Jump to content

Recommended Posts

Posted
On 8/29/2021 at 11:46 AM, South8028 said:

Everyone has argued on this topic hundreds of times. The bottom line is that 3rd generation synths don't need a synth part. It's just a mechanism for teleporting and controlling them. Synths of the 3rd generation are ordinary people, only printed on a fabricator, like on a 3D printer. They have normal human DNA and normal biological processes. They're not even androids. Just artificially created people.

The strangest character in the game is Deacon. He watches the main character long before waking up. This is not explained in any way in the game. I would conclude that Deacon is literally responsible for controlling Vault 111 until the start of the operation. The craziest group is the Railroad. They do the last thing that people in their position would do. It's like homeless people dedicated to rescuing stray dogs. I think Father created the Railroad for field operations beyond the official affairs of the Institute. The deacon is a double agent who oversees the sinta parent at 111. The main character, on the orders of the Father, destroys the Railroad and thereby removes all evidence. 

True  what do you think when nora say when I die in 100 years from now  how does she know   she'll die in 100 years  do 3rd gens expire in 100 years.  IDK thought that was a strange thing for her to say t o kelog

Posted
17 minutes ago, Zizzpa said:

True  what do you think when nora say when I die in 100 years from now  how does she know   she'll die in 100 years  do 3rd gens expire in 100 years.  IDK thought that was a strange thing for her to say t o kelog

I get the sense synths are designed like Blade Runner Replicants with an expiration, so they don't become immortal and all powerful.

Just my two cents.

  • 3 weeks later...
Posted

Haven't replied to a topic before, but I think that you could have a lot of potential with the scam cult at the Charles View Amphitheatre. Maybe if your character has been really mentally screwed up by the world you could be persuaded to join it more easier. As a plus I haven't been able to find ANY mods (specifically this website) that have features with this location, so you would essentially have a clean slate to create whatever you wanted with it.  

I just always feel like this place goes forgotten by modders, so I wanted to put the idea out there. Especially for a mod that I feel has so much potential.

Hope the modding process is going well :)

Posted

I really like the idea of this mod, especially the integration with Sex Attributes, but I highly believe that in order to minimize memory deficiencies, you should integrate with it.

There are already all kinds of variables that the mod adds to npcs (and pc) that would simply allow interactions based on those attributes. You could make the terror factor entirely based on the players interactions and attributes. Being dominant or submissive will change the players sanity based on their interactions. If spirit, willpower, and/or trauma is too high, it could have adverse effects on sanity. Allow trauma to be created through combat or damage to/from certain enemies. It will be hard to run a script based on whether or not the pc 'can see' an actor, but you can track how many they have killed (I believe). You could also change what happens to the player character when certain enemies use certain abilities (Such as a deathclaw doing that roar/shockwave, or when a mutant hound does his horn). Any character will most likely be in shock during their first visit from the vault pre-war to the commonwealth, and abilities like this will completely affect them, for a short time until they've adapted to such creatures. You can base this on the characters starting attributes and allow players to set it in the beginning similar to how Sex Attributes sets your Sub/Dom orientation.

Perhaps with Wasteland Dairy Framework, impregnation causes the pc to F**king lose their minds.

There are a lot of ways I could see this mod working without very many variables or changes to memory usage, but it would most definitely require other mods to make it work. The best way I can see this mod working (mostly) bug free, is if is pretty much an attribute added to the Sex Attributes, and all the perks are managed through it.

Love the idea! Would love to see it implemented in my game for sure!

Posted
15 hours ago, Meladiator said:

I really like the idea of this mod, especially the integration with Sex Attributes, but I highly believe that in order to minimize memory deficiencies, you should integrate with it.

Hello!  Yes, I am currently planning on integrations with Sex Attributes, AAF_Violate, Family Planning Redux and Wasteland Dairy by @Invictusblade and Just Business.

15 hours ago, Meladiator said:


There are already all kinds of variables that the mod adds to npcs (and pc) that would simply allow interactions based on those attributes. You could make the terror factor entirely based on the players interactions and attributes. Being dominant or submissive will change the players sanity based on their interactions. If spirit, willpower, and/or trauma is too high, it could have adverse effects on sanity. Allow trauma to be created through combat or damage to/from certain enemies. It will be hard to run a script based on whether or not the pc 'can see' an actor, but you can track how many they have killed (I believe). You could also change what happens to the player character when certain enemies use certain abilities (Such as a deathclaw doing that roar/shockwave, or when a mutant hound does his horn). Any character will most likely be in shock during their first visit from the vault pre-war to the commonwealth, and abilities like this will completely affect them, for a short time until they've adapted to such creatures. You can base this on the characters starting attributes and allow players to set it in the beginning similar to how Sex Attributes sets your Sub/Dom orientation.

These are excellent points.  But I have overcome a few of these things.  But, I have to be careful, as you mentioned, on using SA too much or the Player will be insane too quickly

So I've introduced 3 new Actor Values:

-- Sanity

-- Stress

-- Alignment

 

These will be managed by an equation that normalizes the value coming from SA so they don't skew things too quickly.

I have implemented the functions to capture the first time a player sees what I call "InsanityRaces".  This only fires when a player is starting a new game.  Otherwise, it has no utility.  I will calculate a base sanity, and allow the player to accept or reject.  If they reject, they'll just slowly go insane by other actions the perform.

 

The other two AVs, Stress and Alignment, are solely based on player actions and certain situations.  Many other AVs already in the game will help drive this.

 

15 hours ago, Meladiator said:


Perhaps with Wasteland Dairy Framework, impregnation causes the pc to F**king lose their minds.

There are a lot of ways I could see this mod working without very many variables or changes to memory usage, but it would most definitely require other mods to make it work. The best way I can see this mod working (mostly) bug free, is if is pretty much an attribute added to the Sex Attributes, and all the perks are managed through it.

 

I intend to have the Framework as the Basemod, but I am also writing a very involved quest featuring a trail of breadcrumbs left by another vault dweller who has found the source of insanity in the Wasteland, and how learn how to craft medications to cure mental illnesses, or use them to their advantage.

15 hours ago, Meladiator said:

Love the idea! Would love to see it implemented in my game for sure!

I'm very close to an alpha release specifically so you call can tell me if it's adding a performance hit with the other mods.  

❤️

 

Posted
On 8/30/2021 at 10:52 PM, Sthan Dust said:

I get the sense synths are designed like Blade Runner Replicants with an expiration, so they don't become immortal and all powerful.

Just my two cents.

 

Nick Valentine and DiMA are both over a century old, according to in-game lore. But yes, maybe the Institute learned a lesson and built expiration dates into later models.

Posted
16 minutes ago, vaultbait said:

 

Nick Valentine and DiMA are both over a century old, according to in-game lore. But yes, maybe the Institute learned a lesson and built expiration dates into later models.

Yep, I think that was the point of the 3rd Gen Synths.  Nick and DiMA are both prototypes.  The 3rd gen were supposed to look human in all manners.  It will be interesting to see where FO 5 goes with this.

Posted
5 hours ago, BAB PEEG said:

Reminds me of that nexus mod synthetic love where Nora appears in diamond city.

Hi There! I've not played that mod.  But i do love a few of the Alt Start mods, because to be honest, the vault 111 sequence is novel for the first 3 or 4 times, because we miss things when we just jump in.  Bethsoft should learn that we need non-linear games, especially at the start.  Zeni-max did well with this with their latest change to the new toon start mechanism.  We shouldn't be predisposed to a particular path any more.

 

I chose not to put my quest start points in V111 because it is fairly boring as an interior space.  I'm beginning my quests in Concord, which is so lovely, but completely wasted.  I think Bethsoft did this on purpose to force community content. There are a few areas in FO4 that are not at all fleshed out, or have any purpose, other than to give modders opportunity.  I am working on adding locations in the Commonwealth, Nuke-World and Far Harbor. Level and quest design take a lot of time ❤️  Soon.  Because to be honest, we are all watching mods, because we do love the FO4 engine, but we know FO5 is a bit off in lieu of Elder Scroll 6 (Not impressed so far -- because, argonians are annoying #sorrynotsorry)  But when properly debugged, the FO4 engine is basically the same as FO76, and, despite CK's issues, it is a solid engine if we are mindful of its limitations.  

And final note, do we really need a new engine from a graphics perspective (because FO4 and 76 are beautiful)?  I think we need a stable programming platform more than we need better graphics, to be honest.

 

❤️

 

  • 4 weeks later...
Posted (edited)

I see a few posts about a release, but not seeing the mod itself here or on the Git. Still in development or . . ? I am crafting a new F4 modlist called Deadlands that needs this sort of content to add/fill in my three character archetypes (each arch is a type of RP theme).

Edited by ETSubmariner
Corrected text.
  • 2 months later...
Posted

Greetings!

Once I get thru an issue on QuestInitiation, I will post this around noonish EST.  I wanted to post tonight, but work tomoz.  

Just to set expectations, I am just gathering data in this release.  Mostly, how fast the numbers are increasing so I can adjust the algorithms based on the proper values.  For instance, if you play every day, that should factor into the equation as well as the person who plays 1 time a week.  So multiple algorithms need to be trained so that you are SPECIAL.  

Or, what I call SIA (Stressed, Insane, Aligned)  

 

I will be posting a poll for feedback here shortly, on features you like the best.  This is not for me.  Because I could just add this for myself. Haha. Seriously, tell me what you wanna see and either I will do it, or talk to my fellow modders to prioritize.  We should form a community of excellence to improve integration.  We do it informally, and of course, for free, but it seems to me we can make better time of our free time with free things.  Right? [Sanity Framework: Sanity Decreased]

 

I thank you for following this mod. I will keep moving on it. But life, work and life, you know ❤️

 

Posted

Update:

 

I hope to have the beta out tonight.  I apologize, I was having issues with the MCM for resetting, since this is a beta.

 

A few notes on this release:

The two true hard requirements will be AAF, and XDI. (Of course all DLC) Everything else, the mod will check for potential integration and act accordingly.  You can turn off mod integrations as well.

This release will leverage Sex Attributes Framework, since that mod already captures everything I need to know about sexuality and other contributing mental maladies.  For this reason, I would highly suggest a new save to test, as existing values in this mod, as well as Tracked Stats, are considered when calculating certain values.

 

This release is really a test of performance, and mathematics for calculating Sanity.  This being a framework, I am creating a method for others to create their own Mental Affliction Active Effects.  So, your mod should be able to register your own maladies with the Sanity Framework.  

 

Finally, I expect to have regular releases, so I am committed to making everything backwards compatible, so you're not having to reinstall every time.  

 

 I will integrate the mods in this order:

1) Sex Attributes

2) Family Planning Enhanced/Wasteland Dairy (Ego and InvictusBlade's versions will both be supported for FPE)

3) AAF Violate

4) Hardship Beggar Whore

 

The rest are still in planning stages.  If you have other requests for integration, please let me know.  I will not be integrating with any of the specialized companions, such as Companion Ivy.  That's just entirely too much to ponder right now.

 

I am also creating an entire storyline to go along with this, as well as new locations in Concord, Boston, Nuka World and Far Harbor.

I also plan an SFW version for users who just want to go insane the vanilla way!

 

Namaste ❤️

 

 

 

Posted (edited)

Update 1/25/2022: Version 0.8.1

 

After a lot of thought and coding last night, (now that I have de-Skyrimed myself I'm moving much quicker) I've decided for the sake of code brevity, Sex Attributes Framework will be a hard requirement.  I've been playing with this mod for about a year, and it really adds quite a bit of realism to the game, and it can certainly augment for the other Mods people may not want to use.  A couple of comments on this:

 

1) Choose Cumflation from only one mod.  If you are using just SA, then use his morphs.  If you want to use other mods for pregnancy, such as Wasteland Dairy or Family Planning turn this morph off.

2) This mod does an excellent job of really messing with your character, so be mindful that other things will be affected based on your SA Stats.

3) AAF is also a hard requirement, as I intend to use that framework for a variety of things, such as the affinity system.

 

Planned for 0.8.1

1) Total SA Integration with toggles if you decide not to use all of the features.  It has useful functions I intend to use regardless.

2) Underlying conditions: The Sole Survivor will already emerge from the Vault with certain hidden maladies.  This is a function of all that has happened from the prologue to returning to Sanctuary for the first time.  This is the beginning of the framework to acclimate the Player to the system gradually.  Simply waiting or sleeping will not necessarily allow effects to happen.  Interaction with the world will trigger certain things.

3) Expanded help and options in the MCM.

4) New equations for calculating a smoothed transition of attributes related to sanity.  (This was a bugger to finish)

 

[Edit: Status Update]

Okay, I got a little carried away getting the underlying attributes down.  I was able to remove a few of mine in lieu of the Sex Attributes, like trauma.  So here are my changes to the framework, in addition to above:

1) Added three constant effects for the player.  They can never be removed, only managed.  

  1. Depression -- Witnessed the death of your spouse, kidnapped child, the world is destroyed.  There's really not a lot to be cheery about.
  2. Grief -- The above-mentioned factors, not to mention the choices the player must make over the course of the game.
  3. Trauma -- SA deals with short term trauma, I am adding another layer of long-term trauma that will start to affect the player's ability to react to things. 

2) I'm introducing an episodic quest to go along with the framework.  I am planning at least one episode every 2 to 3 months.  They will build on the story of another survivor, to help the player ease the effects of their own afflictions.  I am planning a February release on Episode 1 -- Assuming real life doesn't get me 

3) I will hold off til tomorrow to release these new bits for the player.  

 

You definitely want to play this on a new game and probably a separate profile (if you have Vortex).  There will be a point in the mod where the Player is not coming back if they go too far down the rabbit hole.

 

Thanks to @twistedtrebla for an awesome mod!  Your API is so easy to use! ❤️

Edited by Sthan Dust
Posted (edited)

Update! So I have finished a major addition to the framework.  

 

So, I've added quite a bit over the last two days.  I will be releasing the new version 1/27 around 6pm EST.  I have a few tests to run on the new "Mod Update" system, so that you don't have to use console to reset the quest and be annoyed..  I hope you like the unexpected effects I've added.  

I've made some serious changes to all the attribute calculations to take into account:

1) Sleeping too much to wait for effects to happen.  This cannot be forced in the framework now.  You have to play the game to be involved in the mod. No shortcuts.

2) Environmental effects will be implemented with each release.  No planned external dependencies at this time.

3) All actions have consequences.  Drugs, Sleeping, Waiting, Alcohol and Sex.  So I highly suggest you keep this as a separate save until all the kinks are worked out.  Be mindful of the integrations you enable. 

4) Things you didn't consider possible will now happen.  I am being deliberate in not providing options to override, because it ruins the purpose. (Hence I am not releasing the source code at this point, but I will.  Decompiling my scripts you won't see my comments or understand the logic :) )

5) It can't rain all the time.

 

Implemented hidden maladies:

Spoiler

Depression:  The Sole Survivor has depression due to the fact they are the Sole Surivivor from a lost time.  Constant effect.

Grief:  Shaun lost, spouse lost.  Its a function of time.

Trauma:  Long term trauma that could make the Player unplayable.

 

Edited by Sthan Dust
Posted

Hi ! You're mod is very exiting ! I've tried to update on an exiting save to 0.81 but I can't see the difference.

On a New save I've got the notification " sanity has changed" when I kill something. But I'm just in Concord. 

 

To better understand the mechanics, I was thinking of a very Bad life for Nora ( raped abducted becoming a whore ( aaf violate rse CSA hardship Nuka ride ) and then with all those Bad treatments becoming insane and want to burn the World ( becoming overboss enslaving people etc .. ). Does your mod make it possible ? 

( Sorry english is not my mother tongue) 

 

 

Posted
9 hours ago, bedellia said:

Hi ! You're mod is very exiting ! I've tried to update on an exiting save to 0.81 but I can't see the difference.

On a New save I've got the notification " sanity has changed" when I kill something. But I'm just in Concord. 

 

To better understand the mechanics, I was thinking of a very Bad life for Nora ( raped abducted becoming a whore ( aaf violate rse CSA hardship Nuka ride ) and then with all those Bad treatments becoming insane and want to burn the World ( becoming overboss enslaving people etc .. ). Does your mod make it possible ? 

( Sorry english is not my mother tongue) 

 

 

Hello!

 

The notifications are less now for debugging.  I added messages that give you hints of what is happening.  

 

And yes!  I am adding support for AAF Violate, Hardship Beggar Whore.  I will also be adding mental issues based on choices the Player makes, so yes, Nuka World is a big one I am working on, along with Far Harbor.  Those DLC will really test the player's sanity.

 

There is a new version coming tomorrow that will add new perks, and mental issues! 

 

Thank you for playing it! ❤️

 

Posted
14 minutes ago, Sthan Dust said:

Hello!

 

The notifications are less now for debugging.  I added messages that give you hints of what is happening.  

 

And yes!  I am adding support for AAF Violate, Hardship Beggar Whore.  I will also be adding mental issues based on choices the Player makes, so yes, Nuka World is a big one I am working on, along with Far Harbor.  Those DLC will really test the player's sanity.

 

There is a new version coming tomorrow that will add new perks, and mental issues! 

 

Thank you for playing it! ❤️

 

Thank you ! I'm eager to test the New version

Posted

1.1.a seems to work fine !

Just a little question about the MCM menu, the mod integrations is on "off" by default ?( the translation is not clear) 

Thank your for your mod !

Posted
48 minutes ago, bedellia said:

1.1.a seems to work fine !

Just a little question about the MCM menu, the mod integrations is on "off" by default ?( the translation is not clear) 

Thank your for your mod !

Good to hear!

The Mod integrations are not necessary yet.  Those are the optional ones.  SA and AAF are hard requirements, so they aren't on the MCM ❤️

 

I'm glad you like it.  I have two new Interiors coming by Monday, and more clues to take you on your journey to insanity! :)

Posted

I'm thinking I want to add an integration with Sexual Harassment.  I really like this mod, and the hypnotist mechanic really would be useful for my mod.

 

Do a lot of you use this?  Is this a good idea?

Posted

Before I go down a rabbit hole, myself.  Does anyone know of a mod that tracks female hormone levels, based on menstrual cycle?  (Let's go with, "Weirdest Questions Ever Asked?" for $1000, Alex)  

 

 

Posted
4 hours ago, Sthan Dust said:

Before I go down a rabbit hole, myself.  Does anyone know of a mod that tracks female hormone levels, based on menstrual cycle?  (Let's go with, "Weirdest Questions Ever Asked?" for $1000, Alex)  

 

 

It seems to me that I had a mod with menstrual cycle but I don't think it tracked hormone levels ( think it was avance needs 2 ) 

Posted
25 minutes ago, bedellia said:

It seems to me that I had a mod with menstrual cycle but I don't think it tracked hormone levels ( think it was avance needs 2 ) 

mm.  I did see that one a while back. I wanted to do something more like SexLab Hormones for Skyrim.  I can probably implement that in a simpler fashion.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...