Tentacus Posted August 14, 2019 Author Posted August 14, 2019 2 hours ago, JBpy said: I wonder if I play with DLYH I can stay alive long enough to get money. I only played it once, but I had the feeling that the collar would not take long to explode. No, I made sure you have enough time and plenty of warning of when to really get the lead out. I wanted it to feel close but always do-able unless you were just REALLY unlucky. all the spawn points are close enough to one of the solutions or another. I think if you start in the drainpipe that's the only iffy one because that part of the map is pretty hellish for a level 1 character. I'm really glad to hear you felt the tension. This is honestly the most feedback I've gotten on that part of the mod.
JB. Posted August 14, 2019 Posted August 14, 2019 11 minutes ago, Tentacus said: No, I made sure you have enough time and plenty of warning of when to really get the lead out. I wanted it to feel close but always do-able unless you were just REALLY unlucky. all the spawn points are close enough to one of the solutions or another. I think if you start in the drainpipe that's the only iffy one because that part of the map is pretty hellish for a level 1 character. I'm really glad to hear you felt the tension. This is honestly the most feedback I've gotten on that part of the mod. I remember that I went to the ghouls farm and nobody wanted to approach me because they were afraid of my explosive collar. I think even the merchant avoided trading with me. I really did not feel being Nora, the housewife looking for her son, but a simple slave, abandoned to her fate in a cruel world. It works very well with "Alternate Start", so it is possible to continue playing as an alternative character. I was never attracted to the idea of playing in a way other than "Nora" or "Nate", but your mod has changed my mind. I confess that I liked it so much that I started to create tattoos waiting for your new mod XD Tattoos that show why a slave would want to escape so much from her slavers. Tattoos are overlays for Looksmenu and I hope to upload it to Loverslab soon.
dagobaking Posted August 14, 2019 Posted August 14, 2019 3 hours ago, Tentacus said: Basically Chempusher was a drug dealing mod. You could get people addicted to chems and then exploit them for profit and sexual favors. You could even make one into a prostitute follower. It had probably as much dialogue as Hardship which is to say TOO MUCH. The part that is like what you said Dagobaking (I think) was at any point you could pull back from selling to them and not make their addiction worse, or even help them get off drugs... OR you could grind them up until they were so bad off they that might die (suicide, or attacking someone while trying to rob them for drug money) Sometimes they'd be furious at you for ruining their lives and attack you. They'd complain about how sick they felt at the later stages... pretty harsh stuff... You could even Re-addict people you got off drugs (this mod allowed for pretty evil playthroughs) Yeah. That is pretty much in-line with what I was thinking. Or, it could be positive things too like if you gave an NPC a bunch of caps they could turn up with better equipment and choose to go to a better settlement. Or, give them good weapon/armor and they join as an adventurer. If you romance one and then another they get jealous and might attack. Basically, generic interactions that can be applied to almost any NPC (and maybe even between NPCs!) I've long planned to add features to AAF to help handle that type of thing. Like a "job" template XML that gets applied to NPC that you interact with and can generate random life events for them. This way the worlds characters are more dynamic and you have more reason to interact with them to see what they are up, etc. But, I'm not sure if anyone would do the additional coding, etc. needed to take advantage of that feature in AAF. So, I'm a bit on the fence about it now. I've never been big into dialogue. So I always pictured it more based on outfits/factions, the locations they might go to and actions (attacking you or someone else, etc.). The dialogue could actually be pretty minimal actually. You could even just have some kind of a journal widget that says what characters did so you can understand without having to make insane dialogue trees.
Tentacus Posted August 14, 2019 Author Posted August 14, 2019 10 hours ago, JBpy said: I remember that I went to the ghouls farm and nobody wanted to approach me because they were afraid of my explosive collar. I think even the merchant avoided trading with me. I really did not feel being Nora, the housewife looking for her son, but a simple slave, abandoned to her fate in a cruel world. It works very well with "Alternate Start", so it is possible to continue playing as an alternative character. I was never attracted to the idea of playing in a way other than "Nora" or "Nate", but your mod has changed my mind. I confess that I liked it so much that I started to create tattoos waiting for your new mod XD Tattoos that show why a slave would want to escape so much from her slavers. Tattoos are overlays for Looksmenu and I hope to upload it to Loverslab soon. LOL Sounds like you got a lot of bad rolls. I swear sometimes "random" dialogue doesn't feel so random. Really glad you enjoyed it. I'll probably do something else in the same vein of light alternate start in the future, because I agree the game really needs something to break you out of the main quest.
Tentacus Posted August 14, 2019 Author Posted August 14, 2019 9 hours ago, dagobaking said: I've never been big into dialogue. So I always pictured it more based on outfits/factions, the locations they might go to and actions (attacking you or someone else, etc.). The dialogue could actually be pretty minimal actually. You could even just have some kind of a journal widget that says what characters did so you can understand without having to make insane dialogue trees. Well... when I "complain" about how much dialogue is in my mods it's not because it needs to be there to function. It's 80% random alternative player dialogue and responses to keep the dialogue feeling naturalistic. I kinda feel like that's the most important thing you can do to make NPCs feel more human. It's also my biggest bad habit in development. I SHOULD.... just make one version of each line and rough out the whole mod. Then add the alternatives later towards the end when I know everything works but I almost never do, because I get too excited. (lol) The Dialogue system in the Fallout 4 CK was I-N-C-R-D-I-B-L-Y obtuse... especially coming from Skyrim. It LITERALLY took me months to get up to speed with the best way to do things, but If there is one thing I feel like I've mastered... or am at least comfortable enough with to just go crazy without apprehension it's that. I can now say That FO4's system and Skyrim's dialogue views each have their pros and cons.
Clegane Posted August 14, 2019 Posted August 14, 2019 Well, its look very promising! And new tattoos! By Slaanesh, I'm eager to be a tester!
Tentacus Posted August 14, 2019 Author Posted August 14, 2019 Testing update: Had a hell of a lot of fun working the Gunners on the overpass near abernathy farm with Sarge as bodyguard. Everything from the main script that Flashy helped me with seems to still be working. Got the worst possible combo of diseases from sleeping on ground (sleepytime), so headed to Abernathy hoping to get antibiotics. On the way got to finally test sarge specific Raider intimidation dialogue. Was pretty great. Got to finally test Connie Abernathy specific dialogue Remembered too late that for women Predator dialogue is automatic when turned on (cause there is no negotiation phase) d'oh! Going well.
dagobaking Posted August 14, 2019 Posted August 14, 2019 8 hours ago, Tentacus said: It's also my biggest bad habit in development. I SHOULD.... just make one version of each line and rough out the whole mod. Then add the alternatives later towards the end when I know everything works but I almost never do, because I get too excited. (lol) It makes sense though. You have to keep yourself interested in your own project sometimes and indulge in the parts you enjoy most.
Sillius_Maximus Posted August 15, 2019 Posted August 15, 2019 On 8/14/2019 at 6:58 AM, Clegane said: By Slaanesh, I'm eager This pleases me
Tentacus Posted August 15, 2019 Author Posted August 15, 2019 No bugs found in last session, but I did find a pretty annoying one in Mercenaries and safe passage that won't wait. *sigh*
xLLUser Posted August 16, 2019 Posted August 16, 2019 Maybe you're not sure yet but from what I've read it seems like you're on the brink of release. Any rough estimate as to when? You thinking days, weeks or months? Everything you've showed us so far looks amazing so I'm holding off on a new play through for this. Whenever it does come out, thanks for sharing it!
Tentacus Posted August 16, 2019 Author Posted August 16, 2019 2 hours ago, xLLUser said: Maybe you're not sure yet but from what I've read it seems like you're on the brink of release. Any rough estimate as to when? You thinking days, weeks or months? Everything you've showed us so far looks amazing so I'm holding off on a new play through for this. Whenever it does come out, thanks for sharing it! At the moment I am in a holding pattern, because I'd like the problems with tags and the "One patch to bang them all" to be resolved or at least show progress that way before I release as I feel in the very near future that will be a general AAF requirement. That said If I don't hear anything about that by next friday I'll probably just release with the requirements listed in the post near the top. Depends if I keep finding serious bugs (lol) But TLDR I will release it soon. And I do REALLY appreciate all of your patience ?
Tentacus Posted August 16, 2019 Author Posted August 16, 2019 Testing update: Power armor issues with AAF are way more finicky than I thought. NPCs can get easily bugged and then you get nightmare scenareos like getting fucked by Slenderman (Anybody who's played Fallout 76 knows what I'm talkin about!) I think propositioning people in power armor is a rare enough occurance that this isn't worth much effort but I've been having a lot of fun playing with my Sarge character from my other mod Mercs and Safe passage. The good news is that you can fix bugged NPCs by having them get out and back in to their Power armor. The bad news is Sarge doesn't have a dismiss menu. To that end I added an extra dialogue option to the proposition menu, asking them to get out of their armor. It will only appear when the person you are talking to is in power armor and a teammate. That way custom followers that don't use the vanilla Dismiss menu can be told to get out. Caveat: Only do this on commandable teammates, or you won't be able to tell them to get back in, and make sure they have plenty of room in back of their armor when they get out. You can use it to fix debugged NPCs as stated above, Avoid the issue altogether by just getting them out first, or just for general immersion. (Maybe your hooker doesn't want to proposition Optimus Prime) On a side note I will be uploading a bugfix for Mercenaries and safe passage today. There was a Dialogue crosstalk issue between Buzz and Sarge.
maddadicusrex Posted August 16, 2019 Posted August 16, 2019 27 minutes ago, Tentacus said: Testing update: Power armor issues with AAF are way more finicky than I thought. NPCs can get easily bugged and then you get nightmare scenareos like getting fucked by Slenderman (Anybody who's played Fallout 76 knows what I'm talkin about!) I think propositioning people in power armor is a rare enough occurance that this isn't worth much effort but I've been having a lot of fun playing with my Sarge character from my other mod Mercs and Safe passage. The good news is that you can fix bugged NPCs by having them get out and back in to their Power armor. The bad news is Sarge doesn't have a dismiss menu. To that end I added an extra dialogue option to the proposition menu, asking them to get out of their armor. It will only appear when the person you are talking to is in power armor and a teammate. That way custom followers that don't use the vanilla Dismiss menu can be told to get out. Caveat: Only do this on commandable teammates, or you won't be able to tell them to get back in, and make sure they have plenty of room in back of their armor when they get out. You can use it to fix debugged NPCs as stated above, Avoid the issue altogether by just getting them out first, or just for general immersion. (Maybe your hooker doesn't want to proposition Optimus Prime) On a side note I will be uploading a bugfix for Mercenaries and safe passage today. There was a Dialogue crosstalk issue between Buzz and Sarge. I always preference my remarks here in the presence of PC greatness, that I know crap about programing. BBBuuuttt, say Leitos or whomever might be your animations of choice, just pick a pack and set up your mod to trigger those animations only ,in your mod, however that might be. No AAF ,no One Patch, no making us have to choose a sex system that is old and dated, no having to sort through and troubleshoot 100's of animations, etc. You aleady have folks here (Flashy and others) that already use AAF triggers in game. How hard would it be to untrigger AAF in game and call only specific animations depending on your circumstance. Truth is, after you have seen the same sex pose 10 times, it becomes a ho-hum moment. Your mod is story driven with sex as a tool. So make it your personal tool , confine the sex options to a dozen animations and let loose the Dogs of War..................................Sorry, wrong movie..
Tentacus Posted August 16, 2019 Author Posted August 16, 2019 1 hour ago, maddadicusrex said: I always preference my remarks here in the presence of PC greatness, that I know crap about programing. BBBuuuttt, say Leitos or whomever might be your animations of choice, just pick a pack and set up your mod to trigger those animations only ,in your mod, however that might be. No AAF ,no One Patch, no making us have to choose a sex system that is old and dated, no having to sort through and troubleshoot 100's of animations, etc. You aleady have folks here (Flashy and others) that already use AAF triggers in game. How hard would it be to untrigger AAF in game and call only specific animations depending on your circumstance. Truth is, after you have seen the same sex pose 10 times, it becomes a ho-hum moment. Your mod is story driven with sex as a tool. So make it your personal tool , confine the sex options to a dozen animations and let loose the Dogs of War..................................Sorry, wrong movie.. My mod uses A LOT of AAF functionality. It couldn't be done without it. Suffice it to say without the groundwork laid by people like dagobaking, DocClox, Vinfamy, Crazy, Leito, Halstrom, etc... There would not be any sex mods for Fallout 4. It's taken a long time, but we are getting there. It may never be as magnificent as Sexlab, but what is really?
Suldra Posted August 17, 2019 Posted August 17, 2019 On 8/12/2019 at 8:29 AM, Tentacus said: Oh you should love the addiction parts. One of my characters got hooked on Psycho and alcohol and stranded near Easy City downs. she had no choice but to patronize the raiders there which was quite dangerous. I tweaked a lot of the raider stuff on that playthrough to make it more practical, as well as added the whoring for your addiction dialogue. Hint: if you do this don't go near the robots as the assaulttron will still murder you. This is exactly the kind of mod I have been waiting for! Good luck!
vaultbait Posted August 17, 2019 Posted August 17, 2019 On 8/13/2019 at 10:05 PM, Tentacus said: You could even Re-addict people you got off drugs (this mod allowed for pretty evil playthroughs) I'd always wanted a mod which let you completely romance Cait while keeping her as a junkie (and retaining her pre-intervention commentary, likes and dislikes); but now that you mention it, re-addicting her and watching her descent into an even more depraved druggie whore than she started out could be some real twisted fun.
Tentacus Posted August 18, 2019 Author Posted August 18, 2019 Update: I'm being a little bad and adding a small feature to this supposedly feature complete mod. (I can't help it... when I'm actually enjoying the playtest I eventually find a feature I want) I think you all are gonna like it. Should only add 1-2 days of dev time tops and should significantly improve working in Diamond City. Won't add info to the preview until I am sure I can do it with minimal effort. It sounds like they are making progress over at One patch so I'm pretty confident release will be soon. Otherwise testing has gone smoothly.
Tentacus Posted August 19, 2019 Author Posted August 19, 2019 Alright. Now that it's in and tested The new feature is: House parties! I think we can all agree that Home Plate is a pretty shitty player home. But as a sleazy fuck shack? It's perfect. Hell the name "home plate" is perfect for a brothel! I wanted to give my flush with cash test character a reason to buy it , but the idea of going through a load door over and over when bringing in customers would get old pretty fast. Now as long as you have the Home Plate key, and are in Diamond City you can invite up to 7 NPCs (Plus one regular Beggar whore date) to Home plate at a time for a "party" If they accept the invite the screen fades to black, and when it fades back they've gone to the party. Your "guests" will sandbox inside homeplate until you return so be sure to put down lots of furniture, or anim rugs, to keep things lively. When you do return you can engage them in a little small talk, (very little don't get too excited) Eject them from your party or take them to whatever corner you wanna do the deed in. If they accept the party invite they won't say no or try to rape you even if they are a returning rapist (safety in numbers) Again sorry for self indulgently adding something like this so late in dev... but I really wanted it. I think it works pretty well and I hope you guys agree when I release Hardship. I think it should work with any Home plate mods as long as they keep the original cell, and the original door, as I use that as a landing marker.
Olmech Posted August 19, 2019 Posted August 19, 2019 2 hours ago, Tentacus said: Invite Ann.....as in Ann Codman? You are mad. Thats the Marcy Long of Diamond City.
Tentacus Posted August 19, 2019 Author Posted August 19, 2019 2 hours ago, Olmech said: Invite Ann.....as in Ann Codman? You are mad. Thats the Marcy Long of Diamond City. Ya got to make sacrifices to make caps. I have to say the dances that come with savage cabbages animation pack are great for this kind of roleplaying. Finished my first full party and it was really fun. Took all night.
chuBBies1 Posted August 20, 2019 Posted August 20, 2019 Just stumbled on this thread and man... I LOVE IT. I decided to give F4 another go after messing with Skyrim for awhile. There are so many cool concepts within this mod, especially on survival mode. I do have a question. Is AAF Violate compatible or do I need to switch to CSA?
Tentacus Posted August 20, 2019 Author Posted August 20, 2019 3 hours ago, chuBBies1 said: Just stumbled on this thread and man... I LOVE IT. I decided to give F4 another go after messing with Skyrim for awhile. There are so many cool concepts within this mod, especially on survival mode. I do have a question. Is AAF Violate compatible or do I need to switch to CSA? It should be but I'll check that out. CSA was "compatible" to begin with as long as you took a little care. I just made it a little easier for them to be used in tandem. I should check Violate out anyway. I haven't looked at those old @vinfamy mods since Fourplay. I was extremely impressed with what @EgoBallisticaccomplished updating Sex Em up so I'm actually pretty keen to check it out. You see every interaction (with rare exception of followers added by this mod) That happens in hardship, only happens when "Beggar whore mode" is activated. When that is turned off any other mod's interactions should not be interfered with. And yes. I pretty much exclusively play in survival mode (With Survival options, to tweak and turn on sit saves, and Smokable cigarettes along with sit anywhere for saving). This mod is definitely best that way. OH!!! One more must have mod to compliment this one. "Stash those caps" (or something similar) Which makes caps a physical object that you can store. skimming/holding out a little is pretty much the only way you will save any caps with a pimp... (Just don't save back too much or you'll get a severe beating) It will also make sure you don't get wiped out if you are raped and they take all the caps you have on you. For my personal useage I changed the ground object in Stash those caps from a single cap to a caps stash. That way when I am living somewhere without safe storage like Bunker hill or the dugout Inn, I just like slip the stash under the bed Knowing that in theory the game could just eat it or an NPC might grab it is kind of a thrill. (Though in practice it's been perfectly safe unless it like just goes through the floor cause I drop it somewhere stupid)
Nebuchadnezzer2 Posted August 20, 2019 Posted August 20, 2019 Spoiler 2 hours ago, Tentacus said: It should be but I'll check that out. CSA was "compatible" to begin with as long as you took a little care. I just made it a little easier for them to be used in tandem. I should check Violate out anyway. I haven't looked at those old @vinfamy mods since Fourplay. I was extremely impressed with what @EgoBallisticaccomplished updating Sex Em up so I'm actually pretty keen to check it out. You see every interaction (with rare exception of followers added by this mod) That happens in hardship, only happens when "Beggar whore mode" is activated. When that is turned off any other mod's interactions should not be interfered with. And yes. I pretty much exclusively play in survival mode (With Survival options, to tweak and turn on sit saves, and Smokable cigarettes along with sit anywhere for saving). This mod is definitely best that way. OH!!! One more must have mod to compliment this one. "Stash those caps" (or something similar) Which makes caps a physical object that you can store. skimming/holding out a little is pretty much the only way you will save any caps with a pimp... (Just don't save back too much or you'll get a severe beating) It will also make sure you don't get wiped out if you are raped and they take all the caps you have on you. For my personal useage I changed the ground object in Stash those caps from a single cap to a caps stash. That way when I am living somewhere without safe storage like Bunker hill or the dugout Inn, I just like slip the stash under the bed Knowing that in theory the game could just eat it or an NPC might grab it is kind of a thrill. (Though in practice it's been perfectly safe unless it like just goes through the floor cause I drop it somewhere stupid) For compatibility, presumably CSA, Violate, and this will be compatible, provided people set them up to avoid any clashes. Two mods going off at the same time will obviously cause problems, but with the right set up to avoid that, will be fine. For instance, CSA & Violate both do quite similar things in some situations, but when set up properly, are perfectly fine to use together. Just thought I'd throw that out there.
xLLUser Posted August 20, 2019 Posted August 20, 2019 Spoiler 2 hours ago, Tentacus said: It should be but I'll check that out. CSA was "compatible" to begin with as long as you took a little care. I just made it a little easier for them to be used in tandem. I should check Violate out anyway. I haven't looked at those old @vinfamy mods since Fourplay. I was extremely impressed with what @EgoBallisticaccomplished updating Sex Em up so I'm actually pretty keen to check it out. You see every interaction (with rare exception of followers added by this mod) That happens in hardship, only happens when "Beggar whore mode" is activated. When that is turned off any other mod's interactions should not be interfered with. And yes. I pretty much exclusively play in survival mode (With Survival options, to tweak and turn on sit saves, and Smokable cigarettes along with sit anywhere for saving). This mod is definitely best that way. OH!!! One more must have mod to compliment this one. "Stash those caps" (or something similar) Which makes caps a physical object that you can store. skimming/holding out a little is pretty much the only way you will save any caps with a pimp... (Just don't save back too much or you'll get a severe beating) It will also make sure you don't get wiped out if you are raped and they take all the caps you have on you. For my personal useage I changed the ground object in Stash those caps from a single cap to a caps stash. That way when I am living somewhere without safe storage like Bunker hill or the dugout Inn, I just like slip the stash under the bed Knowing that in theory the game could just eat it or an NPC might grab it is kind of a thrill. (Though in practice it's been perfectly safe unless it like just goes through the floor cause I drop it somewhere stupid) Don't suppose you'd be willing to share that "Stash Your Caps" re-model?
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