DæmonEyes Posted August 10 Author Posted August 10 (edited) 46 minutes ago, markpatong said: can you use the new fallout 4 creation kit with the .163 f4se +3 No, you cannot use the updated, next-gen Fallout 4 Creation Kit directly to build or compile scripts targeting the older version 1.10.163 runtime with F4SE 0.6.23. The updated editor compiles scripts into newer script formats and utilizes data assets that mismatch the old-gen memory structure and script extender plugin limits. [1, 2, 3, 4, 5] Version Mismatch Issues Compiled Scripts: The new Creation Kit generates Papyrus .pex script files compiled against the updated game architecture, which can cause validation errors or crashes on version 1.10.163. Master Files: Updated master files and new integrated content expect the next-gen game executable rather than the legacy 1.10.163 version. F4SE Dependency: F4SE is strictly version-locked; the .163 build only understands the old game functions and data layout. [1, 2, 3] How to Manage Content Creation Use Legacy Tools: If you are actively developing mods for a 1.10.163 setup, you must use an older backup or archival version of the Creation Kit that matches the pre-update era. Match Script Source Files: Ensure your compiler uses the old-gen Papyrus source scripts (.psc) corresponding to the 1.10.163 framework. [1, 2] Regarding compiling f4se scripts on the new CK for the old 1.10.163 game version, even when using only old functions, I imagine that it is correct that will result in issues. However, I didn't really think about what I was saying in the previous post. I actually don't use any f4se scripts at all in my mod. It's a requirement because its a requirement for AAF. As such I don't actually compile any f4se scripts. So no issue for my mod at the end of the day, but I do appreciate the correction on that. And regarding the match script source files to game version, that's either talking about specifically f4se scripts or misleading. Of course if you use new functions that don't exist in the old version of the game then they wouldn't be backwards compatible, but otherwise vanilla scripts are both forward and backward compatible. 38 minutes ago, markpatong said: I did get one CTD on your last update. It happened when I consumed a Vanilla Shake. Never had a CTD on your mod ever before. I restarted and then it worked. But was rather unexpected. I'm happy some people have managed to have a smooth experience devoid of crashes 😅. Sometimes it feels like people are having to console command every single step they take on the continent! Besides the one crash, the fact your able to play the mod with minimal issue, despite being compiled on the new ck, should be a strong sign this mod isn't suffering compatibility issues. I feel pretty confident on this being a non issue; however, if during the testing of my new update it proves to be one, I'll change my setup. Edited August 10 by DæmonEyes 2
markpatong Posted August 10 Posted August 10 5 minutes ago, DæmonEyes said: Regarding compiling f4se scripts on the new CK for the old 1.10.163 game version, even when using only old functions, I imagine that it is correct that will result in issues. However, I didn't really think about what I was saying in the previous post. I actually don't use any f4se scripts at all in my mod. It's a requirement because its a requirement for AAF. As such I don't actually compile any f4se scripts. So no issue for my mod at the end of the day, but I do appreciate the correction on that. And regarding the match script source files to game version, that's either talking about specifically f4se scripts or misleading. Of course if you use new functions that don't exist in the old version of the game then they wouldn't be backwards compatible, but otherwise vanilla scripts are both forward and backward compatible. I'm happy some people have managed to have a smooth experience devoid of crashes 😅. Sometimes it feels like people are having to console command every single step they take on the continent! Besides the one crash, the fact your able to play the mod with minimal issue, despite being compiled on the new ck, should be a strong sign this mod isn't suffering compatibility issues. I feel pretty confident on this being a non issue; however, if during the testing of my new update it proves to be one, I'll change my setup. Ok AI knowledge is pretty scary these days. It takes AI a few seconds to reply to questions that it would take a human months to reply to. I have been in IT for around 40 years. A SAP Basis Administrator in Switzerland. AI analysed the crash log and was spot on. It said the crash happened when I selected Vanilla Shake and recomended I disable your mod. Is the new creation kit better,easier,have more functions? Just wondering why you want to use it.
DæmonEyes Posted August 10 Author Posted August 10 (edited) Ai is impressive no doubt. The script associated with the crash you got from the shake was compiled years ago. You can verify that by going into your scripts folder and looking for the .pex file associated with it. Could search "Shake" and it would likely filter to it. You will be able to see the date the file was last edited, which would likely be pre 2021, meaning it was compiled on an old version of the ck and has not been touched since, meaning that while the shake script no doubt affected your script load resulting in a crash when combined with other variables, it would have 0 to do with any perceived issue regarding compiling scripts in the new ck. As for why I prefer to go with an updated modding set up, there certainly are tools such as https://www.nexusmods.com/fallout4/mods/51165 that do significantly improve the usability, speed, and performance of the CK, though even without that I think it would make sense to want to play on the current version. Mods such as f4se, AAF and others continue to make updates with continual improvements that make the game more fun. Regardless, if compatibility issues arise I will make the change. Edited August 10 by DæmonEyes 1
markpatong Posted August 10 Posted August 10 50 minutes ago, DæmonEyes said: Ai is impressive no doubt. The script associated with the crash you got from the shake was compiled years ago. You can verify that by going into your scripts folder and looking for the .pex file associated with it. Could search "Shake" and it would likely filter to it. You will be able to see the date the file was last edited, which would likely be pre 2021, meaning it was compiled on an old version of the ck and has not been touched since, meaning that while the shake script no doubt affected your script load resulting in a crash when combined with other variables, it would have 0 to do with any perceived issue regarding compiling scripts in the new ck. As for why I prefer to go with an updated modding set up, there certainly are tools such as https://www.nexusmods.com/fallout4/mods/51165 that do significantly improve the usability, speed, and performance of the CK, though even without that I think it would make sense to want to play on the current version. Mods such as f4se, AAF and others continue to make updates with continual improvements that make the game more fun. Regardless, if compatibility issues arise I will make the change. I have 97 mods loaded. Am on level 98. I have Nuka Ride as well. My first playthrough was to level 211 where the game started crashing because my save file was more than 100 mb. I agree with the backwards compatible( to an extent). But not the forward compatiblity. Normally AI will recommend some settings to change etc. In this case it just said immediately disable the mod which is pretty terminal. Even though those are old scripts, they may occupy different areas of memory now. Just trying to save you extra work. There are other mods to improve performance like High FPS Physics Fix. If I upgrade to the latest version now, it would seriously break my game. At present it works perfectly . Some fun things in Nuka Ride work for me, but not the newer versions e.g. Hydra. But its your mod, so I wish you good luck. Just to say I love your mod.
Cealapa Posted August 10 Posted August 10 (edited) Daemon, could you make a perk system for attributes involved in mod? Like dominance, submission, perversion, corruption etc. And perks trigger some events/approaches, Sex Attributes mod changes, stats changes (endurance, strength, charisma etc.), body morph etc. I know it's a long time shot, but it's an idea. In the meantime my little slut is gangbanged in Slums (it can be an approach example triggered by submission or revenge for corruption, no need for dialogues, just rape. Something like SH molest Attacks): Spoiler Spoiler Spoiler Edited August 10 by Cealapa Insert pictures in spoiler
Cealapa Posted August 10 Posted August 10 (edited) FYI if you have Commonwealth Captives installed you could find captives (free, make settlers or just fuck them) in Slaver City in a facility called Slave Welcome Center. Also there are some raiders there. AFAIK this is an unfinished location/cut content (called Subway Terminal) in FO4 where you can reach only using coc (coc zunusedsubwayterminalshowcase). Raiders aren't a Barbarous Continent asset but a Bethesda one. You can find captives in this cut content itself too, because of raiders presence. Problems of Survivor also use this location as Dickson's base. There are more unfinished locations in game accessible via coc command. One of them is a prewar Sanctuary used by JB. in Nuka Ride Norita Route (coc PreWarSanctuaryExt01 then coc SanctuaryExt or any other coc to return). I use to use these type of locations for testing purposes, without risking to break some quests. Spoiler Spoiler Spoiler Edited August 10 by Cealapa
DæmonEyes Posted Monday at 11:23 PM Author Posted Monday at 11:23 PM 12 hours ago, markpatong said: I have 97 mods loaded. Am on level 98. I have Nuka Ride as well. My first playthrough was to level 211 where the game started crashing because my save file was more than 100 mb. I agree with the backwards compatible( to an extent). But not the forward compatiblity. Normally AI will recommend some settings to change etc. In this case it just said immediately disable the mod which is pretty terminal. Even though those are old scripts, they may occupy different areas of memory now. Just trying to save you extra work. There are other mods to improve performance like High FPS Physics Fix. If I upgrade to the latest version now, it would seriously break my game. At present it works perfectly . Some fun things in Nuka Ride work for me, but not the newer versions e.g. Hydra. But its your mod, so I wish you good luck. Just to say I love your mod. Thank you. I appreciate the well wishes and your perspective. 10 hours ago, Cealapa said: Daemon, could you make a perk system for attributes involved in mod? Like dominance, submission, perversion, corruption etc. And perks trigger some events/approaches, Sex Attributes mod changes, stats changes (endurance, strength, charisma etc.), body morph etc. I know it's a long time shot, but it's an idea. In the meantime my little slut is gangbanged in Slums (it can be an approach example triggered by submission or revenge for corruption, no need for dialogues, just rape. Something like SH molest Attacks): Reveal hidden contents Reveal hidden contents Reveal hidden contents The approach system is supposed to be the primary vessel in which you role play your characters psychological changes. For example if there are 20 regular events, if you are dominant those events play out different, and if you are submissive they play out another way. And even further when you are very dominant or very submissive. Same for how corrupt you are or perverse you are. Ideally there would be 100 different approaches that dynamically change based on the psychological profile your character has built. Also the QUIRKS quest is essentially the perk part of your suggestion, its just lacking content at the moment. I'm going to start implementing QUIRKS into content as I add it. All that to say I'd love to include the suggestions you've made, but its something I'll have to dedicate some time to in the future. Got a few more things I want to get into the mod baseline before I go back to building that feature out, such as filling out slavers city and a few more locations. 2
katrina.balanchuk Posted Monday at 11:52 PM Posted Monday at 11:52 PM (edited) 29 minutes ago, DæmonEyes said: a) The approach system is supposed to be the primary vessel in which you role play your characters psychological changes. For example if there are 20 regular events, if you are dominant those events play out different, and if you are submissive they play out another way. And even further when you are very dominant or very submissive. Same for how corrupt you are or perverse you are. Ideally there would be 100 different approaches that dynamically change based on the psychological profile your character has built. b) such as filling out slavers city and a few more locations. a) incredible, who knew! b) Yes!!!!!!!! c) Got your PM, file is downloading right now. will test it tonight yet. d) I will go in as level 1 or 2. One of the best parts of your mod is it can be played on purely a social level without any implausible fighting abilities! Edited Monday at 11:53 PM by katrina.balanchuk
markpatong Posted Wednesday at 08:08 AM Posted Wednesday at 08:08 AM (edited) https://www.nexusmods.com/fallout4/mods/104159 This mod is for hair tinting and sun tanning. JB uses it for enema's. So he has a timer in your pip boy, where you have to have one every 8 hours. So the water pipe and the toilet. Thought it could be a fun activity for your blank medical centre. Edited Wednesday at 08:12 AM by markpatong
DæmonEyes Posted Friday at 03:22 AM Author Posted Friday at 03:22 AM (edited) On 8/12/2026 at 3:08 AM, markpatong said: https://www.nexusmods.com/fallout4/mods/104159 This mod is for hair tinting and sun tanning. JB uses it for enema's. So he has a timer in your pip boy, where you have to have one every 8 hours. So the water pipe and the toilet. Thought it could be a fun activity for your blank medical centre. Interesting idea. I hadn't even really thought about what I wanted to do with that business yet. I also haven't had a chance to play through JB's mod but just looking at their topic page it looks pretty impressive. I haven't dabbled into utilities like this one but I can see how much potential it opens up. Edited Friday at 03:30 AM by DæmonEyes
DæmonEyes Posted Friday at 03:29 AM Author Posted Friday at 03:29 AM Updating my download link with a new version. Added some content for the first time in awhile. It likely still needs some polish but I've slowed down and rather than sit on it forever I'll put it out and come back to it with fresh eyes after a short time. V0.76 - Added new bounty quest. Go to the police department and sign up to find out what halted the mining operation. - added a scene to peculiar pets. There is a chance when leaving for the scene to begin. It has a short in game cooldown between chances. - added an event to the hotel. There is a mirror in the back of the ground floor. Interact with it to begin. - Optimized Approach and Brothel scripts for selecting random npcs - Swapped out baton for crop in a few whipping scenes - added level scaling to mirelurks for first bounty quest - fixed Raphtalia walk getting stuck - fixed approach where u got stuck in pillory - fixed approach where you got stuck after hypnogirl froze you - fixed more spots where npcs where falling through the floor of Gold City 5
Cealapa Posted Friday at 02:25 PM Posted Friday at 02:25 PM (edited) Thank you for update! What I have tested till now and worked: 1. Brothel approaches (whore job) 2. Brothel approaches when not working 3. Street approaches... almost (se what not worked) 4. Raphtalia city trip 5. No stuck in pillory 6. Crop used for whipping What not worked: 1. Panties hypno approach breaks the approach system (happened 3 times) after scene completion 2. Infinite loading screen in Hotel after first fan sex scene when PC goes to manager to talk again (I tried only once, maybe was a temporary glitch) No approach yet in Peculiar Pet shop. Instead I've noticed two more girls there, nice touch! But I would like also PS be enslaved there. This is I have tested so far. Is there any command in console to restart approach? Spoiler Spoiler Spoiler Edited Friday at 07:08 PM by Cealapa
krlll Posted Friday at 07:08 PM Posted Friday at 07:08 PM 4 hours ago, Cealapa said: 2. Infinite loading screen in Hotel after first fan sex scene when PC goes to manager to talk again (I tried only once, maybe was a temporary glitch) I have a different issue with the 2nd fan scene. The manager keeps sending me back to that same fan. Also, the AAF scenes with that fan can end up in a different room on that floor. 1
Cealapa Posted Friday at 07:19 PM Posted Friday at 07:19 PM (edited) 2 hours ago, krlll said: I have a different issue with the 2nd fan scene. The manager keeps sending me back to that same fan. Also, the AAF scenes with that fan can end up in a different room on that floor. Different room occurs because AAF search for furniture I guess (I think not BC does this). Happened the same for me. If mod doesn't trigger a furniture scene you can go on AAF_settings.ini (.../Data/AAF) and search for furniture_search_area and default_furniture_preference and set lower values or 0 (however, if mod specifically requests furniture these settings will do nothing). LE: I came back to Mirror quest and I hadn't any problem with infinite loading after 1st fan. But I can't bypass the 2nd one, a tireless greedy bitch girl 😂 Edited Friday at 09:44 PM by Cealapa
Cealapa Posted Friday at 08:11 PM Posted Friday at 08:11 PM (edited) Stone Quarry Mine bounty quest is unfinished? I finished all 4 errands (weapons and ammo, collecting biomaterial, catch Vicky, get SM ADN). Because I have to talk to overseer to get an audience with the Overlord and dialogue is broken: Spoiler Spoiler Spoiler Edited Friday at 08:14 PM by Cealapa
DæmonEyes Posted Friday at 11:01 PM Author Posted Friday at 11:01 PM (edited) 20 hours ago, Cealapa said: Thank you for update! What I have tested till now and worked: 1. Brothel approaches (whore job) 2. Brothel approaches when not working 3. Street approaches... almost (se what not worked) 4. Raphtalia city trip 5. No stuck in pillory 6. Crop used for whipping What not worked: 1. Panties hypno approach breaks the approach system (happened 3 times) after scene completion 2. Infinite loading screen in Hotel after first fan sex scene when PC goes to manager to talk again (I tried only once, maybe was a temporary glitch) No approach yet in Peculiar Pet shop. Instead I've noticed two more girls there, nice touch! But I would like also PS be enslaved there. This is I have tested so far. Is there any command in console to restart approach? Reveal hidden contents Reveal hidden contents Reveal hidden contents For the pet shop, there is a 2 hour in game cooldown between chances. So you can just try to force it if u want. It's a 1/3 chance on leaving. No console command. I just change the timer in the ck to be very short when I'm testing it, though there might be a button to force start approaches on the roof of atomic manor. The building with the big satellite 16 hours ago, krlll said: I have a different issue with the 2nd fan scene. The manager keeps sending me back to that same fan. Also, the AAF scenes with that fan can end up in a different room on that floor. Sounds like I didn't block furniture for that scene and its picking a furniture outside the room. You should be able to lie to the manager and say u have to pee, which should direct you back to the mirror. Is that dialogue not appearing? 16 hours ago, Cealapa said: Different room occurs because AAF search for furniture I guess (I think not BC does this). Happened the same for me. If mod doesn't trigger a furniture scene you can go on AAF_settings.ini (.../Data/AAF) and search for furniture_search_area and default_furniture_preference and set lower values or 0 (however, if mod specifically requests furniture these settings will do nothing). LE: I came back to Mirror quest and I hadn't any problem with infinite loading after 1st fan. But I can't bypass the 2nd one, a tireless greedy bitch girl 😂 That's basically the end. You just lie and say you have to pee to get past the manager and get back to the mirror. Do you have that option? 15 hours ago, Cealapa said: Stone Quarry Mine bounty quest is unfinished? I finished all 4 errands (weapons and ammo, collecting biomaterial, catch Vicky, get SM ADN). Because I have to talk to overseer to get an audience with the Overlord and dialogue is broken: Reveal hidden contents Reveal hidden contents Reveal hidden contents It is playable all the way though, although "finished" is a strong word. The console command "Set BCTOverseerStageCounter to 3" Should give the Overseer the dialogue. Also do the console command "Set BCTOverlordStageCounter to 0" . I see I changed the wrong variable in the script, oopsie. Edited yesterday at 11:22 AM by DæmonEyes 2
Cealapa Posted Friday at 11:28 PM Posted Friday at 11:28 PM (edited) 49 minutes ago, DæmonEyes said: For the pet shop, there is a 2 hour in game cooldown between chances. So you can just try to force it if u want. It's a 1/3 chance on leaving. No console command. I just change the timer in the ck to be very short when I'm testing it, though there might be a button to force start approaches on the roof of atomic manor. The building with the big satellite Sounds like I didn't block furniture for that scene and its picking a furniture outside the room. You should be able to lie to the manager and say u have to pee, which should direct you back to the mirror. Is that dialogue not appearing? I do see the dialogue didn't update with the manager after the second fan sex but it's just him saying get back in there in different words. You still have to lie to him. That's basically the end. You just lie and say you have to pee to get past the manager and get back to the mirror. Do you have that option? I do see the dialogue didn't update with the manager after the second fan sex but it's just him saying get back in there in different words. You still have to lie to him. It is playable all the way though, although "finished" is a strong word. The console command "Set BCTHiveOverseerStageCounter to 3" Should give the Overseer the dialogue. I see I changed the wrong variable in the script, oopsie. Yes, I have pee option (tinkle, bathroom slang for children) in dialogue with Manager. I also escaped without problems. But the fact is we are greedy sluts and want to fuck all 6 fans, not to escape 🤣 And we can't pass by some of them (second in my case, a girl) to go further until fuck them all 6. A big THANK YOU for work on Peculiar Pets! I managed to attend VIP party and I understand it's a work in progress: "You know that there isn't any work to do for now but one day in the future there might be". BTW, Atomic Manor looks very promising for a future development (I discovered it since 0.74). I succeeded to enter there using tcl, a very short advance, then tcl off and open the second door. Spoiler Edited Friday at 11:51 PM by Cealapa 1
krlll Posted yesterday at 12:04 AM Posted yesterday at 12:04 AM 3 hours ago, Cealapa said: Stone Quarry Mine bounty quest is unfinished? I finished all 4 errands (weapons and ammo, collecting biomaterial, catch Vicky, get SM ADN). Because I have to talk to overseer to get an audience with the Overlord and dialogue is broken: How do you get blood? I tried killing people but I saw no message about blood.
krlll Posted yesterday at 12:25 AM Posted yesterday at 12:25 AM I forgot to mention earlier that I keep getting a notification saying "Approach is not running." It happened after an approach that I turned down.
Cealapa Posted yesterday at 12:32 AM Posted yesterday at 12:32 AM (edited) 58 minutes ago, krlll said: How do you get blood? I tried killing people but I saw no message about blood. A task I didn't like so much: you must kill citizens and then "harvest" them (mouse over). I use "resurrect" then in console. I would like a more submissive and non combat role for PC, something like Vicky in this particular quest. But I absolutely don't complain, for me BC is by far the most enjoyable quest mod, surpassing even CS and NR. Edited yesterday at 01:05 AM by Cealapa 1
DæmonEyes Posted yesterday at 01:33 AM Author Posted yesterday at 01:33 AM 1 hour ago, krlll said: I forgot to mention earlier that I keep getting a notification saying "Approach is not running." It happened after an approach that I turned down. Is it permanently showing, or just once or twice? Its something i put it in for debugging and forgot to comment out for the release. It was to let me know Approach is trying to fill actors for the next approach event, and hasn't yet succeeded. If its just showing once or twice its working correctly but I do need to edit that debug notification out. 1
DæmonEyes Posted yesterday at 01:38 AM Author Posted yesterday at 01:38 AM (edited) 1 hour ago, krlll said: How do you get blood? I tried killing people but I saw no message about blood. 1 hour ago, Cealapa said: A task I didn't like so much: you must kill citizens and then "harvest" them (mouse over). I use "resurrect" then in console. I would like a more submissive and non combat role for PC, something like Vicky in this particular quest. But I absolutely don't complain, for me BC is by far the most enjoyable quest mod, surpassing even CS and NR. I also only ever tested this on the citizens, but in theory any human you kill should have a prompt on their dead body to extract blood. It checks if the dead actor has the keywords ActorTypeHuman, or ActorTypeSupermutant. The citizens do respawn/ get replaced on there own if they die so don't have to sweat about them too much. Edited yesterday at 01:51 AM by DæmonEyes 1
Wellduhpeople Posted yesterday at 02:06 AM Posted yesterday at 02:06 AM Is there an issue with Mega for anyone else? It gets to 99% decrypting, and then gets stuck. Then it drops back into the 60s.. Anyone else fighting with that? 1
Klobbo Posted yesterday at 07:19 AM Posted yesterday at 07:19 AM 5 hours ago, DæmonEyes said: Is it permanently showing, or just once or twice? Its something i put it in for debugging and forgot to comment out for the release. It was to let me know Approach is trying to fill actors for the next approach event, and hasn't yet succeeded. If its just showing once or twice its working correctly but I do need to edit that debug notification out. Hi, I ran into a similiar problem, i had 1 successfull aproach (hypno approach), after that i entered a building and after leaving i permanently become this message. (Every few seconds). Not sure if i did something special after that. 1
Cealapa Posted yesterday at 08:42 AM Posted yesterday at 08:42 AM 1 hour ago, Klobbo said: Hi, I ran into a similiar problem, i had 1 successfull aproach (hypno approach), after that i entered a building and after leaving i permanently become this message. (Every few seconds). Not sure if i did something special after that. Indeed, only after different types of hypno approach this happens. The message (I posted a screenshot earlier) appears once every 2 or 3 seconds. I use to load a previous save to keep approach system functional. So save frequently.
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