SAC Posted November 10, 2019 Posted November 10, 2019 Just Fuck View File Note: I have developed this in the context of a pacified commonwealth (i.e. all surrounding actors are pacified by a self-friendly faction), but I have hopefully handled pacification during the scene successfully (based on user feedback) If the most up to date version still generates fighting among the actors, then please use this mod with tdetect 0 set in the console === I've always wanted a barebone mod that just fucks the PC (or surrounding females) without conditions / dialogue / stuck navmeshes / dice rolls. Basically just to go around and get randomly fucked by various species. Shenanigans is great, but does not fuck the player. Believe me, I've tried to mod it. Beggar Whore is even greater, I am having a blast with it, but there are a lot of dialogues and dice rolls. Which is very immersive, I've just wanted to also have something simpler. So here goes "Just Fuck". Go. Explore. Get fucked. Rinse and repeat, frequently. Requirements: RSEII Resources and AAF. MCM if you want to tweak options via MCM Heartfelt thank yous: @Flashy (JoeR) @Reginald_001 @EgoBallistic @Tentacus and many others who have created infinitely more complex mods, and have helped me at some point. Also thank you to @maddadicusrex for his constant help during testing / stabilization. What this does: as you get around, at random intervals, it picks two random males, one random female, and the PC (I highly recommend you use this as a female PC - if the PC is male, tough luck, he'll get penetrated a lot... or something, idk) Then there's a dice roll - the probabilities and timers can be tweaked via MCM - the fucked party can be the player, or the random female (no idea what actually happens if the PC is male) - the fucked party gets teleported to the fucking party (so you may get teleported around a lot) - the fucking parties can be both males (a threesome), or just one of them - at this point, the fucking parties can be mixed: humans, "human" ghouls, feral ghouls, supermutants, (feral) dogs - make sure you've got your animation packs ready Currently available mod settings, via MCM: - Mod enable / disable = self-explanatory, what it does when disabled is to just cycle the timer without starting any scenes - Timer duration = duration between scenes, with the addition of a [-30sec .. +30sec] random interval to the set duration (so it doesn't completely turn Pavlovian on fixed intervals) - Scene duration = duration of the sex scene, also with the addition of a [-30sec .. +30sec] random interval to the set duration (the mod handles gracefully if a scene is manually ended sooner, i.e. the actors and timer get reset properly even on a premature scene end) - Threesome probability = self-explanatory, 0 = never threesomes, 100 = always threesomes (provided the relevant animation packs exist, i.e. there is no animation available in any pack for 2 feral ghouls + female) - Fuck the player probability = probability the player gets chosen for the scene, vs the random female; 0 = mod will always pick the random female, 100 = mod will always pick the player (note that if the player is involved in a quest scene, or is already animating, the mod will automatically fallback to the random female) - Notification toggle = toggles the notifications on/off - Timer reset on cell change toggle = ON means timer will auto-reset when the player crosses into a new cell, OFF means the timer will continue running across cells (in theory OFF raises the risk of the timer getting stuck, but I don't think that is very probable) - Mod reset button = releases actors, removes factions and keywords, returns the actors to the initial location and restarts the timer; to be used if the mod seems stuck, but I recommend first ending the sex scene if one is in progress, i.e. I'm not sure the reset works properly if you press it during a sex scene [since v117]: - Female strip probability => probability that the female gets stripped regardless of AAF_equipmentset settings (default 50) - reason for this setting is that in my own game I have disabled female stripping for AAF and strip the females manually if I feel like it, depending on the outfit and scene - Player ragdoll probability => probability that the actor is ragdolled away after the scene (default 50) - Kneel timer duration => how long should the female kneel before a neutral idle is called to prepare for the actual scene (default 7 seconds) - if this is too short, then the female will stand up early waiting for the scene to begin, if too long then the female will stand around in the scene while the males animate; I made this configurable because depending on individual savegame papyrus load, and probably individual CPU speed, the script will run with slightly different speeds and individual finetuning should be applied (Note that this setting will not call the scene earlier or later, it is just meant to synchronize the kneeling/standing phases to the actual scene start (kneeling has a fixed wait of 5 seconds, but AAF takes another 2-3 seconds perform its internal startup sequence, hence the need to finetune)) [since v120] - Allow FF action (disabled by default) => if left disabled, the two actors summoned to fuck the PC / random female NPC will be male; if enabled, the actors may also be female (random) [since v121] - Scan distance for fucker actors (max 2000 units) => lower this if you feel you are getting actors that are too remote Use at your own risk Feedback welcome! Submitter SAC Submitted 11/10/2019 Category Sexual Content Requires AAF.esm, RSEII Resources.esm, MCM 11
Olmech Posted November 11, 2019 Posted November 11, 2019 Loaded this up to try it. First episode with a Raider worked fine. Second time a bloatfly was picked and remained hostile which was a bad thing since I was fresh out of the Vault and I use a mod to make bloatflies shoot missiles instead of maggots. Yeah....that did not end well. But thats cool. Brand new mod and all. Do you plan to offer settings for this via MCM or holotape? Im thinking some of this will need to be tweaked per individual playthrough. ON/OFF toggle would be nice. 1
SAC Posted November 11, 2019 Author Posted November 11, 2019 I don’t know how to do MCM, I’ll look into it. I thought I fixed the race selection, I’ll look again into it. Yes, I’d like this mod to offer customization so I will see what I can come up with in time For the time being, to start/stop via console, search for the main quest help _sac_jf 4 qust it should return two rows, a “main” quest and an “alias” quest stopQuest / startquest <main quest id > to stop and start respectively (I’m on my phone right now and I can’t remember the name, the one without Alias in name)
MrCruelJohn Posted November 11, 2019 Posted November 11, 2019 I am not sure what the fuck this is yet.. but I fuckin' love it! John 1
mcnv Posted November 11, 2019 Posted November 11, 2019 Ah, a pacifist world. Have you encountered any bad bugs in such a concept? Because I always though of a mod where no one will attack first and instead start dialog before fighting. For example the PC walks to concord and a raider was waiting around watching the backs of the other raiders shooting at Preston. He stops you and tells you to give him all you have you can: refuse and fight speech check and lose some items but not fight Or Join the raider and attack Preston or you know the Hunka Chunka. Of course if you pick the attack Preston part, the minute man will ruin it and attack the raiders. now the raiders talking to you will attack because they think you are with the minute man. But I seppose it's easier to loot a corpse rather then a living person.
SAC Posted November 11, 2019 Author Posted November 11, 2019 What's New in Version 1.0.1 Released Just now - Hopefully fixed the race selection, it should not catch bloatflies anymore (please report if it still does) - Added more races. Currently supported races are Human, Ghoul, Dogmeat, FEVHound, Behemoth, Raiderdog, Viciousdog, Supermutant, Feralghoul (of course the outcome will also depend on the combination of these if two males are diced in, and on the animation packs installed) - Moved the RSE_In_Scene keyword handling, from the alias quest, to the script - I don't trust myself handling keywords in quests, I know (a little) more about scripts than quests, hopefully it should work as intended - The script now teleports the actors back to their original location after the scene completes, it was getting messy quickly just gathering actors from all over around the player. Except the player, the player stays where she's been teleported, so far it makes stuff more interesting for me, if it gets annoying for me just getting teleported around I'll also decide to add the feature to return the player as well Please note that I haven't had the time to test the new version at all, just modded it and uploaded, so no idea if it works (as intended) yet
SAC Posted November 11, 2019 Author Posted November 11, 2019 1 hour ago, mcnv said: Ah, a pacifist world. Have you encountered any bad bugs in such a concept? Because I always though of a mod where no one will attack first and instead start dialog before fighting. My pacified commonwealth is a little more brute force than this. I have a cloak spell which adds a pacified faction to all actors around. Basically bloatflies buzz away happily, supermutants just say "go away human" and nobody reacts when shot through the head. I know, lobotomized, but for now this works for me better than the chaos I would ensue through my various shenanigans otherwise
MrCruelJohn Posted November 11, 2019 Posted November 11, 2019 How long pacified? Just curious as if one was a cuffed beggar whore... how much of a head start for pc to run b4 de-cloaking? John
SAC Posted November 11, 2019 Author Posted November 11, 2019 38 minutes ago, MrCruelJohn said: How long pacified? Just curious as if one was a cuffed beggar whore... how much of a head start for pc to run b4 de-cloaking? John My own particular environment is permanently pacified. No cooldown, just permanent. But this is not in any way related to this particular mod. This mod (should) pacify the actors just for the duration of the scene, not earlier, nor later
Olmech Posted November 11, 2019 Posted November 11, 2019 Other thing I am noticing is the threesome animations are kind of borked for me. All the other AAF call mods play them fine but on my end my female character usually ends up servicing a male npc in what would be the position a male would play. Guy in the middle with me on top and guy on bottom. Also all three characters routinely fail to strip. When it is just one male and my female character, everything seems to work great. Kudos for the mod however. Lot of promise here.
MrCruelJohn Posted November 11, 2019 Posted November 11, 2019 1 hour ago, SAC said: My own particular environment is permanently pacified. No cooldown, just permanent. But this is not in any way related to this particular mod. This mod (should) pacify the actors just for the duration of the scene, not earlier, nor later So basically they will teleport out before histile... hostile. And curious. What does permanently pacified mean? Thanks John
justforcensor Posted November 11, 2019 Posted November 11, 2019 6 hours ago, mcnv said: Ah, a pacifist world. Have you encountered any bad bugs in such a concept? Because I always though of a mod where no one will attack first and instead start dialog before fighting. For example the PC walks to concord and a raider was waiting around watching the backs of the other raiders shooting at Preston. He stops you and tells you to give him all you have you can: refuse and fight speech check and lose some items but not fight Or Join the raider and attack Preston or you know the Hunka Chunka. Of course if you pick the attack Preston part, the minute man will ruin it and attack the raiders. now the raiders talking to you will attack because they think you are with the minute man. But I seppose it's easier to loot a corpse rather then a living person. Since adult modding appears in fo4. I always wanted mode that makes fallout 4 a porn game with skill tree and quests and some simple plot like: start game in bathroom with a hasband and "make" him feel more confident about his speach. open the door to the vault tech guy and "convince" him to book the place in the vault while husband is busy. after nuclear strike and waking out the vault meet cortsword and "check" some of his old "functions". "play" with some bloodfly. "Become a friend" of dogmeat. "Distruct" whole groupe of raiders in concord with yourself. Then "chear up" Preston and others in museum. And then"Get addicted" to the deathclaw meat. And this is only the prolog. more you "ehem", more expirience you gain. more skills you learn. Some quest will require a trained female companion as well. What do you think of that?
SAC Posted November 12, 2019 Author Posted November 12, 2019 6 hours ago, justforcensor said: What do you think of that? sounds like a mod I’d like to play myself but it’s way beyond my current abilities. Remember I am just learning how to call in a random threesome. Right?
SAC Posted November 12, 2019 Author Posted November 12, 2019 8 hours ago, Olmech said: Other thing I am noticing is the threesome animations are kind of borked for me. All the other AAF call mods play them fine but on my end my female character usually ends up servicing a male npc in what would be the position a male would play. Guy in the middle with me on top and guy on bottom. Also all three characters routinely fail to strip. When it is just one male and my female character, everything seems to work great. Kudos for the mod however. Lot of promise here. If you've got the time to test, please drop this script version into the scripts folder (it should ask to overwrite) and let me know if it fixes the female position problem. I've only had time to change it now but no time to test https://drive.google.com/open?id=11DOzOeAgc3DUh5o1-wgj2jSkg_xxvm_z For the stripping, please upload your aafsettings.xml and aafequipmentsetdata.xml so I can have a look
SAC Posted November 12, 2019 Author Posted November 12, 2019 7 hours ago, MrCruelJohn said: So basically they will teleport out before histile... hostile. And curious. What does permanently pacified mean? Thanks John I've explained above what it means. Please set up a different topic on pacification and I'll be happy to pitch in with my own implementation, maybe others will too. It's an interesting topic on itself and I'd like to keep this thread focused on the sex mod
Lannister1098 Posted November 12, 2019 Posted November 12, 2019 Love the idea behind this mod. Will wait until more updates are added. :) Thank you for making this mod! 1
maddadicusrex Posted November 12, 2019 Posted November 12, 2019 Tested this. Some initial impressions. I walked up to Raiders and they killed me. Was thinking about your pacified world. Next time, I pacified them and walked among them. Got the "on your knees" and a Super Mutant was teleported in and started a sex scene with me. Raiders killed him in the middle of sex. Next time, 3 nearby settlers were teleported in for a 3some. Raiders threatened and the settlers blinked out. Next time, got endless load screen. Had to nuke game. You need to focus this on our characters immediate area and those folks we are in contact with. How it ought work, if I am in Raiders Camp, all manner of random sex should be in play in that camp. If in a settlement, the same. Raiders should not be teleporting in for sex in the middle of the settlers and the settlers should not be blinking into the Raiders Camp. Just my humble opinion. 1
SAC Posted November 12, 2019 Author Posted November 12, 2019 It’s difficult to tweak the alias quest range, and there are always mutants near raiders (especially in Boston) or near settlements one quick fix would be to play this with tdetect off until I come up with some ideas
Guest Posted November 12, 2019 Posted November 12, 2019 Reference Alias condition: GetDistance == Player <= 1200.0 ; this is typically a good range and limits the choice of available targets for the alias to 1200 game units, which should cover a good radius around the player - definitely NPCs within eye sight.
SAC Posted November 12, 2019 Author Posted November 12, 2019 19 minutes ago, Flashy (JoeR) said: Reference Alias condition: GetDistance == Player <= 1200.0 ; this is typically a good range and limits the choice of available targets for the alias to 1200 game units, which should cover a good radius around the player - definitely NPCs within eye sight. Thank you, will try question about RSE resources: - does RSE in scene do any pacification at all, or just blocks approaches? - does the RSE pacified faction just pacify the member actors, or does it also break aggression towards them by surrounding actors which are not members of the faction? my problem testing this is that my entire commonwealth is a member of the RSE pacified faction by means of a cloak spell. So I cannot really replicate a “common” environment for testing the aggro reactions
Guest Posted November 12, 2019 Posted November 12, 2019 11 minutes ago, SAC said: Thank you, will try question about RSE resources: - does RSE in scene do any pacification at all, or just blocks approaches? - does the RSE pacified faction just pacify the member actors, or does it also break aggression towards them by surrounding actors which are not members of the faction? my problem testing this is that my entire commonwealth is a member of the RSE pacified faction by means of a cloak spell. So I cannot really replicate a “common” environment for testing the aggro reactions 1. InScene keyword is used to block actors from being chosen as reference alias to other RSE mods (or those, like yours, that use the ESM and add the keyword to the actors on the alias level). 2. The faction makes people allied, yes, but it cannot enforce a cessation in hostilities. That is done via a package assigned to aliases with Ignore Combat and Ignore Combat Alert checked (as in, enabled on the package). That forces them to chill out. Although, it doesn't hurt to run a script function to force them to chill out too... just isn't really needed if you use a faction / package combo. However, a cloak spell is not going to apply a package to an NPC unless it forces them into a refcollection alias, which, trust me, for what you are doing, you dont want to use -that alias would likely crash the game once it had 100 NPCs in it. So... I recommend this - use this, or add it to your existing magic effect script on the cloak. Essentially, it will chill the fuck out whoever is receiving the cloak spell. And then resets them back to normal once the spell is removed from them (if it ever is). --- begins --- Actor VictimActor Int OriginalAggression Event OnEffectStart(Actor akTarget, Actor akCaster) VictimActor = akTarget OriginalAggression = VictimActor.GetValue(Game.GetAggressionAV()) as Int VictimActor.SetValue(Game.GetAggressionAV(), 0) VictimActor,StopCombat() VictimActor,StopCombatAlert() VictimActor.EvaluatePackage() EndEvent Event onEffectFinish(Actor akTarget, Actor akCaster) VictimActor.SetValue(Game.GetAggressionAV(), OriginalAggression) VictimActor.EvaluatePackage() EndEvent --- ends ---
mcnv Posted November 12, 2019 Posted November 12, 2019 10 hours ago, justforcensor said: Since adult modding appears in fo4. I always wanted mode that makes fallout 4 a porn game with skill tree and quests and some simple plot like: start game in bathroom with a hasband and "make" him feel more confident about his speach. open the door to the vault tech guy and "convince" him to book the place in the vault while husband is busy. after nuclear strike and waking out the vault meet cortsword and "check" some of his old "functions". "play" with some bloodfly. "Become a friend" of dogmeat. "Distruct" whole groupe of raiders in concord with yourself. Then "chear up" Preston and others in museum. And then"Get addicted" to the deathclaw meat. And this is only the prolog. more you "ehem", more expirience you gain. more skills you learn. Some quest will require a trained female companion as well. What do you think of that? Not quite what I thought up. I think what you want is a fallout 4 equivalent to TTW Quest Overhaul (which is definitely a great mod). About the stats... well if it's managed well enough and no "grinding" was needed I would approve of it (Kinda like skyrim's succubus heart mod). What I thought of is a mod that gives the player the option of never attacking anyone even in random encounters in the wild. a universal confront before attacking, after all why bust down a door when you can open it with a key. This is off topic we should stop.
SAC Posted November 12, 2019 Author Posted November 12, 2019 @Flashy (JoeR) to clarify, I do not want to include a cloak into this mod, I’ve only made a cloak once, it’s a pain in the ass which I don’t know if I can replicate and I think it’s overkill for this mod. As for my own cloak (again not included here) just adding the target of the mgef into the RSE faction works just fine, nobody’s fighting anybody. The easiest way to do it I think it’s triggering tdetect off before the scene and back on after the scene, but I’m not sure if tdetect can be called from papyrus? Is it a game setting? Are you aware of any faction or keyword that makes the actors ignore others and more importantly being ignored by others, aggro-wise? I would add those on the scene begin and remove once the scene is over Otherwise I would just recommend playing this mod with tdetect off and park the issue for now, at least until the sex part is stable and more ideas emerge around pacification.
Guest Posted November 12, 2019 Posted November 12, 2019 35 minutes ago, SAC said: @Flashy (JoeR) to clarify, I do not want to include a cloak into this mod, I’ve only made a cloak once, it’s a pain in the ass which I don’t know if I can replicate and I think it’s overkill for this mod. As for my own cloak (again not included here) just adding the target of the mgef into the RSE faction works just fine, nobody’s fighting anybody. The easiest way to do it I think it’s triggering tdetect off before the scene and back on after the scene, but I’m not sure if tdetect can be called from papyrus? Is it a game setting? Are you aware of any faction or keyword that makes the actors ignore others and more importantly being ignored by others, aggro-wise? I would add those on the scene begin and remove once the scene is over Otherwise I would just recommend playing this mod with tdetect off and park the issue for now, at least until the sex part is stable and more ideas emerge around pacification. Add EVERYONE to the CaptiveFaction. Everyone will be friends. No more fighting. Ever. This is a base game faction used to make settlers / raiders friendly during kidnapped settler quests. But it also makes EVERY enemy type in the game, more or less, friendly if they are all in it. I use it for pacification during CSA events and player abductions. And Raider Pet uses it to make the player and raiders friendly. Its safe. Try it!
SAC Posted November 12, 2019 Author Posted November 12, 2019 Ok. So add the sex actors in captive before the scene and removing them from captive after the scene. I’ll do that, thank you 1
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