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Posted

Would it be possible to add a keyword that would be tied to the allow companions to have sex option?  this could be added to companions with custom framework so we could have the option to turn it on and off for them.

Posted (edited)

I see several mentions of it all over of the Outfit Framework but i can't seem to find it anywhere. Perhaps you mean your Overlay Framework?

 

EDIT: Nevermind, it's something in the FOMOD itself ?

Edited by Saya_Scarlett
Posted
On 6/11/2021 at 3:34 PM, Invictusblade said:

ok I will post a small update in the near future for both version

(basically removing the Player Option from MCM(much easier than rewriting the scripts))

 

note it would be pretty funny if Player Autonomy Sex started happening because of the change.

 

 

also I won't make a blacklist for the mod

 

 

does anyone want any changes to the mod?

 

I will be making a slight change to INVB_Outfit Framework (Adding more leveled lists for custom outfits)

and will be making example custom addons for other makers mods

I would like it if you give it a shot in making the player involved thank you 

 

I honestly get it it’s impossible to me but someone has done it but not to the potential that I need so please consider giving it another shhttps://www.loverslab.com/files/file/10889-just-fuck/ot 

Posted

Just a minor bug: The MCM setting "NPC Approacher Ignores Player Detection" keeps resetting itself from ON to OFF.

 

Also, the Sixth Sense quest marker has definitely appeared over Autonomous-active NPCs from time to time, so the code must still be in there somewhere. Not a bug, but it would be great if it worked properly and was hot-keyable.

 

Thanks again for this InvictusBlade, Autonomy Redux is working better, and with so much more functionality, than anything i've ever used before. Great fun!

 

Posted

I wonder basic version will apply to more actor? Since Horny version require that "perk" to be select. Then what about those non-feral?

Posted
11 hours ago, loen999 said:

I wonder basic version will apply to more actor? Since Horny version require that "perk" to be select. Then what about those non-feral?

yes but you have to reverse your thinking about this mod

the biggest problem with this mod is that it is too powerful, too chaotic

 

the horny version is designed to limit that so you can control the amount of sex between the factions

Posted

An interesting aside, I have the Egret Tours Marina slavers camp settlement full of women settlers freed from Commonwealth Captives and assigned to live there. I manually spawned some super mutants, FEV hounds and a behemoth and added them to the settler faction... hanging out there I see no Autonomy activity between them, but if I go other places, like to a super mutant camp (e.g., abducted with RES II: CSA), I'll see them randomly have sex with captives there due to Autonomy. Any idea why the mutants I've added to the settlement would not get selected by Autonomy? Will super mutant FPER offspring in that settlement get selected by Autonomy?

 

I was previously using SAC Just Fuck for this, and it was quite happy to pair the muties and settlers up pretty much nonstop while I was in the settlement.

Posted
7 minutes ago, vaultbait said:

An interesting aside, I have the Egret Tours Marina slavers camp settlement full of women settlers freed from Commonwealth Captives and assigned to live there. I manually spawned some super mutants, FEV hounds and a behemoth and added them to the settler faction... hanging out there I see no Autonomy activity between them, but if I go other places, like to a super mutant camp (e.g., abducted with RES II: CSA), I'll see them randomly have sex with captives there due to Autonomy. Any idea why the mutants I've added to the settlement would not get selected by Autonomy? Will super mutant FPER offspring in that settlement get selected by Autonomy?

 

I was previously using SAC Just Fuck for this, and it was quite happy to pair the muties and settlers up pretty much nonstop while I was in the settlement.

which version are you using?

Posted
2 hours ago, vaultbait said:

... I manually spawned some super mutants, FEV hounds and a behemoth and added them to the settler faction... hanging out there I see no Autonomy activity between them ...

I have been using SKK's Multiracial Workshop Actors to spawn settler Supermutants, and it works really well with Autonomy Redux.

Posted
21 hours ago, Invictusblade said:

which version are you using?

 

AAF Autonomy Enhanced v2.30a.

 

19 hours ago, dosfox said:

I have been using SKK's Multiracial Workshop Actors to spawn settler Supermutants, and it works really well with Autonomy Redux.

 

Thanks for the tip! I'll disable the ones I added manually and give that a try.

Posted
23 hours ago, vaultbait said:

An interesting aside, I have the Egret Tours Marina slavers camp settlement full of women settlers freed from Commonwealth Captives and assigned to live there. I manually spawned some super mutants, FEV hounds and a behemoth and added them to the settler faction... hanging out there I see no Autonomy activity between them, but if I go other places, like to a super mutant camp (e.g., abducted with RES II: CSA), I'll see them randomly have sex with captives there due to Autonomy. Any idea why the mutants I've added to the settlement would not get selected by Autonomy? Will super mutant FPER offspring in that settlement get selected by Autonomy?

 

I was previously using SAC Just Fuck for this, and it was quite happy to pair the muties and settlers up pretty much nonstop while I was in the settlement.

 

1 hour ago, vaultbait said:

 

AAF Autonomy Enhanced v2.30a.

on the top of my head, I don't know

because I don't know what you used to add the non-sexable Supermutants.

 

let's use the latest FPE/WDF update as an example, I had to combine numerous Creature races into the same quest

Supermutant Impregnation Quest contains the following races (SupermutantRace, SupermutantBehemothRace and DLC02SupermutantRaceAdditive)

 

so the working Supermutant could be under SupermutantRace (my supermutants would be these)

while the non-working Supermutant would be under DLC02SupermutantRaceAdditive

 

but like I said, I don't actually know

Posted (edited)
21 hours ago, Invictusblade said:

I don't know what you used to add the non-sexable Supermutants.

 

The console placethere command followed by selecting their refIds and applying addtofaction fc21c 0 and addtofaction 337f3 0 to make them not attack anyone in the settlement. But as was pointed out in another reply, SKK has a mod to handle all that so going to give it a try instead and see if that makes a difference.

 

Edit: SKK Multiracial Workshop Actors does indeed seem to solve this, at least for super mutants (it doesn't have any ability to spawn behemoths or FEV hounds, but it's a start). Not sure why the ones I placed in the settlement using the console weren't selected, but this is great. Thanks!

Edited by vaultbait
Posted

so I been thinking of the next update for the horny version

and I decided to add a reversal (thing) to the script

(similar to the new chosen system in FPE Redux)

 

so at the moment,

Horny Perk Enables Sex

 

but I would like to have it that

The Unnamed Perk both Enables and Disables Sex (depending on MCM settings)

 

because the main problem with the horny edition is that it is unsuitable for old savegames because of how it works (I haven't had an old savegame for a while now)

 

I don't know if this will work as intended and I don't have a time frame for it as well.

btw I am still rebuilding my game (and would like to play it again without dealing with bullshit) so I will do that before I start work on this update. this post is to remind me as well

Posted
3 minutes ago, Knight974 said:

What about the player ?? 

well, I will try to continue to fix the issue

but if I don't then I simply remove the option to enable the player

 

well there is more than a few ways for the player to have sex in this game.

also this will allow me to add some background stories to the sex scenes (I like minor story details)

Posted

I really appreciate you considering my nonsense request thank you ? 

 

I’ll be happy if you just made it like ( sac just fuck ) where you have no control over weather or not the player character is involved.  ( accept in mcm)   Basically the player freezes and then it happens 

Posted

Can someone point out how to tell if an NPC has the horny perk?  I can't seem to find a way to glean that info... 

I can see the options to add the work.  The hotkey, so far as I can tell, isn't working, though that's simply based on the game providing no feedback when I use it.  For all I know it's adding the perk to npc's without any feedback.  I'm not sure what using the simple "add perk" command would do.  I presume that one gets an npc under your crosshairs and then goes into the mod to give the command.  However, clicking on the add perk npc option in the mcm doesn't do anything so far as I can tell.  You can click on it, and again, there's no apparent feedback.  

FWIW, I'm obviously using the horny addition, and all the requisite "on" options are selected... and persistent, so I assume it's all functional.

Thanks, 

C

Posted
24 minutes ago, Carradon said:

Can someone point out how to tell if an NPC has the horny perk?  I can't seem to find a way to glean that info... 

I can see the options to add the work.  The hotkey, so far as I can tell, isn't working, though that's simply based on the game providing no feedback when I use it.  For all I know it's adding the perk to npc's without any feedback.  I'm not sure what using the simple "add perk" command would do.  I presume that one gets an npc under your crosshairs and then goes into the mod to give the command.  However, clicking on the add perk npc option in the mcm doesn't do anything so far as I can tell.  You can click on it, and again, there's no apparent feedback.  

FWIW, I'm obviously using the horny addition, and all the requisite "on" options are selected... and persistent, so I assume it's all functional.

Thanks, 

C

As an update, I was able to to use the console to at least check.  

Help "horny" 0 gave me the horny perk id.

From there, click the npc in question and type

 hasperk <id> for the perk id.  Will confirm level 1 (has) or level 0 (has not)

addperk <id> will add it.

removeperk <id> will remove it.

I will find another npc later and confirm one that doesn't based on random settings, and then use the add perk inside the mcm to see if adding is effective.  I'll check the quick key command as well.  

 

And in terms of things to add, agree that if, as I assume, the hotkey only adds the perk, another such should be available to remove it.  For those that don't want to delve into console commands ;)

A second request, if it's programmable, would be to add some sort of option that encourages npc's to find private settings.  Some folks may prefer the open form orgy in the midst of the diamond city market.  Others might prefer the npcs involved to head off to some more quiet space.  I'm not modder, but I believe the ability is a possibility, as skyrm SE's SexLab Privacy has such a function...

Posted (edited)

I need a better word or Phrase?

 

so I decided to work on the next update for this mod (only for this mod at the moment, because it is fairly easy)

 

and I have this idea working

On 6/19/2021 at 6:05 PM, Invictusblade said:

so I been thinking of the next update for the horny version

and I decided to add a reversal (thing) to the script

(similar to the new chosen system in FPE Redux)

 

so at the moment,

Horny Perk Enables Sex

 

but I would like to have it that

The Unnamed Perk both Enables and Disables Sex (depending on MCM settings)

 

because the main problem with the horny edition is that it is unsuitable for old savegames because of how it works (I haven't had an old savegame for a while now)

 

I don't know if this will work as intended and I don't have a time frame for it as well.

btw I am still rebuilding my game (and would like to play it again without dealing with bullshit) so I will do that before I start work on this update. this post is to remind me as well

 but I need a good phrase to define it in the MCM

 

"Choose if the NPCs with the Autonomous Perk can have Sex or Not Default = Disable(All NPCs can have Sex)."

(I need it to be slightly better)

 

also the choices are the following...

Sex

No Sex

Disable(All NPCs can have Sex)

 

also I should have the settlement thing running as well

and I going to add more location restrictions (with MCM option)

such as

Diamond City

GoodNeighbor

Institute

Prydwen

Vault 81

 

edit->

does anyone have any location they want to disable sex in?

Edited by Invictusblade
Posted
15 hours ago, Invictusblade said:

"Choose if the NPCs with the Autonomous Perk can have Sex or Not Default = Disable(All NPCs can have Sex)."

(I need it to be slightly better)

FWIW, I'm not sure I'm following the point.  Presumably anyone having the perk is someone you'd want to be able to have independent sex?  Anything that makes it easy for giving and taking back the perk for the game player is probably useful though.

15 hours ago, Invictusblade said:

also I should have the settlement thing running as well

and I going to add more location restrictions (with MCM option)

such as

Diamond City

GoodNeighbor

Institute

Prydwen

Vault 81

imo, it's the public portions of these that would be an issue... generally, I would suggest that "inside" locations of these cities would be ok, though that might cause issues too.  E.g., for someone looking to keep things as realistic as possible, inside Hotel Rex (assuming I'm remembering the hotel name in GN correctly) should be ok, though preference should be given to upstairs rooms and not in front desk area :)  Inside the third rail club there where the singing is going on, probably not so much... off in the back room, maybe that makes sense.  Out and about in the main portions of goodneighbor don't make so much sense.  I don't know how Skyrim's SexLab Privacy made it work... I assume there it has more to do w/actors being able to see one another than it does with locations per se.  The mod describes things as if NPCs will seek out private locations.  Not sure if the author added markers to make locations viable or not... That might be a way to give the user a chance to figure things out on their own if you don't want to start defining things cell by cell.  Create a set of markers that the user can lay down.  Maybe with different ranges attached, so there's a short and long distance from a marker.  Within X distance of one type of marker is ok, within Y distance of a different type of marker might be a no go.  So, if I have issues with NPCs banging in front of the noodles shop in DC, I can place a no go 100 m (randomly guessing here).  Maybe some other user places a "sex ok" marker down in that same spot and the orgies are on.  

Just spitballing, but maybe if you put it on the user to define where's good and where isn't by giving them the tool, you don't have to create a myriad of issues by defining this cell good, this cell bad, and making folks choose one or the other in a vast area of yes/no questions.  Just a thought, and probably a too long response as well, so mea culpa on that :)

 

15 hours ago, Invictusblade said:

 

edit->

does anyone have any location they want to disable sex in?

See above... but if you are doing that route:

Those cities are all fine.  Add Bunker Hill maybe.  And perhaps allow for internal and external cells of those locations to be turned off as well, assuming they have them.  Or maybe a hotkey that makes a cell a yes one or a no one.  So my PC can go into Hotel Rex and hit the "OK" hotkey, and into the Third Rail and hit the "Not OK" hotkey.

 

The holy grail of such a mod would allow the mod and the user to make use of the relationship data stored in the game.  Another skyrim mod whose name escapes me gave every NPC a sort of trait that basically defined how strong their libido was and whether they were the type that would abuse others, be shy, only have sex with a spouse, etc.  There were maybe 6 or 7 categories, and the user could change them.  So, if the mod initially gave preference to relationship data and allowed the user to accept or modify the base assumptions (and perhaps edit them for the save game's purposes) you'd have found that grail.  

So, the base assumption might be that Trudy and her son are restricted from having sex with on another because in side the game they have a defined relationship as mother/son.  If they are given the horny perk, they can have sex, just not with each other, unless some user hits a switch in his game's mcm menu that says incest is cool with him or her.  On the other hand, preference might be given to having sex w/other NPCs that have a defined relationship that would encourage such behavior... so Jun and Marcy in Sanctuary, assuming the PC hasn't exiled old Marcy to hell, might be encouraged to have sex with one another based on that in game relationship that's built into the game's code.  ditto with the father/mother at Abernathy farm say, or the mother/son at the barber shop in DC.
If the user could use a spell (gun, hotkey, whatever) to make two targets have a relationship that isn't other wise defined in the game's files, so much the better.
Or, maybe there's an increased chance that two NPCs that don't have a defined relationship in the game's files, but are chosen by the mod for autonomous sex in some instance, might have a significant preference for future such calls.  Again, just spitballing since it sounds like you are seeking feedback.

Regardless, thanks for both working on this mod and helping keep the idea of independent activity that the user doesn't have to set up themselves (at least in terms of scenes, if not the "relationship" stuff I outlined above) alive!

v/r C

Posted

And after that too long set of response, a simple question:

If I have selected "followers can't have sex" in the mcm, which is the default position, but I then add the horny perk manually to one of my followers, can that follower have sex?

 

So, maybe as a male PC I don't want Cait or Piper to have sex with random NPCs... but I'm ok w/ Hancock banging every piece he can lay his hands on.  How do I make that happen:

1) Choose no followers can have sex (to prevent them from gaining the horny perk?), and then giving the perk to those that I want? or

2) Choosing followers can have sex, and then removing the horny perk from Cait and Piper?

 

Put even more simply:  Does the choice to allow followers have sex given them the perk, that in turn allows them to have sex, or is it the selection that makes them viable, perk or no perk?

Posted (edited)
On 6/23/2021 at 5:35 AM, amenshawn said:

Does this mod support NPCs and creatures spawned from WW cages or the synths created via the synth workshop?

the current upcoming should have them enable-able (I think that is a word)

On 6/23/2021 at 9:10 AM, Carradon said:

FWIW, I'm not sure I'm following the point.  Presumably anyone having the perk is someone you'd want to be able to have independent sex?  Anything that makes it easy for giving and taking back the perk for the game player is probably useful though.

imo, it's the public portions of these that would be an issue... generally, I would suggest that "inside" locations of these cities would be ok, though that might cause issues too.  E.g., for someone looking to keep things as realistic as possible, inside Hotel Rex (assuming I'm remembering the hotel name in GN correctly) should be ok, though preference should be given to upstairs rooms and not in front desk area :)  Inside the third rail club there where the singing is going on, probably not so much... off in the back room, maybe that makes sense.  Out and about in the main portions of goodneighbor don't make so much sense.  I don't know how Skyrim's SexLab Privacy made it work... I assume there it has more to do w/actors being able to see one another than it does with locations per se.  The mod describes things as if NPCs will seek out private locations.  Not sure if the author added markers to make locations viable or not... That might be a way to give the user a chance to figure things out on their own if you don't want to start defining things cell by cell.  Create a set of markers that the user can lay down.  Maybe with different ranges attached, so there's a short and long distance from a marker.  Within X distance of one type of marker is ok, within Y distance of a different type of marker might be a no go.  So, if I have issues with NPCs banging in front of the noodles shop in DC, I can place a no go 100 m (randomly guessing here).  Maybe some other user places a "sex ok" marker down in that same spot and the orgies are on.  

Just spitballing, but maybe if you put it on the user to define where's good and where isn't by giving them the tool, you don't have to create a myriad of issues by defining this cell good, this cell bad, and making folks choose one or the other in a vast area of yes/no questions.  Just a thought, and probably a too long response as well, so mea culpa on that :)

 

See above... but if you are doing that route:

Those cities are all fine.  Add Bunker Hill maybe.  And perhaps allow for internal and external cells of those locations to be turned off as well, assuming they have them.  Or maybe a hotkey that makes a cell a yes one or a no one.  So my PC can go into Hotel Rex and hit the "OK" hotkey, and into the Third Rail and hit the "Not OK" hotkey.

 

The holy grail of such a mod would allow the mod and the user to make use of the relationship data stored in the game.  Another skyrim mod whose name escapes me gave every NPC a sort of trait that basically defined how strong their libido was and whether they were the type that would abuse others, be shy, only have sex with a spouse, etc.  There were maybe 6 or 7 categories, and the user could change them.  So, if the mod initially gave preference to relationship data and allowed the user to accept or modify the base assumptions (and perhaps edit them for the save game's purposes) you'd have found that grail.  

So, the base assumption might be that Trudy and her son are restricted from having sex with on another because in side the game they have a defined relationship as mother/son.  If they are given the horny perk, they can have sex, just not with each other, unless some user hits a switch in his game's mcm menu that says incest is cool with him or her.  On the other hand, preference might be given to having sex w/other NPCs that have a defined relationship that would encourage such behavior... so Jun and Marcy in Sanctuary, assuming the PC hasn't exiled old Marcy to hell, might be encouraged to have sex with one another based on that in game relationship that's built into the game's code.  ditto with the father/mother at Abernathy farm say, or the mother/son at the barber shop in DC.
If the user could use a spell (gun, hotkey, whatever) to make two targets have a relationship that isn't other wise defined in the game's files, so much the better.
Or, maybe there's an increased chance that two NPCs that don't have a defined relationship in the game's files, but are chosen by the mod for autonomous sex in some instance, might have a significant preference for future such calls.  Again, just spitballing since it sounds like you are seeking feedback.

Regardless, thanks for both working on this mod and helping keep the idea of independent activity that the user doesn't have to set up themselves (at least in terms of scenes, if not the "relationship" stuff I outlined above) alive!

v/r C

this is a long one

you have the understanding all wrong.

the early mod has everything and every(nearly) location enabled

while my changes are restricting certain areas

and no, I cannot do the hotkey location thing

 

On 6/23/2021 at 9:15 AM, Carradon said:

And after that too long set of response, a simple question:

If I have selected "followers can't have sex" in the mcm, which is the default position, but I then add the horny perk manually to one of my followers, can that follower have sex?

 

So, maybe as a male PC I don't want Cait or Piper to have sex with random NPCs... but I'm ok w/ Hancock banging every piece he can lay his hands on.  How do I make that happen:

1) Choose no followers can have sex (to prevent them from gaining the horny perk?), and then giving the perk to those that I want? or

2) Choosing followers can have sex, and then removing the horny perk from Cait and Piper?

 

Put even more simply:  Does the choice to allow followers have sex given them the perk, that in turn allows them to have sex, or is it the selection that makes them viable, perk or no perk?

I am not sure

Edited by Invictusblade
Posted

Does this mod work with CaN (Crimes against Nature)? This is just a general question I wanted to ask before trying to install this mod and getting it to work properly. I've learned it's helpful to ask before driving myself insane trying to get a mod to work before finding out it wasn't going to work from the start. 

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