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Posted
2 hours ago, jpee1965 said:

 

Meathead is the dog, I thought. He is just called Dog in the game, not sure why everybody calls him Meathead.

Oh, well he's actually automatically renamed to "Dogmeat" once you meet up with the people in Concord, in vanilla game. If you never played through that quest, that's probably why the dog never changed its name to Dogmeat, besides some other possible reasons like mods or even bugs. I believe that in one of my playthroughs, he never changed its name to Dogmeat, not sure why. I think it wasn't even a modded game. Perhaps it happens if you go through that quest in Concord without taking the dog with you? Not sure.

Posted

So, recently I figured you can use MCG to marry a woman who's already married (per vanilla relationship settings of NPCs) and my imagination got wild and the first thing that came to my mind was: Just what would happen if her original husband found out about us? Well, I decided to go all out experimenting to find out and... it turns out that no matter what you do, the original husband doesn't give a damn... I brought them both right behind the house in Sanctuary, asked her for sex, right in front of him and he just stood there like if nothing happened and it was only after like third act in a row when I got 1 point of Infamy, apparently due to him witnessing the act, but that was pretty much it...

 

So that experience made me think - wouldn't it be cool, if doing something like this would have consequences? For example, it could lead to a direct confrontation with her original husband and it could have some unpredictable outcomes. He could get aggressive and attack me / her or both, or he could be scared of me, depending on my stats, but he would still be angry and confront me verbally. What do you think?

Posted (edited)
On 6/6/2021 at 6:53 PM, jpee1965 said:

Can I ask what "Enquire Deadlock : True" means in options? Not the MCM the Options hotkey...

Um, no idea. This is the first time I came across something like that. Is it really there, somewhere? And where exactly did you find it?

Edited by MrFuturehope
Posted

For some reason my player often only gains 1 wear point after sex :/ 

I also wish that there would be an option to "Do it somewhere else" when someone approaches demanding sex.

Posted (edited)
56 minutes ago, murdakreg said:

For some reason my player often only gains 1 wear point after sex :/ 

 

Before I rebuilt my mod list, my wear was increasing fairly slow to the point I was able to have sex several times in a row and I wouldn't get tired at all. Since I rebuilt my mod list, my wear builds up very fast to the point I'm starting to avoid other NPCs being afraid they would ask for sex. I believe it's all just a matter of settings in the MCM menu
 though, at least that's how I remember I did it before. After all, the default settings may not really suit everyone, so you better check the wear settings in the MCG options inside MCM menu to see if you can make it slightly more aggressive, if you really like it that way...

 

56 minutes ago, murdakreg said:

I also wish that there would be an option to "Do it somewhere else" when someone approaches demanding sex.

There is, unless you're encountering the harassment or rape scenario. If the latter is the case, keep in mind you can always try to avoid it, or I think you can even disable it in the MCM menu. I never disable it though, it's a nice challenge to outrun the harasser and sometimes they end up dead too when they are too needy lol

Edited by MrFuturehope
Posted

is there a way to get more than 100 slaves? if not may I request that the number of slaves that can be owned be increased to at least 300? I would like 10 slaves for every settlement in the commonwealth

Posted
12 minutes ago, cookiez999 said:

is there a way to get more than 100 slaves? if not may I request that the number of slaves that can be owned be increased to at least 300? I would like 10 slaves for every settlement in the commonwealth

What? Did you actually run out of 100 slave slots? lol. Well, I believe slaves are not permanent, you can turn them into settlers at some point (if you gain enough submission points on them), and I think I've read something about them eventually turning into settlers automatically and naturally your number of slaves gets lower when they do, so new slave slots are available. Funny thing about slaves becoming settlers is that the game still calls them slaves in some cases, even if you use a mod to rename them. With these things considered, I think even the 100 slots for slaves is fairly generous, unless you do nothing else than hunt for new slaves lol

Posted
3 hours ago, MrFuturehope said:

What? Did you actually run out of 100 slave slots? lol. Well, I believe slaves are not permanent, you can turn them into settlers at some point (if you gain enough submission points on them), and I think I've read something about them eventually turning into settlers automatically and naturally your number of slaves gets lower when they do, so new slave slots are available. Funny thing about slaves becoming settlers is that the game still calls them slaves in some cases, even if you use a mod to rename them. With these things considered, I think even the 100 slots for slaves is fairly generous, unless you do nothing else than hunt for new slaves lol

No, I haven't run out of slots yet, I haven't even started my new playthrough yet but I'm planning to make a slave empire. do you know if the slaves that become settlers automatically through submission points can still be given slave options like executions through the mcg hotkey?

Posted
2 hours ago, cookiez999 said:

No, I haven't run out of slots yet, I haven't even started my new playthrough yet but I'm planning to make a slave empire. do you know if the slaves that become settlers automatically through submission points can still be given slave options like executions through the mcg hotkey?

Slaves lose their slave options once they become settlers, otherwise you couldn't use regular MCG options on them, such as dating. Not sure about the automatic change to settlers though, that feature definitely exists, but I may be confusing it with other mod, perhaps Crime and Punishment which I also use together with MCG.

Posted

I quick question if anyone knows the answer.

The MCG's Slave options (options given, when using the MCG hotkey on an enslaved NPC) includes a section titled "Offer to Companion", and then produces a list of current companions following you.

However, Dogmeat does not appear on that list, is this intended? I could not find ANY relevant information on the FAQs page. The entire section for option "Offer to Companion" seems to be missing from the FAQs, or at least I could not find it. All other vanilla companions, as far as I can tell (apart from Strong, didn't test) do appear.

 

Thanks!

Posted (edited)

Has anyone managed or figured out how to get this mod working with the ikaros android race ? 
 

The mod does not seem to recognise any sex animations with an ikaros actor and the lust/mood values stay unchanged.

Edited by Baz9
Posted (edited)
9 hours ago, lautasantenni said:

I quick question if anyone knows the answer.

The MCG's Slave options (options given, when using the MCG hotkey on an enslaved NPC) includes a section titled "Offer to Companion", and then produces a list of current companions following you.

However, Dogmeat does not appear on that list, is this intended? I could not find ANY relevant information on the FAQs page. The entire section for option "Offer to Companion" seems to be missing from the FAQs, or at least I could not find it. All other vanilla companions, as far as I can tell (apart from Strong, didn't test) do appear.

 

Thanks!

Recently I was dealing with an incompatibility with Servitrons, because unfortunately Servitrons built at Robotic Workbench don't have that "Hey, do you have a moment?" dialogue option and I would like to find a way to fix this problem, so I was examining MCG mod in FO4Edit and coincidentally, I noticed that it contains quite a few hard coded limitations for certain NPCs, not necessarily something that would give me a hint on how to deal with the problem with Servitrons, but Dogmeat was explicitly defined at couple of different places, so I believe that Dogmeat is a specific case in this mod with specific treatment, so yeah perhaps that's intended.

 

7 hours ago, Baz9 said:

Has anyone managed or figured out how to get this mod working with the ikaros android race ? 
 

The mod does not seem to recognise any sex animations with an ikaros actor and the lust/mood values stay unchanged.

If this is a completely new race, it would probably require a patch. I'm totally guessing here, because I have no experience with ikaros android race - is it a playable race or is it a race for NPCs? If it's for NPCs, then I guess patching it to work with MCG should be easy, if it's for player's race, then I guess patching it would be harder, because player has all those extra variables that NPCs probably don't have, such as lust/mood. Are you able to use that race in AAF animations started by AAF mod itself? If so, then I guess it's really just the incompatibility with MCG, especially if it's about the race of player character. I guess MCG simply expects the player character to be a human, if it's something else, it may not work as expected.

 

6 hours ago, PolakEZ said:

i don't have start butonimage.png.d950a96c6c3e5cdc9597894bac084460.png

But you have "STOP THE MOD" button, which probably means the mod is already running, just some or all of these parts may not be activated - NPC initiative system, NPC-NPC random sex, and Player defeat / respawn system, but those can be turned on or off using your hotkey for MCG menu, the same menu where you have options such as teleport, masturbate, etc..

Edited by MrFuturehope
Posted
8 hours ago, MrFuturehope said:

If this is a completely new race, it would probably require a patch. I'm totally guessing here, because I have no experience with ikaros android race - is it a playable race or is it a race for NPCs? If it's for NPCs, then I guess patching it to work with MCG should be easy, if it's for player's race, then I guess patching it would be harder, because player has all those extra variables that NPCs probably don't have, such as lust/mood. Are you able to use that race in AAF animations started by AAF mod itself? If so, then I guess it's really just the incompatibility with MCG, especially if it's about the race of player character. I guess MCG simply expects the player character to be a human, if it's something else, it may not work as expected.

 

 

Well It’s a player race that I recently stumbled upon on nexus.

 
I was able to start AAF animations after downloading a separate patch for the race. In this instance AAF correctly detects character gender (female) and is able to carry out animations as intended. MCG however does not seem capable of registering such actions probably as you mentioned due it’s more complex interaction systems and race incompatibility. I guess I was just being hopeful that someone on here might have patched it.
Posted (edited)
1 hour ago, Baz9 said:

Well It’s a player race that I recently stumbled upon on nexus.

 
I was able to start AAF animations after downloading a separate patch for the race. In this instance AAF correctly detects character gender (female) and is able to carry out animations as intended. MCG however does not seem capable of registering such actions probably as you mentioned due it’s more complex interaction systems and race incompatibility. I guess I was just being hopeful that someone on here might have patched it.

MCG is a robust mod and unfortunately, its author has been away for quite some time and without his knowledge of how this mod works internally, it would be very difficult even for an experienced modder to create a proper patch. I think it would require going through lots of data, scripts decompiling and then examining all the scripts, just to learn how it all works together first and hopefully better understand how to create a proper patch for a new race. In fact, such "patch" would actually be a replacement of the whole mod, that's how significant change it would probably be.

Edited by MrFuturehope
Posted
11 hours ago, MrFuturehope said:

Recently I was dealing with an incompatibility with Servitrons, because unfortunately Servitrons built at Robotic Workbench don't have that "Hey, do you have a moment?" dialogue option and I would like to find a way to fix this problem, so I was examining MCG mod in FO4Edit and coincidentally, I noticed that it contains quite a few hard coded limitations for certain NPCs, not necessarily something that would give me a hint on how to deal with the problem with Servitrons, but Dogmeat was explicitly defined at couple of different places, so I believe that Dogmeat is a specific case in this mod with specific treatment, so yeah perhaps that's intended.

 

If this is a completely new race, it would probably require a patch. I'm totally guessing here, because I have no experience with ikaros android race - is it a playable race or is it a race for NPCs? If it's for NPCs, then I guess patching it to work with MCG should be easy, if it's for player's race, then I guess patching it would be harder, because player has all those extra variables that NPCs probably don't have, such as lust/mood. Are you able to use that race in AAF animations started by AAF mod itself? If so, then I guess it's really just the incompatibility with MCG, especially if it's about the race of player character. I guess MCG simply expects the player character to be a human, if it's something else, it may not work as expected.

 

But you have "STOP THE MOD" button, which probably means the mod is already running, just some or all of these parts may not be activated - NPC initiative system, NPC-NPC random sex, and Player defeat / respawn system, but those can be turned on or off using your hotkey for MCG menu, the same menu where you have options such as teleport, masturbate, etc..

Aww, that's a shame. Thanks for the reply!

Posted
On 6/7/2021 at 8:22 PM, cookiez999 said:

is there a way to get more than 100 slaves? if not may I request that the number of slaves that can be owned be increased to at least 300? I would like 10 slaves for every settlement in the commonwealth

I have unlimited slaves nobody is essential  in game only player is as for  companions  unlimited fallowers as well  they can be killed off That is if I get pissed off at them  are turned in to slaves but that's my work for a custom game play

  if you want more slaves justbusiness o.7.5    you'll need And  to make them commanedable you need to after enslaving  open console click on who ever is enalaved there new I'd will start with ff type in console addtofaction 1c21c   1  workshopallowcommand  hit enter now you can signed them to work detail stuff this is unlimited slaves to make them romantic after adding them to you faction number 

Setav  ca_isromantic 2400  hit enter  then type in 

Modav  ca_affinity  2400  you now have a romantic slave I can even get dixie from nuka world as a none slave and romantic comapion as well as she doesn't turn on player if you start killing nuka world gangs she joins in sticks right by you side ....   That's different commands and a sertin way of doing that 

Posted
5 hours ago, drunkrooster said:

Is anyone else having an issue with the player defeat system? Instead of playing the animations, it just says "[Player was fucked very hard by [enemy] and [enemy]"

Usually it is because MCG could not find animations with the appropriate tags..

Posted
On 6/15/2021 at 3:12 PM, maddadicusrex said:

Usually it is because MCG could not find animations with the appropriate tags..

It should say "Player was fucked very hard by [enemy] for not installing appropriate animations". ?

Posted
21 minutes ago, MrFuturehope said:

It should say "Player was fucked very hard by [enemy] for not installing appropriate animations". ?

Yeah happened to me before for not having the right the  animations install install 

 

Posted (edited)

Hi, i have the problem that midgame the "moveto workshop (not assign)" function of slaves doesn't work anymore. They don't move/teleport to settlement at all. How can I fix that? Restarting the mod didn't help.

Edited by xyzxyz
Posted (edited)
1 hour ago, xyzxyz said:

Hi, i have the problem that midgame the "moveto workshop (not assign)" function of slaves doesn't work anymore. They don't move/teleport to settlement at all. How can I fix that? Restarting the mod didn't help.

 

No idea, it could be a script lag, that means the game has to wait for other scripts that are running at the same time to finish. I ran into similar problem, which was even more obvious and could be easily checked once it occurred, but probably hard to reproduce during normal gameplay, I'm not sure what exactly is causing it, but again I suspect it's caused by a script lag. In my case the problem was that when I used an MCG hotkey on an NPC and chose the MCG dialogues option, NPC would turn around to face me, but no dialog box would show up and sometimes even just using the MCG hotkey would do nothing, no menu would show up. I know it may be unbelievable, because there's just no visual representation, no hint that something is going on behind the scenes, but the game engine may still be busy running other scripts in the background, especially if you have some script heavy mods installed, such as Sim Settlements for example. In my case, just spamming the MCG hotkey on that NPC seemed to resolve the issue after a while, but that may just be my misinterpretation of the fact that other scripts finally finished, so the game could finally process my new MCG related requests.

Edited by MrFuturehope
Posted (edited)

Has anyone successfully sold any slave? I tried twice, with no success. First it was a wastelander, second time it was a raider. Not sure what I'm doing wrong. It shows the price 90 caps, but below that info, where presumably should be the option to sell that slave, there's just one option and it reads: "No prisoners valid to be sold to this merchant.", I figured how to use lots of features of this mod, but this one is still a mystery to me...

 

Edit:

So it turns out I was able to sell that slave when I cheated and added it manually to raider faction. Why was this necessary when in fact this NPC was a raider to begin with, you may ask? Good question, I don't know. It probably means this feature is broken, not working as intended, because when you turn a raider into a slave, he gets added to various different factions, probably to make him friendly towards the player as well as making him an actual slave with the possibility to be recruited later as a settler. Trouble is that enslaving also seems to remove him from his original faction, in this case Raiders faction, preventing him to be sold to merchants. The guide itself mentions that generally merchants will buy slaves from enemy factions and raiders should be easiest since everyone hates them, so when selling this raider to Wolfgang didn't work at first, I figured something is definitely wrong. I'm afraid there's no way this can be fixed on the user's side of things without either A) downright cheating by using console commands or B) making an unofficial patch for this which would be probably easier said than done... :/

 

I wish @anghelos92 would see this, he's probably the only one able to fix this for us, but I'm afraid we are left on our own for the foreseeable future.

Edited by MrFuturehope

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