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Posted
4 hours ago, Tanglin said:

Alas, I had to let the bad boyfriend go, as he interferes with Violate. When my Nora is forced to surrender, my companion surrenders with me, but not the bad boyfriend. By continuing to attack, Violate would go "Your aggressors are being attacked" and cancel the rape. 

Hmmm... yeah they aren't vanilla companions so I guess CSA and Violate may not treat them the same. :(

Posted

Sorry but now I imagined a questline where Maxon falls in love, and tries to Pretty woman you... he seems like just that kinda wanker. ?

Posted
12 minutes ago, Tentacus said:

Hmmm... yeah they aren't vanilla companions so I guess CSA and Violate may not treat them the same. :(

Easy fix. Just add these follower types to the CurrentCompanionFaction when they are the player's follower type and then remove them from it when they no longer are. Adding them to the faction does not make them a companion though (in the truest fashion) - they need to go through a process involving the FollowersScript and be put into an alias on the Followers quest in order for that to be true - just, adding them to the faction makes Violate and CSA pick them up as "companions" for the purposes of surrender and pacification. Since you have "pickup" and "release" functions for these follower types, it will be very easy for you to do, I should think.

Posted
11 minutes ago, Flashy (JoeR) said:

Easy fix. Just add these follower types to the CurrentCompanionFaction when they are your follower type and then remove them from it when they no longer are. Adding them to the faction does not make them a companion though - they need to go through a process involving the FollowersScript and be put into an alias on the Followers quest in order for that to be true - just, adding them to the faction makes Violate and CSA pick them up as "companions" for the purposes of surrender and pacification. Since you have a "pickup" and a "release" functions for these follower types, it will be very easy for you to do, I should think.

Yeah that crossed my mind... 2 questions Will it count them against the follower count... and does it matter what faction rank they are? That is to say if I make them -1 like un-hired followers I'd never have to remove them and could just put the faction on the alias instead of adding and removing it. But yeah it will be easy either way.

 

I can roll it into this update. @Tanglin I assume everybody wants me to do this for the pimps and Gunners too?

 

Working In Sublime text now is like being a Super Saiyan compared to how I deved most of Hardship ?

Posted
7 hours ago, Tanglin said:

 

I went with this guy. He already acts like he can do whatever he wants with you even without the mod anyway. Try reading the lines in his voice. It fits.

 

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Aaand after that I definitely should write a background for the westlander recruit of BoS whos to be abused by higher ranks especially by paladins and Max himself. Like, we don't give you any supplies until you satisfy us. 
That for the addition of planet playthroughs. History of combat medic already started and I finish they're soon. After that assault veteran and then recruit.
Btw maybe I should drop those backstories somewhere on loverslabe after I finish them if someone interested? 

 

But what to chose, male of female (again)?

Posted
9 minutes ago, Tentacus said:

Yeah that crossed my mind... 2 questions Will it count them against the follower count... and does it matter what faction rank they are? That is to say if I make them -1 like un-hired followers I'd never have to remove them and could just put the faction on the alias instead of adding and removing it. But yeah it will be easy either way.

 

I can roll it into this update. @Tanglin I assume everybody wants me to do this for the pimps and Gunners too?

 

Working In Sublime text now is like being a Super Saiyan compared to how I deved most of Hardship ?

1. Answered that one already, lol. They dont count as they are not in the followers script or the companion alias on the followers quest. Its just a faction being added to them.

2. Rank shouldnt matter - they will still be IN the faction, I should think. I don't play with ranks since they have next to no use in Fallout 4. You can try it, but not sure it'll work.

Posted
2 minutes ago, Flashy (JoeR) said:

1. Answered that one already, lol. They dont count as they are not in the followers script or the companion alias on the followers quest. Its just a faction being added to them.

2. Rank shouldnt matter - they will still be IN the faction, I should think. I don't play with ranks since they have next to no use in Fallout 4. You can try it, but not sure it'll work.

Au contraire! Faction ranks are an untapped secret magic trick! You could create one faction to track HUNDREDS of variables using the rank to store them. It behaves like a global in that everything can see it or change it if you want, but it also applies to each faction member individually. In my last unreleased mod I used them a lot (mainly since I didn't understand variables well) I had one Faction for drug addicts that tracked like 20 stages of addiction through the ranks.

 

In Hardship I use them to track the various pimp states: New, Established (baseline), Pay me, Horny 1, Horny 2, and Pissed off at you.

 

In Hardship I can use globals for most things because the Player is the focus. I'll use the Faction trick a lot more in Defiler which is more NPC focused.

 

Anyway Thanks man. I'll add it to the scripts.

Posted
2 hours ago, Tentacus said:

 

LMAO... truly perfect.  I never play that far in the main quest anymore... God that's so funny. It'd probably be pretty cool to set up at the airport and be the Brotherhood's whore... Hmmmm. Maybe in the distant future I'll add some brotherhood specific content.

 Not too distant, I hope?? I think some Brotherhood content would be great. These soldiers have got to find release somehow. 

Posted
2 hours ago, Tentacus said:

Sorry but now I imagined a questline where Maxon falls in love, and tries to Pretty woman you... he seems like just that kinda wanker. ?

Hah! And he won't allow you to have any other customers. He buys all of your time.

Posted
2 hours ago, Tentacus said:

Yeah that crossed my mind... 2 questions Will it count them against the follower count... and does it matter what faction rank they are? That is to say if I make them -1 like un-hired followers I'd never have to remove them and could just put the faction on the alias instead of adding and removing it. But yeah it will be easy either way.

 

I can roll it into this update. @Tanglin I assume everybody wants me to do this for the pimps and Gunners too?

 

Working In Sublime text now is like being a Super Saiyan compared to how I deved most of Hardship ?

 

Yeah, pimps and Gunners not interfering with Violate would be great, thanks! 

Posted
2 hours ago, Tentacus said:

Au contraire! Faction ranks are an untapped secret magic trick! You could create one faction to track HUNDREDS of variables using the rank to store them. It behaves like a global in that everything can see it or change it if you want, but it also applies to each faction member individually. In my last unreleased mod I used them a lot (mainly since I didn't understand variables well) I had one Faction for drug addicts that tracked like 20 stages of addiction through the ranks.

Be careful with this if you ever call IsInFaction() or use the GetInFaction condition in the CK.  Those will only ever evaluate to False if the rank is -1.  Any other number, 0 or more, or -2 or less, will cause them to return True.

 

Calling RemoveFromFaction() on an actor simply sets their faction rank to -1, it doesn't actually remove the record of the faction from the actor.

 

As far as Violate, you will need to set the rank in CurrentCompanionFaction to 0 (or just call AddToFaction() which does the same thing).  Violate will also treat members of the PlayerAllyFaction as companions for surrender/violation purposes.

Posted
33 minutes ago, Tanglin said:

 

Yeah, pimps and Gunners not interfering with Violate would be great, thanks! 

I added the faction to them on recruit. The update is still a few days out though so...

 

In the meantime you can just go back to your boyfriend save and add him to the faction with the console. (click on him in console... Make sure HE's selected and not like an invisible light or something... Then type AddToFaction 23C01 .) You'd need to do this even after the update, as I'm adding the faction in the hire scripts.

 

20 minutes ago, EgoBallistic said:

Be careful with this if you ever call IsInFaction() or use the GetInFaction condition in the CK.  Those will only ever evaluate to False if the rank is -1.  Any other number, 0 or more, or -2 or less, will cause them to return True.

 

Calling RemoveFromFaction() on an actor simply sets their faction rank to -1, it doesn't actually remove the record of the faction from the actor.

Yeah. As I said I made a whole mod around that about the size of Hardship for Fourplay that I never released. It all worked out pretty good, and it doesn't surprise me to hear about the negative values as I only JUST figured out how companion following worked... IE their standby mode is -2. Personally I think it's weirdly unintuitive. (I've always built my followers from scratch)

Quote

As far as Violate, you will need to set the rank in CurrentCompanionFaction to 0 (or just call AddToFaction() which does the same thing).  Violate will also treat members of the PlayerAllyFaction as companions for surrender/violation purposes.

Okay then we should be golden. Thanks for the info Ego.

 

When I have time I'll go do the same for Mercenaries and safe passage, but FFS other than Buzzer they are so OP the idea you'd need to surrender is unlikely.

Posted

UPDATE:

 

I noticed the male collar could fit a little better so that's on the to do list. I also improved a couple of sound effects. I shortened the strangling to omit the slaps. I think it'll flow better going forward.  The spitting sound effect is completely new and WAY better.

 

Did I mention you can bite rapists on the dick now? Not that I'd recommend it... Though that scream of pain is satisfying!

Posted

Update.

 

I got a lot done today but the going still feels slow. It didn't help that for the 2nd time this week I had general Fallout 4 issues, but for now I seem to have them straightened out.

Posted
12 hours ago, Olmech said:

I have been working on Home Plate to better reflect Queen Isabel's magnificence. Posting it here for any that may find it appealing.

 

https://www.nexusmods.com/fallout4/mods/41966

Wow! That's ... shiny!.. 

Damn my homeplate looks like a crap to me now... I spent too much time to create some cozy place to live from that shithole, I don't want to scrap it but but this one looks so neat. It's tempting.

Good job.

Posted
23 hours ago, Tentacus said:

I added the faction to them on recruit. The update is still a few days out though so...

 

In the meantime you can just go back to your boyfriend save and add him to the faction with the console. (click on him in console... Make sure HE's selected and not like an invisible light or something... Then type AddToFaction 23C01 .) You'd need to do this even after the update, as I'm adding the faction in the hire scripts.

 

 

I typed in the console after selecting Elder Maxson:

 

addtofaction 23c01

 

 

 and it says missing parameter value.

 

 

Posted
5 hours ago, Hanaxar said:

Wow! That's ... shiny!.. 

Damn my homeplate looks like a crap to me now... I spent too much time to create some cozy place to live from that shithole, I don't want to scrap it but but this one looks so neat. It's tempting.

Good job.

I usually avoid building at Home Plate, but when Hardship came out placing more importance on the place, I took another look at it.

Posted
10 minutes ago, Tanglin said:

I typed in the console after selecting Elder Maxson:

 

addtofaction 23c01

 

 

 and it says missing parameter value.

 

 

 

you need to add the rank too (something like addtofaction 23c01 1)

Posted
1 hour ago, SAC said:

 

you need to add the rank too (something like addtofaction 23c01 1)

@Tanglin Yeah sorry.. add it at Rank 0. If you already did it with another number you can type: SetFactionRank 23c01 0

Posted

UPDATE:

 

In the next version you will be able to struggle during the middle of a rape (Under certain circumstances... an escalation of aggressor violence or free hands for instance) If you win a dice roll... affected by your strength stat you will be able to stumble the rapist off you and end the scene which will initiate combat. Now obviously this is very dangerous if surrounded by enemies... In the police station it's 100% suicide by cop!

 

You will also have a chance to do the same if you bite a dick, though this isn't affected by strength and the dice roll is 1 in 3 to end in combat.

 

The rapist is actually thrown to the ground though so if it's a solo rapist you have an excellent chance of escape! However if you fail the dice roll you may be punched and take damage. If you bite a dick and fail the dice roll you are punched quite hard and your head is crippled.

 

I am hoping this will please people who want to RP a more assertive risk taking character.

 

20191109103144_1.jpg.d0a8e4c34f581885fe8352776bb124bb.jpg   20191109103158_1.jpg.3ef43d891f9e929bd483fbc5cae90801.jpg

 

20191109103208_1.jpg.d35e1b9af824a364939ef8de87b66690.jpg   20191109103217_1.jpg.a3dea4eb5c2769062cd53671b88ad8fc.jpg

 

Abigail!? ABIGAAAAIL!!! *MGS death music*

Posted

Great mod! I greatly enjoy the opportunity it opens to avoid combat entirely. I never been a big fan of the vanilla 'roleplay as a death-murder machine' that is a staple of all RPGs. On that note, your mod goes a very long way of addressing some of these RP problems. For example, I've been using the beggar-whore mode in order to infiltrate bases to complete whatever objective. However, no amount of snooping around and looting the place ever raised any suspicion with the gunners (and possibly other faction). Is that the sort of thing you would be expanding support for in the future? Where the BW mode is not used for its primary purpose but for deception instead? 

I could imagine a very simple way to monitor how many objects have been looted and how many different npc has spotted the player while remaining in the current location, raising suspicion and eventually forcing an interaction.

Another mechanism (if you are going in the direction of using the BW-mode to integrate in vanilla quest) would be to parlay with kill targets in a location that you've been asked to clear (usually killing that target completes the objective). One could instead offer bribe to leave the town alone, offer to swindle the settler (share the reward) if they ease off on the settler, or something else. The offer might fail and offend the target, with obvious consequences. To complete the objective without altering the vanilla quest, one can simply kill the target via script and replace it by an identical new reference under a short blackscreen. So, this could be made into a generic mechanism to complete quests non-violently (with risks).

Another aspect that could be addressed with what counts as 'non-threatening'. The presence of armor or weapons in inventory (maybe weapons larger than sidearms and knives) could be viewed with suspicions as well, possibly confiscated after failing an interaction. 

Anyway, your mod already give some additional sense of direction to the raider and gunner factions, rather than the pointless and senseless shoot-stranger-on-sight of vanilla with no motive behind it. The vanilla gameplay is even contradictory to the vanilla lore, in the sense that all these factions are known to parlay and take prisoners. Your other 'safe passage' mod is also great for the same reason. Great work all around!

Posted
32 minutes ago, mainfct said:

Great mod! I greatly enjoy the opportunity it opens to avoid combat entirely. I never been a big fan of the vanilla 'roleplay as a death-murder machine' that is a staple of all RPGs. On that note, your mod goes a very long way of addressing some of these RP problems. For example, I've been using the beggar-whore mode in order to infiltrate bases to complete whatever objective. However, no amount of snooping around and looting the place ever raised any suspicion with the gunners (and possibly other faction). Is that the sort of thing you would be expanding support for in the future? Where the BW mode is not used for its primary purpose but for deception instead? 

Yes it's an unfortunate side effect that the white flag faction I use to allow you to safely be around Raiders and Gunners makes it so taking their stuff isn't considered stealing. Now to some extent if you don't abuse it... this isn't that immersion breaking I mean You're the Party girl/boy they might not mind you grabbing a loose drink or something.  There might be a better way to do this but it isn't apparent to me and my priorities were elsewhere. :) 

 

I tell you what. I will think about it though. Maybe I could make it so that opening any container takes you out of Beggar whore mode? Unfortunately I can't do the same for picking items off the ground as that would make my hardcore clothing drop untenable.

 

Something to play with when I am MUCH less busy.

 

32 minutes ago, mainfct said:

I could imagine a very simple way to monitor how many objects have been looted and how many different npc has spotted the player while remaining in the current location, raising suspicion and eventually forcing an interaction.

This has some potential.

 

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