silentJay Posted April 20, 2024 Posted April 20, 2024 (edited) On 4/9/2024 at 12:04 AM, 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 · 41 downloads Raider Pet Tweak v0.4.zip 526.29 kB · 43 downloads Very cool tweak. I'm having a lot of fun with it. I've only discovered two problems so far. The first was when my pc got the assignment for the "Stuck in Place" quest, nothing else happened. Maybe because I hadn't used the object swapper and there was no other furniture than the ZaZOut X-Cross. I could just move on with new orders from Jared. The second, more serious problem occurred after my pc finally got rid of her collar. I had played the whole Lucky quest with a confession to the boss and Lucky being shot by the raiders. After that, my pc sneaked outside (still inside the perimeter) and unlocked the collar. The Raider Pet mod detected this and gave me the Black Widow perk and the raiders became hostile again. But after I left the perimeter, I heard the collar ticking again. Near College Square, my pc surrendered to a group of raiders from the NPCs Travel mod (https://www.nexusmods.com/fallout4/mods/16987). Through AAF Violate, my pc got a new collar that immediately started the ticking countdown and exploded, likely because my pc was no longer within the Corvega Assembly Plant perimeter. Reloading the game with the save from shortly after my pc escaped seemed to have fixed this issue so far. But I still hear the collar ticking occasionally. Edited April 20, 2024 by silentJay
Nuka Cherry Posted April 21, 2024 Posted April 21, 2024 Getting the bug where Jun does not stop talking about the raider note. Tried every fix I know including adding the note, fast travel away, spending days in game in another location, resurrect, etc. Even start/stop raider pet quest. Oh well.
izzyknows Posted April 21, 2024 Posted April 21, 2024 5 hours ago, Nuka Cherry said: Getting the bug where Jun does not stop talking about the raider note. Tried every fix I know including adding the note, fast travel away, spending days in game in another location, resurrect, etc. Even start/stop raider pet quest. Oh well. setessential 19fd8 0 and kill the waste of space. 😈
katrina.balanchuk Posted April 22, 2024 Posted April 22, 2024 (edited) On 4/9/2024 at 12:04 AM, 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 · 49 downloads Raider Pet Tweak v0.4.zip 526.29 kB · 61 downloads So we download both of these files? Love the idea behind the mod. RP needed a bit more "teeth" to be plausible IMO. Edited April 22, 2024 by katrina.balanchuk
Just_A_Weirdo Posted April 22, 2024 Posted April 22, 2024 On 4/9/2024 at 1:04 AM, 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 · 50 downloads Raider Pet Tweak v0.4.zip 526.29 kB · 62 downloads Seems like now it requires sexattributes to work
Raven3166 Posted April 23, 2024 Posted April 23, 2024 (edited) I've got an issue that whenever I talk to a raider (after depositing all my items somewhere) they use the dialogue of putting a collar around the player, but then they just strip and rape them, after that nothing happens anymore, there's no collar on the player and the only times the player gets talked to it's by other raiders for sex I have RSE and Violate installed with this mod EDIT: Uninstalled RSE, didn't seem to be it. Edited April 23, 2024 by Raven3166
LesboIsBesto Posted April 25, 2024 Posted April 25, 2024 (edited) so i got dis mod & Violate & it successfully sent me to it. Problem is despite me never bein too far from the raider boss & always submittin to her, the collar exploded on me & tried to roast me for like 5 straight minutes. But since I had Violate's essential player setting on, I didnt die (not sure if im supposed to since its my 1st run). The effects stopped, im alive, & the quest continues on like normal but I got these red gorey looking parts on my body like it was trying to dismember my player but failed. How do I get rid of them cuz they ugly & wont go away from waiting or reloadin my looksmenu preset? They only temporarily disappear when AAF sex starts up in any way. EDIT: NVM found the console command meant to remove it. Still guessing I was meant to die tho idk why it went off still if I wasnt doin anything to escape or resist the raiders Edited April 25, 2024 by LesboIsBesto
Juan Hugh Jorgan Posted April 28, 2024 Posted April 28, 2024 So I talked to Lucky to start the "Truce Offerings" quest and ran to the camp location. When I got there, it was just a building with no doors and a raider camp setup around it. The boss I am supposed to see is at the top of that building with no way in. Has anyone come across this or know of a way to fix it? Thanks much!
tinkerbelle Posted April 28, 2024 Posted April 28, 2024 1 hour ago, Juan Hugh Jorgan said: So I talked to Lucky to start the "Truce Offerings" quest and ran to the camp location. When I got there, it was just a building with no doors and a raider camp setup around it. The boss I am supposed to see is at the top of that building with no way in. Has anyone come across this or know of a way to fix it? Thanks much! You can get to the boss. Go up the rubble path to the west into the "building". Go up the stairs in the next "room". Head across the walk way to the north-west to the next building. Go up the stairs. Go up the ramps. Head past the cylinder (I think). You'll see a small platform with a button. Press the button to bring the gondola to your level. When the gondola arrives, enter it and press the button on it. The gondola takes you to the most south-eastern building. Find the raider chief. Do your "chore".
Just_A_Weirdo Posted April 29, 2024 Posted April 29, 2024 (edited) On 4/9/2024 at 1:04 AM, 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 · 75 downloads Raider Pet Tweak v0.4.zip 526.29 kB · 91 downloads I really like the idea of these tweaks, but my experience is very janky. Some speed debuffs has been applied during my capture in a corvega and they are not going away. The situation only gets worse with every new raider camp. After being whipped for stealing from the boss, every melee atack makes PC go into scared idle animation. Even when i succesfully escaped. Also, im still hearing the collar beeping after i succesfully put it off Edited April 29, 2024 by Just_A_Weirdo There was one crucial detail that i had forgot to add
Juan Hugh Jorgan Posted April 30, 2024 Posted April 30, 2024 On 4/28/2024 at 2:19 PM, tinkerbelle said: You can get to the boss. Go up the rubble path to the west into the "building". Go up the stairs in the next "room". Head across the walk way to the north-west to the next building. Go up the stairs. Go up the ramps. Head past the cylinder (I think). You'll see a small platform with a button. Press the button to bring the gondola to your level. When the gondola arrives, enter it and press the button on it. The gondola takes you to the most south-eastern building. Find the raider chief. Do your "chore". Thank ya. I ended up seeing how to get up there after I turn off collision and just flew up there. That was pretty sneaky of them haha
gerroth Posted May 1, 2024 Posted May 1, 2024 On 4/9/2024 at 12:04 AM, 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 · 77 downloads Raider Pet Tweak v0.4.zip 526.29 kB · 95 downloads Thanks, you are THE man! You greatly improved my last Skyrim playthrough with Acheron, by basically dropping all of the outcome mods that I thought I needed, and that where previously lacking. Now I've decided to play Fallout and low and behold there's Ponzi in every mod thread I installed providing extras that I just right now have been looking for.
slutq121 Posted May 1, 2024 Posted May 1, 2024 hey, I just installed this mod, all the requirements and a few optional mods, but it doesn't seem to work. If I use my existing char, where I cleared my inventory of weapons, and I have cleared a lot of the raider locations, it doesnt work and the raiders turn hostile, even without weapons in my inventory. I tried with the setpqv RaiderPetDialogueQuest verbose true and the ForceDisarm, but it doesnt work
gerroth Posted May 2, 2024 Posted May 2, 2024 (edited) On 4/9/2024 at 12:04 AM, ponzipyramid said: Known Issues: I only really tested this thru the Violate handoff so I'm not sure how things behave if you give yourself up. For me I simply don't get force-greeted and the capture does not start. It executes the function that makes the player captive `MakeCaptive()` and then eternally waits for the dialogue with the raiders appeased. Edit: The Violate Handoff is basically IMPOSSIBLE to trigger in practice, I tried for an hour with console and gave up. So I could not test anything unfortunately. Edited May 2, 2024 by gerroth
Guest Posted May 3, 2024 Posted May 3, 2024 Since I've gotten a couple pings regarding the tweak, I'll restate that I can't really provide support for it. That being said, I did fix a couple issues and noticed the collar beep thing the last time I played so I'll probably have a fix for it at some point. 16 hours ago, gerroth said: For me I simply don't get force-greeted and the capture does not start. It executes the function that makes the player captive `MakeCaptive()` and then eternally waits for the dialogue with the raiders appeased. Edit: The Violate Handoff is basically IMPOSSIBLE to trigger in practice, I tried for an hour with console and gave up. So I could not test anything unfortunately. For Violate, are you in a location with a raider boss? I noticed that in some locations like Corvega, the get ref type function fails to correctly return the correct value, so although Jared is the boss, Violate thinks none exists and won't start RP. Couldn't find a robust solution for this, so I just hard coded a manual check for Corvega. Beantown brewery has been my de facto testing location.
gerroth Posted May 3, 2024 Posted May 3, 2024 28 minutes ago, ponzipyramid said: For Violate, are you in a location with a raider boss? I noticed that in some locations like Corvega, the get ref type function fails to correctly return the correct value, so although Jared is the boss, Violate thinks none exists and won't start RP. Couldn't find a robust solution for this, so I just hard coded a manual check for Corvega. Beantown brewery has been my de facto testing location. Yeah, it took me some time to find the cells with the bosses and I've had the same experience that it still won't work in some places. I'll have to test that specific one in a fresh game once. Also I have failed to get the correct number of enemies to fulfill the requirements, because there's either too many females or the gangbang animation failed due to too many participants. 28 minutes ago, ponzipyramid said: Since I've gotten a couple pings regarding the tweak, I'll restate that I can't really provide support for it. That being said, I did fix a couple issues and noticed the collar beep thing the last time I played so I'll probably have a fix for it at some point. Sure, Just wanted to give some positive feedback and answer the question asked in the FAQ. In case you ever decide to still work on this, supporting the "voluntary" start would be great, because that is much easier to trigger than Violate Outcome.
gegging Posted May 3, 2024 Posted May 3, 2024 On 4/9/2024 at 7:04 AM, 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. Thanks for the patch. Wish KFT was a soft requirement because I'm more interested in the improved survival mode integration.
Guest Posted May 5, 2024 Posted May 5, 2024 (edited) Posted 0.5 with some more stuff I added/fixed. Don't expect all the bugs to have gone away but now that I finished basically everything in the future plans section, most of my attention will be on refinement for 0.6 (whenever that actually happens). Individual toggles for amputation, execution, and hair shaving have been added to the MCM since I'm guessing not everyone will want that kind of thing. Edited May 5, 2024 by ponzipyramid
jc321 Posted May 6, 2024 Posted May 6, 2024 Thankyou!, Fantastic additions. This was one of my favourite mods in F04 but was quite limited in events so this is great addition to keeping it fresh. I think I've spotted one bug. If you ask for food/water and get rejected post asking your capture .. You can ask again straight away and they then say . well done! and you get food/drink,
izzyknows Posted May 18, 2024 Posted May 18, 2024 55 minutes ago, Alou87 said: Finally got this wonderfull mod to work. What I did was go to my settlement put everything I had in inventory and I mean everything, there might have been something from a mod or similar which bugged it out to consider me hostile. But now that its running they didnt put a colar on me its ok, but still I do have devious devices installed which I believe is the one with the colars that can blow your head off, are there any settings in a menu that I can tweak for this or is it just bit bugged, yet still no biggy I got good imagination Any advice would be appreciated. What version of DD are you using? I know the original buggy DD 2.0 works, and the community version RC9 works and doesn't require Armor Keyword Resource. You need Torture Devices Quote Note that the Devious Devices support in this version is for Devious Devices Community Patch RC8 "& RC9". If you are using Devious Devices 2.0 then you should use Torture Devices version 2.1a. Also a good idea to get the latest version of Real Handcuffs. But! Do NOT allow it to overwrite the LL FourPlay F4SE plugin. Keep the AAF version. If you did allow it, then just reinstall AAF and let it overwrite the plugin again.
vaultbait Posted May 19, 2024 Posted May 19, 2024 52 minutes ago, izzyknows said: Also a good idea to get the latest version of Real Handcuffs. But! Do NOT allow it to overwrite the LL FourPlay F4SE plugin. Keep the AAF version. If you did allow it, then just reinstall AAF and let it overwrite the plugin again. Conveniently, the most recent release of RH no longer installs its copy of LLFP by default, the checkbox for that in the FOMOD installer is unchecked by default now (though users with a mod manager that remembers their previous FOMOD menu choices may not notice). 1
izzyknows Posted May 19, 2024 Posted May 19, 2024 15 minutes ago, vaultbait said: Conveniently, the most recent release of RH no longer installs its copy of LLFP by default, the checkbox for that in the FOMOD installer is unchecked by default now (though users with a mod manager that remembers their previous FOMOD menu choices may not notice). LOL! I never noticed the change. Force of habit to make sure it's not checked. 😜
UsernameTaken666 Posted May 19, 2024 Posted May 19, 2024 18 minutes ago, Alou87 said: Am not using DD found out I was mistaken, I do use Torture devices, Real Handcuffs and KZL, and for the AAF, I use this and this AAF Beta 161.1-31304-161-1b-1610914138.7z I am using a wabberjack mod comp, where I added a couple of mods. Mainly RSEII, Bound In Public and Raiders Pet its what I was aiming for anyway, since I find em to be great mods. Well using a mod pack complicates things as we don’t know what’s in them nor what changes, if any, were made to the mods. So if you’re new to modding as you are, it’s not advisable to try adding mods, especially adult mods, to any collection or mod pack. My two cents.
rilieAP Posted May 19, 2024 Posted May 19, 2024 (edited) Edit - Got it figured out, was going though my logs and realized it was trying to call the meet the boss script but it wasn't present, and it was then that I realized the original RP mod was needed.... Question now, should I use the StaticPhobia tweak as well as the original so its yours overwriting any Static assets which then overwrites the original mod? Edited May 22, 2024 by RileyAP
vaultbait Posted May 23, 2024 Posted May 23, 2024 31 minutes ago, Alou87 said: Not everybody has the knowhow or understanding of how to do stuff like that Nobody starts with the knowhow or understanding of how to do stuff like that. We chose to learn, it's that simple. 3
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