Nina_Mercer Posted August 11, 2022 Posted August 11, 2022 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.
EgoBallistic Posted August 11, 2022 Author Posted August 11, 2022 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.
Nina_Mercer Posted August 13, 2022 Posted August 13, 2022 On 8/11/2022 at 12:50 AM, EgoBallistic said: Download the whistle sound replacer from this mod's downloads page. Oh, didn't know there was a replacer. Thanks for making it a loose file though... Screen Recording (8-12-2022 11-10-43 PM).mp4
spicydoritos Posted August 27, 2022 Posted August 27, 2022 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?
EgoBallistic Posted August 27, 2022 Author Posted August 27, 2022 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. 1
Slorm Posted November 13, 2022 Posted November 13, 2022 (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 November 13, 2022 by Slorm
1337DragonWolf Posted December 13, 2022 Posted December 13, 2022 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.
draeneis Posted January 2, 2023 Posted January 2, 2023 Hi thanks for the mod and the whistle replacer. I would rather have no whistling so I made this file and it works. Here it is in case anyone else wants it. Thanks. Whistle Sound Remover.7z 1
3125Balaur Posted January 12, 2023 Posted January 12, 2023 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
blinkmoth Posted March 11, 2023 Posted March 11, 2023 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. 1
nunyabidnez Posted May 30, 2023 Posted May 30, 2023 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?
vaultbait Posted May 30, 2023 Posted May 30, 2023 (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 May 31, 2023 by vaultbait 2
louisthird Posted June 1, 2023 Posted June 1, 2023 FYI, For Assimilation I added a feature to have the player clap around other NPCs having sex giving you more reputation in your faction. IMO giving a reason why everyone is doing all that clapping. ?
EgoBallistic Posted June 1, 2023 Author Posted June 1, 2023 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. 3
eflat01 Posted June 2, 2023 Posted June 2, 2023 (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 June 3, 2023 by eflat01 1
chelzmcnamara Posted June 12, 2023 Posted June 12, 2023 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?
EgoBallistic Posted June 12, 2023 Author Posted June 12, 2023 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.
chelzmcnamara Posted June 12, 2023 Posted June 12, 2023 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?
EgoBallistic Posted June 12, 2023 Author Posted June 12, 2023 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
chelzmcnamara Posted June 15, 2023 Posted June 15, 2023 On 6/12/2023 at 3:39 AM, EgoBallistic said: No. It only happens during animations started by Violate itself though. It turned out to be MCG. Thanks! 1
ptmc2112 Posted July 22, 2023 Posted July 22, 2023 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.
vaultbait Posted July 22, 2023 Posted July 22, 2023 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.
ptmc2112 Posted July 23, 2023 Posted July 23, 2023 (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 July 23, 2023 by ptmc2112
vaultbait Posted July 23, 2023 Posted July 23, 2023 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). 1
ptmc2112 Posted July 24, 2023 Posted July 24, 2023 (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 July 24, 2023 by ptmc2112
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