deathmorph Posted April 27, 2025 Posted April 27, 2025 On 4/25/2025 at 2:24 AM, spicydoritos said: Try opening the MCM debug section for this mod and click on "Clear BLTC Visual Effects". If the blurriness doesn't go away, it's from another mod. I can confirm that with the patch, contrary to the settings of the mod, the colors also work when the sperm is received. As soon as I go to debug in the MCM, you can immediately see that the colors become different. Here are my settings. I correctly interpret this that with the settings only the withdrawal should be visible in terms of color and not at the beginning, i.e. during the sex scene with reception of the sperm?
rilieAP Posted April 28, 2025 Posted April 28, 2025 I think I found the issue, not 100% sure as I am still testing, but I think it might be an issue with this mod. https://www.nexusmods.com/fallout4/mods/91565 Specifically the Magic Effect Condition Fix It can be disabled in the .toml file, but I'm not sure if it's something that should be instead fixed if you can. I have a feeling it conflicts with pregnancy chances in FPE as well, as Nate was giving me 300% chance.
spicydoritos Posted April 29, 2025 Author Posted April 29, 2025 15 hours ago, RileyAP said: I think I found the issue, not 100% sure as I am still testing, but I think it might be an issue with this mod. https://www.nexusmods.com/fallout4/mods/91565 Specifically the Magic Effect Condition Fix It can be disabled in the .toml file, but I'm not sure if it's something that should be instead fixed if you can. I have a feeling it conflicts with pregnancy chances in FPE as well, as Nate was giving me 300% chance. Interesting, I'll have to test this mod and see if anything unusual happens. I have no capability with reading/writing F4SE plugins. So if there's some kind of conflict, I'm not sure I'll be able to do much.
deathmorph Posted May 12, 2025 Posted May 12, 2025 I found the option to set the duration. It's not in the MCM, as I thought. But when installing I can choose between 3 minutes, 6 minutes and 10 minutes. I'd forgotten that it was like that.
Astryl Posted May 12, 2025 Posted May 12, 2025 Any recommendations for settings to make cum addiction & withdrawal extremely debuffing?
SlaskSpam Posted May 28, 2025 Posted May 28, 2025 I installed the Wasteland of Depravity Wabbajack that includes this mod. I tried to craft a vial at the chemistry station but could only fin addiction remedies & cures. Any idea how to craft or buy the vials, I tried searching on the other crafting stations, but could not find the vials.
spicydoritos Posted May 28, 2025 Author Posted May 28, 2025 5 hours ago, SlaskSpam said: I installed the Wasteland of Depravity Wabbajack that includes this mod. I tried to craft a vial at the chemistry station but could only fin addiction remedies & cures. Any idea how to craft or buy the vials, I tried searching on the other crafting stations, but could not find the vials. When the mod is in it's default state, preservative vials are the very first item in the BLTC category: Spoiler Maybe you have an item sorter that filed the recipe elsewhere? The vials are a "misc" item.
RAFreeman Posted June 4, 2025 Posted June 4, 2025 (edited) I'm begging for a longer VFX period. I put it on the 11 minute scale. It's no where near long enough. In real life the only drugs that wear off that quickly are inhalants, and those aren't worth it (gave me emphysema). Crack lasts longer than this and it only exists to create addicts. This should last for an hour, minimum. I guess LSD got me all entitled. A drug just isn't worth it if doesn't last for a few hours. Even pot lasts WAY longer than this. Please, anyone, make a realistic time patch for this. Call it "Hard Core" mode for those out there that have never actually done any drugs in their lives. A trip is called a trip because you're gone for a serious amount of time. If someone else has already begged for this and it is beyond the capabilities of the mod than I apologize for not having the time to go through the previous posts. Edit: Holy crap was I wrong! If I went to the highest heights at an hour a pop my character would go on a permatrip just to see the stronger visions. lol Sorry, I do apologize. Edited June 8, 2025 by RAFreeman
Franco Cozzo Posted June 9, 2025 Posted June 9, 2025 If anyone could tie the cum-addiction from this mod into the snowball/auto consume options from Deep Addiction it would be very cool https://www.nexusmods.com/fallout4/mods/73290 as of now it only has the base games drugs in it, I believe it would all need to be manually done/done via script.
deathmorph Posted June 15, 2025 Posted June 15, 2025 (edited) I just noticed that Hydra and Cola addictions can no longer be cured if I deactivate the vanilla healing. So I'm concentrating on Krista. Since Additcol doesn't cure Hydra and Cola addictions even with this setting, addictions remain permanent. So I have to activate the vanilla healing, which unfortunately diminishes Krista's play value or makes it unnecessary. Cum addictions from the Latex Collar mod are also no longer cured. The cure only occurs when the Vanilla Cure is activated here. The settings therefore affect the entire addictions system. Edited June 15, 2025 by deathmorph
spicydoritos Posted June 16, 2025 Author Posted June 16, 2025 18 hours ago, deathmorph said: I just noticed that Hydra and Cola addictions can no longer be cured if I deactivate the vanilla healing. So I'm concentrating on Krista. Since Additcol doesn't cure Hydra and Cola addictions even with this setting, addictions remain permanent. So I have to activate the vanilla healing, which unfortunately diminishes Krista's play value or makes it unnecessary. Cum addictions from the Latex Collar mod are also no longer cured. The cure only occurs when the Vanilla Cure is activated here. The settings therefore affect the entire addictions system. This kind of conflict is inevitable when running multiple addiction mods. I discuss this issue a bit in the mod description, but the problem is that the vanilla cures (addictol and doctor) fix all addictions, period. No subtlety, no whitelisting, no conditions, no exceptions. And so pretty much every addiction mod has to overwrite the vanilla functions in their own way. Only one of those overwrites can "win", and the others stop working. There are only three good solutions, in my opinion. The first option is to make your own custom compatability patch that incorporates all the changes from whichever addiction mods you have installed. The second option is to avoid using the vanilla cures at all. The third option is to pick one "winning" mod, the one whose changes you care about most, and load it after the others. 2
Finals6 Posted August 9, 2025 Posted August 9, 2025 Hello, my game will crash if I talk to krista. I use PRP and Fallout 4 HD Overhaul 2k, not sure if this caused the problem.
spicydoritos Posted August 10, 2025 Author Posted August 10, 2025 20 hours ago, Finals6 said: Hello, my game will crash if I talk to krista. I use PRP and Fallout 4 HD Overhaul 2k, not sure if this caused the problem. I have no idea why the game would crash when speaking to an NPC. Krista herself is the only addition to Goodneighbor, there are no other alterations to that room. So there shouldn't be a conflict with PRP as far as I know. Maybe some kind of dialogue mod conflict?
Finals6 Posted August 13, 2025 Posted August 13, 2025 On 8/10/2025 at 1:20 AM, spicydoritos said: I have no idea why the game would crash when speaking to an NPC. Krista herself is the only addition to Goodneighbor, there are no other alterations to that room. So there shouldn't be a conflict with PRP as far as I know. Maybe some kind of dialogue mod conflict? Yeah, but I only use XDI.
spicydoritos Posted August 13, 2025 Author Posted August 13, 2025 44 minutes ago, Finals6 said: Yeah, but I only use XDI. Yeah I doubt XDI is the culprit. Honestly though I'm not sure what specific guidance I can give you. I often have at least some vague idea of where and how things can fail, but this situation is new to me.
cobaltdawg Posted October 2, 2025 Posted October 2, 2025 Alright so.. there's a very good chance that I'm just an idiot, but I'm stuck on the "Collect wild animal cum" quest. I had an entire pack of molerats have their way with me but I am still sitting at 0%. Is there something I need to have equipped or in my inventory for it to work...?
spicydoritos Posted October 3, 2025 Author Posted October 3, 2025 3 hours ago, cobaltdawg said: Alright so.. there's a very good chance that I'm just an idiot, but I'm stuck on the "Collect wild animal cum" quest. I had an entire pack of molerats have their way with me but I am still sitting at 0%. Is there something I need to have equipped or in my inventory for it to work...? The sex event has to actually supply cum to your character. From a technial standpoint, that means it needs to be tagged as PenisToSomething (vag, mouth, ass). The single, currently-available molerat animation involves the creature giving oral. So the animation doesn't include a PenisToX tag. The only way to acquire cum from molerats is to add the (inaccurate) tag yourself. Otherwise you'll have to find other wild animals to complete the quest. 1
cobaltdawg Posted October 3, 2025 Posted October 3, 2025 15 hours ago, spicydoritos said: The sex event has to actually supply cum to your character. From a technial standpoint, that means it needs to be tagged as PenisToSomething (vag, mouth, ass). The single, currently-available molerat animation involves the creature giving oral. So the animation doesn't include a PenisToX tag. The only way to acquire cum from molerats is to add the (inaccurate) tag yourself. Otherwise you'll have to find other wild animals to complete the quest. Ahhhh I was wondering if that might have been why! But the tagline/description for the quest specifically mentions molerats under "Wild animals" so I figured it was working and I was just doing something wrong. Good to know! Thanks!
spicydoritos Posted October 3, 2025 Author Posted October 3, 2025 5 hours ago, cobaltdawg said: But the tagline/description for the quest specifically mentions molerats under "Wild animals" Yeah that was a bit of optimistic future-proofing on my part. Since molerats had at least one animation, I figured eventually someone might give them a penis and make penetration animations too. Hasn't happened yet, unfortunately. 😅 1
dpfordpp Posted November 16, 2025 Posted November 16, 2025 Interesting interaction this mod creates: Cait will "like" when the player character has sex, because it counts as chem use.
spuffyty54 Posted December 12, 2025 Posted December 12, 2025 I'd love to get the cums from females too as I play as male Any way to that?
Franco Cozzo Posted December 12, 2025 Posted December 12, 2025 1 hour ago, spuffyty54 said: I'd love to get the cums from females too as I play as male Any way to that? Probably the 2nd option in the MCM 2
Mimirue17 Posted December 13, 2025 Posted December 13, 2025 is there a chance all the patches could be put in one place? they are all scattered around and people might miss one that they might really like!
spicydoritos Posted December 14, 2025 Author Posted December 14, 2025 7 hours ago, Mimirue17 said: is there a chance all the patches could be put in one place? they are all scattered around and people might miss one that they might really like! My patches are linked in the mod description, unless I missed one. Third-party patches are certainly allowed and I know there are a couple floating around in the thread. However, I don't want to give the impression that they're officially supported, tested, or otherwise vouched for by me. Nor do I necessarily want to obligate myself to link to new patches if and when they are posted. In any case, this mod is due for an update now that more creatures have sex animations (radroach, radstag, etc). I also have a lengthy list of minor revisions and longstanding bugs to fix. Once I (hopefully) find time to make updates, that would be a good opportunity for patch authors to verify that their creation still works, and either update it or bump it.
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