destrukt_ix Posted June 11, 2019 Posted June 11, 2019 15 minutes ago, Flashy (JoeR) said: v1.7 Now Available Corrects the RefAlias fills to ensure companions can or cannot be selected as targets, depending on MCM setting. Just overwrite the existing files and fire up your game. You should be good to go - no script changes were made, so no need to worry about special installation. Dude you are the best! Great fkin mods btw and awesome response time!
destrukt_ix Posted June 11, 2019 Posted June 11, 2019 To all that use this mod what are some immersive scan time/ npc distance settings that you all use for immersive play? Also do the scan time settings affect masturbation events or are they separate from the sex scenes? Testing update 1.7 now btw
dosfox Posted June 12, 2019 Posted June 12, 2019 14 hours ago, Flashy (JoeR) said: v1.7 Now Available 14 hours ago, destrukt_ix said: Mod works great with all my aaf mods, sex em up, aaf violate, Rse ii combat surrender, fpe enhanced, all updated versions, 0 issues with aaf78. The only problem I'm having with your mod is that my dismissed companions and Nora companion are having sex with the settlers in sanctuary and its pissing me off lol i gotta watch her like a hawk. They're not being blocked via the off option in the mcm random shenanigans menu. Anyone else having the same issues? I also have the rse updated esm. Just overwrite the existing files and fire up your game. You should be good to go - no script changes were made, so no need to worry about special installation. Hey Flashy, thanks a lot for your continued labor of love. Shenanigans is my favourite RSE mod but I had to go back to using RSE1 Shenanigans because the RSEII was so buggy. Looking forward to trying this update! Regarding blocking NPCs from AAF activities, would it be possible to reinstate the "Brothel Blocking Ring"? It was the most effective 4play/AAF blocker and worked on the PC, NPCs and Companions. I would give it to guards, vendors, companions and any other characters i didn't want involved in AAF activities. Its use applies to most of your RSE Elements and so could be an asset included in the ESM. It should also free up a slot or two in the MCM settings. Thanks again for your continued efforts Flashy, it is so nice to see yours mods improving and evolving over time. P.S. Ever given thought to an Orgy Grenade, the ultimate settlement shenanigan?
destrukt_ix Posted June 12, 2019 Posted June 12, 2019 7 hours ago, dosfox said: Hey Flashy, thanks a lot for your continued labor of love. Shenanigans is my favourite RSE mod but I had to go back to using RSE1 Shenanigans because the RSEII was so buggy. Looking forward to trying this update! Regarding blocking NPCs from AAF activities, would it be possible to reinstate the "Brothel Blocking Ring"? It was the most effective 4play/AAF blocker and worked on the PC, NPCs and Companions. I would give it to guards, vendors, companions and any other characters i didn't want involved in AAF activities. Its use applies to most of your RSE Elements and so could be an asset included in the ESM. It should also free up a slot or two in the MCM settings. Thanks again for your continued efforts Flashy, it is so nice to see yours mods improving and evolving over time. P.S. Ever given thought to an Orgy Grenade, the ultimate settlement shenanigan? When you say buggy can you be a little bit specific as I've had no issues so far with the exception of what he fixed per my complaint in 1.7. I'd just like to see if I'm experiencing the bugs you are.
dosfox Posted June 13, 2019 Posted June 13, 2019 11 hours ago, destrukt_ix said: When you say buggy can you be a little bit specific as I've had no issues so far with the exception of what he fixed per my complaint in 1.7. I'd just like to see if I'm experiencing the bugs you are. The last version i used was v1.6. Playing at level 180+ with some very large settlements and more than 200 mods including Unique NPCs and Unique Creatures & Monsters, Workshop Framework, UCF, Better Settlers, Better Companions, Companion_Ivy, Fusion City, OAR, Project Valkyrie, some settler idle enhancing tweaks, etc etc etc so there are plenty of problems without RSE. Using AAF beta78, AAFCPv3, AAFLieto patch, Crazy, Leito, SavageCabbage, Atomic Lust animation packages latest versions. Halstroms Themes v190601.0, Morning Sex With Lover+IvyPatch and whichever version of RSE Shenanigans i am trying. RSE1 Shenanigans has done everything its meant to including multiple instances in any location. NPCs, Companions, dogs, supermutants all participate. Lots of re-equip problems in large settlements and fast travel though. Missing or persistent quest markers. Since the introduction of RSEII Shenanigans v1.0 ESMv0.3 i've been uninstalling RSEv4.0, cleaning a new save with ReSaver, and installing the newest RSEII ESM/Shenanigans. Same procedure to uninstall new version and reinstall RSE1v4.0 again. RSE1v4.0 starts and performs reliably every time. The problems experienced with v1.0-v1.6 were usually no shenanigans started in settlements or new locations, even with all MCM settings maxed. If they did start there would only be one instance that usually had to be stopped manually, and never any multiple instances or dog/SM participation. Huge delays in the "Gathering" phase. Persistent or missing quest markers. I did get a couple of FFF threesome invitations but they didn't complete properly. Definitely inferior functionality compared to rse1v4.0 so far for me. LoadOrder_Fallout4_2019-06-13.txt
Rorahusky Posted June 13, 2019 Posted June 13, 2019 Is there a blank patch for adding in custom races for this mod like there was for Combat Surrender?
loen999 Posted June 13, 2019 Posted June 13, 2019 I basically start a new game with other mod, lke some add some settlement item, sim settlement, Better locational damage, weather, lightning, weapon and armor. I use the default setting with some doggy on and some other. It works fine in diamond city, but i notice some issue on walk to the other guy, it seems sometime it just stuck and just stand there forever. Then there come the second issue, since the Npc stuck there, mean it will never end. the first one did not finish, so the next one won't start. This may not be an issue, but NPC had followed me into other cell( from building to diamond city market).
destrukt_ix Posted June 13, 2019 Posted June 13, 2019 19 hours ago, dosfox said: The last version i used was v1.6. Playing at level 180+ with some very large settlements and more than 200 mods including Unique NPCs and Unique Creatures & Monsters, Workshop Framework, UCF, Better Settlers, Better Companions, Companion_Ivy, Fusion City, OAR, Project Valkyrie, some settler idle enhancing tweaks, etc etc etc so there are plenty of problems without RSE. Using AAF beta78, AAFCPv3, AAFLieto patch, Crazy, Leito, SavageCabbage, Atomic Lust animation packages latest versions. Halstroms Themes v190601.0, Morning Sex With Lover+IvyPatch and whichever version of RSE Shenanigans i am trying. RSE1 Shenanigans has done everything its meant to including multiple instances in any location. NPCs, Companions, dogs, supermutants all participate. Lots of re-equip problems in large settlements and fast travel though. Missing or persistent quest markers. Since the introduction of RSEII Shenanigans v1.0 ESMv0.3 i've been uninstalling RSEv4.0, cleaning a new save with ReSaver, and installing the newest RSEII ESM/Shenanigans. Same procedure to uninstall new version and reinstall RSE1v4.0 again. RSE1v4.0 starts and performs reliably every time. The problems experienced with v1.0-v1.6 were usually no shenanigans started in settlements or new locations, even with all MCM settings maxed. If they did start there would only be one instance that usually had to be stopped manually, and never any multiple instances or dog/SM participation. Huge delays in the "Gathering" phase. Persistent or missing quest markers. I did get a couple of FFF threesome invitations but they didn't complete properly. Definitely inferior functionality compared to rse1v4.0 so far for me. LoadOrder_Fallout4_2019-06-13.txt 5.78 kB · 1 download I'm not near my pc at the moment but I use most of the mods you listed with no issues, I'll post my LOD and we can compare and hopefully get your game fixed. I'm using all of the animation packs as well with unique npcs and ivy and Nora included minus better settlers and fusion city. Again when I get a chance I'll post my LoD however I'm only running 105 mods. As again the mods been running fine with re-equips and threesome invites etc, along with ppl engaging one another. Ill post up as soon as i get a chance in about 2hrs. I PM'd my list to you dosfox 1
Guest Posted June 14, 2019 Posted June 14, 2019 I have not experienced these issues myself. I have a moderate mod load, at 150 or so mods. Well arranged and conflict free. And I am sure that I dont use the mod the way some people do - I prefer things to be more random and less likely to occur, so my chances are low, range is tighter. I just dont get off on orgies in my settlements I suppose. Either way, the thing is, mods like this are prone to break when there is too much going on. Plus, adding in game engine issues like pathing and obstructions (collisions where NPC cannot exit, like from a second floor balcony that has no stairs), well, mods like this, that force refalias fills on NPCs, things may not always work the way one expects. As Chinbobble says, there is a reset function in Shenanigans that you can use to reset the whole shebang if it hangs up, plus the quest pip issue has been resolved. Maybe for the next update I will look at add in some timing checks that will abort the current shenanigans dialogues if they havent started by the time the timer runs out - kind of a forced reset if the mod thinks things are hung up or experiencing pathing issues. I'll look into it - its certainly simple enough a thing to do.
mashup47 Posted June 14, 2019 Posted June 14, 2019 Just putting out there but If you are suddenly having problems with your load order and you have not changed a thing in the last week. then check the version of your game with your installed version of FSE to see that they match cos Fallout has been just be updated this week. This is a well known cause of things suddenly not work. If this is the case for you then you will have to wait for FSE, AAF, Looksmenu and any other mods in you loadorder that uses FSE to be updated OR you can do a Rollback. TURN OFF AUTO UPDATE!
loen999 Posted June 14, 2019 Posted June 14, 2019 19 hours ago, chinbobble said: im not saying its broken or not (that's for flashy to read and say whether its his mod or just general pathing issues) but you can just assign a reset shenanigans hotkey in mcm.... that would provide a workaround to your problem (just tap the reset key wheber an npc gets stuck) i know there is a reset button and it works fine. What i try to say is maybe there is a way to correct this, so you won't need reset button everytime. And, thanks.
Guest Posted June 21, 2019 Posted June 21, 2019 v1.8 Now Available By request, this update adds a self-terminating timer to NPC/NPC approaches so they will stop after two minutes if their dialogue has not started. Meaning, once a trigger begins, where it finds two applicable NPCs, a timer starts that counts two real-world minutes - if the NPCs have not started their dialogue lines to one another within that two minute period, everything will reset for the next scan cycle. Of course, the reset function is still there to be used also, if required. And I believe this will wrap up this mod (ie: lets call it the FINAL BUILD). There isn't much else to add to it, within the context of keeping it simple. It doesn't need to be more complex than this, certainly not like I tried to do in RSE Elements Vol.5.
MrCruelJohn Posted June 21, 2019 Posted June 21, 2019 @Flashy (JoeR) Will this provide feedback for other future RSEII mods for cumsplosions, cumaddict, guzzler, heightened arousal, eggslpolsions etc? Not sure if the elements worked fully but with the original, there was this (I think). And any chance of your magazines making a comeback? For the fertility, better hooking(magnolia) mags, etc? Sorry if my memory fails. I just remember when shenanigans happened, my character would start having aroused affects..
Guest Posted June 21, 2019 Posted June 21, 2019 14 minutes ago, MrCruelJohn said: @Flashy (JoeR) Will this provide feedback for other future RSEII mods for cumsplosions, cumaddict, guzzler, heightened arousal, eggslpolsions etc? Not sure if the elements worked fully but with the original, there was this (I think). And any chance of your magazines making a comeback? For the fertility, better hooking(magnolia) mags, etc? Sorry if my memory fails. I just remember when shenanigans happened, my character would start having aroused affects.. None of that stuff needs to be in this mod. Making the player have arousal effects can be separate from this mod, in that it only takes registering for seeing two NPCs having sex and then applying an effect to the player. Doesnt need to be in this one - can be in its own mod. As to whether or not I will make such a mod, I can't say. I've got CSA on the go (which is going slow as I've not looked at it in three weeks and am no longer sure where I was or what I was doing in it and the code is super complex, so Im kind of lost right now) and I am working on a small refresh of Wastelander's Rash as a standalone mod at the moment and I am looking at how to rewrite Advanced Needs to use the RSE II ESM. Cant commit to anything more than these things at the moment, so sadly, I cant say one way or the other which of the previous items will make comebacks. I will say this, if you want the magnolia magazines, I'd suggest using RSE Elements Vol.4. It is QUITE stable and will have no issues working alongside RSE II's stuff. Porting that mod, Elements 4, to RSE II spec is going to be a nightmare and to be honest. But it is likely I will port that one too, if for no other reason than to ensure it uses the framework's cooldown timer and blocking keywords.
maddadicusrex Posted June 27, 2019 Posted June 27, 2019 A big fan of Karma and Shenanigans. Found this newer version by accident. Some observations old version - new version. Does this inhibit the Karma mod. After I installed this, Karma stopped working, specifically me running around butt naked and no one caring to jump me. Also the timers for checks seem slower than original with fewer npc interactions per toggled time period. No threesome moments after a number of in game hours. I have seen posted that Player Comments and Head Tracking play havoc with your mods. Is this possible?
Guest Posted June 29, 2019 Posted June 29, 2019 Could be load order related - I know that mod was touchy about changing load order slots due to the way it handled scripting. But if the load slot didn't change for the karma mod, then I am at a loss as to why it suddenly stopped working. Perhaps disable the karma mod, load your save, allow it to run a minute or two, save and exit, reenable the karma mod and then start your game back up again. Should probably correct the issue, I should think. Otherwise, there is no link whatsoever between Karma and Shenanigans and one should not make the other work at all.
D_ManXX2 Posted July 2, 2019 Posted July 2, 2019 I saw your mod description for this part i saw the picture where marcy was fucking a random settler maybe make it funny part where jun long intercept this part and goes batch shit crazy ?? They are married afterall.
Guest Posted July 2, 2019 Posted July 2, 2019 5 hours ago, D_ManXX2 said: I saw your mod description for this part i saw the picture where marcy was fucking a random settler maybe make it funny part where jun long intercept this part and goes batch shit crazy ?? They are married afterall. There is dialogue in there related to Marcy and the fact she is married. It has specific triggers to make it happen, but it can happen. It needs to be someone approaching Marcy, who is not Jun, ie: the NPC that normally walks to the other one to ask for sex. "Hey Marcy, since your husband's not around right now, what say we sneak off for a bit of a shag?" - thats about as deep as I went and will go. Anything else just adds more layers of complexity and possible breakdown points into the mod.
D_ManXX2 Posted July 2, 2019 Posted July 2, 2019 42 minutes ago, Flashy (JoeR) said: There is dialogue in there related to Marcy and the fact she is married. It has specific triggers to make it happen, but it can happen. It needs to be someone approaching Marcy, who is not Jun, ie: the NPC that normally walks to the other one to ask for sex. "Hey Marcy, since your husband's not around right now, what say we sneak off for a bit of a shag?" - thats about as deep as I went and will go. Anything else just adds more layers of complexity and possible breakdown points into the mod. Thanks, yes thought it was funny when i saw that picture if something like that would have happened to nora i would be pissed.. it would have been funny if mc could tell jun long you saw marcy with another dude.. Since they both are at your settlement. In the past i used to send junlong to one of my other settlement and marcy was alone in sactuary. with all these male settlers. would have been funny if i still had a gaming pc so it could play this game.
monstermash334 Posted July 5, 2019 Posted July 5, 2019 I have an issue where if Shenanigans is happening nearby my character locks onto the location. What I mean is he / she looks in that direction and seems not stop looking that way even sleeping etc doesn't stop this, By the way this only started happening after getting latest Resources mod you also make. Maybe its related to the issue I'm having.
Magenta147 Posted July 8, 2019 Posted July 8, 2019 Anyone experience some npc's become mute after the shenanigans are over?
dosfox Posted July 9, 2019 Posted July 9, 2019 On 7/6/2019 at 3:44 AM, monstermash334 said: I have an issue where if Shenanigans is happening nearby my character locks onto the location. What I mean is he / she looks in that direction and seems not stop looking that way even sleeping etc doesn't stop this, By the way this only started happening after getting latest Resources mod you also make. Maybe its related to the issue I'm having. 23 hours ago, Magenta147 said: Anyone experience some npc's become mute after the shenanigans are over? Sounds like you have a pending threesome invitation. Try turning threesomes off and see if it still happens... 1
Guest Posted July 9, 2019 Posted July 9, 2019 35 minutes ago, dosfox said: Sounds like you have a pending threesome invitation. Try turning threesomes off and see if it still happens... That would admittedly solve the problem if the threesomes are hanging up the process - I think I have to rework that whole dialogue anyways - well, the condition sets on it. Have to update it anyways to account for abductions now - it just wouldn't do to have some raiders approach and meekly ask for a threesome. I'll definitely try to work out if there is an issue and put in measure to terminate the scripting if it finds one of those hanging points.
dosfox Posted July 9, 2019 Posted July 9, 2019 3 hours ago, Flashy (JoeR) said: That would admittedly solve the problem if the threesomes are hanging up the process - I think I have to rework that whole dialogue anyways - well, the condition sets on it. Have to update it anyways to account for abductions now - it just wouldn't do to have some raiders approach and meekly ask for a threesome. Ivy keeps offering to arrange threesomes ... 1
samale Posted July 9, 2019 Posted July 9, 2019 not support gay sound when NPC finlish animation finlish NPC voice change
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