requiredname65 Posted December 6, 2020 Posted December 6, 2020 Few ways to tackle this: 1. Wrap calls to SetProtected to not apply for actors with _T_BadDaddy keyword. Sure your DC resident #12 will be mutantfood outside the wall but it wouldn't change anything. 2. Or if you are willing to make 'bad daddies' protected while they are being bad, you could add a protected flag on _T_BadDaddy alias. 3. You could also approach this with faction system with ranks encoding their original flags. Read flags and add faction ranks accordingly, when they start to follow you. Restore flags based on rank when they stop following. I feel like option 3 would be best out of these. GunnerHire script messes with flags as well and should prob receive same set of changes. Edit: Could also create a new alias with protected flag just for following pimps and daddies, fill it when they start to follow you and clear on leave.
Tentacus Posted December 6, 2020 Author Posted December 6, 2020 17 minutes ago, requiredname65 said: Few ways to tackle this: 1. Wrap calls to SetProtected to not apply for actors with _T_BadDaddy keyword. Sure your DC resident #12 will be mutantfood outside the wall but it wouldn't change anything. 2. Or if you are willing to make 'bad daddies' protected while they are being bad, you could add a protected flag on _T_BadDaddy alias. 3. You could also approach this with faction system with ranks encoding their original flags. Read flags and add faction ranks accordingly, when they start to follow you. Restore flags based on rank when they stop following. I was gonna just give them a temporary keyword to compare to while they are following me, which is essentially the same thing as option 3. I think I prefer option 2 though honestly. They stay killable until you've "fired" them. Quote GunnerHire script messes with flags as well and should prob receive same set of changes. Not sure why... They are gunners. AFAIK there are no essential Gunners.... In Vanilla they are just fancy raiders and I don't think you can even recruit the ones needed for MacCready's quest, but yeah it's just as easy to do Option 2 for their alias as well.
sstearh Posted December 6, 2020 Posted December 6, 2020 Awesome mod. Seems to work fine for me. I do have a couple of questions. 1. Isabella ordered me to make Home Plate worthy of her. I didn't know what that meant so I just put a bunch of beds, chairs and paintings there. It's been 4 days now (game time) and nothing happens. Am I doing something wrong? 2. What male nude mod are you guys using? My male NPCs still have their vanilla underpants on and I can't figure out which mod to use without messing up my game (50+ mods).
requiredname65 Posted December 6, 2020 Posted December 6, 2020 17 hours ago, Tentacus said: Not sure why... They are gunners. AFAIK there are no essential Gunners.... In Vanilla they are just fancy raiders and I don't think you can even recruit the ones needed for MacCready's quest, but yeah it's just as easy to do Option 2 for their alias as well. To account any modded gunners content. Perhaps hired gunners should stay as they were ( mortal/non-protected ) before hiring. Skip any flag settings. I think I do that for my copy already as strolling into gunner HQ and hiring their commander to clear dungeons was one of cheese tactics I used. @sstearh > Am I doing something wrong? Pretty sure it just for players to RP. > What male nude mod are you guys using? Pretty sure BodyTalk3 is currently preferred male body mod.
Tentacus Posted December 6, 2020 Author Posted December 6, 2020 39 minutes ago, sstearh said: Awesome mod. Seems to work fine for me. I do have a couple of questions. 1. Isabella ordered me to make Home Plate worthy of her. I didn't know what that meant so I just put a bunch of beds, chairs and paintings there. It's been 4 days now (game time) and nothing happens. Am I doing something wrong? It's just roleplaying text. There's no actual quest surrounding it. Maybe I should add an option to move her there if you own it. I'm gonna have to do some revising of isabel to go along with the new submission gameplay in TSEX anyway, so maybe I'll do that. 39 minutes ago, sstearh said: 2. What male nude mod are you guys using? My male NPCs still have their vanilla underpants on and I can't figure out which mod to use without messing up my game (50+ mods). Bodytalk V3. You can use Atomic Muscle as well if you want chonky boys. 1
sstearh Posted December 6, 2020 Posted December 6, 2020 2 hours ago, Tentacus said: It's just roleplaying text. There's no actual quest surrounding it. Maybe I should add an option to move her there if you own it. I'm gonna have to do some revising of isabel to go along with the new submission gameplay in TSEX anyway, so maybe I'll do that. Bodytalk V3. You can use Atomic Muscle as well if you want chonky boys. Thanks!
Darkwolf101 Posted December 7, 2020 Posted December 7, 2020 alright dumb af question probably but I've seen alor of talk about TSEX but can't actually find anything on it?
Tentacus Posted December 7, 2020 Author Posted December 7, 2020 4 hours ago, Darkwolf101 said: alright dumb af question probably but I've seen alor of talk about TSEX but can't actually find anything on it? With Hardship 1.6 I am splitting the non prostitution functions (Except menacting raiders) and all the sounds and meshes and such off into a seperate Master mod which all my mods going forward will have as a requirement. It will also have certain base level sexual functionality built in. I haven't bothered making a preview forum yet because It's been delayed MONTHS while I unfucked Hardship 1.5 and went through a ton of problems with the conversion. And the horrifying fact that any fixes I did for 1.5 I also had to do to the existing 1.6 fork, which has totally redone sex scripts... so yeah. Now however I am back to actual development... Just in time for a big ol Cyberpunk 2077 hiatus! ? At least the logo is cool. 1
KitKatKseniya Posted December 7, 2020 Posted December 7, 2020 Bit of a random question, I remember seeing you post about a gag you'd made using vanilla items, is that going to be included with your bondage furniture stuff? ?
Tentacus Posted December 7, 2020 Author Posted December 7, 2020 8 minutes ago, KitKatKseniya said: Bit of a random question, I remember seeing you post about a gag you'd made using vanilla items, is that going to be included with your bondage furniture stuff? ? Yeah, most likely. (If I can find where I put the mesh) I'll also probably make some other wearables in that vein. 1
KitKatKseniya Posted December 7, 2020 Posted December 7, 2020 17 minutes ago, Tentacus said: Yeah, most likely. (If I can find where I put the mesh) I'll also probably make some other wearables in that vein. Sweet it looked really good, I was trying to remember where you'd posted it but I couldn't find it
Tentacus Posted December 7, 2020 Author Posted December 7, 2020 40 minutes ago, KitKatKseniya said: Sweet it looked really good, I was trying to remember where you'd posted it but I couldn't find it I think I showed it in the Real Handcuffs topic cause I was showing you could model stuff from vanilla assets pretty easily.
paparebbe Posted December 7, 2020 Posted December 7, 2020 About the 'Real Handcuffs', probably it was asked before, but have you thought of integrating Queen Isabel's collar with the mod? I would love to not be able to take the collar off any time i want
Tentacus Posted December 7, 2020 Author Posted December 7, 2020 11 minutes ago, paparebbe said: About the 'Real Handcuffs', probably it was asked before, but have you thought of integrating Queen Isabel's collar with the mod? I would love to not be able to take the collar off any time i want No but the non consensual Master(s?)/Mistresse(s?) I add will use the shock collar. I intend to add several NPCs either in TSEX itself or another esp. 4
Malphias Posted December 8, 2020 Posted December 8, 2020 Hey, Tentacus, can you tell me what is wrong? I can't get any of the scripts to compile. They have issue with AAF. Nothing has changed except the version of AAF. These scripts compiled before, but now they won't...errors are all about AAF: E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\RaiderPet\DialogueQuestScr.psc(10,22): unknown type aaf:aaf_api E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\RaiderPet\DialogueQuestScr.psc(235,34): OnAnimationStart is not a custom event on aaf:aaf_api or one if its parents I've compiled this script before...a week ago? Maybe 2. Something has changed between then and now. I want to take over AAF Violate. First task is debugging the code, understanding the functions and events and what they do, what all the variables are for. I put in some debugging lines to help while i run the game, but...they won't compile. Knowing that Raider Pet can be compiled I tried one in the CK, only now...it won't. The compiler doesn't recognize AAF but it is active, it is in the CK...scripts can compile without selecting anything but I selected Fallout4.esm, AAF.esm, and RaiderPet.esp as active, still no go on the compile. There is no way you have created Hardship without doing some scripting so, if anyone knows what's going on, figure it might be you.
Tentacus Posted December 8, 2020 Author Posted December 8, 2020 38 minutes ago, Malphias said: Hey, Tentacus, can you tell me what is wrong? I can't get any of the scripts to compile. They have issue with AAF. Nothing has changed except the version of AAF. These scripts compiled before, but now they won't...errors are all about AAF: E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\RaiderPet\DialogueQuestScr.psc(10,22): unknown type aaf:aaf_api E:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\RaiderPet\DialogueQuestScr.psc(235,34): OnAnimationStart is not a custom event on aaf:aaf_api or one if its parents I've compiled this script before...a week ago? Maybe 2. Something has changed between then and now. I want to take over AAF Violate. First task is debugging the code, understanding the functions and events and what they do, what all the variables are for. I put in some debugging lines to help while i run the game, but...they won't compile. Knowing that Raider Pet can be compiled I tried one in the CK, only now...it won't. The compiler doesn't recognize AAF but it is active, it is in the CK...scripts can compile without selecting anything but I selected Fallout4.esm, AAF.esm, and RaiderPet.esp as active, still no go on the compile. There is no way you have created Hardship without doing some scripting so, if anyone knows what's going on, figure it might be you. Compiler issues are way over my head. I won't even try a different code editor cause I don't wanna fuck with that shit now that I have Sublime Text 3 working. Sorry. Maybe @requiredname65 can help. Maybe try verifying fallout 4's files... Could be something is wrong with the compiler itself.
Tentacus Posted December 9, 2020 Author Posted December 9, 2020 I am so completely frustrated by the fact that you can't hide part of an MCM based on a Global being 1. You can only show them based on this. I could make a stepper that fakes this to accomplish what I want... but it would require bit flipping every use of the _T_Virgin global from 1 to 0 (Unintuitive) and making the default 1 for OFF. FUCKSAKE! Between this and the fact that MCM functions don't work right with more than one script on a quest even if you name the script.... and I am becomeing extremely disillusioned with MCM. If anybody knows a better way to do this Let me know before I go on a fools errand.
requiredname65 Posted December 9, 2020 Posted December 9, 2020 Perhaps a different, more scenic route on fools road. Given a quick look into MCM docs, this is best I could come up with. Create a new global bool for each bool you want to have a effect on MCM layout. Then hook into MCM event system and set it's value there to opposite of what ever global setting it is hiding in OnMCMOpen event _T_VirginMenu.SetValueInt( ! (_T_Virgin.GetValueInt as Bool) ) MCM.RefreshMenu() Same but listen for OnMCMSettingChange event to react to changes made in menu.
Tentacus Posted December 9, 2020 Author Posted December 9, 2020 2 hours ago, requiredname65 said: Perhaps a different, more scenic route on fools road. Given a quick look into MCM docs, this is best I could come up with. Create a new global bool for each bool you want to have a effect on MCM layout. Then hook into MCM event system and set it's value there to opposite of what ever global setting it is hiding in OnMCMOpen event _T_VirginMenu.SetValueInt( ! (_T_Virgin.GetValueInt as Bool) ) MCM.RefreshMenu() Same but listen for OnMCMSettingChange event to react to changes made in menu. Hell yes... This sounds promising. I may need some help. I'll PM you later, when I add all the new options into the MCM. Don't worry I'll do it long before "Zero hour"
requiredname65 Posted December 9, 2020 Posted December 9, 2020 Better yet, use XOR to toggle that menu: _T_VirginMenu.SetValueInt( Math.LogicalXor(_T_Virgin.GetValueInt(), 1) ) assuming that _T_Virgin will only hold positive integer values [0, 1]. This requires f4se but that's non-issue.
maddadicusrex Posted December 9, 2020 Posted December 9, 2020 3 hours ago, requiredname65 said: Perhaps a different, more scenic route on fools road. Given a quick look into MCM docs, this is best I could come up with. Create a new global bool for each bool you want to have a effect on MCM layout. Then hook into MCM event system and set it's value there to opposite of what ever global setting it is hiding in OnMCMOpen event _T_VirginMenu.SetValueInt( ! (_T_Virgin.GetValueInt as Bool) ) MCM.RefreshMenu() Same but listen for OnMCMSettingChange event to react to changes made in menu. I truly believe there are a number of us gamers, grateful for the help you are giving T-Man. No one has worked harder to create his vision of a different type of AAF/FO4 mod. I have no clue about the PC geek speak between you both, but am glad you can assist to make this and other mods the best they CAN BE.. Thanks! 2
Tentacus Posted December 9, 2020 Author Posted December 9, 2020 Update: I haven't had that much time to work on HS 1.6/TSEX over the last few days but I thought I'd show you I do have things in the oven (even though I am taking an indefinite Cyberpunk break starting tonight. ) First here's a sneak peak at the entire character attributes section of the TSEX MCM. You'll notice some new additions as well as things I announced WAAAAAY back when it was still gonna be Hardship Final. I am adding a seperate sexual XP system to TSEX, where doing particular sexual acts gains you XP IN THAT PARTICULAR SKILL (Skyrim baby!). While not completely fleshed out this will tie into dialogue and most likely achievments or tag style perks. The dialogue in Hardship will be changed to use this system where appropriate. You can choose up to 30 XP in any skill but the actual XP ceiling you can earn in game will be at least 100 Another big change is the addition of a Libido system. When activated you will aquire a sex drive that will offer debuffs when you haven't had an orgasm in a while. This can be relieved through Masturbation which you can do at any time, or through sexual activity (Though Orgasm isn't guaranteed if you are playing as a cis woman... The odds will be better with TSEX consensual sex than from Hardship but not 100%... Gotta keep it real folks) In addition you have the option to be masochistic which functions similarly. If not Chosen as a starting trait, Masochism can be aquired by saying explicitly masochistic things ("Please Hurt me!" = 100% chance) Or have a small chance of getting it from saying "embarrassed" dialogue ("Don't say that... *blush*" = 5% chance) etc... Masochism is relieved by pain and humiliation events in Hardship/TSEX mods... or saying masochistic things. Because it suited my needs well I used the addiction system for Libido/Masochism. This means when you Cure addictions at the doctor it will "cure" your sex drive, however I've accounted for that and instead of being cured the libido system will simply reboot. 7
Slorm Posted December 9, 2020 Posted December 9, 2020 That's looking promising I'm holding off from Cyberpunk for a few days at least. CDPR aren't crap like Bethesda but it'll still have some bugs for the first few days before a patch probably. But good luck and have lots of fun with it
Tentacus Posted December 9, 2020 Author Posted December 9, 2020 7 minutes ago, Slorm said: That's looking promising I'm holding off from Cyberpunk for a few days at least. CDPR aren't crap like Bethesda but it'll still have some bugs for the first few days before a patch probably. But good luck and have lots of fun with it If I can survive the dreaded cowboy hat that permanently broke your save in New Vegas I can survive this 1
Slorm Posted December 9, 2020 Posted December 9, 2020 1 hour ago, Tentacus said: If I can survive the dreaded cowboy hat that permanently broke your save in New Vegas I can survive this I think I may have a round of Witcher 3 first. I've played FO4 through quite a few times now but because of the limited plot-line it simply doesn't compare well with Skyrim where I'd get around 300 hours plus for a game. If it weren't for Hardship and Violate I'd have given up on it I think, it's fun as a shoot em up but rather weak. Trouble with Skyrim is that I've played it for so many years I can practically recite the whole damn dialogue now. See you when you're back, I'll probably be ready for another go at FO4 then
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