vaultbait Posted October 3, 2020 Posted October 3, 2020 19 hours ago, Tentacus said: Okay I think I'm done wasting time on this. I'll get back to work soon... maybe. Some of my old comic covers work surprisingly well as posters in Fallout. I'd live there, no question. 1
DremoraDream Posted October 4, 2020 Posted October 4, 2020 17 hours ago, Tentacus said: Shouldn't be. My Morphsetdata is the same as Ulfbearth's which I consider the gold standard... IE: Most inclusive. Unless you are doing something boneheaded like running Indarello. I will say though BP70's vanilla XMLs almost never fire the erection right for me. The XMLs I will add will fix that, Might be that SC does it too but I don't test those often. It might be a recent change to AAF... I dunno... But the Ulfbearth trick of updating the erection on each stage works which is what I use in SLP... so fear not in terms of Hardship... soon that won't be an issue... but I dunno maybe people should start reporting "ready" not working to dagobaking. I thought it was just me. Just keep my name out of it :p. I've tested around a bit today. Tons of animations, using this alongside your other mod 'Crackle' as well. I don't think I've run AAF animations this long before lol That being said, when BP70 anims fire, same as what you mentioned, the erections almost never fire correctly. Couple of things: When BP70 anims come up, some show in the AAF menu with animation trees active. Hardship doesn't change the scene...and I've only been able to get the animations to change via AAF controls like once..? Very weird. Another thing is that I almost never see Savage Cabbage animations. He has a few really good ones, M/F BJ scenes on furniture such as beds and couches... When I ran the Indarello patch alongside this mod months ago, they fired very often if appropriate furniture was around. Now theyre scarce as f. Just a mention. I'm still satisfied with the gameplay. Leito works like a charm. All effects and dialogues work as intened. Scripted Cum Overlays are hit or miss, but I believe that was supposed to be dependent on specific xmls anyway so nbd. I just personally think I'm lacking some variety in animations based on idk... I'm not mod-savvy enough to understand the cause/effect relationship between xmls and erection triggers... or the activation of certain animations. So I'm a little stuck on my own decision making right now. lol The Indarello version is still technically active, correct? In case I decide to retrograde my load order...
Tentacus Posted October 4, 2020 Author Posted October 4, 2020 6 hours ago, DremoraDream said: Couple of things: When BP70 anims come up, some show in the AAF menu with animation trees active. Hardship doesn't change the scene...and I've only been able to get the animations to change via AAF controls like once..? Very weird. Yeah in the last update he added more of those. Previously I was blacklisting them with my tag data. Won't be an issue when I get my XMLs in. 6 hours ago, DremoraDream said: Another thing is that I almost never see Savage Cabbage animations. He has a few really good ones, M/F BJ scenes on furniture such as beds and couches... When I ran the Indarello patch alongside this mod months ago, they fired very often if appropriate furniture was around. Now theyre scarce as f. Just a mention. I'll check to see what's up with that. Maybe I screwed up a tag in a recent update. That said make sure you turn furniture animations on in the menu. They're off by default. 6 hours ago, DremoraDream said: The Indarello version is still technically active, correct? In case I decide to retrograde my load order... Yeah, but there are definitely more bugs in that.
maddadicusrex Posted October 4, 2020 Posted October 4, 2020 I believe part of all erection/animation issues is that everyone is coding in different PC languages to get the same results. X.Y,Z mods do not play well with each other, yet we need X for beast animations, Y for orgies (multiple partners), Z for auto animations (no manual trees), and so we cannot just pick and choose packs without missing out on max animations for max situations. I like Indarello because he cuts out 50% of the stuff I do not need, yet leaves a little bit of everything out there for all tastes. But he writes his stuff different. Ulfbearth and SC are now in lock step with how they interpret the animation process, but they write their stuff different. You write your stuff different and you are scrambling to fix compatibility issues that Ulfie, SC, Bp70, and Indarello could care less about. You all march to your own drummer with AAF as the indifferent master. However he decides to tweek his baby causes all kinds of mischief in the sex mod world. You pretty much are going to do what Indarello has tried to do, pick and choose winners and losers from the various animation packs, and create them in your own image so they work in your own mod. And that suits me fine, since I believe we have too many animation choices anyway. A limited animation bundle that works exclusive to your game makes sense..........But , here are MY buts, I need orgies, I need furniture, I need Beasts and Dogs, I need Super Mutants, Ferals, Ghouls and Synths. Most of these probably do not fit into your world and I hate to carry animation packs that conflict big time with your work just to keep these options open to me. It becomes a big decision for most of us in order to play your mod. Yours is a great playthrough and you are one of the most dedicated to furthering your work. I continue to root for you as I sort out what I need and what I want, to continue playing FO4..Thanks..
izzyknows Posted October 4, 2020 Posted October 4, 2020 2 hours ago, maddadicusrex said: Most of these probably do not fit into your world and I hate to carry animation packs that conflict big time with your work just to keep these options open to me. Once released\updated, there will be no conflicts, because Tentacus will be using custom xml's that are hidden and can't be "normally" called by other mods or played manually. The only conflict would be if an animator changed the name of a current animation... although I "think" he's packing the used animations in the mod, which would make it even more stand alone. But I could be all wet. LOL 2
vaultbait Posted October 4, 2020 Posted October 4, 2020 8 hours ago, maddadicusrex said: I need orgies, I need furniture, I need Beasts and Dogs, I need Super Mutants, Ferals, Ghouls and Synths. But as long as you don't necessarily need those in Hardship's scenes it's irrelevant, I think? He's not planning on limiting what animations you can install and what animations other mods you're playing can call, he's just going to limit which (included, non-conflicting, custom, likely hidden) animations Hardship makes use of.
Tentacus Posted October 4, 2020 Author Posted October 4, 2020 6 hours ago, izzyknows said: Once released\updated, there will be no conflicts, because Tentacus will be using custom xml's that are hidden and can't be "normally" called by other mods or played manually. The only conflict would be if an animator changed the name of a current animation... although I "think" he's packing the used animations in the mod, which would make it even more stand alone. Actually it's even safe from that as long as they don't change the formids of the actual animation files in their ESP which seems extremely unlikely. 1
Tentacus Posted October 4, 2020 Author Posted October 4, 2020 1 hour ago, vaultbait said: But as long as you don't necessarily need those in Hardship's scenes it's irrelevant, I think? He's not planning on limiting what animations you can install and what animations other mods you're playing can call, he's just going to limit which (included, non-conflicting, custom, likely hidden) animations Hardship makes use of. Exactly. The XML work I am doing will ONLY affect Hardship. The only thing that will affect you as far as other mods go is HAVING to use Staged Leito Plus for Leito. And SLP contains all the Leito animations (Though I did curate the MM ones to only include the ones that really look good for gay sex.) Shit... Hardship ALREADY does this for a lot of positions. Any time you see animation with a _T_Prefix in it's name it's running off the XMLs included with Hardship. It's been like that since the beginning
Slorm Posted October 5, 2020 Posted October 5, 2020 Not sure if this is a bug or a design choice. I'd emptied out most of my inventory except for chems and caps. Had some fun with a Raider who robbed me but only the caps were taken. I can't remember the screen message but I got the impression that the chems should have gone too (there was Buffout, Psycho, Contraceptive Pills (from AFF FPE) and something else I can't remember). I do recall from an earlier encounter that it will take Stimpaks and food, but I would have thought the chems would be the first thing those bad boys would want
izzyknows Posted October 5, 2020 Posted October 5, 2020 10 minutes ago, Slorm said: Not sure if this is a bug or a design choice. I'd emptied out most of my inventory except for chems and caps. Had some fun with a Raider who robbed me but only the caps were taken. I can't remember the screen message but I got the impression that the chems should have gone too (there was Buffout, Psycho, Contraceptive Pills (from AFF FPE) and something else I can't remember). I do recall from an earlier encounter that it will take Stimpaks and food, but I would have thought the chems would be the first thing those bad boys would want It's kind of random what they take. Some are greedy and take it all. Guess it depends on what the Raider needs at the time.
Tentacus Posted October 5, 2020 Author Posted October 5, 2020 43 minutes ago, Slorm said: Not sure if this is a bug or a design choice. I'd emptied out most of my inventory except for chems and caps. Had some fun with a Raider who robbed me but only the caps were taken. I can't remember the screen message but I got the impression that the chems should have gone too (there was Buffout, Psycho, Contraceptive Pills (from AFF FPE) and something else I can't remember). I do recall from an earlier encounter that it will take Stimpaks and food, but I would have thought the chems would be the first thing those bad boys would want Yeah it's random... There are several possiblities including them taking your weapons. You can get it back by killing them but given how raiders work I wouldn't leave the area before doing so.
Slorm Posted October 6, 2020 Posted October 6, 2020 16 hours ago, Tentacus said: Yeah it's random... There are several possiblities including them taking your weapons. You can get it back by killing them but given how raiders work I wouldn't leave the area before doing so. Ahh right. I knew about the weapons and ammo which is why I left them in Homeplate. It's a bit of roleplay combined with keeping down the arousal aspect of Sexual Attributes. Raiders aren't a nice way to do it, so prostitution becomes a better option.
Slorm Posted October 6, 2020 Posted October 6, 2020 @Tentacus I ran into the dreaded addiction bug tonight, seems to be related to being forced to take psycho by a menacing raider earlier. Anyway, another workaround you might want to add to the OP is to console in and take some Addictol which seems to stop it (resets the addiction global I assume). Saves keeping an inventory item
Tentacus Posted October 7, 2020 Author Posted October 7, 2020 2 hours ago, Slorm said: @Tentacus I ran into the dreaded addiction bug tonight, seems to be related to being forced to take psycho by a menacing raider earlier. Anyway, another workaround you might want to add to the OP is to console in and take some Addictol which seems to stop it (resets the addiction global I assume). Saves keeping an inventory item What do you mean bug? It's supposed to have a risk of addiction ? The solution is to fight the raiders ? 1
Slorm Posted October 7, 2020 Posted October 7, 2020 13 hours ago, Tentacus said: What do you mean bug? It's supposed to have a risk of addiction ? The solution is to fight the raiders ? I wasn't addicted and it had worn off (this was a day or so later and only one dose) or have I missed something here. From memory you get a game message if you get addicted to something, I only use RAD-X and Radaway so it's not a mechanic I'm that familiar with) but was asking for Psycho. From the OP: Sometimes you will get the addiction dialogue when not actually addicted yet. This is a vanilla bug with detecting the conditional. It only happens rarely and there's nothing I can do about it. If this problem persists you can simply make sure to keep one of the items (booze, psycho... etc...) in your inventory.
Tentacus Posted October 7, 2020 Author Posted October 7, 2020 Update: Been another pain in the ass few days. I haven't been able to get anything done, but I hope to return to actively working on Hardship this afternoon.
Tentacus Posted October 7, 2020 Author Posted October 7, 2020 3 hours ago, Slorm said: I wasn't addicted and it had worn off (this was a day or so later and only one dose) or have I missed something here. From memory you get a game message if you get addicted to something, I only use RAD-X and Radaway so it's not a mechanic I'm that familiar with) but was asking for Psycho. From the OP: Sometimes you will get the addiction dialogue when not actually addicted yet. This is a vanilla bug with detecting the conditional. It only happens rarely and there's nothing I can do about it. If this problem persists you can simply make sure to keep one of the items (booze, psycho... etc...) in your inventory. Oh yeah I see what you're saying... Point is you get that from taking any vanilla chem but yes the forced psycho will do it. A good way to see if you are actually addicted is to look at your stats tab in the pipboy I dunno if addictol would correct it or not... I guess it would if it resets all addiction related values to 0. Might add an option to the utility menu that just makes you take an addictol (even if you don't have one) with a note about the bug.
Slorm Posted October 7, 2020 Posted October 7, 2020 It seemed to work. I picked up another couple of clients and it went straight to "My prices..." each time
vaultbait Posted October 7, 2020 Posted October 7, 2020 7 hours ago, Tentacus said: Oh yeah I see what you're saying... Point is you get that from taking any vanilla chem but yes the forced psycho will do it. A good way to see if you are actually addicted is to look at your stats tab in the pipboy I dunno if addictol would correct it or not... I guess it would if it resets all addiction related values to 0. Might add an option to the utility menu that just makes you take an addictol (even if you don't have one) with a note about the bug. Possibly related, I've noticed that attaining the Party Girl perk while already an alcoholic causes Hardship dialogue to always think I'm still addicted, even after addiction cures at a doctor, Addictol, et cetera. Not complaining, and wonder if it might even be intentional just undocumented? Basically treating Party Girl as just being a "functioning alcoholic?"
Tentacus Posted October 7, 2020 Author Posted October 7, 2020 33 minutes ago, vaultbait said: Possibly related, I've noticed that attaining the Party Girl perk while already an alcoholic causes Hardship dialogue to always think I'm still addicted, even after addiction cures at a doctor, Addictol, et cetera. Not complaining, and wonder if it might even be intentional just undocumented? Basically treating Party Girl as just being a "functioning alcoholic?" Yeah it must use the same Actor value in a weird way.
Tentacus Posted October 9, 2020 Author Posted October 9, 2020 Update: Been busy IRL again and will be all weekend. Finishing up the BP70 XMLs today. I'm hoping I can get the Savage Cabbage ones done and an update released by mid week. I won't be including custom moans support yet but will have it in TSEX/Hardship 1.6. Man... Scrutinizing these animations... I never realized how much weird hand deformation there is in a lot of his poses. I mean seriously sometimes one of the actors will get hulk hands! I REALLY like a lot of his positions but there's always something just a bit off with most of them. Same with Savage Cabbage. It's probably just me... But I felt the same way in skyrim. With rare exception Leito was just the gold standard. Some days I really wish I could be arsed to "aquire" Max and learn how to use it, or somebody would make this shit work in Blender. 2
fithy Posted October 9, 2020 Posted October 9, 2020 Hey can someone send me a Barebones load order, I cant seem to get any of the animations to work and its driving me crazy rearanging and reinstalling (im using mod organizer 2)
vaultbait Posted October 10, 2020 Posted October 10, 2020 46 minutes ago, fithy said: Hey can someone send me a Barebones load order, I cant seem to get any of the animations to work and its driving me crazy rearanging and reinstalling (im using mod organizer 2) Most of the first post/file page IS describing the install order for a minimal set of dependencies, from the ground up. Are you looking for something less that that? Or more?
Tentacus Posted October 10, 2020 Author Posted October 10, 2020 So instead of doing what I should and working towards actually getting the next update out I am thinking a lot about TSEX and 1.6 and some of the quest content I want to add... and it starts to become frustrating. I wish there was a character in Fallout 4 who was so obviously secretly involved in Sex Trafficking as Belethor surely is in Skyrim. Any ideas? Somebody who'd sell his own sister for the right price. White Chapel Charley maybe...? Not sure what he'd really get out of it besides the spite of making meatbags miserable . Same Voice actor as Belethor so... lol.
Sagebrush61 Posted October 10, 2020 Posted October 10, 2020 How bout the guy in the back room of Hotel Rexford? Can't recall his name at the moment, but he is already involved in drug manufacturing, owns a hotel in Good Neighbor, not too much of a stretch to see him into the sex trade to supplement his income.
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