KKSSL Posted March 6, 2024 Posted March 6, 2024 (edited) 2 hours ago, izzyknows said: So which boss are you talking to? Ack-Ack at USAF Satellite. but even in Corvega most of the quests were bugged (before i stopped playing, started Skyrim, came back(present day), so i guess a few years ago ?) when i tried Here's the load order Spoiler #Mod_Priority,#Mod_Status,#Mod_Name "0000","+","DLC: Wasteland Workshop" "0001","+","DLC: Vault-Tec Workshop" "0002","+","DLC: Nuka-World" "0003","+","DLC: Far Harbor" "0004","+","DLC: Contraptions Workshop" "0005","+","DLC: Automatron" "0006","+","BodySlide and Outfit Studio - v5.6.3" "0007","+","LooksMenu v1-6-18" "0008","+","Address Library for F4SE Plugins" "0009","+","Buffout 4 NG with PDB support" "0010","+","Vioxsis' Strap-On's of Fallout 4" "0011","+","FusionGirl" "0012","+","BodyTalk" "0013","+","Mosin Nagant - Sniper Rifle - Script Reload v1.2" "0014","+","M1 Garand" "0015","+","TortureDevices 2.21" "0016","+","Fallout 4 High Heels System" "0017","+","Mod Configuration Menu 1.39" "0018","+","Prisoner Shackles 4.0" "0019","+","Devious Devices 2.0_RC9_Beta2_HotFix" "0020","+","FG - Devious Devices RC" "0021","+","Rogg DD Items Manager" "0022","+","Devious Devices Face Morphs 0.2" "0023","+","DD_LegAnimOverride" "0024","+","Real Handcuffs" "0025","+","RobCo Patcher" "0026","+","HUDFramework 1.0f" "0027","+","Armor and Weapon Keywords Community Resource (AWKCR)" "0028","+","GET DIRTY (take a bath)" "0029","+","Get Dirty Update Follower Script" "0030","+","ZeX - ZaZ Extended Skeleton" "0031","+","Plugs otC_DD" "0032","+","dcc-potc-v112-slot57" "0033","+","CRX-2.1beta" "0034","+","lePiercings Fusion Girl 2.1.0" "0035","+","Lighthouse Papyrus Extender" "0036","-","Character Cust_separator" "0037","+","KS Hairdos - Addon(s) with Physics" "0038","+","Eye Liner Masks Deluxe" "0039","+","Lip Liner Mask Deluxe" "0040","+","Ponytail Hairstyles by Azar v2_5a - Loose files" "0041","+","The Eyes of Beauty Fallout Kaleidoscope Edition - All-in-One" "0042","+","HN66nXAZOMN_FO4_DistinctiveTeeth_V1" "0043","+","Commonwealth Cuts - KS Hairdos - ApachiiSkyHair" "0044","+","CCO_separator" "0045","+","CCO Foxy Factions Outfit Replacer (Fusion Girl)" "0046","+","CCO Silver Shroud Outfit Replacer (Fusion Girl)" "0047","+","CCO Cheeky Casuals Outfit Replacer (Fusion Girl)" "0048","+","CCO Saucy Settlers Outfit Replacer (Fusion Girl)" "0049","+","CCO Vulgar Villains Outfit Replacer (Fusion Girl)" "0050","+","Overlays_separator" "0051","+","LooksMenu - Additional Pubic Hair Overlays" "0052","+","LooksMenu - Pubes Forever (Fallout 4 Edition)" "0053","+","LooksMenu Body Tattoos (CBBE) (EVB or vanilla)" "0054","+","LooksMenu Body Tattoos ESL Version" "0055","+","Rutah Tattoo Pack for LooksMenu (CBBE)" "0056","+","ASO Astins Skin Overlay Cbbe (BLK Tribal tattoos)" "0057","+","ASO Astins Skin Overlay Cbbe (Tribal Brands)" "0058","+","ASO Astins Skin Overlay Cbbe (Tribal tattoos Color)" "0059","+","SVB Tattoos 1.0b" "0060","+","Porcoverlays_esl_02a" "0061","+","PorcPubes_Esl_02a" "0062","+","CBBE Pubic Hair Overlays" "0063","+","Render Tattoos" "0064","+","LewdMarks 1.4" "0065","+","Body_ColorOverlays-75384-1-2-1697641784" "0066","+","Captive Tattoos" "0067","+","Random Overlay Framework" "0068","+","Presets_separator" "0069","+","Josie Body - A CBBE and Fusion Girl BodySlide Preset" "0070","+","Lazman Fusion Girl BodySlide Preset" "0071","+","BodySlide Presets" "0072","+","Julia Looksmenu Character Preset" "0073","+","AAF H Mods_separator" "0074","+","AAF Violate" "0075","+","AAF Violate Purgatory 1.2" "0076","+","BoundInPublic1.3.3" "0077","+","SexAttributes2.7.4" "0078","+","SexAttributesHUD2.0.0" "0079","+","Commonwealth Captives v1.00" "0080","+","AAF Dirty Sex 1.0" "0081","+","DangerousNights_V_0_38" "0082","+","AAF_Vanilla_Fudge_v_1_6_4_3_resaved" "0083","+","SexHarassment1.19.4" "0084","+","TattooAfterRape1.1.2" "0085","+","Raider Pet v1_4 Localized" "0086","+","AAF Morning Sex With Lover v1.2.1" "0087","+","AAF - Autonomy Enhanced Redux" "0088","+","Commonwealth Moisturizer" "0089","+","Wasteland Eggspansion 0.424" "0090","+","AAF History v2.3" "0091","+","High Heel Training 1.2" "0092","+","HHT 1.2 Patch" "0093","+","AAF_separator" "0094","+","Advanced Animation Framework" "0095","+","AAF Vanilla-Kinky-Creatures Sex Animation Themes" "0096","+","AAF Anims_separator" "0097","+","ZaZOut4" "0098","+","Release_BadEnd_v01_05" "0099","+","50 Shades of Fallout 4 Repacked" "0100","+","FARELLE_ANIM_MOD_DEV_0.1.2" "0101","+","FO4_AnimationsByLeito_v2.1b" "0102","+","Vadermania[AAF]" "0103","+","Four-Play Animations by Crazy 1.3" "0104","+","Crazy Animations (NMM Gun Version) - 3-11-17" "0105","+","Release_CreaturePack_v03_01" "0106","+","Release_CreaturePackDLC_v01" "0107","+","Atomic Lust" "0108","+","AL - Rufgt's Old Animations" "0109","+","Mutated Lust v1.4" "0110","+","SavageCabbages Animation Pack v1.2.8" "0111","+","BP70 Fallout 4 Sex Animations 2.3" "0112","+","Brave's Animations" "0113","+","RohZima F4_v1.61" "0114","+","Slave and Model 100 poses" "0115","+","Spicy Altered Creature Animations" "0116","+","Release_NSFWsoundpack_03_01" "0117","+","AAF Patch(es)_separator" "0118","+","Ultimate AAF Patch" "0119","+","New_separator" "0120","+","Damn Apocalypse Core Resources" "0121","+","Damn Apocalypse Loot Module" "0122","+","Valdacil's Item Sorting" "0123","+","OCBPC-0.3-ZeX4" "0124","+","MTM 3B OCBP - OCBPC Physics and Collision Preset" "0125","+","RaiderMissing" "0126","+","Poster2.1.4" "0127","+","DanksMagsV2" "0128","+","Celebs Fakes Posters (FAC paintings)" "0129","+","Unofficial Fallout 4 Patch - UFO4P" "0130","+","Full Dialogue Interface" "0131","+","Start Me Up Redux (FDI Dialogue)" "0132","+","Weapon Debris Crash Fix" "0133","+","Vault Girl Bobbleheads - Too Sexy For You - NO ESP" "0134","+","3rd Person Behavior Fixes" "0135","+","SUP F4SE Plugin" "0136","+","Mutilated Dead Bodies" "0137","+","Dead Bodies Plus (Vanilla replacement)" "0138","+","2071387438_ProfessorAxolotlsBillboardRetextureLOOSE" "0139","+","8K Realistic Skin Textures - CBBE - Fusion Girl - ABeauty - Unique Player Compatible-" "0140","+","Immersive HUD - iHUD" "0141","+","Enhanced Blood Textures" "0142","+","Enhanced Blood - better performance" "0143","+","See-Through-Scopes" "0144","+","Lowered Weapons" "0145","+","Darker Nights 1.11p6" "0146","+","Vivid Weathers" "0147","+","Better Settlers" "0148","+","Longer Power Lines 3x" "0149","+","Easy Hacking" "0150","+","Reverb and Ambiance Overhaul - ALL DLC" "0151","+","Enhanced Lights and FX" "0152","+","Pip-Boy Flashlight" "0153","+","TheKite's Vault-Tec Slave Suit" "0154","+","TheKite's Vault-Tec Slave Suit - Conversion to Fusion Girl Bodyslide and HHS" "0155","+","Harness Wardrobe - Craftable Variants and Replacers" "0156","+","Fusion Girl BodySlide Files For Calyps' Daisynukes And Craftable Harness" "0157","+","harness Minimal Chance Leveled List Patch - Thanks to RustyXXL" "0158","+","Lee Enfield No.4 Mk.1 - Britain's Finest" "0159","+","Lee Enfield No.4 Mk.1 - Britain's Finest vis and awkcr" "0160","+","Project Reality Footsteps FO4 1.7 BA2" "0161","+","Increased Settler Population 50" "0162","+","RAW INPUT - The Ultimate Mouse Sensitivity Fix" "0163","+","Idiot Savant to Idiot Slut" "0164","+","Unlimited Survival Mode - F4SE" "0165","+","RU556 - Assault Rifle v3.0 - 2K" "0166","+","Heckler und Koch - MP5 Complex" "0167","+","Beretta M9-FS Pistol (92FS)" "0168","+","M3D - Sig Sauer P220" "0169","+","Power Armor Animation Changes-1.0" "0170","-","Survival Options" "0171","+","Realistic Ragdoll Force action" "0172","+","The M14 Standalone Rifle" "0173","+","Classic Holstered Weapons System (CHW)" "0174","+","No Negative Affinity and No Affinity Cooldown" "0175","+","NPCs Travel" "0176","+","Quieter Settlements" "0177","+","High FPS Physics Fix" "0178","+","Vivid Fallout - All in One" "0179","+","Insignificant Object Remover" "0180","+","Faster Terminal Displays (20x) Creation Kit Version" "0181","+","PiP-Boy 2000" "0182","+","FAR - Faraway Area Reform" "0183","+","Settlement Of Unlimited Size" "0184","+","Boston FPS Fix - PRP Edition" "0185","+","Eli's Armour Compendium - CBBE and BodySlide 1.5" "0186","+","eli AE and VIS patch" "0187","+","Classy Chassis Outfits - Eli's Armour Replacer (CBBE)" "0188","+","CCO - Eli's Armour Replacer - Fusion Girl-73133-1-0-1689942355" "0189","+","Classy Chassis Outfits - Eli's Armour Replacer - Fusion Girl Bodyslide Files belt fix" "0190","+","mcgFemaleWalk" "0191","+","Deviously Cursed Wasteland V1.4" "0192","+","Deviously Cursed Menu" "0193","+","MCM Settings Manager" "0194","+","MCM Booster" "0195","+","BodySlide Output" Edited March 6, 2024 by KKSSL
izzyknows Posted March 6, 2024 Posted March 6, 2024 1 hour ago, KKSSL said: Ack-Ack at USAF Satellite. but even in Corvega most of the quests were bugged That's a list of mods not the load order as the game wont allow esp to be loaded before esm. BTW, you don't need DD face morphs as it's already built in since RC8.
KKSSL Posted March 6, 2024 Posted March 6, 2024 9 hours ago, izzyknows said: That's a list of mods not the load order My bad, i meant it as in overwriting. 9 hours ago, izzyknows said: you don't need DD face morphs Okay, i'll remove it. Well i don't know how to export the load order can you tell me how ?
izzyknows Posted March 6, 2024 Posted March 6, 2024 7 hours ago, KKSSL said: Well i don't know how to export the load order can you tell me how ? I think you're using MO2.. but I don't use it so not much help there. Sorry! 1
LynErso666 Posted March 11, 2024 Posted March 11, 2024 (edited) As kewl as this mod is, when DC sec guards say "I heard you used to run with raiders" it's disappointing as hell because this mod ensures that's impossible by using that Captive faction to preserve the scenes and quests (which is a horrible idea btw) and ruins any hopes for "running" with a raider gang, ironically. I would really love to know how to remove the explosive checks, remove the quest failure upon simply equipping a grenade (which weirdly enuff also allows you to just complete the entire Raider Pet scenarios with no collar explosion simply by equipping) and give this mod user control in every aspect over...just being forced into a small space of Commonwealth with no real "run with raiders" scenarios. I'm better off using my bat that removes the player faction and adds the raider faction and just playing that way, which I guess is a good way of giving some closure to the raider Pet mod by completely ignoring its extremely narrow outcome, which there's only ever one of. I don't even care how narrow this mods scope of possibilities is tho. I just want it to stop using the captive faction as a crutch altogether and move on to being more of a Raider Pet situation and less of a...broken frigging mannequin scenario, you know? Is that something you feel you can do? After months and months of working on this myself, I can't mess with the scripts, I just can't, but I have managed to remove some of these terrible quest failure situations by manipulating the base game factions and still allowing me to actually be seen as a raider by other NPCs. I'm still a long way from ensuring that I can engage in combat alongside my gang without the Black Widow perk suddenly being added to me and all the quests suddenly breaking. Still, I'm bad at this. You're obviously not, so I'm begging you to ease up off the overly controlling nature of this mod a little and give the player more freedom for what they want to do! Lol either way, it's still a great mod and probably the only really cool facet of Fallout 4 Loverslab modding so whatever the hell u do with it, I'm here for it! Edited March 11, 2024 by LynErso666
LynErso666 Posted March 11, 2024 Posted March 11, 2024 On 2/2/2019 at 11:42 AM, stobor said: - If you check console, the relevant property is GangBossRef on the RaiderPetDialogueQuest IIRC. Omg thanks for those tidbits about the aliasing! Setquestaliases has allowed me to force this mod back into gear after a premature cancelation and its just picking up right back where itt left off in every test now. This is perfect! At least now I have a console way of maintaining the mod so I can actually run with the gang! This is awesome. I can even carry weapons and force the mod to work. Every once and a while I gotta get them confiscated by the SCEN that checks you for being "RedHanded" but that's totally fine. Encourages me tto make private stashes lol 😂 I love it! Can't believe I didn't notice this before
vaultbait Posted March 11, 2024 Posted March 11, 2024 53 minutes ago, LynErso666 said: Still, I'm bad at this. You're obviously not, so I'm begging you to ease up off the overly controlling nature of this mod a little and give the player more freedom for what they want to do! Lol either way, it's still a great mod and probably the only really cool facet of Fallout 4 Loverslab modding so whatever the hell u do with it, I'm here for it! The last version of this mod was released almost 5 years ago, and the author's last forum post anywhere on LL was over a year ago now. While they didn't formally state development on this has ceased, I don't think anyone is expecting updates at this point.
LynErso666 Posted March 11, 2024 Posted March 11, 2024 15 minutes ago, vaultbait said: The last version of this mod was released almost 5 years ago, and the author's last forum post anywhere on LL was over a year ago now. While they didn't formally state development on this has ceased, I don't think anyone is expecting updates at this point. O wow thaz too bad. Thanks for reminding me there's dates and times on here lol I'm so blonde. I will have to do it myself. Wit a lil help from my friends I gotta script that will keep aliases and quests active and a dummy for collar detonation, so with maybe a bit more work I can have the quest scenarios I want, and I did indeed remove the captive faction from usage and now it works completely perfectly without any captive faction being assigned except tthe very beginning of any Raider Pet scenario. I might just release a continuation patch some day if I can make it work without having to use the console.
SirDuke Posted March 14, 2024 Posted March 14, 2024 (edited) Hey everybody, is there an issue known, that said first Raider to collar you simply removes your items? For me, all carried weapons seem to be removed from the game. Neither does that Raider have them in his inventory, nor do I... Can I get back Kelloggs Revolver, please, Mr. Big Raider guy, pretty pretty please? Edited March 14, 2024 by SirDuke
vaultbait Posted March 14, 2024 Posted March 14, 2024 (edited) 29 minutes ago, SirDuke said: Hey everybody, is there an issue known, that said first Raider to collar you simply removes your items? For me, all carried weapons seem to be removed from the game. Neither does that Raider have them in his inventory, nor do I... Can I get back Kelloggs Revolver, please, Mr. Big Raider guy, pretty pretty please? Once you get the "talk to the boss" quest objective, they should be transferred to the boss NPC's inventory I think? Or maybe they only get added to the corpse on death, I don't remember now. Edit: Also, this question is probably only relevant to Violate's hand-off to RP. The normal way to use RP would require you to store all your weapons somewhere before entering raider territory anyway. Edited March 14, 2024 by vaultbait
izzyknows Posted March 14, 2024 Posted March 14, 2024 31 minutes ago, vaultbait said: Once you get the "talk to the boss" quest objective, they should be transferred to the boss NPC's inventory I think? Or maybe they only get added to the corpse on death, I don't remember now. Edit: Also, this question is probably only relevant to Violate's hand-off to RP. The normal way to use RP would require you to store all your weapons somewhere before entering raider territory anyway. Through Violate, the Raider that collars you will have your weapons. The Boss will have the key to the collar. IF you get nailed by a random patrol spawn and not at a Raider camp, your shite is gone. It's a RP issue, not Violate.
vaultbait Posted March 14, 2024 Posted March 14, 2024 29 minutes ago, izzyknows said: IF you get nailed by a random patrol spawn and not at a Raider camp, your shite is gone. It's a RP issue, not Violate. I thought Violate wouldn't even hand off to RP unless you surrendered at a proper raider camp with a named boss (or their respawned replacement) present?
deathmorph Posted March 14, 2024 Posted March 14, 2024 10 minutes ago, vaultbait said: I thought Violate wouldn't even hand off to RP unless you surrendered at a proper raider camp with a named boss (or their respawned replacement) present? Nope. I've had that before too, at Abernathy over the stream up to the hill where the mast is.
LynErso666 Posted March 14, 2024 Posted March 14, 2024 (edited) 3 hours ago, SirDuke said: Hey everybody, is there an issue known, that said first Raider to collar you simply removes your items? For me, all carried weapons seem to be removed from the game. Neither does that Raider have them in his inventory, nor do I... Can I get back Kelloggs Revolver, please, Mr. Big Raider guy, pretty pretty please? Yeah I have never seen Violate misplace any items. They are always in the inventory of whoever shows up when I showquestaliases on the Retrieve Your Gear quest, which triggers long before any RP handoff Edited March 14, 2024 by LynErso666
izzyknows Posted March 15, 2024 Posted March 15, 2024 (edited) 3 hours ago, vaultbait said: I thought Violate wouldn't even hand off to RP unless you surrendered at a proper raider camp with a named boss (or their respawned replacement) present? A glitch in the matrix. It happens, but is not consistently replicateable. Edited March 15, 2024 by izzyknows
vaultbait Posted March 15, 2024 Posted March 15, 2024 17 minutes ago, izzyknows said: A glitch in the matrix. It happens, but is not consistently replicateable. It's also possible the behavior differs depending on whether or not you have theft enabled in Violate, since it happens first and is separate from (but integrated with) the inventory handling that Violate does during hand-off to RP afterward.
izzyknows Posted March 15, 2024 Posted March 15, 2024 18 minutes ago, vaultbait said: It's also possible the behavior differs depending on whether or not you have theft enabled in Violate, since it happens first and is separate from (but integrated with) the inventory handling that Violate does during hand-off to RP afterward. I never have that turned on, cause well... I'm lazy. LOL Really don't give a shite what I lose, a console command will get it back IF I really want that "special" item. But yea, it should give the items to the one collaring you.. maybe? Been to long since I tested that feature.
Jorklunds Posted March 16, 2024 Posted March 16, 2024 (edited) It's been a while since I used this mod, but is there a way to manually fill a missing alias? I want to do the "belling the cat" quest, but I accidentally started the quest without the esp for the piercings being activated, thus it wasn't recognized on start up. It was a while ago too, so I'd rather not reload a save. Is there a command to fill the Ref for the bell piercings, or any other way to start that miniquest after already starting the scenario? Edited March 16, 2024 by Jorklunds
LynErso666 Posted March 16, 2024 Posted March 16, 2024 1 hour ago, Jorklunds said: It's been a while since I used this mod, but is there a way to manually fill a missing alias? I want to do the "belling the cat" quest, but I accidentally started the quest without the esp for the piercings being activated, thus it wasn't recognized on start up. It was a while ago too, so I'd rather not reload a save. Is there a command to fill the Ref for the bell piercings, or any other way to start that miniquest after already starting the scenario? Manually fill it by refid? I wish. SetQuestAlias is the command I use with many many many mods including this mod when I feel like Lucky is being assigned to the wrong character or ShowQuestAliases to see someone's refid and teleport to them. ShowQuestAliases ClearQuestAliases Setquestaliases Remember these. They let you select the Railroad Mercer Safehouses before or after the game assigns them. They change GunForHire bounty targets. They are very useful commands
Guest Posted March 23, 2024 Posted March 23, 2024 This mod is a stay in my load but i wonder if something like this would be also for gunners. Another point i would like to make is, as i never experienced it, your character can be sold to another gang. Overall this is one the great fetish mods for FO4. (though i always get confused which version to load).
dreamer58 Posted March 24, 2024 Posted March 24, 2024 Does anyone have character preset or advice how to recreate character as shown in screenshots?
Asot Posted March 28, 2024 Posted March 28, 2024 please tell me, the raiders are not taking my heroine prisoner. after violence, they simply attack again if my heroine does not leave the place. The quest doesn't appear at all
katrina.balanchuk Posted March 29, 2024 Posted March 29, 2024 (edited) On 3/24/2024 at 6:01 PM, dreamer58 said: Does anyone have character preset or advice how to recreate character as shown in screenshots? Which screenshot? And there are a great many presets i like these and others from this author Random preset 25 at Fallout 4 Nexus - Mods and community (nexusmods.com) Random preset 24 at Fallout 4 Nexus - Mods and community (nexusmods.com) Random preset 22 at Fallout 4 Nexus - Mods and community (nexusmods.com) Random preset 19 at Fallout 4 Nexus - Mods and community (nexusmods.com) Depending on what skin mod you use they will nearly never look on your computer eactly as they do on the mod screenshot but if you try a few some will be quite close. As for me I try for a face preset that has roughly same shape as my face and then adjust haircolor and eyecolor and makeup to match what I looked like in my college years. But be sure to try all sorts of different hairdos. Men often don't realize how much it can change a womans appearance, and there are many hairdos packs on nexus and off Nexus as well. And I see you have only 6 posts, so you do now about CBBE and Bodyslide? I use that to give myself the nice figure i had in my college years. Well, maybe my figure was never quite as good as in game but who is checking right? Once you build bodyside it will apply not just to a female character but to all female NPCs Try many presets. Not just for your own character but to use on NPCs. I have both male and female presets and put on NPCS (if they have the required "unique" character record which I check with "amazing follower tweaks" mod) Edited March 29, 2024 by katrina.balanchuk
Guest Posted April 8, 2024 Posted April 8, 2024 (edited) Sharing a tweak to RP that adds KFT/Survival Mode compatibility, a couple mini quests and an MCM. I reached out to stobor for permission but it looks like they've been away for a bit - I will of course take this down if there's an issue. A couple disclaimers if you decide to use it: 1) I don't intend to provide support beyond occasional updates as I tweak/fix things during my playthru, 2) the changes are balanced around survival mode and the AAF Violate to RP hand off, 3) anyone is free to do whatever they want with my patch, pending permission from stobor. Requirements: SUP F4SE KFT Torture Devices XDI Soft: RohZima Fallout 4 Sex Animations Commonwealth Moisturizer Plugs of the Commonwealth Up To No Good FO4 Amputator Bad End Animation Pack Outfits: TheKite's Vault-Tec Suit Dicky's Pinup Outfit Absolutely Skimpy Attire Kharneth's Slave Clothes Installation: Install as normal with a mod manager, overwrite the original Changes: KFT restraints are used instead of DD and are used more often. For example, you will be restrained during the truce offering quest in order to keep you from trying something on the way. DD is still required for the collar since I couldn't find an equivalent (although I may swap this out for the one from Nuka World for consistency). I've also increased the priority of most quests to override KFT's gag dialogue (otherwise you get soft locked). Added an MCM to tweak various parts of the mod, mostly timers and chances. Added a dialogue-based begging system you can use to get food, drinks, MWOW soap, restraint removal (excluding the collar), and medical supplies. This is mostly for folks using survival mode. To keep it from being exploitable, all requests are on independent, hidden cooldowns (configurable in the MCM). Asking before the cooldown expires can lead to certain consequences like additional restraints. Your captors will generally expect something in return for giving you stuff. Provided outfits can now be customised thru a JSON file (Data/RaiderPet/outfits.json) and you can define as many variants as you would like. I have mine configured to somewhat model Commonwealth Captives Outfit Injector which creates a nice visual parity between yourself and any fellow captives. Added strip searches thanks to Roh's animations. These are done on a cooldown and will keep you from begging (so you'll have to comply first). Weapons, keys, and clothes not given by the boss will be removed from your inventory. Leaving the captive location will detonate the collar. I realised you could pretty easily cheat with DD Bench Unlocker by just running to a location with an armor bench and this aims to prevent that. Collar detonation essential kills the player to avoid triggering AAF Violate and there's some explosion visual FX. Added more mini quests. Most of these were directly or indirectly inspired by Commonwealth Slavers. I don't claim they're as detailed or well-made as JB's but you might find them familiar. Skincare: your master thinks your skin is looking dry and since lotion is in short supply in the Wasteland, they've got another kind of moisturizer in mind. Requires Commonwealth Moisturizer. Stuck in Place; basically a light, local version of Bound in Public. If there's furniture from TD or ZaZ where you were captured, your boss might decide to force you into it. And of course any gang members are more than happy to make the most of your predicament. Basically requires Up to No Good since I'm not aware of any other mods that distribute furniture. Meet Fido: you know that one line from AAF Violate about getting you ready for their dog? This quest lets your captors follow up on that threat. Can be disabled with the creature content toggle in the MCM. Truce Offering Variants. Apart from being restrained in transit, there are two new variants. In one, you'll deliver a fusion core and have to entertain at least five gang members before you can leave. In the other, you'll bring along your boss's pet and put on a show with him before being allowed to leave (also disabled thru the toggle). Version 0.2 Added missing fragment scripts Version 0.3 Fixed collar countdown on location change during truce quest Add dialogue exit flags to some begging options Fixed clothing confiscation Added restraints to first truce offering quest with Lucky Version 0.4 Added whipping, debuffs, and skin balm you can beg for Fixed clothing confiscation (again) Added random begging failure chance Added arm restraints and random whipping on pickpocket failure Added option to disable controls on force greet (disabled by default due to issues) XDI and Torture Devices are hard deps Version 0.5 Removed accidental Sex Attributes dependency Potential fix for collar beep issues Potential fix for hit reactions Fixes for begging dialogue Added whipping to more dialogue choice Added hair shaving as potential pickpocket consequence Added amputation as potential pickpocket consequence with SFX from CS Added bad ending as potential pickpocket consequence (thanks to AAF Violate) Patched generic doctors script to allow doctors to heal amputated limbs (not super immersive but eh...) Known Issues: Sometimes KFT restraints occupy the same slot as the collar. It's actually a pretty big problem since unequipping causes hostility but I'm not sure what to do beyond hard coding the restraints (which I don't want to do for the sake of variety). Animations during stuck in place can occasionally break. I'm guessing this is because I have to disable the stay package to prevent the player from exiting furniture but there doesn't seem to be a clean solution. I only really tested this thru the Violate handoff so I'm not sure how things behave if you give yourself up. The new dialogue is obviously unvoiced if you're using the voice patch Dialogue while gagged is still lip synced I did not namespace a couple scripts correctly (still learning how FO4's CK works :) Sometimes post-pickpocket consequence you get stuck, run sae IdleStop to fix Probably more... Since the ZaZOut X-Cross's used by Up to No Good doesn't seem to have any available animations (could be wrong) I made this Base Object Swapper config to swap them out for TD X-Crosses: RaiderPet_SWAP.ini Raider Pet Tweak v0.5.zip You can get @lordbuttcheese's fixed version here: Edited August 11, 2024 by ponzipyramid
Buckandisdead Posted April 19, 2024 Posted April 19, 2024 On 4/8/2024 at 11:04 PM, ponzipyramid said: Sharing a tweak to RP that adds KFT/Survival Mode compatibility, a couple mini quests and an MCM. I reached out to stobor for permission but it looks like they've been away for a bit - I will of course take this down if there's an issue. A couple disclaimers if you decide to use it: 1) I don't intend to provide support beyond occasional updates as I tweak/fix things during my playthru, 2) the changes are balanced around survival mode and the AAF Violate to RP hand off, 3) anyone is free to do whatever they want with my patch, pending permission from stobor. Requirements: SUP F4SE KFT Torture Devices XDI Soft: RohZima Fallout 4 Sex Animations Commonwealth Moisturizer Plugs of the Commonwealth Up To No Good Outfits: TheKite's Vault-Tec Suit Dicky's Pinup Outfit Absolutely Skimpy Attire Kharneth's Slave Clothes Installation: Install as normal with a mod manager, overwrite the original Changes: KFT restraints are used instead of DD and are used more often. For example, you will be restrained during the truce offering quest in order to keep you from trying something on the way. DD is still required for the collar since I couldn't find an equivalent (although I may swap this out for the one from Nuka World for consistency). I've also increased the priority of most quests to override KFT's gag dialogue (otherwise you get soft locked). Added an MCM to tweak various parts of the mod, mostly timers and chances. Added a dialogue-based begging system you can use to get food, drinks, MWOW soap, restraint removal (excluding the collar), and medical supplies. This is mostly for folks using survival mode. To keep it from being exploitable, all requests are on independent, hidden cooldowns (configurable in the MCM). Asking before the cooldown expires can lead to certain consequences like additional restraints. Your captors will generally expect something in return for giving you stuff. Provided outfits can now be customised thru a JSON file (Data/RaiderPet/outfits.json) and you can define as many variants as you would like. I have mine configured to somewhat model Commonwealth Captives Outfit Injector which creates a nice visual parity between yourself and any fellow captives. Added strip searches thanks to Roh's animations. These are done on a cooldown and will keep you from begging (so you'll have to comply first). Weapons, keys, and clothes not given by the boss will be removed from your inventory. Leaving the captive location will detonate the collar. I realised you could pretty easily cheat with DD Bench Unlocker by just running to a location with an armor bench and this aims to prevent that. Collar detonation essential kills the player to avoid triggering AAF Violate and there's some explosion visual FX. Added more mini quests. Most of these were directly or indirectly inspired by Commonwealth Slavers. I don't claim they're as detailed or well-made as JB's but you might find them familiar. Skincare: your master thinks your skin is looking dry and since lotion is in short supply in the Wasteland, they've got another kind of moisturizer in mind. Requires Commonwealth Moisturizer. Stuck in Place; basically a light, local version of Bound in Public. If there's furniture from TD or ZaZ where you were captured, your boss might decide to force you into it. And of course any gang members are more than happy to make the most of your predicament. Basically requires Up to No Good since I'm not aware of any other mods that distribute furniture. Meet Fido: you know that one line from AAF Violate about getting you ready for their dog? This quest lets your captors follow up on that threat. Can be disabled with the creature content toggle in the MCM. Truce Offering Variants. Apart from being restrained in transit, there are two new variants. In one, you'll deliver a fusion core and have to entertain at least five gang members before you can leave. In the other, you'll bring along your boss's pet and put on a show with him before being allowed to leave (also disabled thru the toggle). Version 0.2 Added missing fragment scripts Version 0.3 Fixed collar countdown on location change during truce quest Add dialogue exit flags to some begging options Fixed clothing confiscation Added restraints to first truce offering quest with Lucky Version 0.4 Added whipping, debuffs, and skin balm you can beg for Fixed clothing confiscation (again) Added random begging failure chance Added arm restraints and random whipping on pickpocket failure Added option to disable controls on force greet (disabled by default due to issues) XDI and Torture Devices are hard deps Known Issues: Sometimes KFT restraints occupy the same slot as the collar. It's actually a pretty big problem since unequipping causes hostility but I'm not sure what to do beyond hard coding the restraints (which I don't want to do for the sake of variety). Animations during stuck in place can occasionally break. I'm guessing this is because I have to disable the stay package to prevent the player from exiting furniture but there doesn't seem to be a clean solution. I only really tested this thru the Violate handoff so I'm not sure how things behave if you give yourself up. The new dialogue is obviously unvoiced if you're using the voice patch Dialogue while gagged is still lip synced I did not namespace a couple scripts correctly (still learning how FO4's CK works :) Probably more... Future Plans: Amputation when expending your captors' patience. I would want some kind of way to heal this after you escape (probably at the doctor's) to make it viable during a playthrough. It's a naturally more severe consequence than restraints Since the ZaZOut X-Cross's used by Up to No Good doesn't seem to have any available animations (could be wrong) I made this Base Object Swapper config to swap them out for TD X-Crosses: RaiderPet_SWAP.ini 507 B · 40 downloads Raider Pet Tweak v0.4.zip 526.29 kB · 41 downloads Seems to run well for me thanks for the patch.
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