Tentacus Posted November 22, 2019 Author Posted November 22, 2019 Alright I added an extra 10 seconds to the initial Menacing raider timer and an intial Warning notification saying you are being menaced before the final warning that says they are about to attack... like what happens with multiple rapes. This way, in addition to the extra time, if you look around and can't find him/her you can at least hightail it 1000 units in any direction and reset the alias. "Area seems safe" means the menacing raider has been cleared in case you didn't know. 1
vaultbait Posted November 22, 2019 Posted November 22, 2019 5 minutes ago, Tentacus said: Alright I added an extra 10 seconds to the initial Menacing raider timer and an intial Warning notification saying you are being menaced before the final warning that says they are about to attack... like what happens with multiple rapes. This way, in addition to the extra time, if you look around and can't find him/her you can at least hightail it 1000 units in any direction and reset the alias. "Area seems safe" means the menacing raider has been cleared in case you didn't know. Thanks! That ought to solve most cases I've been seeing. And for everything else there's surrendering to AAF Violate... ?
Teddar Posted November 22, 2019 Posted November 22, 2019 Hey Tentacus, can you share anything on your plans for developing Raider interactions? I'd love to be able to really start out at the bottom of the pile with the and eventually develop the relationship into being somewhat more accepted by them...within the framework of whoring of course lol.
Tentacus Posted November 23, 2019 Author Posted November 23, 2019 1 hour ago, Teddar said: Hey Tentacus, can you share anything on your plans for developing Raider interactions? I'd love to be able to really start out at the bottom of the pile with the and eventually develop the relationship into being somewhat more accepted by them...within the framework of whoring of course lol. At this point I've just got some vague ideas. I assume you mean for the new pimp. He won't so much be a Raider as a small time operator with his own group of bad people, not well established in the Commonwealth. He'll be more interested in human trafficking than robbing and mayhem.
vaultbait Posted November 23, 2019 Posted November 23, 2019 21 minutes ago, Tentacus said: At this point I've just got some vague ideas. I assume you mean for the new pimp. He won't so much be a Raider as a small time operator with his own group of bad people, not well established in the Commonwealth. He'll be more interested in human trafficking than robbing and mayhem. I quite miss the slavers from Fallout 3.
SAC Posted November 23, 2019 Posted November 23, 2019 Yep, clothed blowjobs are definitely worth adding
pok0 Posted November 23, 2019 Posted November 23, 2019 8 hours ago, vaultbait said: I quite miss the slavers from Fallout 3. Human Trafficking is something that should absolutely be part of Fallout. It doesn't make any sense for it to not be present in that kind of world. I mean, I understand why they'd stay away from it, but ... yeah, I'm definitely thankful to modders. Slavery has a big presence in my game, with several settlements built around it. Spoiler Spoiler As for increasing the timer for the Raiders, yay. I've noticed that if you use AAF to change animations then it will extend the scene and the next Raider in line will go haywire while your character is still being used. 1
Teddar Posted November 23, 2019 Posted November 23, 2019 8 hours ago, Tentacus said: At this point I've just got some vague ideas. I assume you mean for the new pimp. He won't so much be a Raider as a small time operator with his own group of bad people, not well established in the Commonwealth. He'll be more interested in human trafficking than robbing and mayhem. Kinda but also no. At the moment, you start from scratch with each Raider camp you go to. What i had in mind is that you develop a reputation with them which spreads to all the raider camps and bypasses the train rape and robbery thing getting into the low rent whore that caters to raiders thing. IMO, Raiders have the most story development potential in FO4. They all can't have been born Raiders, they had to arrive at that point somehow. This presents opportunities for you to have something in common with them in your current situation. If you kill all the Raiders but one in a camp then run away and go back later, he doesn't usually rob or kill you; he remembers you and instigates non-aggro dialogue (ok he says "lets go somewhere to fuck", but you catch my drift i hope) There is only so many times you can watch the same animations play out before you've seen it all. At that point, it's the story that matters even if its the one that's playing out in your head.
Tentacus Posted November 23, 2019 Author Posted November 23, 2019 3 hours ago, Teddar said: Kinda but also no. At the moment, you start from scratch with each Raider camp you go to. What i had in mind is that you develop a reputation with them which spreads to all the raider camps and bypasses the train rape and robbery thing getting into the low rent whore that caters to raiders thing. IMO, Raiders have the most story development potential in FO4. They all can't have been born Raiders, they had to arrive at that point somehow. This presents opportunities for you to have something in common with them in your current situation. If you kill all the Raiders but one in a camp then run away and go back later, he doesn't usually rob or kill you; he remembers you and instigates non-aggro dialogue (ok he says "lets go somewhere to fuck", but you catch my drift i hope) There is only so many times you can watch the same animations play out before you've seen it all. At that point, it's the story that matters even if its the one that's playing out in your head. It's an interesting idea. I'll put a pin in it. Quote As for increasing the timer for the Raiders, yay. I've noticed that if you use AAF to change animations then it will extend the scene and the next Raider in line will go haywire while your character is still being used. That's something I've heard but never witnessed and just shouldn't happen. There is only one menacing raider alias and it doesn't clear until the scene is done. Every other raider should be passive since you are in the white flag faction. So unless something else is causing you to draw your gun in between scenes or somehow overiding the faction I just don't know. 3 hours ago, pok0 said: Human Trafficking is something that should absolutely be part of Fallout. It doesn't make any sense for it to not be present in that kind of world. I mean, I understand why they'd stay away from it, but ... yeah, I'm definitely thankful to modders. Slavery has a big presence in my game, with several settlements built around it. These were made on my first Plathrough. I don't even think the CK was out yet LOL. Good old Busy Settlers. Fallout 4 modders: Perverting common household objects since 2015. I had kind of a weird obsession with the woman from Tenpines Bluff.
MrCruelJohn Posted November 23, 2019 Posted November 23, 2019 57 minutes ago, Tentacus said: It's an interesting idea. I'll put a pin in it. That's something I've heard but never witnessed and just shouldn't happen. There is only one menacing raider alias and it doesn't clear until the scene is done. Every other raider should be passive since you are in the white flag faction. So unless something else is causing you to draw your gun in between scenes or somehow overiding the faction I just don't know. These were made on my first Plathrough. I don't even think the CK was out yet LOL. Good old Busy Settlers. Fallout 4 modders: Perverting common household objects since 2015. I had kind of a weird obsession with the woman from Tenpines Bluff. Running Sexual Harrassment, that woman is always a strong willed harasser. Not sure why, but my character stays out of there.
vaultbait Posted November 23, 2019 Posted November 23, 2019 6 hours ago, Teddar said: What i had in mind is that you develop a reputation with them which spreads to all the raider camps and bypasses the train rape and robbery thing getting into the low rent whore that caters to raiders thing. I managed to at least RP some of that aesthetic by combining Hardship with Raider Pet. The dialogue overlaps got a bit messy at first and I ended up disabling BW mode a lot in raider camps once I was a pet, but eventually worked out that if I already had some prostitution experience I could choose the whore dialogue option in menacing raider approaches and, while they'd still beat and rape me some, the chance of having my shit stolen went down significantly (because fewer of the encounters wound up being rapes). It also turned out to be a good way to keep up my drunken druggie whore lifestyle while roaming from camp to camp. 1
pok0 Posted November 23, 2019 Posted November 23, 2019 4 hours ago, Tentacus said: That's something I've heard but never witnessed and just shouldn't happen. There is only one menacing raider alias and it doesn't clear until the scene is done. Every other raider should be passive since you are in the white flag faction. So unless something else is causing you to draw your gun in between scenes or somehow overiding the faction I just don't know. These were made on my first Plathrough. I don't even think the CK was out yet LOL. Good old Busy Settlers. Fallout 4 modders: Perverting common household objects since 2015. I had kind of a weird obsession with the woman from Tenpines Bluff. Perhaps changing the scene "ends" the scene, so to speak? And then you're just having a regular AAF scene with the initial raider? Because I've seen the "menacing raider" notification appear while my character was still having sex after changing the scene. That caused ALL the raiders to go hostile and kill my character. I don't consider it much of a problem now that I know to look out for it, though, so I can be ready to end the scene if necessary. I've only had that one death so I'm not complaining. The new changes should help a lot. I've also had a raider go randomly hostile but that was another situation entirely and I have no idea what caused that--it even played out much differently. My character was immune to the raider's attacks and none of the other raiders join in, then the hostile raider reverted back at the end of the scene with no consequences. Didn't seem like a Hardship issue. Busy Settlers was my start, too. I still use it a lot. I still collect every dog and cat bowl out of habit, too, and store them in a safe location. I love the Tenpines lady and always have a role for her. Currently, her and her husband opened a pub and she became a nude dancer to drum up business (including asking my character to help as a dancer then raping her on stage with a strap-on).
vaultbait Posted November 23, 2019 Posted November 23, 2019 15 minutes ago, pok0 said: Perhaps changing the scene "ends" the scene, so to speak? @Tentacus has stated repeatedly that the scene duration in Hardship is tied to event timing in accompanying scripts, so if you do anything outside the mod to extend animations (such as using the AAF scene wizard to switch positions) then that will throw off timing and a script which expects the scene to be over will continue not realizing your character is still otherwise occupied.
Tentacus Posted November 23, 2019 Author Posted November 23, 2019 18 minutes ago, vaultbait said: @Tentacus has stated repeatedly that the scene duration in Hardship is tied to event timing in accompanying scripts, so if you do anything outside the mod to extend animations (such as using the AAF scene wizard to switch positions) then that will throw off timing and a script which expects the scene to be over will continue not realizing your character is still otherwise occupied. Actually changing positions is less of a problem. Though if a stage is particularly long it may extend the scene slightly. In 1.0.8 I've completely redone the way the scenes work I set the AAF duration to infinite (-1) and then use the duration you set in the menu as a bulding block for the duration in the script which can vary depending on branches. Because of this I believe changing position (where possible) shouldn't be a problem anymore but prematurely endng the scene with the end key will be an even bigger one
vaultbait Posted November 23, 2019 Posted November 23, 2019 4 minutes ago, Tentacus said: Actually changing positions is less of a problem. Though if a stage is particularly long it may extend the scene slightly. In 1.0.8 I've completely redone the way the scenes work I set the AAF duration to infinite (-1) and then use the duration you set in the menu as a bulding block for the duration in the script which can vary depending on branches. Because of this I believe changing position (where possible) shouldn't be a problem anymore but prematurely endng the scene with the end key will be an even bigger one Ooh, excellent news! If only I could be more excited to play 1.0.8 than I already am...
mashup47 Posted November 23, 2019 Posted November 23, 2019 34 minutes ago, vaultbait said: Ooh, excellent news! If only I could be more excited to play 1.0.8 than I already am... Careful things could get messy ?
vaultbait Posted November 23, 2019 Posted November 23, 2019 2 minutes ago, mashup47 said: Careful things could get messy ? ITYM more messy. 1
Tentacus Posted November 23, 2019 Author Posted November 23, 2019 48 minutes ago, KennedyMadeIt said: Bug report: NPCs with a patrol package, such as Duke or Johnny D. at the Atom Cats garage, never stop their patrol and follow the player after suggesting to go somewhere more private. Just asking... You have Leito animations working usually right? It was a problem with Atom Cats guys wandering off that first clued me in to how fucked up One Patch was. Make sure other people can follow you. Sometimes files can just go bad on your hard drive. It's possible that the follow script is corrupted. In that case a reinstall would fix it. But I'll test the AC guys when I get time. (will be a WHILE.) That reminds me I need to burn another optical backup of the mod before Thanksgiving.
Tentacus Posted November 24, 2019 Author Posted November 24, 2019 4 hours ago, KennedyMadeIt said: All Leito animations are working correctly for me and all other npcs I've tried are able to follow my character without any trouble. I haven't had time to look at your issue yet (obviously) But I also wanted to point out that for generally bad behaved and errant NPCs there is a very useful "John teleport" option in the utilities submenu.
Tentacus Posted November 24, 2019 Author Posted November 24, 2019 Update: I've made a few decisions this morning. I don't think the next version will be out before Thanksgiving. Sorry. If I did get it out what it would mean is that I would've busted my ass to release a potentially buggy update right before I am unavailable for several days which is just a bad idea. I mean there are enough changes that rewriting the description should take a decent amount of time alone. I've also decided to jump the version up to 1.5.0 This is a SIGNIFICANT upgrade. I've finished entire mods in less time and with less effort than has gone into this one update. I ended up adding in a lot of the stuff I'd planned for 2.0.0 (when I add the new characters) Bottiom line I'd rather take the little extra time and take some of the pressure off to ensure that the end result is as good as it can be and I don't cut unnecessary corners to save time. Some more new things coming in 1.5: Men (and sissies) can now eat pussy (RufGt old anims). I'll probably make accessing female customers slightly easier. I'm also going to change the way female customers work slightly to allow them to ask for either penatrative sex or cunnilingus when arriving at "someplace private" Which means Female customers will no longer be a toggle for female PC... Though you will get even fewer customers if you don't have the RufGt anims. It's just shy of a requirement now. I've integrated my new custom XML animations into mid sex interactions so you may get an unpleasant (or not unpleasant) surprise. I've added new appropriate dialogue and popups to mesh with the handcuffs: (BTW, the Goodneighbor guard ones are particularly mean) Once again. Sorry for the delays. 7
mashup47 Posted November 24, 2019 Posted November 24, 2019 I don't think you should feel bad about it. I can wait and I'm sure others can. As you say I would rather have a working mod then a broken one. Keep up the good work and thanks for keeping us informed with your daily reports of the mod. 2
SAC Posted November 24, 2019 Posted November 24, 2019 20 hours ago, Tentacus said: Actually changing positions is less of a problem. Though if a stage is particularly long it may extend the scene slightly. In 1.0.8 I've completely redone the way the scenes work I set the AAF duration to infinite (-1) and then use the duration you set in the menu as a bulding block for the duration in the script which can vary depending on branches. Because of this I believe changing position (where possible) shouldn't be a problem anymore but prematurely endng the scene with the end key will be an even bigger one I really do think it would make your life a lot easier to just register for remote AAF events intead of relying on timers (or, even worse, waits). It's quite easy to do so (once someone shows you how to, in my case it was @Flashy (JoeR) whom I'll ever be grateful to). Attaching a script for your convenience, feel free to cannibalize it any way you see fit. Basically, it's as easy as this: Function LoadAAF() AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API If !AAF_API Debug.MessageBox("No AAF") Else RegisterForCustomEvent(AAF_API, "OnSceneEnd") RegisterForCustomEvent(AAF_API, "OnSceneInit") Endif ; Debug.MessageBox("AAF loaded") EndFunction Event OnQuestInit() RegisterForRemoteEvent(Game.GetPlayer(),"OnLocationChange") RegisterForRemoteEvent(Game.Getplayer(),"OnPlayerLoadGame") LoadAAF() EndEvent Event AAF:AAF_API.OnSceneEnd(AAF:AAF_API akSender, Var[] akArgs) if _SAC_JF2_ENABLE_NOTIFICATIONS.GetValueInt() == 1 debug.notification ("SJF end scene") EndIf cleanup() EndEvent Event AAF:AAF_API.OnSceneInit(AAF:AAF_API akSender, Var[] akArgs) ;do whatever scene prep you want to EndEvent SAC_JF2_Startup_Quest_Script.psc
Tentacus Posted November 24, 2019 Author Posted November 24, 2019 1 hour ago, SAC said: I really do think it would make your life a lot easier to just register for remote AAF events intead of relying on timers (or, even worse, waits). It's quite easy to do so (once someone shows you how to, in my case it was @Flashy (JoeR) whom I'll ever be grateful to). Attaching a script for your convenience, feel free to cannibalize it any way you see fit. Basically, it's as easy as this: SAC_JF2_Startup_Quest_Script.psc 12.4 kB · 1 download I use AAF events to control lots of things. Like all the orgasm effects (with rare exception) There are some other things that work better with the waits. Trust me I've tried it both ways. 1
fred200 Posted November 24, 2019 Posted November 24, 2019 Have a good Thanksgiving! We will be here when you get back.
MrCruelJohn Posted November 25, 2019 Posted November 25, 2019 Don't know if anyone has encountered this - I have not updated to latest Fallout, so I am at 1.10.138..... so nothing has changed but I am not running Hardship and when I do any mirror to change looks, instead of the face, it puts me to my character's back... I would guess something has changed the camera, but if anyone has an idea, that would be great. John
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now