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Posted

How do you make the spectators stop with the fucking whistles?

I don't get the point of the whistles, and they're incredibly headache inducing... at least, when you've got a bunch of settlers, and you're fucking one of them.

Posted
3 hours ago, Nina_Mercer said:

How do you make the spectators stop with the fucking whistles?

I don't get the point of the whistles, and they're incredibly headache inducing... at least, when you've got a bunch of settlers, and you're fucking one of them.

 

Download the whistle sound replacer from this mod's downloads page.

  • 2 weeks later...
Posted

Hey I have a technical question if you don't mind.  I'm playing around with filling RefCollectionAliases by starting and stopping their quest via script.  In my search for examples, I noticed that Spectators makes a point of clearing (RemoveAll) the RCA's before stopping the related quest. 

 

My understanding is that stopping the quest automatically clears any associated aliases or RCA's.  If correct, is your technique akin to a "belt and suspenders" method to deal with FO4's finicky engine?  Or is there some specific technical benefit to clearing the RCA's before stopping their quest?

Posted
4 hours ago, spicydoritos said:

Hey I have a technical question if you don't mind.  I'm playing around with filling RefCollectionAliases by starting and stopping their quest via script.  In my search for examples, I noticed that Spectators makes a point of clearing (RemoveAll) the RCA's before stopping the related quest. 

 

My understanding is that stopping the quest automatically clears any associated aliases or RCA's.  If correct, is your technique akin to a "belt and suspenders" method to deal with FO4's finicky engine?  Or is there some specific technical benefit to clearing the RCA's before stopping their quest?

 

It was just me being extra paranoid to ensure NPCs didn't get AI packages stuck on them.

  • 2 months later...
Posted (edited)

Not sure how I missed this neat mod.

 

Just a quick question. I assume that the Residents in Diamond City (the unnamed ones just called Resident) are classed as unique like the named ones (Arturo, Myrna etc) as with the default unique toggle set to off no one gathers? Maybe because they have some of their own spoken dialogue.

 

EDIT:

 

For a future update might be an idea to add a slider for the chances of Spectators occurring, sometimes people simply ignore something happening on the street.

Edited by Slorm
  • 1 month later...
Posted

A "Line-of-Sight Required" option would be appreciated, as I have Harassment installed, so getting caught having sex can lead to blackmail, and I added Spectators hoping for a sort of "when it rains, it pours" punishment for getting caught, or for getting cornered in the street. Backing into the far wall of the room you rented in the Dugout Inn to prevent people from catching you, only for the entirety of the inn to gather around you inside the room to watch anyway, is an exasperating experience.

  • 3 weeks later...
  • 2 weeks later...
Posted
On 12/13/2022 at 10:18 PM, 1337DragonWolf said:

A "Line-of-Sight Required" option would be appreciated, as I have Harassment installed, so getting caught having sex can lead to blackmail, and I added Spectators hoping for a sort of "when it rains, it pours" punishment for getting caught, or for getting cornered in the street. Backing into the far wall of the room you rented in the Dugout Inn to prevent people from catching you, only for the entirety of the inn to gather around you inside the room to watch anyway, is an exasperating experience.

I think you could just lower the radius for the time being, but that option would be really cool. I just "roleplay" them busting into the room as the heroine being really loud when she does stuff, so she attracts attention

  • 1 month later...
Posted

Hi EgoBallistic, if you have plans to expand the functionality of this mod, it would be interesting to see the addition of the audience masturbation functionality and, if possible, implement an approach with a proposal to continue with him.

  • 2 months later...
Posted

Will this draw spectators regardless of whether you're out in the open or not?  Like, for instance, if you're in one of the rentable rooms in the Dugout with the door closed, will it drag everyone from inside the dugout into your room if you're having sex?  Or does there have to be a clear line of sight for the spectators to be triggered?

 

Posted (edited)
19 hours ago, nunyabidnez said:

Will this draw spectators regardless of whether you're out in the open or not?  Like, for instance, if you're in one of the rentable rooms in the Dugout with the door closed, will it drag everyone from inside the dugout into your room if you're having sex?  Or does there have to be a clear line of sight for the spectators to be triggered?

 

 

Yes, it absolutely will. I was turning tricks with TSEX-Hardship in that very rented room yesterday, and kept drawing an audience for each and every sex act. I should have charged admission, then I could finally afford to get this damned shock collar removed. ?

Edited by vaultbait
Posted

New Version 1.4 Uploaded

 

Spectators will stop cheering and return to their normal routine when the game is loaded. 

 

Any AAF scenes that were running when the game was saved are stopped when the game loads, but AAF doesn't send a scene stop event when this happens.  This caused spectators to keep standing around cheering until a new AAF scene stopped and started.  This is now fixed.

Posted (edited)
On 6/1/2023 at 5:50 AM, EgoBallistic said:

New Version 1.4 Uploaded

 

Spectators will stop cheering and return to their normal routine when the game is loaded. 

 

Any AAF scenes that were running when the game was saved are stopped when the game loads, but AAF doesn't send a scene stop event when this happens.  This caused spectators to keep standing around cheering until a new AAF scene stopped and started.  This is now fixed.

 

Nice fix.

 

 

Yes, I've noticed that AAF does not stop a scene on a save nor does it seem to if you travel away really - i.e. if you run far away really fast or on lower difficulties use quick travel.

 

Thus sometimes you may end up with npc's undressed when you return or if you've commonwealth captives when you zone in you find them wearing ropes etc... and not the clothes you last dressed them in.  In the later case I check to see if a scene is going on I don't know about and bring up the aff menu and force it to end before I leave the area. . It would be nice if aaf did some capturing of the event like fast travel and did some housekeeping itself if the later case. I do not recall sexlab on Skyrim or Sexout on FNV having this issue as much. Then again I'm sure most mods had to take care of it themselves, but seems it should be part of the frame-work or a practiced use of it to clean up.

 

Edited by eflat01
  • 2 weeks later...
Posted

I don't have this mod but I get all of its features during AAF animations. The NPCs all gather around, start clapping and whistling. What other mod has this already pre-installed?

Posted
3 hours ago, chelzmcnamara said:

I don't have this mod but I get all of its features during AAF animations. The NPCs all gather around, start clapping and whistling. What other mod has this already pre-installed?

 

AAF Violate has a similar system.  I think maybe M.C.G. has one as well, but it's been a long time since I looked at that mod.

Posted
3 hours ago, EgoBallistic said:

 

AAF Violate has a similar system.  I think maybe M.C.G. has one as well, but it's been a long time since I looked at that mod.

Is there a way to turn the feature off in AAF Violate settings? 

Posted
1 hour ago, chelzmcnamara said:

Is there a way to turn the feature off in AAF Violate settings? 

 

No.  It only happens during animations started by Violate itself though.

  • 1 month later...
Posted

Is there any way to stop certain NPCs from being included (possibly by adding a keyword to the NPC) from participating, even if in the scan range?

 

I ask cause an NPC added by Diamond City Robot Workbench adds an NPC, who isn't even marked as a unique, to diamond city, has 0 packages, and so if included, gets stuck cause there's nothing telling him to go back once this mod stops including him.

 

As I haven't been able to script, I'd make the patch myself, but currently, there's no way for me to do it.

Posted
16 minutes ago, ptmc2112 said:

Is there any way to stop certain NPCs from being included (possibly by adding a keyword to the NPC) from participating, even if in the scan range?

 

I ask cause an NPC added by Diamond City Robot Workbench adds an NPC, who isn't even marked as a unique, to diamond city, has 0 packages, and so if included, gets stuck cause there's nothing telling him to go back once this mod stops including him.

 

As I haven't been able to script, I'd make the patch myself, but currently, there's no way for me to do it.

 

Rather than scripting  workaround in Spectators, you could use the CK to patch that actor and add a basic behavior package that tells him to return to his editor location.

Posted (edited)
12 hours ago, vaultbait said:

 

Rather than scripting  workaround in Spectators, you could use the CK to patch that actor and add a basic behavior package that tells him to return to his editor location.

If i knew how I would. So far the only edits I've made were using FO4Edit.

Edited by ptmc2112
Posted
1 minute ago, ptmc2112 said:

If i knew how I would. So far the only edits I've made were using FO4Edit.

 

It can probably also be done with FO4Edit/zEdit if you're proficient enough with them, there's probably a behavior package field somewhere in the NPC record, I don't recall off the top of my head. In the CK you'd just find them in the actors list, edit and switch to their packages tab, then add a package and pick something like "travel to editor location" (the name is something along those lines anyway, should be easy to spot).

Posted (edited)
On 7/22/2023 at 10:38 PM, vaultbait said:

 

It can probably also be done with FO4Edit/zEdit if you're proficient enough with them, there's probably a behavior package field somewhere in the NPC record, I don't recall off the top of my head. In the CK you'd just find them in the actors list, edit and switch to their packages tab, then add a package and pick something like "travel to editor location" (the name is something along those lines anyway, should be easy to spot).

Yeah, it was DefaultStayAtEditorLocation, which did work. I also saw a versions with NoCombat, NoInterrupt, and TightRadius at the end of it, which I assume the 1st prevents the npc from engaging in combat, I assume the 2nd one prevents the npc from joining as a spectator, and not sure what the 3rd one does. I didn't test those, though.

Edited by ptmc2112

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