Tentacus Posted January 30, 2022 Author Posted January 30, 2022 (edited) 7 hours ago, HalcyonAndOn said: I'm beginning a new test with LL mods using my FROST setup. Using the AAF manual, all of that is working fine. However, I can't seem to get dialogue options to come up for this mod with the BW mode active, for some NPCs but not all (could this be affinity/faction related?). I'm also curious about the 'menacing raider' option and if it checks for factions, if so I could just make my own patch to handle those. So far I've just removed the worldspace/cells and NPCs from the mod, as I won't be using those NPCs at all just the begging/whoring options in general. Any suggestions are welcome, still building out my load order and testing so anything you'd like me to try out, I can do. I haven't messed with FROST so I can't help you much. Menacing raiders use the Vanilla raider faction, so they won't work, just like they won't work with the Viper and Jackal gang members in Project Mojave. Same for the sensible gunners. Otherwise the dialogue looks for certain basic keywords for child protection and not talking to animals reasons, I dunno why it wouldn't work with basic FROST NPCs. In any case I don't think this mod's premise aligns very well with that one by default as the prostitution dialogue tends to hue towards a more civilized scenario, If I was to design one for Frost I'd make the dialogue terse and bleak... Well the begging is probably immersive. Edited January 30, 2022 by Tentacus 1
requiredname65 Posted January 30, 2022 Posted January 30, 2022 (edited) Some of the survivors in FROST are in vanilla raider faction, for example going through Scollay Square station with Whore mode and menacing raiders active is an experience. I'd turn off sensible gunners. If you are using FROST+ and can't get BW dialogue in Downtown, that's caused by FROST(+) resident dialogue quest having higher priority than BW. Use xedit to up BW dialogue quest priority to ~90-95. Some of the survivors in wild will turn hostile when pc gets' too close and while you can start a whore scene, once it finishes john is moved so close player that they will hit you in the back when BW releases alias. All dialogue related to caps would need to be patched to dollars, this takes some doing if you do it by hand. All in all, BW is usable in FROST but mainly in friendly Downtown and player owned settlements. Edited January 30, 2022 by requiredname65 1
Tentacus Posted January 30, 2022 Author Posted January 30, 2022 1 hour ago, requiredname65 said: Some of the survivors in FROST are in vanilla raider faction, for example going through Scollay Square station with Whore mode and menacing raiders active is an experience. I'd turn off sensible gunners. If you are using FROST+ and can't get BW dialogue in Downtown, that's caused by FROST(+) resident dialogue quest having higher priority than BW. Use xedit to up BW dialogue quest priority to ~90-95. Some of the survivors in wild will turn hostile when pc gets' too close and while you can start a whore scene, once it finishes john is moved so close player that they will hit you in the back when BW releases alias. All dialogue related to caps would need to be patched to dollars, this takes some doing if you do it by hand. All in all, BW is usable in FROST but mainly in friendly Downtown and player owned settlements. Just to be clear I don't remember if you can turn off sensible gunners in the current public build Since Required is playing the TSEX version, your mileage may vary.
HalcyonAndOn Posted January 31, 2022 Posted January 31, 2022 (edited) On 1/30/2022 at 7:55 AM, Tentacus said: I haven't messed with FROST so I can't help you much. Menacing raiders use the Vanilla raider faction, so they won't work, just like they won't work with the Viper and Jackal gang members in Project Mojave. Same for the sensible gunners. Otherwise the dialogue looks for certain basic keywords for child protection and not talking to animals reasons, I dunno why it wouldn't work with basic FROST NPCs. In any case I don't think this mod's premise aligns very well with that one by default as the prostitution dialogue tends to hue towards a more civilized scenario, If I was to design one for Frost I'd make the dialogue terse and bleak... Well the begging is probably immersive. Just in case anyone sees this and is thinking of using FROST, after playing around for several hours, the menacing part works with the Survivors that are typically attack-on-site (which is perfect for me; looks like they sprung from vanilla raiders so that makes sense). And the begging works with some but not all friendly NPCs (which is actually ideal for the environment, IMO). Only "issue" is a survivor being switched to 'menacing raider' (not a big deal at all for me) but I'm guessing that is done via script, been a while since I've touched FO4/Skyrim so haven't tried to unpack anything there yet to look. Thanks for your work on this mod, definitely enjoying it! Edited January 31, 2022 by HalcyonAndOn
Tentacus Posted January 31, 2022 Author Posted January 31, 2022 (edited) 16 minutes ago, HalcyonAndOn said: Just in case anyone sees this and is thinking of using FROST, after playing around for several hours, the menacing part works with the Survivors that are typically attack-on-site (which is perfect for me; looks like they sprung from vanilla raiders so that makes sense). And the begging works with some but not all friendly NPCs (which is actually ideal for the environment, IMO). Only "issue" is a survivor being switched to 'menacing raider' (not a big deal at all for me) but I'm guessing that is done via script, been a while since I've touched FO4/Skyrim so haven't tried to unpack anything there yet to look. Thanks for your work on this mod, definitely enjoying it! Well the source is in there if you decide to, though you might shit your pants when you see how many scripts there are... but at least I named them all so it's not like a million scripts named TIF_8675309 or some bullshit like that... My absolute biggest pet peeve looking at other people's source, especially in skyrim where they don't even have namespaces, and also when I use a fragment many times they all point to the same file rather than having 30 identical scripts. Edited January 31, 2022 by Tentacus 1
requiredname65 Posted January 31, 2022 Posted January 31, 2022 (edited) 29 minutes ago, HalcyonAndOn said: Just in case anyone sees this and is thinking of using FROST, after playing around for several hours, the menacing part works with the Survivors that are typically attack-on-site (which is perfect for me; looks like they sprung from vanilla raiders so that makes sense). And the begging works with some but not all friendly NPCs (which is actually ideal for the environment, IMO). Only "issue" is a survivor being switched to 'menacing raider' (not a big deal at all for me) but I'm guessing that is done via script, been a while since I've touched FO4/Skyrim so haven't tried to unpack anything there yet to look. Thanks for your work on this mod, definitely enjoying it! Use xedit and change field FULL - Name in form _T_ThisIsStupid "Menacing Raider" [MESG:2E005482] to Survivor but this will make finding and speaking to menacer more difficult in larger groups who will attack after small timeout leading to your death. Then again this is FROST and it might be desired/immersive ¯\_(ツ)_/¯ Edited January 31, 2022 by requiredname65
K.Cham Posted February 1, 2022 Posted February 1, 2022 Just want to say, what an amazing mod. I have played with it for two characters now, neither have fully explored all the many options. I would not consider running a female playthrough without this mod in place. It just fits the whole broken society, fallen world vibe so well. The different approach to dialogue makes it fresh and helps keep the encounters as events in their own right, not just more boring npc dialogue, and it offers plenty of RP options. Thanks for all the hard work, it is much appreciated. K 2
Tentacus Posted February 2, 2022 Author Posted February 2, 2022 UPDATE Hey, guys. Really feeling the burnout the last few days, and since it looks like planet friggin Hoth outside I'm gonna take a snow day. I'll try to get back to working on the mod ASAP, but forcing myself won't end well. I will say @requiredname65 and myself are working on some cool stuff. Big props to Requiredname65 for rewriting the code into a whiile loop so that it can be a progression, and adding random events. 9
DarkMagiciankKnight Posted February 3, 2022 Posted February 3, 2022 Never could get it to work. I see it in the mod list but every time i click yes and leave the menu it turns off. What do I do to activate it or keep it on yes? 1
rubber_duck Posted February 3, 2022 Posted February 3, 2022 (edited) I've been using this for quite some time now and I really like your work! Keep it up! Also, I want to make two suggestions (what I think would enhance the experience even more): 1) Super Mutants - they are like big and retarded raiders, and visiting a location with super mutants (who use missle launchers) is pretty hard at low level. HARDSHIP would make it great to bypass the challenge (menacing mutants maybe?), and in general, it would add more variety to the mod. 2) MCM chance of getting robbed - speaks for itself, really. Not that needed, but would like to see something in MCM that lets you alter the chance of getting robbed. 2.1) If you decide to add MCM chance of getting robbed, it would be nice to have a quest to retrieve your stolen gear (add markers, etc.). Again, it isn't required, but it's something I'd personally like to see. Those are just a few ideas, I hope you like them (and implement them sometime in the future)! Also, keep up the great work! I've never experienced any issues with the mod, and everything works as intended! Take care! Edited February 3, 2022 by rubber_duck
Tentacus Posted February 3, 2022 Author Posted February 3, 2022 11 hours ago, DarkMagiciankKnight said: Never could get it to work. I see it in the mod list but every time i click yes and leave the menu it turns off. What do I do to activate it or keep it on yes? Super vague wording, but if you mean Beggar whore mode won't stay on then : 15. Real Handcuffs 0.4.7 or above -- This is a true Master of Hardship and RealHandcuffs.esp must be above Beggar_Whore.esp in the plugin load order! NOTE: Read the instructions carefully. If you don't you might end up with an AAF conflict.
kenbenis Posted February 16, 2022 Posted February 16, 2022 (edited) Hey Tentacus, is there a way to trim the Leito/Staged Leito XML files so that Hardship can still find&use them for its scenes, but other mods like SEU won't call on them? The problem I have is that I try and keep my animation packs trim and staged as possible, because mods like SEU only call up one animation at a time. If you have 20 animations for it to choose, the odds of it picking a properly staged one vs an individual scene become quite low, and Leito adds a TON of positions, even with the staged patch. Its like 6 handcuffed plus another 10 various positions. I want fully staged sequence animations from BP70 or SavageCabbage to be called instead, but I also want to have the Leito animations so hardship works. I had a quick go by stripping the tags from the Leito animations to see if that would work, and whilst it stopped SEU from calling the Leito animations it also messed up Hardship scenes. Instead of a BJ for example, AAF just played a random BP70 scene. Cheers. Edited February 16, 2022 by kenbenis
Tentacus Posted February 16, 2022 Author Posted February 16, 2022 (edited) 6 hours ago, kenbenis said: Hey Tentacus, is there a way to trim the Leito/Staged Leito XML files so that Hardship can still find&use them for its scenes, but other mods like SEU won't call on them? The problem I have is that I try and keep my animation packs trim and staged as possible, because mods like SEU only call up one animation at a time. If you have 20 animations for it to choose, the odds of it picking a properly staged one vs an individual scene become quite low, and Leito adds a TON of positions, even with the staged patch. Its like 6 handcuffed plus another 10 various positions. I want fully staged sequence animations from BP70 or SavageCabbage to be called instead, but I also want to have the Leito animations so hardship works. I had a quick go by stripping the tags from the Leito animations to see if that would work, and whilst it stopped SEU from calling the Leito animations it also messed up Hardship scenes. Instead of a BJ for example, AAF just played a random BP70 scene. Cheers. Huh? The Hardship XMLs are already tagged so that other mods won't use the positions. They should also all be tagged as hidden so shouldn't show up in the manual AAF window.. If they are check that a dev version with the hidden tags changed to "Placeholder" didn't slip through. As far as actual XML count, there's nothing to be done. Edit: I just checked and all the hidden tags are there except a couple of unique positions I intentionally left visible in case other mods wanted to use them, like the handcuff picking, Edited February 16, 2022 by Tentacus
kenbenis Posted February 17, 2022 Posted February 17, 2022 (edited) Sorry if what I'm saying doesn't make sense, I only have a very cursory knowledge from reverse engineering XMLs to figure out what is going on. Your XML's still utilise/call the Leito animations right, i.e. if you uninstall Leito animations the Hardship scenes cannot play. I'm trying to stop other mods from playing Leito animations, whilst keeping them so Hardship can function properly. If I add the hidden tag to all the vanilla Leito animations, would Hardship still be able to work ok? Edited February 17, 2022 by kenbenis
Tentacus Posted February 17, 2022 Author Posted February 17, 2022 (edited) 4 hours ago, kenbenis said: Sorry if what I'm saying doesn't make sense, I only have a very cursory knowledge from reverse engineering XMLs to figure out what is going on. Your XML's still utilise/call the Leito animations right, i.e. if you uninstall Leito animations the Hardship scenes cannot play. I'm trying to stop other mods from playing Leito animations, whilst keeping them so Hardship can function properly. If I add the hidden tag to all the vanilla Leito animations, would Hardship still be able to work ok? No. The hidden tag only applies to the AAF shortcut key. Other mods can still see any Leito animation by it's tags. And if you remove those it will break the instances where Hardship calls Leito anims from the tags. You are never going to have the granular control you have with Sexlab with AAF. One thing you could do which is a lot of work is check every Hardship script (source is included in the archive... unzip with BAE) And see which Leito positions I call via tags. One I know for sure is Aggressive Missionary. It would probably be safe to delete most non aggressive positions from the Staged Leito Plus Position data XMLs (AND ONLY the PositionDatas) and still have Hardship work, Though you'd probably want to leave Powerbomb as well) But that is just guessing, and an insane amount of work to get rid of what is argually the most consistent animation pack, still. The other packs may have individual anims that are better but also have some real clunkers.... Leito is just good. Edited February 17, 2022 by Tentacus
kenbenis Posted February 18, 2022 Posted February 18, 2022 Okay thanks for your help Tentacus. I have an idea for a work around that should be good enough.
Legionof0ne Posted February 22, 2022 Posted February 22, 2022 Ok I installed via vortex followed the instructions best I could everything is working except when in whore beg mode no dialog appears on my screen. If I talk to queen in dugout for example all my dialog choices show up, but what she (or other npc) say doesnt show up as text on my screen like in the screen shots. Did i miss a mod? i dont have anything that alters the base dialog system. No expanded dialog mod or anything like that. Thanks in advance if you read this and reply. Great mod BTW
Legionof0ne Posted February 22, 2022 Posted February 22, 2022 Ok figured it out after 10 hours ago, fred200 said: Turn on subtitles. All of them. Fred said this it got me thinking wanted to post it if anyone else has this issue. After an hour of fiddling with load order and mod rules I simply turned off subtitles reloaded game turned them back on and viola. 1
Tentacus Posted February 23, 2022 Author Posted February 23, 2022 (edited) Update: Don't expect any activity from me on this mod for a while. I've had an unusually busy RL lately. I was already super burned out and Now Horizon 2 and soon Elden Ring will be out so... yeah... I worked on a little something for Skyrim SE, while trying to clear my burnout so I may release that soon if I get any time to test it, so if you happen to play that as well you might want to keep your eyes peeled in the Sexlab SE downloads.. Edited February 23, 2022 by Tentacus
kenbenis Posted February 23, 2022 Posted February 23, 2022 Hey Tentacus I have another small question, I've spent ages trying to figure it out myself but sadly am too brainlet. I want to make it so I can swap out the type of collar Mistress Isabel checks for whenever you talk/go near her, or just set a quest/script variable so that she always thinks I'm wearing it and I can roleplay around it. The reasons are 1) I want to wear a different collar 2) AAF is... inconstant with unequipping and reequipping things, and its just easier to do it this way rather than have a scene and then get her beating you straight after because AAF removed the collar. Do you know what setting I need? The closest I found was "GlobalVariable Property _T_Collared Auto Const" which I'm guessing is the variable that tells whether or not she has done the scene where she first locks you in the collar, its not for checking whether you are wearing it. Many thanks for your help, and whilst I am sad there are no new versions coming soon I can understand because its pretty feature complete as is ?
ivanoff Posted February 23, 2022 Posted February 23, 2022 I was wondering if there was an ideal place to start this mod. I was thinking about right outside Good Neighbor because there is a gunner gang close. Also I was looking for some ragged clothing to wear. Where to you think is a good place. Thanks.
vaultbait Posted February 23, 2022 Posted February 23, 2022 1 hour ago, kenbenis said: I want to make it so I can swap out the type of collar Mistress Isabel checks for whenever you talk/go near her Not exactly what you're asking for, but a cheap workaround I've used in the past is to just overwrite the mesh (NIF) with one for your preferred collar.
vaultbait Posted February 23, 2022 Posted February 23, 2022 15 minutes ago, ivanoff said: I was wondering if there was an ideal place to start this mod. I was thinking about right outside Good Neighbor because there is a gunner gang close. Also I was looking for some ragged clothing to wear. Where to you think is a good place. Thanks. It pairs well with DLYH if you start it right after you get the collar removed, or sometimes I've used it after finding out how expensive that's going to be, which adds a bit to the desperation. 1
kenbenis Posted February 24, 2022 Posted February 24, 2022 51 minutes ago, vaultbait said: Not exactly what you're asking for, but a cheap workaround I've used in the past is to just overwrite the mesh (NIF) with one for your preferred collar. I tried this but running creation kit through mod organiser was really janky and didnt work properly, and the files are packed as .ba2 so would need unpacking, swapping, and then repacking which I dont really know enough to do.
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