Jump to content

Recommended Posts

Posted
4 hours ago, Tentacus said:

 

1: Just K.

 

J is just the previous version. a good hint for this sort of thing is that the file sizes are identical.

 

2: Some people do it. I personally wouldn't... especially since you are an inexperienced user. It could cause you confusion. Also Hardship is plenty of mod. As some others have noted I kinda design my mods to be little games of their own... so Play with just Hardship a while then next time you start a new character try the "kitchen sink approach" (Throwing a bunch of mods together).

Thank you for your reply and for your immediacy.
Another thing:
I know it's not a good idea to install so many new mods at the same time but I wanted to use Advanced Needs 76. The vanilla survival mode is too strict.
There could be problems?

Posted (edited)
4 hours ago, Tentacus said:

 

1: Just K.

 

J is just the previous version. a good hint for this sort of thing is that the file sizes are identical.

 

2: Some people do it. I personally wouldn't... especially since you are an inexperienced user. It could cause you confusion. Also Hardship is plenty of mod. As some others have noted I kinda design my mods to be little games of their own... so Play with just Hardship a while then next time you start a new character try the "kitchen sink approach" (Throwing a bunch of mods together).

 

6 hours ago, Balmung889 said:

Hi, I have some difficulty with English. I wanted to know 2 things.
1) I have never installed Hardship. Which version should I install? J,K or both?

2) Can I use the Raider Pet mod or could there be compatibility issues? That is, events with Riders are triggered the same way in both mods.

 

The major issue with Raider pet is dialogue priority and the annoying slave faction you find yourself in when unarmed.
But if you play with MCM settings (enable/disable) you can accommodate both mods.

Edited by lee3310
Posted
1 hour ago, Balmung889 said:

I know it's not a good idea to install so many new mods at the same time but I wanted to use Advanced Needs 76. The vanilla survival mode is too strict.
There could be problems?

 

I've used Advanced Needs and Hardship together with no problems. They don't really conflict, and in fact begging for or exchanging sexual favors for food and water is a useful compliment to the hunger and thirst mechanics.

Posted
On 11/23/2022 at 11:55 AM, Balmung889 said:

Thank you for your reply and for your immediacy.
Another thing:
I know it's not a good idea to install so many new mods at the same time but I wanted to use Advanced Needs 76. The vanilla survival mode is too strict.
There could be problems?

In my unhumble opinion: you'd be doing yourself a disservice by playing Fallout 4 WITHOUT Advanced Needs 2 or 76 :P

Posted
On 12/1/2022 at 6:08 PM, asdfer1234 said:

In my unhumble opinion: you'd be doing yourself a disservice by playing Fallout 4 WITHOUT Advanced Needs 2 or 76 :P

Oh I see it's quite a respected mod!

 

Guys I have a few more questions. I haven't turned on Beggar Whore mode yet, and I've also turned off Advanced Needs. The reason is that I want to go through the main quest first at least until I get to Goodneighbor

1) are pimps in the game if bw mode is off? In that case can I talk to you?
2) do the pimps also offer you a place to spend the night, "after work", (ie a place to sleep)? Once Advanced Needs is activated, I would need to sleep.
3) Can I stop working with a pimp at any time? And if I need it, can I get rehired without problems? Or are there constraints/consequences if you decide to quit?
4) I see that Hardship relies heavily on the survival element. I was wondering if there are any features related to pregnancy mods.
For example the need to procure contraceptives or condoms for customers.

Posted (edited)
4 hours ago, Balmung889 said:

1) are pimps in the game if bw mode is off? In that case can I talk to you?

 

The pimps exist whether or not you have BW dialogue mode engaged, but they won't take you on as a whore until after you've proven yourself by turning tricks on your own for a while first.

 

4 hours ago, Balmung889 said:

2) do the pimps also offer you a place to spend the night, "after work", (ie a place to sleep)? Once Advanced Needs is activated, I would need to sleep.

 

The mod does add a free bed in the basement of Hotel Rexford, though no others that I can recall. However two of the pimps are in places where you can get a player-owned bed (by claiming Bunker Hill as a settlement and by buying Home Plate), while the remaining one is also in Goodneighbor and you could in theory sleep for free in the hotel basement even if you're not with the hotel's pimp.

 

4 hours ago, Balmung889 said:

3) Can I stop working with a pimp at any time? And if I need it, can I get rehired without problems? Or are there constraints/consequences if you decide to quit?

 

You can basically ignore them if you want even after you've agreed to be their whore, or you can decide to switch pimps later and get them to buy out your old contract with the original pimp (they'll expect to be reimbursed, but you can technically ignore that too).

 

4 hours ago, Balmung889 said:

4) I see that Hardship relies heavily on the survival element. I was wondering if there are any features related to pregnancy mods.
For example the need to procure contraceptives or condoms for customers.

 

There are not, though it works just fine with pregnancy mods and that can add an extra element of gameplay: trying to secure sustenance, make money or feed your drug habit without ending up a single mom in the process. Trying to find or buy enough contraceptives/condoms, remembering to use them, paying for abortions (if you can earn enough to afford one before it's too late), and so on.

Edited by vaultbait
Posted
6 hours ago, vaultbait said:

There are not, though it works just fine with pregnancy mods and that can add an extra element of gameplay: trying to secure sustenance, make money or feed your drug habit without ending up a single mom in the process. Trying to find or buy enough contraceptives/condoms, remembering to use them, paying for abortions (if you can earn enough to afford one before it's too late), and so on.

Thank you!
Yes, that's exactly the gameplay I had in mind.

Posted
19 minutes ago, Balmung889 said:

Thank you!
Yes, that's exactly the gameplay I had in mind.

 

Of course, another way this mod gives you not to end up a single mom is to acquire a "bad boyfriend" but... that's so not healthy parenting. Unlike real life though, he won't ever walk out on you and the kids without you kicking him out.

Posted (edited)
12 hours ago, Balmung889 said:

Oh I see it's quite a respected mod!

 

Personally I always just used the very old mod that lets you change aspects of the Vanilla survival mode. I don't remember what it was called though.

 

 

12 hours ago, Balmung889 said:

2) do the pimps also offer you a place to spend the night, "after work", (ie a place to sleep)? Once Advanced Needs is activated, I would need to sleep.

 

You might try my other mod Crackle which lets you sleep anywhere (On the ground or a couch etc....) adds to the complete unhoused experience. :D 

 

Otherwise Vaultbait pretty much covered it. 

Edited by Tentacus
Posted

Sorry for the OT post but this image I just found sums up the Hardship vibe so well. LOL.

 

868846d4e0f3c1c89c1b1014aae5af7e.thumb.png.5e75ba3b80bfa27ea1aaa6789e890fbe.png

 

Ahhh... life in Goodneighbor. Makes me nostalgic. Couldn't identify the artist sadly.

Posted
2 hours ago, Tentacus said:

Sorry for the OT post but this image I just found sums up the Hardship vibe so well. LOL.

 

868846d4e0f3c1c89c1b1014aae5af7e.thumb.png.5e75ba3b80bfa27ea1aaa6789e890fbe.png

 

Ahhh... life in Goodneighbor. Makes me nostalgic. Couldn't identify the artist sadly.

Yeah but he's wearing a condom so she has it good compared to hardship ?

Posted
3 hours ago, Tentacus said:

Sorry for the OT post but this image I just found sums up the Hardship vibe so well. LOL.

Ahhh... life in Goodneighbor. Makes me nostalgic. Couldn't identify the artist sadly.

 

Fallout 4 misses you, but your excellent work continues to bring perverse and twisted joy to our lives!

  • 2 weeks later...
Posted

Hey @Tentacus, I love this mod but wanted to make some modifications to dialogue and coefficients for rewards in the scripts, but have been running into innumerable issues with recompiling. Any resources you could point me to to help get all the right source files and dependencies in one place?

 

Thanks

Posted (edited)
53 minutes ago, Aeon said:

Hey @Tentacus, I love this mod but wanted to make some modifications to dialogue and coefficients for rewards in the scripts, but have been running into innumerable issues with recompiling. Any resources you could point me to to help get all the right source files and dependencies in one place?

 

Thanks

 

I don't think the non TSEX version of Hardship has any outside script dependencies, (Other than the obvious ones like AAF) though It's been so long that I can't say for sure. If you are doing anything with the TSEX version you should ask @requiredname65. Goes without saying that you should make sure you have all your mod dependencies like AAF and SKSE installed, and that when you istall AAF that you install it's source code.

 

I would recommend that you use some kind of outside editor like sublime text to compile as trying to compile with the FO4 CK is at best a shitshow and at worst will just straight up destroy your source code. sorry, I can't be much more help than that. 

Edited by Tentacus
Posted (edited)
1 hour ago, Aeon said:

Hey @Tentacus, I love this mod but wanted to make some modifications to dialogue and coefficients for rewards in the scripts, but have been running into innumerable issues with recompiling. Any resources you could point me to to help get all the right source files and dependencies in one place?

 

Specifically, make sure if you haven't already that you move the F4SE script sources into the correct directory (Scripts\Source\Users) since the latest zipball of it packed them in the wrong part of the tree. Also you can install AAF's script sources by ticking a checkbox in its FOMOD installer menu, if you don't feel like digging them out of its mod archive.

 

Edit: And yes, I find using Notepad++ to edit and compile scripts is a lot easier and safer. There's a guide for setting it up on the CK wiki.

Edited by vaultbait
Posted (edited)

Given that this was posted here on regular Hardship topic, I'm guessing Aeon is not using TSEX. As for outside script dependencies TSEX version has these:

- F4SE

- LooksMenu (AAF scripts requires this, you'll need to extract the scripts sources from LooksMenu BSA archives yourself)

- AAF

- MCM

- FPE [family planning enhanced which is dev only dependecy and optional for runtime]

 

I find it easiest to use papyrus projects files from commandline [ https://www.creationkit.com/fallout4/index.php?title=Papyrus_Projects ] when compiling and I do use vscode/vim to edit and create files.

Some scripts in Hardship are quite large linewise and builtin editor in CK is probably not ideal for these.

 

For regular version you would need scripts sources for F4SE, LooksMenu, MCM, AAF. You might want to paste in those errors messages and if you are using CK to compile or from commandline.

As for resources, we don't really do anything out of ordinary with regards to compiling so any tutorial on this subject should be useful. I recommend Kinggaths youtube series.

 

Quote

SKSE

Heh. ?

Edited by requiredname65
Posted

I was able to do it using the CK and not any outside methods like calling the compiler through Sublime or VSCode. I ran the CK through MO2 and it worked out just fine.

 

Thanks again!

Posted
1 hour ago, Aeon said:

I was able to do it using the CK and not any outside methods like calling the compiler through Sublime or VSCode. I ran the CK through MO2 and it worked out just fine.

 

Thanks again!

 

*Marge Simpson sound*

Make sure you back up the source code before and check it after every CK compile... I am not joking... simply OPENING a topic with a fragment in the FO4 CK can corrupt it. It's less problematic for non fragment scripts but can still happen.

 

Meanwhile I recompile 70 some fragments in the Skyrim SE CK every other day with no problem.  I do not miss it.

Posted
5 hours ago, Tentacus said:

 

*Marge Simpson sound*

Make sure you back up the source code before and check it after every CK compile... I am not joking... simply OPENING a topic with a fragment in the FO4 CK can corrupt it. It's less problematic for non fragment scripts but can still happen.

 

Meanwhile I recompile 70 some fragments in the Skyrim SE CK every other day with no problem.  I do not miss it.

Sorry, what do you mean by this? The PSC can get corrupted? Or the .pex after compiling?

Posted (edited)
16 minutes ago, Aeon said:

Sorry, what do you mean by this? The PSC can get corrupted? Or the .pex after compiling?

 

PSC. It basically replaces the code with a few lines of gibberish. I don't remember eactly what it looks like because I haven't attempted to compile anything in FO4 CK in years. What's funny is I worked in the CK for like 2 years before the bug appeared (back when they still updated the thing) with no issues then one day every 5th compile attempt would fail and result in this.  And yes I have (in trhe past) confirmed that this does happen to other people...  though it's quite possible it's uncommon and seemingly random like the flashing Cellview window in the Skyrim CK. If it works for you... great but I'd be very careful.

Edited by Tentacus
Posted
15 minutes ago, Aeon said:

Sorry, what do you mean by this? The PSC can get corrupted? Or the .pex after compiling?

 

The CK "assembles" fragment source files from the various fragments supplied in different topicinfos or quest stages or what have you. Sometimes it assembles them about as well as me building an Ikea bookshelf after a fifth of primo tequila.

Posted
32 minutes ago, Tentacus said:

 

PSC. It basically replaces the code with a few lines of gibberish. I don't remember eactly what it looks like because I haven't attempted to compile anything in FO4 CK in years. What's funny is I worked in the CK for like 2 years before the bug appeared (back when they still updated the thing) with no issues then one day every 5th compile attempt would fail and result in this.  And yes I have (in trhe past) confirmed that this does happen to other people...  though it's quite possible it's uncommon and seemingly random like the flashing Cellview window in the Skyrim CK. If it works for you... great but I'd be very careful.

 

28 minutes ago, vaultbait said:

 

The CK "assembles" fragment source files from the various fragments supplied in different topicinfos or quest stages or what have you. Sometimes it assembles them about as well as me building an Ikea bookshelf after a fifth of primo tequila.

Well, that's quite unsettling, even scary because i'm not making any PSC backup and relying heavily on CK to compile.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...