xyzxyz Posted August 26, 2020 Posted August 26, 2020 Have you added any consequences for the attitude answer options yet?
Akor Posted August 26, 2020 Author Posted August 26, 2020 @MrCruelJohn Quote If Violate is installed bimbo collar has chance for auto surrender during combat. I have so much trouble dealing with friendly NPC and you now you want me to deal with hostile NPC too... you are killing me ;D Quote Need to lock the bimbo collar so nothing can remove it, such as other collars being locked on. I don't know if you can 100% prevent other mods from equipping/unequipping stuff. You can probably track changes and then revert it but hen you can end up in situations where 2 mods trying to equip their collar... Maybe make the collar not locked and do something with the addiction/conditioning mechanic. So you the PC can always remove it but depending on his addiction/conditioning level she gets a debuff/negative effect which makes her really weak so she probably wants to wear a collar... Quote I have same issue. Pillory also doesn't lock. And only one time. I thought perhaps would keep going to some number till mistress was happy. I ended up killing the npc the end the event. But you are using a v0.3.x version right? Got a papyrus.log from when this happend?
Akor Posted August 26, 2020 Author Posted August 26, 2020 @xyzxyz Quote Have you added any consequences for the attitude answer options yet? Yes, it affects event frequency and bad karma gain/loss. PC Attitude At the end of most events you usually get a dialog where you could pick some option to set the PC attitude/mood (positive|negative, submissive|disobedient). This has the following effects: Positive|Submissive attitude Trigger events at a higher rate (more frequent events) Completing events will reduce bad karma at a higher rate Demand or canceling events will give more bad karma Negative|Disobedient attitude Trigger events at a lower rate (less frequent events) Completing events will reduce bad karma at a lower rate Demand or canceling events will give less bad karma 1
MrCruelJohn Posted August 26, 2020 Posted August 26, 2020 25 minutes ago, Akor said: @MrCruelJohn I have so much trouble dealing with friendly NPC and you now you want me to deal with hostile NPC too... you are killing me ;D I don't know if you can 100% prevent other mods from equipping/unequipping stuff. You can probably track changes and then revert it but hen you can end up in situations where 2 mods trying to equip their collar... Maybe make the collar not locked and do something with the addiction/conditioning mechanic. So you the PC can always remove it but depending on his addiction/conditioning level she gets a debuff/negative effect which makes her really weak so she probably wants to wear a collar... But you are using a v0.3.x version right? Got a papyrus.log from when this happend? No, not hard. Bimbo true. Combat true. Roll chance, set condition to hand off to violate. @EgoBallistic probably tell you what to send to Violate to hand off. Yes, .3+ think .3.14? At work so not sure. I didnt grab log and did complete reinstall for a competition... sorry. There are 2 collars nor easily removed. Slave collar from dd and shock collar from real handcuffs. I just meant the bimbo is on like decoration instead of like these 2. If on, devious wasteland won't unequipp the slave collar etc. Just meant not so easily taken on or off. But if you consequences for not wearing bimbo then this is small issue. John 1
EgoBallistic Posted August 26, 2020 Posted August 26, 2020 41 minutes ago, Akor said: Quote If Violate is installed bimbo collar has chance for auto surrender during combat. I have so much trouble dealing with friendly NPC and you now you want me to deal with hostile NPC too... you are killing me ;D I like that idea. Violate's surrender function is on an alias, so calling it without a dependency is a little complicated. Here is the code if you want to add the feature: If Game.IsPluginInstalled("AAF_Violate.esp") GlobalVariable AFV_Global_Perversion = Game.GetFormFromFile(0x002E09, "AAF_Violate.esp") as GlobalVariable AFV_Global_Perversion.SetValue(0.0) Quest FPV_Player = Game.GetFormFromFile(0x000F99, "AAF_Violate.esp") as Quest ReferenceAlias FPV_PlayerAlias = FPV_Player.GetAlias(0) as ReferenceAlias ScriptObject FPV_OnHitScript = FPV_PlayerAlias.CastAs("FPV_OnHit") Var[] FPVArgs = new Var[0] FPV_OnHitScript.CallFunction("ForceSurrender", FPVArgs) EndIf The first two lines are optional, but I figured you might want to do it. It forces the "rounds until perversion" to zero so the player immediately acts submissive to the aggressors. The ForceSurrender() function checks whether a violation scene is already running, so it is safe to call any time. 1
OmniMiss Posted August 26, 2020 Posted August 26, 2020 Probably not my place to chime in), but yeah the pillory problem... Not a programmer here, but it maybe some kind of run on script/ missing bracket kinda thing. I.e. the "... for caps" quest is dormant. no quest for pillory is actually running, animation for pillory goes on forever, unless AAF->"end". Then straggling/following participants until disabled (but one is often unique and that is bad). Pillory quest has not closure, "good job..." dialogue. Causes weirdness with other scripts aftterwards, like AFT/Global stash hotkey unequiping instead of activating. So something appears to go off the rails from there on out. It worked in older versions 3.2 or so. So something in there is likely being skipped/missed. Option to skip/disable a segment/task would help as a debugger too. (want to get to what happens after this). As a side note: Though a great idea, the pillory is kind of a painful segment anyway, since they are not readily available. Was going to try a hand at a plugin installing them in key locations, but its all half-baked. Once you build one everyone sticks their head in it. Zaz Animations are borked. Usable Pillories doesn't have whatever bdh is looking for... As for violate, why not just surrender with a hotkey? If they are submissive enough they skip rounds to perversion anyway, if not they will learn. And for Collar there is Protected equipment setting ini in AAF folde. IDK, think you just copy one, name it bdh_protectedequipment.ini and put the formID of the collar in there, or something. BTW; the collar/misc is not always compatible with Hardship. IMHO, Between this and Hardship is a perfect mod wanting to come into existence. 1
stas2503 Posted August 27, 2020 Posted August 27, 2020 10 hours ago, Akor said: ## 2020-08-26 * ```Boston Devious Helper v0.3.15.7z``` People who had problems with v0.3.14 not working at all need a clean save | new game! Otherwise it should be OK to just update to v0.3.15. ### Changed * Fixed problem introduced with v0.3.14 with a hard dependency to RSEII:CSA that caused BDH to stop working when RSEII:CSA was not installed (Thanks for figuring this out @EgoBallistic !) * Fixed bug with Bimbo Cum Toilet dialog ('Follow me' option didn't work) * Fixed issue with events getting stuck in a black loading screen. Boston Devious Helper v0.3.15 Ru.7z 1
izzyknows Posted August 27, 2020 Posted August 27, 2020 2 hours ago, threethreethree111 said: @Akor Haha had no idea that the papyrus logs did that. Here's the are actual ones. Papyrus.2.logPapyrus.3.log Have you updated to v3.15 and started a new game? Papyrus2, shows 3.11
Akor Posted August 27, 2020 Author Posted August 27, 2020 @threethreethree111 You have some mods that generate tons of errors in the log (simsettlements & Amazing FollowerTweaks?). I don't think they are responsible for the problem but they spam the log like crazy As far as I can see the helper and slutwalk quest is working, it's only the companion that won't give tasks? You did change some settings right, if so what did you change? Maybe upload your INI so I can take a look. ..\Data\MCM\Settings\Boston Devious Helper.ini
KyLeeKu Posted August 27, 2020 Posted August 27, 2020 39 minutes ago, Akor said: @threethreethree111 You have some mods that generate tons of errors in the log (simsettlements & Amazing FollowerTweaks?). I don't think they are responsible for the problem but they spam the log like crazy As far as I can see the helper and slutwalk quest is working, it's only the companion that won't give tasks? You did change some settings right, if so what did you change? Maybe upload your INI so I can take a look. ..\Data\MCM\Settings\Boston Devious Helper.ini I had similar issues when using AFT. Companion stuff would work with one companion but, as soon as recruiting multiple companions stuff would glitch. Companions other than the original dom would try to give a task. After that no companion would try to give tasks. Slutwalk was still active and helper stuff still worked. This was on a new game build when I switched from using NMM to MO2 early this year. It had worked ok prior to that with no problems. Then I remembered that I stopped using AFT with FO4 a long time ago because of other bugs and had switched to unlimited companion framework. Forgot about that when making new game build this year. I switched from AFT to UCF again and works as expected. Only the original companion ever tries to assign tasks and works consistently (had to start a new game though. Can't just switch multiple follower mods mid game). 1
Akor Posted August 28, 2020 Author Posted August 28, 2020 @OmniMiss Quote It worked in older versions 3.2 or so. So something in there is likely being skipped/missed But I didn't change anything in the Pillory script since in that version or later I think it's probably some animation not starting and then the event gets stuck and you get the effects described (NPCs following forever, no event outro dialog)... Quote Option to skip/disable a segment/task would help as a debugger too. I don't think so... Everyone then will just disable events/tasks that they have issues with and not report or give feedback Quote As for violate, why not just surrender with a hotkey? I'm pretty sure violate already has a hotkey. I think what @MrCruelJohn wanted was some event/scene that implies that the Bimbo Collar made the PC surrender... Quote As a side note: Though a great idea, the pillory is kind of a painful segment anyway, since they are not readily available. I think I come to the same conclusion, I will look through it at the weekend if I can somehow make it more reliable and if I can't figure anything out I will probably just disable the pillory event for now...
Akor Posted August 28, 2020 Author Posted August 28, 2020 13 hours ago, KyLeeKu said: I had similar issues when using AFT. Companion stuff would work with one companion but, as soon as recruiting multiple companions stuff would glitch. Companions other than the original dom would try to give a task. After that no companion would try to give tasks. Slutwalk was still active and helper stuff still worked. This was on a new game build when I switched from using NMM to MO2 early this year. It had worked ok prior to that with no problems. Then I remembered that I stopped using AFT with FO4 a long time ago because of other bugs and had switched to unlimited companion framework. Forgot about that when making new game build this year. I switched from AFT to UCF again and works as expected. Only the original companion ever tries to assign tasks and works consistently (had to start a new game though. Can't just switch multiple follower mods mid game). @threethreethree111 Maybe I was wrong and it is an compatibility issue with AFT. Did you switch followers like KyLeeKu?
Akor Posted August 28, 2020 Author Posted August 28, 2020 @EgoBallistic GlobalVariable AFV_Global_Perversion = Game.GetFormFromFile(0x002E09, "AAF_Violate.esp") as GlobalVariable AFV_Global_Perversion.SetValue(0.0) What is the Perversion value doing? Can I make the surrender in 2 stages with BDH doing something in between? 1. Viloate -> Stop combat / cease fire?? 2. BDH -> Bimbo Collar activation | some dialog/voice from the bimbo collar 3. Violate -> Surrender script
Akor Posted August 28, 2020 Author Posted August 28, 2020 @MrCruelJohn Quote But if you consequences for not wearing bimbo then this is small issue. I think I would prefer giving buffs/debuffs or other consequences and not locking the collar... It's much easier to implement and I don't have to worry about other mods also triying to equip something in the neck slot...
MrCruelJohn Posted August 28, 2020 Posted August 28, 2020 1 hour ago, Akor said: @MrCruelJohn I think I would prefer giving buffs/debuffs or other consequences and not locking the collar... It's much easier to implement and I don't have to worry about other mods also triying to equip something in the neck slot... I agree. I would just make it a hard debuff, considering the brainwashing addictive nature. Meaning the bimbo cannot escape and has to return or there is punishment. The PC can resist early but after awhile, there is no escape. The path has been chosen. Buffs lighter so the PC isn't overpowering. The whole becoming an addicted mindless sex bimbo seems to be the direction your mod is going. And I think it is a super mod and I sincerely thank you. John Ps. The hide and seek. Finally had this and until I figured it out, what a comedy as I was labeled a cheater! Your imagination is wonderful. 1
MrCruelJohn Posted August 28, 2020 Posted August 28, 2020 14 hours ago, KyLeeKu said: I had similar issues when using AFT. Companion stuff would work with one companion but, as soon as recruiting multiple companions stuff would glitch. Companions other than the original dom would try to give a task. After that no companion would try to give tasks. Slutwalk was still active and helper stuff still worked. This was on a new game build when I switched from using NMM to MO2 early this year. It had worked ok prior to that with no problems. Then I remembered that I stopped using AFT with FO4 a long time ago because of other bugs and had switched to unlimited companion framework. Forgot about that when making new game build this year. I switched from AFT to UCF again and works as expected. Only the original companion ever tries to assign tasks and works consistently (had to start a new game though. Can't just switch multiple follower mods mid game). AFT actually modifies the vanilla companion script and can break this system. It has been mentioned in many other mods and forums... dont use it. Old, not updated, not supported, and breaks the vanilla companion system. The sooner people stop using it, the less issues will occur. I know, some survival stuff. Use skk50 mods. Wont break game and give you what you want. Change isn't bad, just different. John
MrCruelJohn Posted August 28, 2020 Posted August 28, 2020 2 hours ago, Akor said: @OmniMiss But I didn't change anything in the Pillory script since in that version or later I think it's probably some animation not starting and then the event gets stuck and you get the effects described (NPCs following forever, no event outro dialog)... I don't think so... Everyone then will just disable events/tasks that they have issues with and not report or give feedback I'm pretty sure violate already has a hotkey. I think what @MrCruelJohn wanted was some event/scene that implies that the Bimbo Collar made the PC surrender... I think I come to the same conclusion, I will look through it at the weekend if I can somehow make it more reliable and if I can't figure anything out I will probably just disable the pillory event for now... yes already a hockey. Much like an old RSE mod, when you become addicted to big green cock, you cannot fight them because you surrender and submit. The idea was only that if you are a bimbo, the chance you will just give up and surrender to the enemy is you mind is controlled by the collar. You the bimbo have no choice. Imagine in a hot battle, bimbo collar says "naughty vaultslu111, fuck not fight" zaps you, disarms you, and you surrender. Violate was the suggestion for a handoff so akor doesn't have to include what Violate already provides. @EgoBallisticalso provided lines for setting to submissive perversion.. much like most of us have Just Fuck. There could be integration with that... yoy don't have the collar, walking along exploring, and random dudes pop in. Makes one want to find a companion and back to the collar. Or if have collar on, a bimbo event of randomness. Even randomly turning on Bump Ride. Can be situational annoying and awkward, but if you are strolling through diamond city, oops bumped into an npc, marketplace fun because the skin on skin contact was such a turnon. There are many ways to include other features without having to do more in this mod. John 1
EgoBallistic Posted August 28, 2020 Posted August 28, 2020 2 hours ago, Akor said: What is the Perversion value doing? The Perversion value changes the dialogue lines the player speaks. Normally the player will plead or be angry with the captors. In the MCM you can set a "Rounds until perversion". If the player is violated that many times in one surrender event, the dialogue will change to horny and submissive. It's sort of like a "mind break" scenario. By setting it to zero the player uses the horny and submissive dialogue from the start. 2 hours ago, Akor said: Can I make the surrender in 2 stages with BDH doing something in between? 1. Viloate -> Stop combat / cease fire?? 2. BDH -> Bimbo Collar activation | some dialog/voice from the bimbo collar 3. Violate -> Surrender script Hmm. It's not really set up to work that way. There is a main surrender function that manages the overall event, and that function calls the pacification function and all the other functions that take place. It is not structured in a way that allows pacifying separately from the rest of the surrender events.
MrCruelJohn Posted August 28, 2020 Posted August 28, 2020 4 hours ago, EgoBallistic said: The Perversion value changes the dialogue lines the player speaks. Normally the player will plead or be angry with the captors. In the MCM you can set a "Rounds until perversion". If the player is violated that many times in one surrender event, the dialogue will change to horny and submissive. It's sort of like a "mind break" scenario. By setting it to zero the player uses the horny and submissive dialogue from the start. Hmm. It's not really set up to work that way. There is a main surrender function that manages the overall event, and that function calls the pacification function and all the other functions that take place. It is not structured in a way that allows pacifying separately from the rest of the surrender events. Maybe with the lets get out if the pacification could be extended till bdh event complete? And on complete, auto trigger violate again per akors post? Teleport. Bad ending or csa would be the alternative... Not sure if bdh could call pacification without it being a violate surrender, enemies not hostile, bdh event, event over, call auto surrender, violate. Conclusion... John
MarkTrolic Posted August 29, 2020 Posted August 29, 2020 hey u have a amazing mod man! but im having trouble with the voice mods: it appears that when i enable the voice mods the game crashes on the loading screen. note: it makes sounds and everything but for a second then crashes
MarkTrolic Posted August 29, 2020 Posted August 29, 2020 1 minute ago, MarkTrolic said: hey u have a amazing mod man! but im having trouble with the voice mods: it appears that when i enable the voice mods the game crashes on the loading screen. note: it makes sounds and everything but for a second then crashes one more thing: after triggering a npc quest then kill them it will result in the npc teleport with you every where
izzyknows Posted August 29, 2020 Posted August 29, 2020 3 hours ago, MarkTrolic said: hey u have a amazing mod man! but im having trouble with the voice mods: it appears that when i enable the voice mods the game crashes on the loading screen. note: it makes sounds and everything but for a second then crashes What voice mods are you using? Wait.. you mean the silent voice files? You might want to manually install them as there are a LOT of them, and MM's can fork it up.
izzyknows Posted August 29, 2020 Posted August 29, 2020 3 hours ago, MarkTrolic said: one more thing: after triggering a npc quest then kill them it will result in the npc teleport with you every where Well, don't kill em. LOL Akor might be able to put a check to end the task.. dunno.. In the mean time, just disable & markfordelete them. 1
Polonium Posted August 29, 2020 Posted August 29, 2020 Hi, is there a way to do a clean uninstall of this mod? I think I accidentally had it enabled when I was playing and I'd like to either remove or disable it if that is possible, thanks.
Akor Posted August 29, 2020 Author Posted August 29, 2020 @EgoBallistic @MrCruelJohn Quote Hmm. It's not really set up to work that way... Ok, no problem I think I'll just let the collar activate while in combat and tell the PC that automatic surrender is imminent... Maybe the PC get's a countdown... Then the PC has a couple of seconds to finish/win the encounter or she will auto surrender... 1
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