On that same thought, you may want to add an alternate start route for people like me...just a thought. ;)

 

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  This looks like a good step in the direction of Quest oriented adult game play, Thank you very much.  I will try it out.. :)

 

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29 minutes ago, WandererZero said:

@stobor

 

How would I start this quest from the console?  

 

I tend to use StartMeUp for all playthroughs now, and I haven't started in 111, or met Preston in some time now....and I'm eager to check this mod out. ?

 

On that same thought, you may want to add an alternate start route for people like me...just a thought. ;)

 

 

I'll give it some thought, sure.  The difficulty would be that there's a lot less commonality to any alt start game.

 

The console command would be:

 

startquest RaiderPetDialogueQuest

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22 minutes ago, stobor said:

I'll give it some thought, sure.  The difficulty would be that there's a lot less commonality to any alt start game.

Eh, make it level or conditional based. Along the lines of a bounty placed on you for X number of raiders killed by the PC. If you're planning to use Super Mutants, the same thing works., but thematically....they might want to make you their pet cause they think you're tasty due to all the SM's you killed. Gunners too under the premise of "TALON COMPANY!" (someone takes out a contract on you). 

 

The main questline...is nice and all, but, I haven't started it in ages cause it's incredibly stale to me now. I like loose fitting quest mods that leave room for headcanon. This can be a mod like that. I get where you're looking for commonality, and it's semi important in this context. I can only speak for myself here, but I'd be willing to bet that a lot of people want plausible scenarios that aren't too rigid, that fit the overall theme of the game itself. 

 

Just my $0.02. ;)

 

 

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39 minutes ago, stobor said:

The console command would be:

 

startquest RaiderPetDialogueQuest

15527704_2019-02-0219_06_19-RaiderPet-Downloads-Fallout4AdultSexMods-LoversLab-Vivaldi.png.8523cb6d023ecf551b9ef066d466a3f9.png

 

Which is odd because, it was loaded. I triple checked in MO2: 

 

image.png.5fce9ca46226c388655e47c4f17b4442.png

 

image.png.99992ae6a22cdc020850420ad12dbb57.png

 

No idea what's going on there. I even double checked the quest name in FO4Edit...no dice. 

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@WandererZero: Check your spelling - 'dialogue' not 'dialog'.

 

As to your thoughts on loose-fitting and flexible quest mods, we're on the same page.  That is indeed my goal here.  Cheers.

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1 hour ago, stobor said:

Check your spelling - 'dialogue' not 'dialog'.

Ah yes. Missed the English spelling. 

1 hour ago, stobor said:

As to your thoughts on loose-fitting and flexible quest mods, we're on the same page.

That's great to hear. Cheers! 

 

:thumbsup: ?

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