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Better Living Through Cumistry


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Posted

Version 1.08 is up!

 

v. 1.08

-Added option to heal from any penetrative sex instead of just oral.

-Added FOMOD installer options for longer visual effect durations. Note that these install an additional ESL-flagged ESP.

-Krista's collection quest now lists acceptable partner races in the quest summary text in your Pip-Boy.

-Using either the Sleep or Wait feature now clears BLTC's visual effects.

-Fixed accidental overwrite of vanilla Chemist perk.

-Fixed another instance of the nasty infinite-withdrawal VFX loop. Hopefully the last time this bug rears its head.

-Fixed various minor text consistency errors (e.g. “machine cum” instead of “machine fluids”).

Posted

Thanks for the new improvements!

 

Out of curiosity, do you (or others) use this with MCM Settings Manager? I've noticed that if I apply a preset when I'm starting a new game, I have to toggle BLTC off and on again in the MCM after that before it will activate.

 

This is not the only mod where I've noticed initialization issues when loading an MCM Settings Manager preset, which is leading me to start distrusting it.

Posted
51 minutes ago, vaultbait said:

Thanks for the new improvements!

 

Out of curiosity, do you (or others) use this with MCM Settings Manager? I've noticed that if I apply a preset when I'm starting a new game, I have to toggle BLTC off and on again in the MCM after that before it will activate.

 

This is not the only mod where I've noticed initialization issues when loading an MCM Settings Manager preset, which is leading me to start distrusting it.

 

I do use MCM Settings Manager, and in fact I even started a new game using a settings preset fairly recently.  I can't recall any particular issues, though (maybe the odd setting not quite right). 

 

Can you clarify what you're seeing?  Are you saying BLTC's functions won't activate without toggling it on and off in your new game w/ settings preset?

Posted (edited)
On 5/7/2022 at 10:44 PM, spicydoritos said:

 

I do use MCM Settings Manager, and in fact I even started a new game using a settings preset fairly recently.  I can't recall any particular issues, though (maybe the odd setting not quite right). 

 

Can you clarify what you're seeing?  Are you saying BLTC's functions won't activate without toggling it on and off in your new game w/ settings preset?

 

Pretty much that, yes. If I start a new playthrough, oral sex doesn't give me a cum consumable effect unless I go into the MCM and turn the mod off and back on with the main toggle. After that it works perfectly though. Glad to hear it's probably something odd about my setup and that not everyone's having that problem at least (I also have so many MCM-using mods it refuses to export my settings, looks like the threshold is probably 3000 MCM options before it just gives up, even though in my case 99% of those are at their default values).

 

Edit: It just dawned on me, one possible reason is that the unmodded save I use is just inside the Vault 111 door after obtaining the Pip-Boy but before exiting, so that I can reset my name and other attributes when I restart. Could it be something to do with the mod getting installed before exiting the vault vs after?

Edited by vaultbait
Posted
1 hour ago, vaultbait said:

 

Pretty much that, yes. If I start a new playthrough, oral sex doesn't give me a cum consumable effect unless I go into the MCM and turn the mod off and back on with the main toggle. After that it works perfectly though. Glad to hear it's probably something odd about my setup and that not everyone's having that problem at least (I also have so many MCM-using mods it refuses to export my settings, looks like the threshold is probably 3000 MCM options before it just gives up, even though in my case 99% of those are at their default values).

 

Edit: It just dawned on me, one possible reason is that the unmodded save I use is just inside the Vault 111 door after obtaining the Pip-Boy but before exiting, so that I can reset my name and other attributes when I restart. Could it be something to do with the mod getting installed before exiting the vault vs after?

 

Wow, 3,000 options!  I'm in the 1,200 range and my modding environment is fairly well populated (or so I thought).

 

I don't know exactly what's going on, but I might be able to help narrow it down.  The master on/off switch doesn't affect initialization at all.  It's checked when BLTC sees an AAF OnSceneEnd event.  That setting's default is saved in the relevant MCM settings.ini file, and default is on.  Nonetheless, if it somehow registers false, you should see this line in your papyrus output: "BLTC master switch is off, skipping OnStop actions".

 

If you don't see that line and BLTC effects don't occur, it may indeed be an initialization issue.  BLTC's controller quest uses kinggath's startup template which is pretty darn robust.  Nonetheless anything pre-elevator is subject to Bethesda oddity, and I don't have anything that would delay initialization until exiting the vault.  Perhaps BLTC can't properly register AAF events before exiting vault 111?  Usually by the time it would matter I've done a couple save/load cycles outside the vault.

Posted
1 hour ago, vjnmrf said:

The mod works well and stably, but you missed the wolves - their sperm is defined as human?

 

Technically I don't have any support for DLC creatures.  Sounds like the wolves got caught up in my failsafe for people running furry-race human replacers.  (TBH it has been so long since I last played Far Harbor, I forgot wolves even existed)

 

I'm unlikely to add a whole new set of cum addictions for wolves, gulpers, etc.  However, maybe I can add a better method of determining the nearest equivalent (dogs for wolves, mirelurks for gulpers, etc). I'll look into it for next update.

Posted

@spicydoritos Just wondering if it would be possible to make each dose of cumethadone only clear one type per use, or be specific to each type of addiction? That way you'll runa higher risk of getting a new addiction while trying to cure your current one, which would make you have to go harvest another type.  Same kinda idea with the collection quest, maybe make it check what you're addicted to and send you for something different.  Might get some players into a more endless loop of going to to harvest the cure and then needing to do it again because you got a new addiction.  Also kinda defeats the purpose if I'm addicted to human cum to get sent on a quest to collect from humans.  Maybe 7 different types of cure and Krista will never send you after what you're trying to get for free?  Lots of possibilities

 

Just an idea, not sure if it's possible, but might as well throw it out to you, hope you like it.

Posted

Heya

 

Just an idea for more immersion:
Option to have the "getting desperate" also alert nearby enemies, similar to Elzee's "Cough" mod.  Since your character is making a bit of noise in withdrawals.

 

Any issues with upgrading to 1.8 if I already have the quest to find Krista running?

Posted
14 hours ago, RileyAP said:

@spicydoritos Just wondering if it would be possible to make each dose of cumethadone only clear one type per use, or be specific to each type of addiction? That way you'll runa higher risk of getting a new addiction while trying to cure your current one, which would make you have to go harvest another type.  Same kinda idea with the collection quest, maybe make it check what you're addicted to and send you for something different.  Might get some players into a more endless loop of going to to harvest the cure and then needing to do it again because you got a new addiction.  Also kinda defeats the purpose if I'm addicted to human cum to get sent on a quest to collect from humans.  Maybe 7 different types of cure and Krista will never send you after what you're trying to get for free?  Lots of possibilities

 

Just an idea, not sure if it's possible, but might as well throw it out to you, hope you like it.

 

It's an idea not far off of my original intent with the cure- multiple versions, different quests with different ingredients, etc.  However it adds a ton of complexity to deal with on my end.  This includes stuff like overhauling Krista's dialogue and/or turn her into a vendor.  It might be slightly easier to add an MCM toggle to pick between "cure all" and "cure random" (and when I say "slightly" easier, I mean it'll still be a lot of work and testing).  I don't hate the idea but it'll have to wait until I'm in the mood for that kind of effort.

 

Or... now that the player has a way to store cum, maybe I can add craftable, single-addiction versions of the full cure?  That way I wouldn't have to touch Krista/cumethadone, while adding options to help yourself throughout the Commonwealth.  Ingredients could require cum from various races, thus driving new addiction risks.  Goodneighbor would remain a sort of "get out of jail" homebase (much like Kimy selling DD keys).  I'll ponder some more.

 

45 minutes ago, Sgt. Marge said:

Heya

 

Just an idea for more immersion:
Option to have the "getting desperate" also alert nearby enemies, similar to Elzee's "Cough" mod.  Since your character is making a bit of noise in withdrawals.

 

Any issues with upgrading to 1.8 if I already have the quest to find Krista running?

 

Holy crap, a mod that uses AAF for something besides sexy times!  That functionality looks simple enough to add.  A couple lines of script plus an MCM toggle.

 

You can safely update to 1.08.  The quest changes are simply new text in the description form, they won't affect anything to do with stages or objectives.

Posted
On 5/14/2022 at 9:16 AM, spicydoritos said:

Ingredients could require cum from various races

Or to make it easy just make cumethadone the "special" crafting ingredient for individual specie's cure.  Then just a tiny text update to Krista's speech so it just says her special synth power requires random species, but only produces a generic ingredient that you then need to collect whatever other types that recipe requires. 

 

So Krista sends you for random like now(no code change, just text for "lore"), gives you a generic ingredient that you then need to "cook" down and distill with other species cum samples(that we're already collecting anyway), to get you over your current addiction.  Make it something like human cure needs dose of dog or insect insect plus a vial of Krista's cumethadone.  Finally for a super cure all, make it require a dose of EVERY cure, plus another vial of Krista's so you would need to collect 8 from the quest, plus number of all species samples.

 

She could also still sell a super cure for way more money, so you have a get out of jail card like you said.  It should be very expensive because it's really tons of cum distilled down by her with an ingredient only she can make.  Then an MCM setting to make the generic ingredient a cure-all would give a vanilla BTLC experience. 

 

As you can see I've sorta been addicted to everything for awhile, just realized I have nothing that I can get a high off anymore, nor can a fix my 7th craving.  Since there is nothing I haven't already had one for, so popping a single dose shouldn't fix my cum junkie's problems!!121641003_Cravingsjpg.thumb.jpg.c75338b71ade361a2b2f5f4230b1e54c.jpg

Posted

Recently started using this mod alongside the newly released Advanced Needs 76, as I can't find their AN2 mod anymore.

 

I got myself captured in a Raider pet scenario and I'm finding that the "cum sates hunger/thirst" isn't happening, even after raising values to either 1 or 2 units. Don't suppose you could look into this?

 

No rush or anything, but my character might just perish in sexual slavery now aha.

Posted
1 hour ago, KingMaker11 said:

Recently started using this mod alongside the newly released Advanced Needs 76, as I can't find their AN2 mod anymore.

 

I got myself captured in a Raider pet scenario and I'm finding that the "cum sates hunger/thirst" isn't happening, even after raising values to either 1 or 2 units. Don't suppose you could look into this?

 

No rush or anything, but my character might just perish in sexual slavery now aha.

 

To an extent, I *have* looked into this, by virtue of running AN76 in my game.  ?  They work just fine together in my experience.  Hunger/thirst satiation requires oral sex so make sure to test with a bj animation.

 

If you think you have the settings correct, and you're running the right animations, feel free to post a papyrus log.  I'll see if anything jumps out.

Posted
7 hours ago, spicydoritos said:

Hunger/thirst satiation requires oral sex so make sure to test with a bj animation.

 

Also it may take multiple... er... tests if the "donor" isn't something like a super mutant or behemoth which gives a satisfactory quantity of refreshment in a single session.

Posted

So further testing... it might be raider pet being weird? I'm not sure.

 

Scenes with human raiders, that were Oral (e.g. Forced BJ animation), did not cause satiation. After escaping I triggered some scenes via Hardship, different Oral animation, and that did work. Notification and everything.

Posted
39 minutes ago, KingMaker11 said:

So further testing... it might be raider pet being weird? I'm not sure.

 

Scenes with human raiders, that were Oral (e.g. Forced BJ animation), did not cause satiation. After escaping I triggered some scenes via Hardship, different Oral animation, and that did work. Notification and everything.

 

Could be missing/incorrect tags on the first animation.  Would need a papyrus log to be sure.

 

Or perhaps you turned on the MCM setting that makes BLTC ignore non-con activities?  It's off by default.

Posted

Hey there, for some reason addiction doesn't seem to be triggering for me. I've seen earlier in the thread that someone had a similar problem but there wasn't any apparent solution Perhaps by gathering more data (more people reporting) about the problem we can find it.

 

I've checked that the main quest is active, it's on stage 20 (startup complete, according to what I've seen in xEdit). If I set it to 10 or start it manually it almost instantly goes to 20.

The addiction value that I've played with, BLTC_AVHumanoidAddiction, does go up, I've even tried setting it manually to 600 or so just to see if anything happens after a scene, sadly nothing happened.

I've had this mod first at version 1.05 iirc or so, didn't play much with it and didn't really give it any thought, but it never did work, I've upgraded to 1.08 when that came out a while ago and only now I've had the time to see what's up with it

.

I've tried uprooting it too, made a manual save, deleted the mod, loaded the save, made another save, cleaned this last save with FallRim tools, loaded it up, saved again and then installed 1.08, and still nothing. This would usually fix inconsistencies but not this time.

 

I've also tried a new game, set my BLTC_AVHumanoidAddiction value to like 500, had a scene as soon as I could control my character after the bathroom mirror and still nothing (checked with the debug option as I didn't have the pipboy yet). As much as I hate the "just make a new game" solution to bugs, because it is the equivalent of "just build a new house" for when you have a leaky pipe, this time it didn't work either.

 

This leads me to believe something is interfering with the setting of the effect since the points rack up, or with whatever is supposed to detect that the points reached a threshold. Could be a conflicting mod, could be something else. I don't really know what could cause this as nothing should theoretically touch this mod's scripts and effects. If my load order or my save or whatever else seems like it'd come in handy I can provide it upon request, otherwise I'd be more than happy to aid in this bughunt however I can. Any ideas would be appreciated.

Posted
18 minutes ago, McAztec said:

I've seen earlier in the thread that someone had a similar problem but there wasn't any apparent solution

That case had a very clear solution: user was running scenes with the TGM console command active, which prevents all potions from applying.

 

The addiction actor values don't govern whether you're addicted.  They're a measure of how much you've consumed in total, and thus control the potency of your withdrawal effects.  Cum addiction has a percent chance to activate with every application, just like vanilla chems.  Humans have a... 5% chance, I think?  Others can be much higher, like Behemoths or Deathclaws.

 

Best bet for testing is to console spawn a bunch of cum edibles and eat them in quick succession.  Usually I get through less than a dozen before I hear the addiction sound. 

Posted
30 minutes ago, spicydoritos said:

That case had a very clear solution: user was running scenes with the TGM console command active, which prevents all potions from applying.

 

The addiction actor values don't govern whether you're addicted.  They're a measure of how much you've consumed in total, and thus control the potency of your withdrawal effects.  Cum addiction has a percent chance to activate with every application, just like vanilla chems.  Humans have a... 5% chance, I think?  Others can be much higher, like Behemoths or Deathclaws.

 

Best bet for testing is to console spawn a bunch of cum edibles and eat them in quick succession.  Usually I get through less than a dozen before I hear the addiction sound. 

 

Must've misremembered the case then, my bad. Sadly I am not using TGM so that's not it.

 

I assumed the addiction values trigger addiction levels when certain thresholds are reached, but I will try with the consumables.

I must say my hopes aren't high for that tho. I've played with the mod active since 1.05 and never had a single addiction. Granted I don't play that much, maybe a few hours per week or so, but I should've managed to trigger it. Had at least 50 'encounters' with humans some day and nothing happened.

 

Where exactly could these chances be modified in xEdit, if at all possible? It would be useful for debugging and for customization.

 

Posted

I've tried the edibles as suggested, spawned 100 of 'Cum - Supermutant' consumed all on the spot via pipboy, exited pipboy and nothing happened.

Tried the same with Human cum next and same results.

Posted
1 hour ago, McAztec said:

 

Where exactly could these chances be modified in xEdit, if at all possible? It would be useful for debugging and for customization.

That's on the form for each individual potion (xEdit calls them Ingestibles, I think).  If you can't locate it I'll snap a screenshot after work.

 

1 hour ago, McAztec said:

I've tried the edibles as suggested, spawned 100 of 'Cum - Supermutant' consumed all on the spot via pipboy, exited pipboy and nothing happened.

Tried the same with Human cum next and same results.

 

After doing that test, go into BLTC's MCM menu and click "Display Player's Cum Addictions".  Does the message box list any active addictions or no?

Posted (edited)
38 minutes ago, spicydoritos said:

That's on the form for each individual potion (xEdit calls them Ingestibles, I think).  If you can't locate it I'll snap a screenshot after work.

 

 

After doing that test, go into BLTC's MCM menu and click "Display Player's Cum Addictions".  Does the message box list any active addictions or no?

The message box didn't list anything, that's what I meant, yes.

I'll try locating the chance, setting it to 100% and run the test again.

Also I did notice something odd during the test, I think the visual effects stack if I'm not mistaken. Meaning that with each supermutant cum item consumed my screen was brighter and brighter to the point that I couldn't see. With human cum it got darker to the point of being just red except for UI elements and pipboy. I know consuming that many potions isn't expected behavior but is this intended, or should there be some sort of cap on the stacking or no stacking at all?

Edited by McAztec
Edit: retested, it was red screen effect, not black
Posted

I found the value in question: addiction chance, under effect data. I set it to 1 for human cum, I drank 20 and still no addiction. Checked with the message box from the debug section in BLTC's MCM menu.

Posted
33 minutes ago, McAztec said:

I found the value in question: addiction chance, under effect data. I set it to 1 for human cum, I drank 20 and still no addiction. Checked with the message box from the debug section in BLTC's MCM menu.

 

TBH, I'm pretty low on ideas.  BLTC uses the vanilla addiction mechanisms available through the CK.  If they aren't firing for you, I have no idea why, nor really any way to troubleshoot it.  Do you have that perk that makes it so you can't get addicted to chems?  Or some mod that does similar?  Can you get addicted to vanilla chems? 

 

Feel free to attach a papyrus log and I'll take a glance, but no guarantee anything will stick out.  Next stop in the land of testing would be a new game (outside Vault 111) with no mods except BLTC and its masters.  See if cum edibles work in that minimalist environment.

 

50 minutes ago, McAztec said:

is this intended, or should there be some sort of cap on the stacking or no stacking at all?

 

That is intended behavior.  Most people won't come close to consuming that much cum that quickly.  If they do, though, they deserve to be a little messed up.  :-D  Also you can disable the VFX for testing.  It won't affect addiction.

Posted
13 minutes ago, spicydoritos said:

 

TBH, I'm pretty low on ideas.  BLTC uses the vanilla addiction mechanisms available through the CK.  If they aren't firing for you, I have no idea why, nor really any way to troubleshoot it.  Do you have that perk that makes it so you can't get addicted to chems?  Or some mod that does similar?  Can you get addicted to vanilla chems? 

 

Feel free to attach a papyrus log and I'll take a glance, but no guarantee anything will stick out.  Next stop in the land of testing would be a new game (outside Vault 111) with no mods except BLTC and its masters.  See if cum edibles work in that minimalist environment.

 

 

That is intended behavior.  Most people won't come close to consuming that much cum that quickly.  If they do, though, they deserve to be a little messed up.  ? Also you can disable the VFX for testing.  It won't affect addiction.

I will test out vanilla chems to see if those still work. I never use them myself so if they stopped working at some point I didn't notice. I don't remember putting any points in chemist for this exact reason, but I do have the perk for no alcohol addiction. I will try removing that tier of the perk and see if it makes any difference. I also have a mod that changes alcohol, but I recall removing that one briefly and not seeing any difference, I will try again, but this time with the consumables test.

 

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