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Posted
19 hours ago, Delzaron said:

this sound interesting.... but i never tried fallout 4 whitout LL mods...

How it works now ? how I could install them to make them working ? (i remember installing mods on fallout 4 was not easy).

 

In the main AAF forum there's a guide that walks you through getting AAF set up and working. After that, just install whatever mods you want.

Posted

Hi Tentacus,

 

I've only just started a loverslab-modded fallout (10 hours in) and am loving your mod and the way you set up the sex scenes. Also love the predatory raiders (and guards which was a nasty/nice surprise).

 

One thing that is unclear to me though - do raiders/gunners ever menace you more than once? So far in my playthrough, once a raider has menaced me, they won't ever do so again. I tried going away long enough for the cell and all raiders within to reset but that made no difference - they wouldn't menace me ever again. (Mind, my game is modded for quicker cell reset/respawns, but nevertheless I was still away for a few game days and several real life hours)

 

Am I missing something here?

1) If not, is there a way to reset raiders so they will re-menace?

2) It'd be a shame if they aren't set to menace you again after a cooldown, or its firstly a free pass in a raider base once you've bonked them all (over time, over multiple visits) as long as you don't ever draw your weapon ever. More importantly... if we're playing your mod, well... a good portion of us are going to want our characters to be menaced. Menacing raiders as a limited and finite resource would be a massive, crying shame! (I'm already grieving the raiders at USAF Olivia who will never abuse my survivor again, etc).

 

But yes, great job on what you've made. Am looking forward to the new version you're working on.

 

Posted
1 hour ago, chipstick said:

Mind, my game is modded for quicker cell reset/respawns

Mine resets in 24/48 hrs. ;)

Have you tried killing them? Seems to work for me.

Posted
10 hours ago, chipstick said:

Hi Tentacus,

 

I've only just started a loverslab-modded fallout (10 hours in) and am loving your mod and the way you set up the sex scenes. Also love the predatory raiders (and guards which was a nasty/nice surprise).

 

One thing that is unclear to me though - do raiders/gunners ever menace you more than once? So far in my playthrough, once a raider has menaced me, they won't ever do so again. I tried going away long enough for the cell and all raiders within to reset but that made no difference - they wouldn't menace me ever again. (Mind, my game is modded for quicker cell reset/respawns, but nevertheless I was still away for a few game days and several real life hours)

 

Am I missing something here?

1) If not, is there a way to reset raiders so they will re-menace?

2) It'd be a shame if they aren't set to menace you again after a cooldown, or its firstly a free pass in a raider base once you've bonked them all (over time, over multiple visits) as long as you don't ever draw your weapon ever. More importantly... if we're playing your mod, well... a good portion of us are going to want our characters to be menaced. Menacing raiders as a limited and finite resource would be a massive, crying shame! (I'm already grieving the raiders at USAF Olivia who will never abuse my survivor again, etc).

 

But yes, great job on what you've made. Am looking forward to the new version you're working on.

 

 

They should and yes you can reset NPCs with the option in the utility menu. May not be in the MCM. If not it's in the equippable object version of the menu. (I haven't looked at 1.5.9 in a long time) The only thing I've seen that causes this is the "cooldown" keyword getting passed to an NPC it doesn't belong to so the script doesn't remove it... only templated NPCs get fucked up like that but it should be more rare than you're describing, you may just have really bad luck :)

 

Note: If you successfully prostitute yourself to a Raider they will treat you differently and no longer menace. They'll treat you more or less like a regular customer just more rough.

Posted
On 4/30/2021 at 8:51 PM, izzyknows said:

Mine resets in 24/48 hrs. ;)

Have you tried killing them? Seems to work for me.

 

Will give it a go when I am next able to play in a day or two. Thanks for letting me know it should reset.

 

22 hours ago, Tentacus said:

 

They should and yes you can reset NPCs with the option in the utility menu. May not be in the MCM. If not it's in the equippable object version of the menu. (I haven't looked at 1.5.9 in a long time) The only thing I've seen that causes this is the "cooldown" keyword getting passed to an NPC it doesn't belong to so the script doesn't remove it... only templated NPCs get fucked up like that but it should be more rare than you're describing, you may just have really bad luck :)

 

Note: If you successfully prostitute yourself to a Raider they will treat you differently and no longer menace. They'll treat you more or less like a regular customer just more rough.

 

Righty ho, I appreciate all that info. And good to know there is a reset option in case. Can't say more as I haven't been able to play again yet.

But uh, what is a templated NPC?

Don't suppose in the future version of hardship you'd let us toggle how lusty the raiders and gunners are? (E.g Low, medium, high cooldown)

Posted
2 hours ago, chipstick said:

 

Will give it a go when I am next able to play in a day or two. Thanks for letting me know it should reset.

 

 

Righty ho, I appreciate all that info. And good to know there is a reset option in case. Can't say more as I haven't been able to play again yet.

But uh, what is a templated NPC?

Don't suppose in the future version of hardship you'd let us toggle how lusty the raiders and gunners are? (E.g Low, medium, high cooldown)

NPCs who have names like "Gunner" or "Raider" get recycled by the game and randomly spawned in rather than being a unique NPC like Preston etc... So if Hardship puts a keyword onto one of these and that same templated raider is spawned somewhere else before the keyword is removed by the wait function in my script they will have it and it will never be removed. 

Posted
16 hours ago, Tentacus said:

NPCs who have names like "Gunner" or "Raider" get recycled by the game and randomly spawned in rather than being a unique NPC like Preston etc... So if Hardship puts a keyword onto one of these and that same templated raider is spawned somewhere else before the keyword is removed by the wait function in my script they will have it and it will never be removed. 

 Right, so any non-unique NPCs.

 

Anywho, they still remain stuck after the passage of 3 ingame days. The utility function worked fine though. So there's a solution at hand at least!

Posted
35 minutes ago, Delzaron said:

where all the pimps exactly ? there is some possibility to join a brothel ?

Bunker hill

Third Rail

Rexford

Dugout In

Posted

Is there any possibility of a beta version of hardship 1.6 coming out? I am planning on starting a new playthrough and I didn't want to start without the updated version since old savegames wont be compatible with new hardship.

Posted
15 hours ago, amorgan333 said:

Is there any possibility of a beta version of hardship 1.6 coming out? I am planning on starting a new playthrough and I didn't want to start without the updated version since old savegames wont be compatible with new hardship.

Just go ahead and start one it's still a ways off.

Posted

Update:

 

Back on track with where I left off. Instituted some fixes that Requiredname65 suggested, Next I'll add the cum cleanup menu stuff, but had to take some time to finish some other outstanding projects so will pick that back up tomorrow.

Posted

Update:

 

Made progress yesterday but ran into some weird coding issues. Some of that was not realizing that when you add shit to a quest script you need to restart the quest but some was "other".

 

Anyway I am taking today off to play returnal and GBO2.

Posted

Update:

 

Got a decent amount done today. Cum, cleanup and bruises are all tested and working. I also took the time to finish the statistic menues I forgot to.

 

20210507140534_1.jpg.1b5256ed212e1576c43935b31c94266c.jpg   20210507140541_1.jpg.081d01835414062e11fd97dfea6fb647.jpg

 

20210507140649_1.jpg.e67d3de00dd51baf8c8584e5e5959c33.jpg   20210507140723_1.jpg.1ac1bd7f94ef8c01d07aea7db2a268a9.jpg

Posted

Update:

 

Solved some technical issues and started adding in the AAF FPE compatability, so Happy mothers day:

 

image.png.171c536ffbe728c9992de26b39254bc2.png

Posted
1 hour ago, LostDremoraDream said:

Does the mod allow furniture support? will TSEX allow furniture support?

 

Current version has a toggle in the MCM to allow furniture support, its also available in the BW settings menu you have in inventory.

Posted
2 hours ago, Nickolos1818 said:

 

Current version has a toggle in the MCM to allow furniture support, its also available in the BW settings menu you have in inventory.

wow I must've completely missed it. Thanks!

Posted

Update:

 

After some struggles (And a lot of patience from requiredname65, the FPE compatibility is in. Non vaginal sex will not trigger pregnancy (In TSEX/Hardship)  regardless of position tags. Nor will sex where the partner pulls out. I haven't yet added compatibility for Condoms, but "probably" will. (Even though I think the concept is RIDICULOUS in a post apocolypse).

 

If you are pregnant, getting your torso beaten will have a chance of injuring the fetus.

 

image.thumb.png.5569cd20dc03d91d6470ecc701cdae56.png

Posted

Never thought about the condom in post apocalyptic times; Now that you mention it it really makes sense what you say. Seems that it would be more feasible to have oral contraceptives (FPE has them). But hey, it's a creative freedom that I'm willing to tolerate.

 

Where I draw the line is in the Sexual Super Mutants.

Posted

According to wikipedia,

Quote

condoms during the Renaissance were made out of intestines and bladder.

so having them in Commonwealth is not too far off, imho. Anyway this is hardly a hill to die on.

Posted

Found a problem : the harship dialogues are prioritary to some other quest one. For example, the boston breeder mod witch hunter in diamond city. If hardship mod is activated, you can't trigger her quest.

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