DocClox Posted June 13, 2020 Author Posted June 13, 2020 4 hours ago, death said: id love to see one for Geneva and Eve also if u mind a suggestion id love a tattoo for a pack mule or pack horse kind of slave and a maid one Would this do for your pack mule? I was planning on adding it with the next release. Any ideas about what you'd like to see on a maid tat or top? I'll give it some thought, but nothing springs immediately to mind. I can add the names. Things are a bit slowed at the moment because I'm waiting for a fusion girl before re-doing all those textures. I suppose I could do a few CBBE additions though.
death Posted June 13, 2020 Posted June 13, 2020 I like it but I kind of feel like it misses out on a lot with out the top since I use only the tattoo one also would be nice if Isabel Cruz was added to the list ill try and think of some thin for the maid one could be some thing along the lines of serving ones master like how the security one is ready to lay my life down for my master
DocClox Posted June 13, 2020 Author Posted June 13, 2020 I could do a variant with "Fuck Donkey" written on the mons, I suppose. Isabel would be a worthy addition to the names list. Don't know why I didn't think of that myself
death Posted June 24, 2020 Posted June 24, 2020 I replaced some of the portraits in game for special parts of my settlement for instance the bottom one is to mark a slave market in my settlement I went with the idea that a lot of peps in fo4 would logically be illiterate hence a painting would be better thought it may be a idea u might like
DocClox Posted June 25, 2020 Author Posted June 25, 2020 Nice! I parlicularly like the "Leash Laws" one. Where'd you find the image? I could be persuaded to add that to the mod
death Posted June 26, 2020 Posted June 26, 2020 off of tumbler a long time ago I can just send u the file E:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Textures\SetDressing\PaintingsGeneric that's where it should go just replace e with c PaintingGeneric04_d.dds
DocClox Posted June 27, 2020 Author Posted June 27, 2020 Thanks for that. I was thinking that rather than replace a picture, I'd just make a new sign. I made a batch of them a while back: I wonder if I can make a version of the sanctuary speed limit signs with that graphic. I can't see why not.
DocClox Posted June 27, 2020 Author Posted June 27, 2020 Yeah, that worked This was going to be part of the next release, but it works stand-alone. Basically it's the two variants of the sign shown above, plus the "cheap sluts here" signs in the last screenshot. They're in Decorations->Wall Decorations->Signs. Just in case anyone wants the road sign version,. rrs_signs_0_1.7z 1
Raine_Hyd Posted July 3, 2020 Posted July 3, 2020 On 5/1/2020 at 2:08 PM, Aria1989 said: i have a problem the the tank tops doesn't appear only the tatts.the and the and the raiders not assign in their devices they leave and follow me all the time i guess is a" just buissness" issue I have the latest version uploaded but I'm having this issue. I've used bodyslide and the baggy tank top files as well. The Bikini and invisible tat show up, just not the tank top. Nevermind it's working now. I guess the issue was I didnt have the right CBP installed
Thanos Posted July 4, 2020 Posted July 4, 2020 Where is that bondage frame (the one with the chains on the sides) from? I can't seem to find it. Edit: I am referring to the one in this screen for example: Also I can see a kneeling pose in the background of this one: Does this come with another mod/furniture?
DocClox Posted July 4, 2020 Author Posted July 4, 2020 The frame is from CrimsomRider's Unique Furiture which also has kneeling mats. Ther are also kneelers in PrisonerShackles and Real Handcuffs There's no furniture currently included, but some is on its way. The animations are from Vader666's XCross, but the shackles are mine. There will be a non-amputee version available
DocClox Posted July 5, 2020 Author Posted July 5, 2020 On the subject of custom furniture... Here's a fun thing. If I go outside (by which I mean off the foundation block) I can place two rows of cuffs But if I step back in, I can only place one. Turns out that the cuffs won't sink into the ground below their origin point, which means I can't get the low enough to trigger the snap point. You learn something new every day...
death Posted July 6, 2020 Posted July 6, 2020 On 7/4/2020 at 7:41 AM, DocClox said: could we get a upside down ver of that one
DocClox Posted July 6, 2020 Author Posted July 6, 2020 2 hours ago, death said: could we get a upside down ver of that one I'll see what I can do. Totally unrelated:
DocClox Posted July 6, 2020 Author Posted July 6, 2020 3 hours ago, death said: could we get a upside down ver of that one Possibly not. I tried rotating the furniture through 180, but the animation seems to keep righting itself. I inverted the conneection point in case the thing was snapping upside down ... but still no luck. I'll try again a bit later.
DocClox Posted July 7, 2020 Author Posted July 7, 2020 There's glass walls in Settlement Objects Expanded and DDproductions AIO, but hat particular one is a custom job with lots of extra snap points.
camistrie Posted July 12, 2020 Posted July 12, 2020 I'm having trouble getting the adoption script to run. can you help me troubleshoot? I have babies (also using the Wasteland Dairy Framework, if it matters, since you can modify the babies in that mod) and putting them in either the workshop item stash, in the NPC's inventory, either equipped or unequipped, doesn't seem to do anything at midnight. I get the "rss: making workshop sweep" notification but no babies are removed from anywhere. BTW the upcoming additions look sick (as in great) so highly looking forward to your updates...
DocClox Posted July 13, 2020 Author Posted July 13, 2020 14 hours ago, camistrie said: I'm having trouble getting the adoption script to run. can you help me troubleshoot? I have babies (also using the Wasteland Dairy Framework, if it matters, since you can modify the babies in that mod) and putting them in either the workshop item stash, in the NPC's inventory, either equipped or unequipped, doesn't seem to do anything at midnight. I get the "rss: making workshop sweep" notification but no babies are removed from anywhere. The adoption script adopts children rather than babies, so that might explain it. The idea is that the babies grow to children, the kids get to run around the place for a day or two, and then the script adopts them so they don't take over the settlement. 14 hours ago, camistrie said: BTW the upcoming additions look sick (as in great) so highly looking forward to your updates... Thanks. I should really split out some of the working stuff and make a release.
Invictusblade Posted July 13, 2020 Posted July 13, 2020 I was thinking that we should make an merge addon for both Raider Reform School and Wasteland Dairy Framework. (whenever both mods are released next) basically I have been working on some furniture scripts to impregnate, milk, breed(Impregnate without using FPE) women when used. and it should work really well with your new furniture. (if it works) edit-> btw about the furniture, does it have the sleeping bug (when you wake up from sleeping, the NPC's pop up next to the furniture) also can any NPC use the furniture?
DocClox Posted July 13, 2020 Author Posted July 13, 2020 9 minutes ago, Invictusblade said: I was thinking that we should make an merge addon for both Raider Reform School and Wasteland Dairy Framework. (whenever both mods are released next) Yeah, I've been thinking along those lines. 17 minutes ago, Invictusblade said: basically I have been working on some furniture scripts to impregnate, milk, breed(Impregnate without using FPE) women when used. Definitely something I want to do with this lot. 9 minutes ago, Invictusblade said: and it should work really well with your new furniture. (if it works) I'm getting there. 9 minutes ago, Invictusblade said: edit-> btw about the furniture, does it have the sleeping bug (when you wake up from sleeping, the NPC's pop up next to the furniture) Sleeping seems OK, but if you leave the cell for a while, you find everyone standing around in the garden at Sanctuary (or wherever), and they all have to wander back to the furniture. I'm not sure what's to be done about that. I tried using SetRestrained, but that just leaves them all stuck in the garden in furniture pose and unable to move. It think it might be worth looking at the CRX scripts. Those subclass the workshop script and I've noticed that actors tend to say crucified. I suspect the subclass overrides whatever AI it is that makes them get down in the first place. but I've not had a chance to investigate properly. 14 minutes ago, Invictusblade said: also can any NPC use the furniture? Currently, yeah. I think I'm going to have to limit some of it to actors wearing StumpZ, for obvious reasons. The rest I can make full body versions fairly easily.
Invictusblade Posted July 13, 2020 Posted July 13, 2020 actually I have one question, look at my post below. basically I cannot change the "game hours per object" On 7/10/2020 at 9:47 PM, Invictusblade said: so I am running into a slight problem. so I am working on the furniture extractors and they work great so I adding more customising with a few MCM Options 1. Clothing Choice - 4 Choices between having a milker(or no milker) and being naked(or clothed) (works now) 2. number of items per cycle - allows you to choose a number of products such as babies or milk (works) 3. how long each cycle is - allows you to select the time period between item drops such as... (doesn't work at all) 24 game hours per Milk, Semen and Blood 108 game hours per piece of meat (4.5 days) 216 game hour per baby (9 days) the problem is I cannot seem to make the changes in MCM affect the furniture quest (with saving and loading) does anyone know how to fix this (if it is possible to fix) btw I added the debug.Trace to find it in Papyrus (doesn't work) Scriptname INVB_QuestScript extends Quest CustomEvent TriggerCollection GlobalVariable property INVB_Global_Gift_GameHours Auto Const Mandatory Event onInit() StartTimerGameTime(INVB_Global_Gift_GameHours.getvalue(), 1) debug.Trace("INVB_Global_Gift_GameHours.getvalue()") debug.Trace(INVB_Global_Gift_GameHours.getvalue()) EndEvent Event OnTimerGameTime(int aiTimerID) SendCustomEvent("TriggerCollection") ; debug.Notification("Quest - Timer Done and event sent") debug.Trace("INVB_Global_Gift_GameHours.getvalue()") debug.Trace(INVB_Global_Gift_GameHours.getvalue()) StartTimerGameTime(INVB_Global_Gift_GameHours.getvalue(), 1) if valTesting == 1 debug.notification("Quest - fired collection and looping") endIf EndEvent Int Property valTesting = 0 Auto Const {set 1 for debug messages.}
DocClox Posted July 13, 2020 Author Posted July 13, 2020 1 hour ago, Invictusblade said: basically I cannot change the "game hours per object" Is that the one declared as follows? 1 hour ago, Invictusblade said: GlobalVariable property INVB_Global_Gift_GameHours Auto Const Mandatory If so, the "const" keyword will prevent any changes to the initial value. You only use that if you have a constant and you don't want it being changed by accident.
Invictusblade Posted July 13, 2020 Posted July 13, 2020 Just now, DocClox said: Is that the one declared as follows? If so, the "const" keyword will prevent any changes to the initial value. You only use that if you have a constant and you don't want it being changed by accident. thanks
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