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HARDSHIP: Beggar Whore (Upcoming mod) Video preview links


Tentacus

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Posted
4 hours ago, Nebuchadnezzer2 said:
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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. :)

Yes and I'd also like to point out that to use CSA with Hardship you are going to want to use the hotkey surrender rather than the weapons down otherwise every time a raider menaces you you will auto surrender. Health based surrender should still be fine though because I use Flashy's keyword to disable Beggar whore mode when ever the surrender starts.

Posted
2 hours ago, xLLUser said:
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Don't suppose you'd be willing to share that "Stash Your Caps" re-model?

I just edited their ESP so no. A I can't redistribute that and B, There is a new version out that I can't upgrade to on an existing save. 

 

I will teach you how to do it yourself in FO4edit in 1 minute though.

 

0: BACK UP THE FUCKIN ESP BEFORE TRYING ANYTHING LIKE THIS

 

1: Run FO4edit. If you are are using MO2 you'll need to run it through there. Look up how to do that if you don't know how.

2: Load up whichever stashable caps esp you have in Fallout 4 edit (Right click select none, then just select the esp you want to edit)

3: Once it opens, in the left pane click on the plus sign next to the Stashable caps esp, then click on the plus sign next to Misc item.

4: Click on "CapCurrency"

5: In the Right panel look for the section called: "Model". The top entry will be called MODL - Model Filename

6: Double click on the path to the model. You'll get a scary box asking if you are sure. Say yes. Replace the file path with "Props\BottleCapTin.nif" (without the quotes)

7 Go back to the left pane and repeat the same process with CapDUMMY.

8 Close FO4Edit. Leaving the esp checked when you do so it will save.

 

BOOM! Now you know how to change Fallout 4 assets without loading CK. (and so do I lol... That's a lot easier)

Posted
Spoiler

 

11 minutes ago, Tentacus said:

I just edited their ESP so no. A I can't redistribute that and B, There is a new version out that I can't upgrade to on an existing save. 

 

I will teach you how to do it yourself in FO4edit in 1 minute though.

 

0: BACK UP THE FUCKIN ESP BEFORE TRYING ANYTHING LIKE THIS

 

1: Run FO4edit. If you are are using MO2 you'll need to run it through there. Look up how to do that if you don't know how.

2: Load up whichever stashable caps esp you have in Fallout 4 edit (Right click select none, then just select the esp you want to edit)

3: Once it opens, in the left pane click on the plus sign next to the Stashable caps esp, then click on the plus sign next to Misc item.

4: Click on "CapCurrency"

5: In the Right panel look for the section called: "Model". The top entry will be called MODL - Model Filename

6: Double click on the path to the model. You'll get a scary box asking if you are sure. Say yes. Replace the file path with "Props\BottleCapTin.nif" (without the quotes)

7 Go back to the left pane and repeat the same process with CapDUMMY.

8 Close FO4Edit. Leaving the esp checked when you do so it will save.

 

BOOM! Now you know how to change Fallout 4 assets without loading CK. (and so do I lol... That's a lot easier)

 

 

Thanks, appreciate it!

Posted

I've been experimenting to see if I could use my house parties in conjunction with AAF Prostitution to make Home plate into a brothel. It worked... kinda sorta... That mod is really fiddly. I invited Darcy to a party then used AFF Prostitution to recruit her as a prostitute. As long as she wasn't dismissed as a party guest she'd stay in Home Plate. Then I invited more guests and AAF Prostitution took over and used them as a customer pool. Unfortunately any time I want them to leave I have to disable AAFP in the MCM to get my party dismiss dialogue back, then rehire Darcy as a prostitute after restarting AAFP.

 

So it works but I wouldn't really recommend it. I'll probably make a small pimping addon to Hardship after it's released because I am such a particular and picky bastard. Anyway here is a picture of Darcy in the job she was born for:

 

20190820134958_1.jpg.379ecf724ed5fc64391cc29bce39ccde.jpg

Posted
10 minutes ago, Number24 said:

@Tentacus I'm curious is this mod planned to be a standalone alternate start mod, or could it be used in conjunction with Start Me Up?

This isn't an alternate start. You may be confused as there was some crossover discussion about my alternate start mod DLYH, and how it interacts with this mod. That said you can use this with any altenate start mod. It's designed to be very flexible and work for many different kinds of playthroughs. It makes no references to the main quest either.

Posted
23 minutes ago, Tentacus said:

This isn't an alternate start. You may be confused as there was some crossover discussion about my alternate start mod DLYH, and how it interacts with this mod. That said you can use this with any altenate start mod. It's designed to be very flexible and work for many different kinds of playthroughs. It makes no references to the main quest either.

Awesome! I look forward to taking this mod for a spin on a new play through once it comes out. Thanks for the reply.

Posted

@Tentacus Be careful with Stashable Caps. Once you get to a certain number of caps (rather large amount.. not exactly sure) it will go into an infinite loop adding caps.

The last time, a couple days ago, I noticed that suddenly I couldn't loot anything and when I checked my inventory the caps were going nuts. I shut down, disabled SC, loaded back up and had over 79 billion caps.

It's an easy fix.. disable SC, load the save.. removeitem f xxxxxxxxxxxxxxx, exit, enable SC and carry on.

Posted
12 hours ago, chuBBies1 said:

Alright, thanks for clearing up my worries about Violate and CSA. I'll be regularly checking on this awesome mod. Keep on doing what you're doing.

I'll still give Violate a try on my next round of testing.

 

2 hours ago, izzyknows said:

@Tentacus Be careful with Stashable Caps. Once you get to a certain number of caps (rather large amount.. not exactly sure) it will go into an infinite loop adding caps.

The last time, a couple days ago, I noticed that suddenly I couldn't loot anything and when I checked my inventory the caps were going nuts. I shut down, disabled SC, loaded back up and had over 79 billion caps.

It's an easy fix.. disable SC, load the save.. removeitem f xxxxxxxxxxxxxxx, exit, enable SC and carry on.

I tend to never take a playthrough to a point where I am excessively rich so I doubt that'll be a problem. and the whole point of this mod is to play a poor character ;), Also I've probably put at least 60 hrs into using it (though admittedly not the newest version) without a single issue. (Actually I may have had the merchant wipe bug once, but that's supposedly fixed in the new version.) but thanks for the heads up.

Posted

I have that mod of "Stash those caps" (is essential if you have Violate or CSA), but I also have one that makes it all more expensive, you don't get paid so much when you sell items, and reduce the amount of loot and ammo.

 

Basically, you are poor and do not handle much money.

 

I have reached the point of stealing food and drink in Diamond City (And I was arrested twice lol).

 

After 18 hours with the character I created in DLYH, I'm about to get enough coins to buy Home Plate.

 

https://www.nexusmods.com/fallout4/mods/2593

 

Everything can be adjusted to be less punishing.

Posted

Update:

 

After my testing session yesterday I added a little dialogue specific to Mayor Mcdonnough that lets you get a short reprieve from guard harassment. Just seemed organic. 

 

Taking the day off, will get back to testing tomorrow.

Posted

Already setting up a new character for this mod, can't wait for it!

 

Would you consider using strings files in your mod for others to translate them in multiple languages ? (like Raider Pet)

Posted
22 minutes ago, Benjou1 said:

Already setting up a new character for this mod, can't wait for it!

 

Would you consider using strings files in your mod for others to translate them in multiple languages ? (like Raider Pet)

Sorry. I don't have a clue what that is. I can barely do the basic stuff ;)

Posted
22 minutes ago, Tentacus said:

Sorry. I don't have a clue what that is. I can barely do the basic stuff ;)

I think he means localization for your MCM, used for text replacement.

 

Where you define a bunch of items in a text file stored in Interface\Translations and the MCM config.json references those strings. You can peek at Advanced Needs 2, for clues on this as I use a localized MCM for it.

 

Example in the translation file:

 

$RSE_HOTKEY_BNHK_TOOL    Bathroom Needs HotKey
$RSE_HOTKEY_BNHK_DESC    The hotkey that activates your Bathroom Needs function.

 

And then in the MCM:

 

    {
    "id": "RSEHotKey",
    "text": "$RSE_HOTKEY_BNHK_TOOL",
    "type": "hotkey",
    "help": "$RSE_HOTKEY_BNHK_DESC"
    },

 

So if one wanted their MCM in French, they would just copy your _EN.txt translation file, rename it to _FR.txt and then edit the contents, replacing the english text for french text, like so:

 

$RSE_HOTKEY_BNHK_TOOL    RSE Basic Needs Raccourci
$RSE_HOTKEY_BNHK_DESC    Un raccourci qui active les fonctions de RSE's Basic Needs.

 

Hope that helps. If not, let me know and I can assist you with localization, if you want to go that route.

Posted
49 minutes ago, Flashy (JoeR) said:

I think he means localization for your MCM, used for text replacement.

 

Ah, okay. well since this mod doesn't use MCM then that is an easy answer :)

Posted

yeah I meant localization but not for mcm, for your mod itself, the same way bethesda used it for fallout 4, other mods use it aswell like Raider pet, it allows you to have multiple languages with the same esp.

 

Edit: but don't worry if it's not your thing a simple esp translation will do the trick , with your permission of course

Posted

I would also be interested in translating it, but into Spanish. Maybe @stobor can give you a hand on how to create the strings files. I think Raider Pet is the only LoversLab mod that has the strings files and is already translated into 5 languages.

Posted

@Tentacus So I finally got around to watching the videos on the OP and I just have one more question: Is the design intent of the mod that once it is turned on, you leave it turned on (barring any mod conflicts that require turning it off temporarily) for the entire play through? Or is it more meant to be switched on and off throughout the course of a play through depending on when/if you want to RP?

Posted
36 minutes ago, Number24 said:

@Tentacus So I finally got around to watching the videos on the OP and I just have one more question: Is the design intent of the mod that once it is turned on, you leave it turned on (barring any mod conflicts that require turning it off temporarily) for the entire play through? Or is it more meant to be switched on and off throughout the course of a play through depending on when/if you want to RP?

Switched on and off at will. In fact this is strategic gameplay for when in a city to avoid guard harassment. Like for instance if you are dressed like a hoe I suggest you leave it on, if not doing a little sneaky Hoe business... I suggest you turn it off when walking around. This is one reason why the menu is a shortcuttable wearable rather than MCM.

 

It is also the core of why this mod is compatible with every other dialogue mod. You can shut off this mod's dialogue at any time.

Posted
1 hour ago, Benjou1 said:

yeah I meant localization but not for mcm, for your mod itself, the same way bethesda used it for fallout 4, other mods use it aswell like Raider pet, it allows you to have multiple languages with the same esp.

 

Edit: but don't worry if it's not your thing a simple esp translation will do the trick , with your permission of course

 

1 hour ago, JBpy said:

I would also be interested in translating it, but into Spanish. Maybe @stobor can give you a hand on how to create the strings files. I think Raider Pet is the only LoversLab mod that has the strings files and is already translated into 5 languages.

 

Once it is released you  both and anybody else has my permission to release translations. Just please come to me if you have questions about how to translate dialogue. :)

Posted

Testing update.

 

Found some superfluous dialogue from an older build, and removed it.

 

I'll have a crack at testing it with Violate tomorrow.

Posted
1 hour ago, Tentacus said:

Testing update.

 

Found some superfluous dialogue from an older build, and removed it.

 

I'll have a crack at testing it with Violate tomorrow.

I gotta give you props for being thorough with informing us about updates and bug fixes. 

Posted
On 8/22/2019 at 5:41 PM, chuBBies1 said:

I gotta give you props for being thorough with informing us about updates and bug fixes. 

Thanks. I feel like when people are waiting for something, more info is usually better.

 

Testing update: Found a couple more small bugs, which I'll fix ASAP. Yay! Gonna be fairly busy this weekend but I'll try to get some testing in, as well as looking in on how things are coming over at One patch.

Posted
5 minutes ago, Tentacus said:

Thanks. I feel like when people are waiting for something, more info is usually better.

 

Testing update: Found a couple more small bugs, which I'll fix ASAP. Yay! Gonna be fairly busy this weekend but I'll try to get some testing in, as well as looking in on how things are coming over at One patch.

if using AAF Violate and CSA together thing can get a bit funky if not setup correctly. as you know they do the same kinda thing.

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