Tentacus Posted December 19, 2019 Author Posted December 19, 2019 Update: Sorry I haven't got the new version out today. Had a lot of RL, and things didn't go as smoothly with the mod as I'd have liked. Good news is that the Raider toggle works well so those who don't want menacing raiders but don't want to be constantly toggling Beggar Whore mode on and off should be pleased. The extra Raider captive dialogue works as well... Just not with Raider pet... No matter what I do i can't get my greets to override theirs. I have no idea how @izzyknows uses these mods together. I also don't like how completely unconfigurable Raider Pet is (first time I tried it) though I do think the dialogue is well done. HOWEVER. If I comment out the code I have preventing opening the Beggar Whore menu while a CSA captive, it works BEAUTIFULLY alongside RSEII CSA abductions so I am gonna go ahead and include the toggle, and make it so that when it's activated you can be in BW mode. Anyway no ETA on the update. But almost certainly tomorrow. 1
magnusx Posted December 19, 2019 Posted December 19, 2019 If it works on CSA will be golden dream team 1
Tentacus Posted December 19, 2019 Author Posted December 19, 2019 27 minutes ago, magnusx said: If it works on CSA will be golden dream team Yeah, It's pretty nice. You can lower the frequency of the visitations and just get most of your abuse from Hardship. Needs a bit more testing to be sure it's playing nice but seems good so far. I had a female raider have my test girl fuck her with a strapon but the second it was through she just had a CSA event and slugged her... It was very surprising and great. 2
Tentacus Posted December 19, 2019 Author Posted December 19, 2019 Update: Should have the update out by tonight. Will be the last one of the year most likely. The new Raider captive dialogue feature should be considered somewhat experimental and fidly... I made it so instead of giving you caps they give you "food" and "water" of varying levels of unsafe and disgusting. But should keep you alive in survival mode. (If there are enough raiders around) 2
izzyknows Posted December 19, 2019 Posted December 19, 2019 16 minutes ago, Tentacus said: (If there are enough raiders around) Raiders breed like rabbits in my game. Buggers are EVERYWHERE!
MrCruelJohn Posted December 19, 2019 Posted December 19, 2019 1 hour ago, izzyknows said: Raiders breed like rabbits in my game. Buggers are EVERYWHERE! Raider Dreams, More Enemies, SKK Feral Replacment (Raiders), Populated Interiors, Travels of Raiders. SKK Combat Stalkers/Settlement Attacks, NPC Travels, You and What Army (other factions)... Not all are legitimate raiders ie base game raiders with correct faction to trigger said mods here.... but with xEdit. factions can be changed. John 1
Sillius_Maximus Posted December 19, 2019 Posted December 19, 2019 2 hours ago, Tentacus said: Update: Just to be clear, when you talk about CSA you mean that "Users will have to manually disable BW at certain points to allow CSA to take over" or you mean that "when CSA conditions are met, BW deactivates momentarily to allow CSA to take over"?
izzyknows Posted December 20, 2019 Posted December 20, 2019 2 hours ago, MrCruelJohn said: Raider Dreams, More Enemies, SKK Feral Replacment (Raiders), Populated Interiors, Travels of Raiders. SKK Combat Stalkers/Settlement Attacks, NPC Travels, You and What Army (other factions)... Not all are legitimate raiders ie base game raiders with correct faction to trigger said mods here.... but with xEdit. factions can be changed. John Over time I've made my own, more random spawn points, loaded locations/interiors. Very few locations are left that enemies scale to the player. They're at least lvl 40+, not to mention custom LL & weapons that makes most 1 shot kill everything and custom Boss's that make a Deathclaw look like a Bloatfly. While the PC starts with only 7 special points. But! The PC does have the Marsupial Perk! LOL I did switch to SKKRE System Manager, it has more options but less spawn points. But the options make up for it. hehe
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 2 hours ago, Sillius_Maximus said: Just to be clear, when you talk about CSA you mean that "Users will have to manually disable BW at certain points to allow CSA to take over" or you mean that "when CSA conditions are met, BW deactivates momentarily to allow CSA to take over"? BW already deactivates when you enter combat so you can already get menaced, choose to fight then surrender via violate or CSA. What the new feature allows is to disable the menacing raiders so you can activate BW mode without being menaced, and secondarily to toggle on the appropriate dialogue for interacting with raiders while abducted with CSA. In the current version of Hardship, you can't enter BW mode while abducted by CSA, but in the new version you will be able to IF you have the Raider captive dialogue toggled on. I've spoken to Flashy, and asked him to add some new toggles to CSA in his upcoming compatibility release so when that happens you'll be able to turn off the CSA visitations altogether and let hardship handle all the rape stuff. 3
MrCruelJohn Posted December 20, 2019 Posted December 20, 2019 38 minutes ago, izzyknows said: Over time I've made my own, more random spawn points, loaded locations/interiors. Very few locations are left that enemies scale to the player. They're at least lvl 40+, not to mention custom LL & weapons that makes most 1 shot kill everything and custom Boss's that make a Deathclaw look like a Bloatfly. While the PC starts with only 7 special points. But! The PC does have the Marsupial Perk! LOL I did switch to SKKRE System Manager, it has more options but less spawn points. But the options make up for it. hehe Marsupial ya say? You will have to go deeper into that! You should release it as a mod... make a single/multiple ESP's... ha... would save me the continuing work! Which, I will do myself - though... I do like what you are talking about... and 7 points? Really... I have turned mine down as well... is that 7pts to add at the character creation or total? I have not seen the SKKRE work much.... I will have to explore this more. I like the Raider Dreams/Populated Interiors/etc... not sure what mod(s) do it, but I get 2 raiders in the root cellar in Sanctuary (and one is almost always a Legendary)… John
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 No update tonight. I've got a bad bug I am chasing in one of these scripts.
magnusx Posted December 20, 2019 Posted December 20, 2019 Good things require patience, we appreciate ur efforts tyvm
izzyknows Posted December 20, 2019 Posted December 20, 2019 Did you know: That you can access Diamond City without talking to Piper by running up to one of the DC Guards patrolling around the place? Well you can if you're a whore! LOL Although not as fun, coc diamondcitywhatever is faster. 8 hours ago, MrCruelJohn said: Marsupial ya say? You will have to go deeper into that! It's a perk from the dumpster fire known as Fallout 76 which allows you to jump a lot higher than normal. fJumpHeightMin 600 is pretty close to what 76 is in terms of actual use in FO4. It also works with power armor. I also tweaked the fall height a little. fJumpFallHeightMin 2600 The Special points are total of 7. Input character name... done. I also have the cell respawn set to 24hrs. Constant bad guys! iHoursToRespawnCell 24 iHoursToRespawnCellCleared 24 Oh, and a handy little "hidden" game setting fPlayerOutsideBuildAreaTimerDuration 9999
MrCruelJohn Posted December 20, 2019 Posted December 20, 2019 55 minutes ago, izzyknows said: Did you know: That you can access Diamond City without talking to Piper by running up to one of the DC Guards patrolling around the place? Well you can if you're a whore! LOL Although not as fun, coc diamondcitywhatever is faster. It's a perk from the dumpster fire known as Fallout 76 which allows you to jump a lot higher than normal. fJumpHeightMin 600 is pretty close to what 76 is in terms of actual use in FO4. It also works with power armor. I also tweaked the fall height a little. fJumpFallHeightMin 2600 The Special points are total of 7. Input character name... done. I also have the cell respawn set to 24hrs. Constant bad guys! iHoursToRespawnCell 24 iHoursToRespawnCellCleared 24 Oh, and a handy little "hidden" game setting fPlayerOutsideBuildAreaTimerDuration 9999 Outside Time Duration.. let me guess... you aren't allowed to build for a very lengthy time? That would leave my PC at the mercy of SKKCOMBATSTALKERS... Question: RaiderFaction and RaiderEnemyFaction - do you know the difference and which faction does LL mods use to look for … for a party favor? And do you use one in particular that works well with Hardship, SH, etc... Been looking at factions and seeing why some are involved in SH when they should be blocked... haha... poor sturges gets dumped from the minuteman faction to nothing... by a big mod. Speaking of a big mod, where you can pre-populated settlements with factions - example could be non-uniquie no settler settlements...
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 3 hours ago, izzyknows said: Did you know: That you can access Diamond City without talking to Piper by running up to one of the DC Guards patrolling around the place? Well you can if you're a whore! LOL Although not as fun, coc diamondcitywhatever is faster. Huh... That shouldn't work. It's only supposed to trigger from the main DC location. I'll need to test that. I'm usually not a whore when I arrive at DC so I probably just made some dumb assumptions
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 Update: So something really bizarre is happening Once again a mid scene FF aggressive animation position change was not working when called directly despite the names being right. Worse though was that APPARENTLY!!??? This was causing the AAF end of animation event not to trigger at all. This deeply disturbs me because It calls into question if I understand how this shit works at all. Anyway calling the positions via tags worked and it seems to be working now. Needs a LOT more testing though as I can't be 100% sure the 2 problems are even related without testing every variable. At least testing this mess made me find another significant bug. One of THOSE days: 2
Teddar Posted December 20, 2019 Posted December 20, 2019 Hopefully this is a known issue. I'm running 1.5.2 on a new game and all starts out well enough. However, after a few hours play, weird things start happening. Raiders will run up as part of their usual challenge behaviour but cannot be interacted with. It seems that the follow package is there but nothing else. From tha point on, Non aggro NPC's ( townies etc, not raiders) who can usually be propositioned have no BH dialogue and simply repeat the vanilla lines they would use if BH was not activated. Cleaning my save and re-installing BH fixes the issue (whilst resetting progress obviously) but it has recurred and required a save clean, re-install again on a couple of occasions. ?
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 27 minutes ago, Teddar said: Hopefully this is a known issue. I'm running 1.5.2 on a new game and all starts out well enough. However, after a few hours play, weird things start happening. Raiders will run up as part of their usual challenge behaviour but cannot be interacted with. It seems that the follow package is there but nothing else. From tha point on, Non aggro NPC's ( townies etc, not raiders) who can usually be propositioned have no BH dialogue and simply repeat the vanilla lines they would use if BH was not activated. Cleaning my save and re-installing BH fixes the issue (whilst resetting progress obviously) but it has recurred and required a save clean, re-install again on a couple of occasions. ? Yes go up a few posts there is a VERY bad bug. The fix is easy though Type Set _T_Busy to 0 in the console. This will be fixed in the next update which will hopefully be out later today. Until then don't choose to fight or escape during rape scenes.
Teddar Posted December 20, 2019 Posted December 20, 2019 14 minutes ago, Tentacus said: Yes go up a few posts there is a VERY bad bug. The fix is easy though Type Set _T_Busy to 0 in the console. This will be fixed in the next update which will hopefully be out later today. Until then don't choose to fight or escape during rape scenes. Cool, i'm always happy when a problem has an identifiable reason for it. It's when things are going wrong and you have no idea why that the headaches start ?
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 Update: I "Think" this is good enough to upload. Before I do that... Just keep in mind that the Raider Captive dialogue is an experimental feature. Here's a quick guide to using it: -Set up RSEII CSA to not apply real handcuffs. (You need to turn the RaiderCaptive toggle on after being abducted and until I add an MCM you can't do that without the console). You might also want to set the visitations to 4, and the wander range to 2000 so you can reach the most raiders. -Once abducted by CSA, if you have menacing raiders turned on toggle them off, and toggle on the Raider Captive dialogue. -In Beggar Whore mode approach a raider, it will cycle you through threats, beatings, rape, and occasionally opportunities to prostitute yourself for food, water, or some creature comforts (useful if you have my other mod sleepytime) For now you have to activate the raiders to interact. This is to avoid interfering with CSA's visitations. This may change in the future. If a visitation is close don't try to initiate a hardship dialogue. On each load you will see a message saying that the white flag faction is refreshing. I had to add this function because for some reason Hardship was breaking CSA's border limit.. Menacing Raiders will be momentarily turned on and then back off by the script... so don't be surprised. Okay the update should be up shortly. 2
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 Update 1.5.3 is up! -VERY IMPORTANT Bug fixes -Toggle for Menacing raiders to add compatibility with other mods. -Optional Raider captive dialogue (Primarily for RSEII CSA abductions) This is NOT a patch it's the whole thing! In addition to the game breaking busy bug a LOT more log spam has been eliminated, as well as several bugs with sex scripts. The raider captive dialogue includes some extra lines for "ugly" player characters as well as one extra "pee stuff" dialogue. 4
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 I won't be around till later this afternoon or tonight so... if it's busted... you're on your own! ? 4
izzyknows Posted December 20, 2019 Posted December 20, 2019 6 hours ago, Tentacus said: Huh... That shouldn't work. It's only supposed to trigger from the main DC location. I'll need to test that. I'm usually not a whore when I arrive at DC so I probably just made some dumb assumptions I'd call that a Feature...
Operand Posted December 20, 2019 Posted December 20, 2019 Hey there. You may want to remove 1.5.2 from the downloads - it causes game to CTD for me when trying to load a save with the mod enabled and running reproducible 100% of the times; successfully fixed in 1.5.3 (after this updates it is possible to load even the saves which were crashing before, tried on 4 different saves)
Tentacus Posted December 20, 2019 Author Posted December 20, 2019 36 minutes ago, Dellecross said: Hey there. You may want to remove 1.5.2 from the downloads - it causes game to CTD for me when trying to load a save with the mod enabled and running reproducible 100% of the times; successfully fixed in 1.5.3 (after this updates it is possible to load even the saves which were crashing before, tried on 4 different saves) I am gonna remove it after I'm sure I didn't fuck anything up catastrophically in 1.5.3... since you are the first to report this bug I'd imagine its safe to do so. ------ BTW everyone. I didn't remember to make the pimps protected or add Marge to the Bunker Hill faction, so that'll have to wait till the next update sometime after the new year.
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