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Posted
12 hours ago, bombermannn1 said:

Hi when i start a sex scene or masturbation nothing happens, the animations do not start,im playing the game with the next gen update is that the problem here?

The AAF isn't updated to the next gen version, so it might be the problem. 

Posted

I would love to have a Rad Roach as a Provisioner, Legendary of course. Not sure I want to have any other associated "bugs" to get it though 😜.

Posted (edited)
On 6/22/2024 at 11:39 AM, root30278 said:

Radroach! I think I'll pass that, hahaha! 
But I have to say this is a fun and decent mod, it really completes the "interaction" parts of the game.
BTW, the first time a saw a threesome activated was the Nakano family. I just finished Far Harbor and returned to Nakano's house, and I ran into a random threesome. I was shocked because I'm not quite a fan of incest. The father humped one of two women about 3 times and a dialogue triggered when I approached. (I hope it wasn't the daughter.) The father started to thank me while he was totally naked and having a boner. Jesus, that was one of the weirdest thing ever saw in my life, haha!

Hahaha yeah, an additional check to prevent incest should be added in the random npc on npc sex, it's a pity this was not reported to the author by users while he was developing the mod! Unfortunately he doesn't play fallout anymore. I heard he moved to minecraft and X4

Edited by Martin56
Posted (edited)

Hello, love the concept of your mode but I haven't been able to test it... I did install all the requirements and animations but whenever i press the hotkey button, I get a message telling me that I haven't added anything to load 2 or load 4 with second hotkey button, in short nothing happens. Maybe its a mod conflict as I do have human resources, violate, sex attribute and sex em up installed, but I did turn off the similar functions as you suggested. So I'm a bit lost on what to try at this point and would love to have some feedback if possible.

BTW, my AFF setup works and was tested and my game version is still old gen (163).

 

Thanks in advance

Edited by rebirthgaia
Posted
12 hours ago, rebirthgaia said:

Hello, love the concept of your mode but I haven't been able to test it... I did install all the requirements and animations but whenever i press the hotkey button, I get a message telling me that I haven't added anything to load 2 or load 4 with second hotkey button, in short nothing happens. Maybe its a mod conflict as I do have human resources, violate, sex attribute and sex em up installed, but I did turn off the similar functions as you suggested. So I'm a bit lost on what to try at this point and would love to have some feedback if possible.

BTW, my AFF setup works and was tested and my game version is still old gen (163).

 

Thanks in advance

Go check out the INCOMPATIBLE list and make sure to enable M.C.G. Also you'll need to enable some settings in MCM. Then you need to press the key, access the function panel and "start" the feature you want. MCG is more complicated than sex em' up or any other interaction mods.
Sex em' up is compatible, it works fine to me.

Posted
14 hours ago, rebirthgaia said:

Hello, love the concept of your mode but I haven't been able to test it... I did install all the requirements and animations but whenever i press the hotkey button, I get a message telling me that I haven't added anything to load 2 or load 4 with second hotkey button, in short nothing happens. Maybe its a mod conflict as I do have human resources, violate, sex attribute and sex em up installed, but I did turn off the similar functions as you suggested. So I'm a bit lost on what to try at this point and would love to have some feedback if possible.

BTW, my AFF setup works and was tested and my game version is still old gen (163).

 

Thanks in advance

Hi! It seems the mod is not enabled.

-first make sure it is enabled in the load order (you should see it with the check symbol if you use a mod manager.

 

-when entering the game the first time with this mod you should have a pop up message telling you if you want to activate it now, this is the most likely thing missed, because if not activated it will do nothing.

(If you missed the popup, in the MCM you should find the button to enable it, in the mcg menu).

 

-Once you activated the mod, you should be able to set the hotkey for the two mcg buttons. 

 

-then long press the mcg options menu hotkey to see the options menu, there you can enable each one of the mcg subsystems like the npc npc autonomous sex and npc initiative, if you want them.

 

Let us know if this works, otherwise we need to pinpoint the incompability in your mod list 

Posted

Hello! Thanks for the tips especially on how to turn on using the passive hotkey (I didn't see that part). After enabling all the systems, except the one that conflicts with violate, I still had the problem of the active hotkey, but after changing the hotkey from G to left it seems to work now. Weird, when I chose G it didn't seem to have an already established function, even in the game settings. Thanks again for the help!

Posted
On 6/25/2024 at 9:23 PM, Martin56 said:

Hahaha yeah, an additional check to prevent incest should be added in the random npc on npc sex, it's a pity this was not reported to the author by users while he was developing the mod! Unfortunately he doesn't play fallout anymore. I heard he moved to minecraft and X4

It's understandable. There's no bloodline system in the vanilla game, who ever modded the game needs to know ever relationship between all NPCs and it's a huge work.

Posted

I just found that MCG's enslaving system could brake the main plot, here's what I found:

I made a BOS paladin star as a slave, and turned her a settler by recruiting with gold. And then, weird things happened.
1. BOS paladin star as a settler kept using water pump while she's in the guard post. I disabled and enabled her, she became totally naked and pumped water nonstop.
2. Even though I released her and recruited her with gold, the enslaving collar still on her neck.
3. I was on the main quest "The Battle of Bunker Hill". The conversations with X4-18 became inaccessible, so I couldn't trigger The Battle of Bunker Hill.
I killed X4-18 and the battle started, but the quest "Deal with the escaped synth" was broken. The escaped synths kept thanking me, but I couldn't decide to help them.
Then, I started to think the action of enslaving the BOS paladin star might be the problem. I rolled back to a previous save where I didn't enslave her, went to Shaun started over The Battle of Bunker Hill quest. And bang! X4-18's conversations are accessible now! 

It's quite strange that X4-18 and  the BOS paladin star seems irrelevant. However, it did broke the game.

  • 3 weeks later...
  • 3 weeks later...
Posted

Hi 2024 here if anyone can help, the mod doesn't work, I have it in mcm but everytime I try to enable an option when I leave the mcm and turn back to mcg all the option are disabled, I can,t seem to asign any hotkey and I never got the pop up mcg menu when I first launched the game, I'm pretty sure I installed it correctly through vortex anyone can help or pintpoint something that I'm missing ?

Posted
10 hours ago, SasukeUchiwa1 said:

Hi 2024 here if anyone can help, the mod doesn't work, I have it in mcm but everytime I try to enable an option when I leave the mcm and turn back to mcg all the option are disabled, I can,t seem to asign any hotkey and I never got the pop up mcg menu when I first launched the game, I'm pretty sure I installed it correctly through vortex anyone can help or pintpoint something that I'm missing ?

Are other mods working for you? I heard that the recent next gen update broke many mods. Also i don't know if vortex have the same problem of the old mod manager but the old One installed symlinks instead of the actual file.

I am telling you this because it seems that the MCM files got installed but the actual MCG .esp and data are not correctly installed or enabled with the mod manager.

Posted (edited)
9 minutes ago, Martin56 said:

Are other mods working for you? I heard that the recent next gen update broke many mods. Also i don't know if vortex have the same problem of the old mod manager but the old One installed symlinks instead of the actual file.

I am telling you this because it seems that the MCM files got installed but the actual MCG .esp and data are not correctly installed or enabled with the mod manager.

Every mods are working fine for me except this one, seems like in this one I just can't edit anything in the mcm

Edited by SasukeUchiwa1
Posted (edited)
12 hours ago, SasukeUchiwa1 said:

Hi 2024 here if anyone can help, the mod doesn't work, I have it in mcm but everytime I try to enable an option when I leave the mcm and turn back to mcg all the option are disabled, I can,t seem to asign any hotkey and I never got the pop up mcg menu when I first launched the game, I'm pretty sure I installed it correctly through vortex anyone can help or pintpoint something that I'm missing ?

For any people who have this issue, I finally manged to know why for many of us this mod didn't work, just didn't read all the requirement correctly but yess dlc is really important and required for this mod to work I managed to get them for free on reddit.

Edited by SasukeUchiwa1
  • 3 weeks later...
Posted

I followed the installation instructions however i am running into a problem when trying to use the assigned hotkeys to open up the menu when interaction with a npc or companion is there anyway i can fix this?

  • 4 weeks later...
Posted

I don't understand how the Reputation system works here.  For some reason I am getting a negative reputation for no reason.  It's somehow gotten worse even when I am out in combat and not interacting with people in settlements.

Posted (edited)

Outstanding !  I use all AAF animations, SAM Enhanced, and all the trigger mods. While leaving the "respawn system OFF" in MCG, on Horizon 1.8 (revival system disabled) and the only issue that confused me was "knockout Framework" so I disabled it and things got smooth instantly.  Testing violate and SEU surrender and auto surrender disabled now.  Sexual Harassment "approaches off" with hotkey seems to prevent any problems, while MCG is active and in use. Crime and Punishment tracker is working perfectly as well

  The instructions and implementation of all the mods, just genius . 

Question if anyone can answer:

1) I removed CSA for Crime and Punishment , is CSA Better suited for abductions on MCG? given that I'd give up the crime and bounty system if I go back to CSA? Or will abduction system work with Crime and Punishment like normal? I could not find that detail in all the instructions.

2) Commonwealth Captives NPC's seem to not respond well to MCG under Horizon 1.8 overhaul. Or is that just me? Or maybe a glitch with SKK mortal settlers?  can't find the topic.

3) Tiny weird glitch , in my insane load order, ADA, and Preston won't talk anymore, but who cares oO,, Ada will continue the quest objectives as I complete them, but Preston never offered to go secure the castle.  I disabled the mod "Who's the General" but didn't help, thus far.  Maybe it is a blessing oO. I have tackled most everything in MCM settings and in load order, I'll probable figure it out eventually. UPDATE: That very night,, Preston began talking, after I took the castle without him. Ada is still glitched, but I am running this profile with the mod "Deprevity", which effects so much,, it really is a non issue. Deprevity ladies just had their way with me after a beer, so they work perfectly.  I use console to "tai" Ada,, and "unlimited companion framework" for large perverted groups . 

 

Anyhow, you creators and modders are simply amazing, how you weaved them all together, utilizing all the great mods.  I am still just learning the MCG ropes, but damn,, so many options, drama, romance, simply amazing community work. You all rock.

Edited by Daangerousda
Ada brain fart
Posted (edited)
On 1/6/2024 at 4:33 PM, Lorphe said:

Should I use CAP or MCG surrender feature? I play with both mods and I wonder which one has the most polished surrender feature.

I am using both but with cloning system in MCG OFF. All revival systems OFF.  And my settlers are MORTAL, they die permanently . Things even seem to work well with Combat Strip  "immortal until naked" perfectly (for movies), giving me time to surrender or run like hell. CAP is tracking like normal. So far no issues.

But I set auto surrender to different thresholds or to manual only so no conflict, only one mod catches the auto surrender. Hotkey for MCG, 30% health for SEU, 10% health on violate when active. It seems fudge-able, can tinker with settings until it works. Can change the surrender mod at any time on the fly with MCM settings for new flavor oO.  More options, YAY!

Edited by Daangerousda
forgot surrender detail
  • 2 weeks later...
  • 3 weeks later...
Posted

this mod makes my game crash sometime where when a scene start it's just to much for the game i quest and crash.. sometime it don't . i could play for 1-2h all good and ramdom moment it will crash

  • 2 weeks later...
Posted

Does anyone know if the mod includes something related to the science perk? or anything that messes with the inteligence perks?. I´m using the True perks mod from nexus and there seems to be a conflict

Posted

So weeks playing now, and Have MCG pretty dialed in, but one very annoying thing keeps happening that I have never experienced until MCG .  I keep losing my characters voice, as if someone is trying to talk to me , but I cannot see it, or missed.  The only solution thus far has been to load a previous save.  My character body language and mouth move fine but no voice.  All environmental and follower voices work fine, only my voice is gone.  I cannot find a solution for this, and it has become a common hindrance.

 
Any INI fix? Or suggestion to deal with this is welcome.

 

PS: It seems to trigger when more than one NPC or follower is trying to talk to me at the same time perhaps.

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