Loogie Posted March 17, 2014 Posted March 17, 2014 He has them. He's just too busy cooking over a hot computer all day to make you people raunchy sex that he doesn't have time to play them.
Halstrom Posted March 18, 2014 Posted March 18, 2014 Yeah it's a lot of hassle making separate patches for each DLC and the 16 combinations of only having some of them, in my mind if dependency was required I would go, Non-DLC and All-DLC versions, if you buy one you might as well buy them all, people will buy them if they want the mod bad enough, I too have them all but have never played them. Yeah TTW is becoming pretty popular too, I've got FO3 on disk still, I just fear installing it and TTW will screw up the delicate NV eco system I use for modding for a few weeks till I sort it out, and I'm flat out finishing what I have my teeth into now.
Hedlum Posted March 18, 2014 Posted March 18, 2014 people will buy them if they want the mod bad enough, I too have them all but have never played them. Yeah TTW is becoming pretty popular too, I've got FO3 on disk still, I just fear installing it and TTW will screw up the delicate NV eco system I use for modding for a few weeks till I sort it out, and I'm flat out finishing what I have my teeth into now. You haven't played any of the DLC's either? Oh God, I thought that was just me. But I agree. If someone likes the mod enough they'll chip out for a DLC. I liked a Skyrim mod so much I bought Heartfire just so I could use it, even though I had no interest in the DLC and saw no use for it. The delicate NV eco system has been the only thing keeping me from maning up and doing a fresh install for all these years, even though I badly need to. God getting all these mods to play nice was such a pain.
RitualClarity Posted March 18, 2014 Posted March 18, 2014 I agree with the concept of getting the DLC's and they aren't that expensive at all. I got mine when they came out I didn't wait! Then again I loved the fallout world both Fo3 and FNV so it was worth it in my opinion even if I had only when through most of the DLC's once or twice and haven't gong through them in quite some time since. In the end the mod author needs to take the mod where they believe it needs to go. If that means it requires a DLC or all three that is just what the users will have to get to play that mod.
panthercom Posted March 18, 2014 Posted March 18, 2014 I was really paranoid about installing TTW and kept putting it "I'll wait til' I install Windows 7" and then "I'll wait til' I build a more powerful computer" and I did all those things and had no more excuses for putting it off... and it really wasn't all that painful to get it working. It sure feels great to be back in the Capitol Wasteland, with NMC's highest resolution texture packs made possible by my new rig. Chuck Steel did an amazing job revamping his 'Interiors' mods for TTW too, and he's pulled resources from both games to do it; all those Art Deco styles from Dead Money (which was the only good thing about that piece of crap) and bits out of New Vegas showing up in Fallout 3 locations. You could get all the DLCs for the price of a nice dinner in a restaurant. The dinner would be over in an hour and the next day you'd be flushing it down the toilet. The DLCs will last many hours and will always be there for you. No brainer. I've got no sympathy for someone who's too cheap to buy a DLC that costs less than a latte at the coffeeshop and whines about the requirements for a free mod.
D_ManXX2 Posted March 18, 2014 Posted March 18, 2014 I don't have the DLC's either. After oblivion and fallout 3 i will take my time before diving into that again. Besides from my point of view if they cannot fix the vanilla game then hell even more error's will pop with DLC's active. Btw i am still waiting for a fix for oblivion and all other Bethesda games to make them stable again.. This has nothing to do with being cheap. Just a principle. Why give them more money if they can't even make a stable game.
Odessa Posted April 12, 2014 Author Posted April 12, 2014 Uploaded a new version to OP - Wear tracking might have been broken in v3.2, or I might have only broke it in my WIP version. It works for sure now anyway. - (for modders) Wear and Lube levels are now accessible read/write NX variables. See OP for details. - Some misc tweaks and fixes. I am slowly cleaning up code and incorporating more NVSE4. ----- I caught syphilis from the damn Repconn ghouls, but at least I've passed my crabs to Mick. Anyone else got any diseases?
Odessa Posted April 20, 2014 Author Posted April 20, 2014 Doctors or crimson caravan are a good source. Usanagi (NV medical clinic) and Kemp (McCarran) get restocked the most often. It will turn up occasionally in random loot/merchants as well.
lldawg Posted June 2, 2014 Posted June 2, 2014 The STD's are seemingly too scarce and far apart for such an environment. Is there a way to modify your scripts to lower the pop up rate of 50 days and to up the transmittance rates and the prevalence rates? Also is there a script to manually give/remove yourself the effects of each of them? Great work by the way
Odessa Posted June 3, 2014 Author Posted June 3, 2014 Thanks for the feedback, I've been hoping to get some on the STDs. Attached is Beta V3.4 - Added MCM STD speed of progression multiplier (allows 0.5 -> 5x speed). This also affects how often new ones appear in the wasteland. - Various little tweaks and fixes - Swapped all 'set' to 'let', meaning NVSE errors will now appear in console if anything unknown was previously broken. Unfortunately I haven't had a chance to test it past loading it up and checking sex once, so consider this a beta. Please report any problems and let me know if something else could be better balanced. If you want, you can enable debug by entering into the console "SetDebugMode 1 XX", where XX is the mod index in DECIMAL, not hex- I print this to the console on game load, the number with '(dec)' by it. Note: enabling debug spoils the surprise by letting you know who has an STD. (outdated attachment removed)
lldawg Posted June 3, 2014 Posted June 3, 2014 Awesome! I'll get to testing. Thanks for the feedback, I've been hoping to get some on the STDs. Attached is Beta V3.4 - Added MCM STD speed of progression multiplier (allows 0.5 -> 5x speed). This also affects how often new ones appear in the wasteland. - Various little tweaks and fixes - Swapped all 'set' to 'let', meaning NVSE errors will now appear in console if anything unknown was previously broken. Unfortunately I haven't had a chance to test it past loading it up and checking sex once, so consider this a beta. Please report any problems and let me know if something else could be better balanced. If you want, you can enable debug by entering into the console "SetDebugMode 1 XX", where XX is the mod index in DECIMAL, not hex- I print this to the console on game load, the number with '(dec)' by it. Note: enabling debug spoils the surprise by letting you know who has an STD.
Odessa Posted June 5, 2014 Author Posted June 5, 2014 There was a minor bug in the previous beta that means it won't work from a clean save (upgrading should be fine). Fixed in this one. Sexout-Wear-And-Tear-v3-4-B2-June-4-2014.zip
Vidust Posted June 8, 2014 Posted June 8, 2014 Just wondering, I drugged the French doctor, and was sent back to the clinic, but now he's still unconcious, just sitting there doing nothing. Do I have to wait a few days or is that a bug?
Odessa Posted June 9, 2014 Author Posted June 9, 2014 He should wake up in a few hours. Are you sure you want him performing genital surgery before he's slept off the alcohol and roofies?
Vidust Posted June 11, 2014 Posted June 11, 2014 He should wake up in a few hours. Are you sure you want him performing genital surgery before he's slept off the alcohol and roofies? Alright, thanks. I waited until the next day and came back and it was still the same, maybe I just need to wait longer.
Odessa Posted June 11, 2014 Author Posted June 11, 2014 Do you get a message when you try to talk to him: "He seems pretty roofied"? He should be unconscious for 12 game hours after he gets back to the clinic. If you somehow backwards time traveled, my script would get confused, but I'm not aware of any mod that does that (it would confuse a lot of mods, and some vanilla scripts too).
Vidust Posted June 14, 2014 Posted June 14, 2014 Do you get a message when you try to talk to him: "He seems pretty roofied"? He should be unconscious for 12 game hours after he gets back to the clinic. If you somehow backwards time traveled, my script would get confused, but I'm not aware of any mod that does that (it would confuse a lot of mods, and some vanilla scripts too). Nope, it's working now, I just didn't wait long enough. Thanks.
Halstrom Posted June 25, 2014 Posted June 25, 2014 You may want to add this poster into Wear & Tear somewhere
JerseyWalrus Posted June 26, 2014 Posted June 26, 2014 Hey there Odessa! I seem to run into a problem with the Implants quest. I spoke with Doctor French and he the option to offer him a drink came up but nothing happened. I got the roofies from Dixon but can't do anything with them (I don't want to try using them myself) and the french optional marker leads to Arcade who now doesn't have any dialogue option for the quest. I read giving him a certain green drink will do him some good but am wondering, is that my last resort?
Odessa Posted June 26, 2014 Author Posted June 26, 2014 You can either give him absinthe with the roofies from dixon, or if you have intelligence 6 (mentats?) or higher you can talk to Arcade to begin to learn French- the dialogue may not be on his first page, try asking something else first and see if it appears.
Odessa Posted July 18, 2014 Author Posted July 18, 2014 V3.4 promoted to stable in OP Since no one reported any problems with the beta I uploaded on June 4, I've promoted it to stable. Changes: - Added MCM STD speed of progression multiplier (allows 0.5 -> 5x speed). This also affects how often new ones appear in the wasteland. - Various minor tweaks and fixes
Odessa Posted July 29, 2014 Author Posted July 29, 2014 New version in OP v3.5 - Tracks wear and tears for any NPC picked up by the sexout scanner. If they have a wear level (1 value only: NX_GetEVFl "SWT:iGeneralWear") then it will decrease based on time and endurance, and one of three effect spells is cast on them depending on level. Note the plugin does not yet apply wear and tear to NPCs on sex- the only way they can get a level is if another mod sets the NX. Forthcoming versions of Soliciting do this to all employees at the brothel, to balance competition, as a high W+T level decreases your chance of getting picked by a customer.
Guest Posted August 1, 2014 Posted August 1, 2014 For some reason it won't work properly with MCM for me, I can't access the settings.
Odessa Posted September 3, 2014 Author Posted September 3, 2014 New Stable Beta - v3.6 - September 3, 2014.Women of the wasteland, its time to get even. Introducing every man's nightmare brought to reality- the Vagina Dentata implant is now available from Doctor René Roissy."Vous serez le fléau du violeur, il se déroulera dans la terreur!"Because 'no', means 'NO'.Note: May cause castration. Activation of vagina dentata has been linked to condom failure and a 400% increase in STD transmission.---- Changes the double wear rate and double heal rate MCM options to 0-5x multiplier sliders.- Tweaked wear rates, and improved some script efficiency.- Added two sound fx, credits: joshfeed: https://www.freesound.org/people/joshfeed/sounds/136460/Benboncan: https://www.freesound.org/people/Benboncan/sounds/69177/Both sources have been modified by me. EDIT: September 9, promoting to stable, see OP.
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