spicydoritos Posted January 13 Author Posted January 13 On 1/11/2026 at 3:03 PM, Slorm said: Update Suggestion - Tentacle Bait I was clearing Backstreet Apparel and in the ground floor room (1st right in the corridor) there are two raiders. I went in blasting away with a combat shotgun, first one goes down and as I'm blasting away at the second, Tentacle Bait fired. The live Raider was pacified correctly but at the end of the sex scene had wandered of into the corner as if nothing had happened so was easy meat to finish off. I'd suggest that when this happens (if it fires in combat or danger) that the pc having been in a very compromised situation with the tentacles would have no time to recover and automatically surrender (if Violate is present). Just an idea to give it some consequence and risk when it happens I'll have to ponder if there is a simple/elegant way to achieve this goal. Handing off to Violate isn't a problem per se, but it gets tricky if the enemy has moved away during the tentacle scene. The player wouldn't be in combat with anyone to surrender to. I don't want to get into the business of tracking recent enemies. Ideally the enemies would remain nearby to watch your tentacle experience. However I don't want to meddle with their AI package either, in part because of the logistics required, and in part because they might be doing something else worthwhile (fighting your companions, or being a Spectator, etc). Maybe a sound event upon completion of the tentacle scene, to draw enemy attention, coupled with a configurable period of player helplessness. Then nature/Violate can take its normal course. I dunno, I'll let it slosh around in my head for a bit. Overall I like the idea it just needs some adaptability. 1
Slorm Posted January 14 Posted January 14 18 hours ago, spicydoritos said: Maybe a sound event upon completion of the tentacle scene, to draw enemy attention, coupled with a configurable period of player helplessness. Then nature/Violate can take its normal course. I dunno, I'll let it slosh around in my head for a bit. Overall I like the idea it just needs some adaptability. This sounds the simplest way of doing it. Say 5 or 10 seconds helplessness (with heavy breathing 😃) while the raiders are attacking the pc. It would also synergise indirectly with CSL
daskull Posted January 15 Posted January 15 I encountered a strange issue. After activating the perk "Unbridled Nymphomania", the cooldown time was unusually short, and it took effect less than half a day after the last sex. However, I had clearly set the cooldown time to 36 hours... Additionally, if I want to uninstall a certain perk, can I directly delete the corresponding perk using the console? This is because if all perks are uninstalled, some perk data will be reset to zero, such as "Town Bicycle" and "Homewrecker". The cost is a bit too high.
spicydoritos Posted January 15 Author Posted January 15 1 hour ago, daskull said: I encountered a strange issue. After activating the perk "Unbridled Nymphomania", the cooldown time was unusually short, and it took effect less than half a day after the last sex. However, I had clearly set the cooldown time to 36 hours Did you change the game's default time scale? Also you can check whether the MCM setting is being correctly copied to the necessary ActorValue. Go into console and type "player.getvalue PVPK_UnbridledNymphoAVMajorDuration". Hopefully the stored value matches your MCM setting. 2 hours ago, daskull said: if I want to uninstall a certain perk, can I directly delete the corresponding perk using the console? Sometimes yes, sometimes no. Many of the perks are nothing but triggers to start the spells and script functions needed to create the effect. Deleting the perk without clearing out the timers and stored values could cause strange bugs. Instead, I recommend nullifying an unwanted perk via the MCM settings, for example Unbridled Nymphomania you can set the "Sex Chance Increase Per Hour" to zero.
daskull Posted January 15 Posted January 15 52 minutes ago, spicydoritos said: 你改变了游戏的默认时间尺度吗?你也可以检查MCM设置是否正确地复制到必要的ActorValue。进入控制台并输入“player.getvalue PVPK_UnbridledNymphoAVMajorDuration”。希望存储的值与你的MCM设置匹配。 有时是,有时不是。许多奖励只是启动所需效果的法术和脚本函数的触发器。删除奖励而不清除计时器和存储值可能会导致奇怪的错误。相反,我建议通过MCM设置取消不需要的奖励,例如“无节制的性欲”,你可以将“每小时性机会增加”设置为零。 The return value is indeed 36. I did install a mod that changes the speed of time passing, which is SettlerWorktimeImmersion.esp. This mod sets different time flow rates in combat and non combat, indoor and outdoor, and construction modes. Is it possible that it caused the problem? In most cases, my in-game time speed is 8 times faster, but in build mode, the speed slows down to 2 times. The current situation is that the morning in the game has just experienced the sex scene, but by 8 pm, forced sex has already begun to appear. However, I do like this perk, and I am a bit unwilling to close it like this. Inspired by you, I came up with a temporary solution, using player.setvaluePVPKUnbridleddNamphoAVMajorDuration 80, to see how long the safe period can last. Hopefully, this simple and rough method can solve all the troubles.
daskull Posted January 15 Posted January 15 3 minutes ago, daskull said: 4 minutes ago, daskull said: 返回值确实为36。我确实安装了一个改变时间流逝速度的mod,是SettlerWorktimeImmersion.esp。这个mod在战斗和非战斗、室内和室外以及建造模式中设置了不同的时间流速。难道是它引起了问题?在大多数情况下,我的游戏时间速度是8倍快,但在建造模式中,速度减慢到2倍。目前的情况是,游戏中的早晨刚刚经历了性爱场景,但到晚上8点,强迫性行为已经开始出现。然而,我确实喜欢这个技能,有点不愿意就这样关闭它。受你启发,我想到了一个临时解决方案,使用player.setvaluePVPKUnbridleddNamphoAVMajorDuration 80,看看安全期能持续多久。希望这个简单粗暴的方法能解决所有问题。 57 minutes ago, spicydoritos said: 你改变了游戏的默认时间尺度吗?你也可以检查MCM设置是否正确地复制到必要的ActorValue。进入控制台并输入“player.getvalue PVPK_UnbridledNymphoAVMajorDuration”。希望存储的值与你的MCM设置匹配。 有时是,有时不是。许多奖励只是启动所需效果的法术和脚本函数的触发器。删除奖励而不清除计时器和存储值可能会导致奇怪的错误。相反,我建议通过MCM设置取消不需要的奖励,例如“无节制的性欲”,你可以将“每小时性机会增加”设置为零。 Hahaha, it has already failed and the numerical value cannot be recorded... I need to think of another way
spicydoritos Posted January 15 Author Posted January 15 (edited) 55 minutes ago, daskull said: The return value is indeed 36. I did install a mod that changes the speed of time passing, which is SettlerWorktimeImmersion.esp. This mod sets different time flow rates in combat and non combat, indoor and outdoor, and construction modes. Is it possible that it caused the problem? In most cases, my in-game time speed is 8 times faster, but in build mode, the speed slows down to 2 times. The current situation is that the morning in the game has just experienced the sex scene, but by 8 pm, forced sex has already begun to appear. However, I do like this perk, and I am a bit unwilling to close it like this. Inspired by you, I came up with a temporary solution, using player.setvaluePVPKUnbridleddNamphoAVMajorDuration 80, to see how long the safe period can last. Hopefully, this simple and rough method can solve all the troubles. Changing the time scales will also affect in-game timer duration, yes. My suggestion is to edit the config.json file in this mod's MCM folder. Find the timer setting for Unbridled Nymphomania and change the max value to a higher number. Then reload your save and adjust the setting in the MCM menu. Spoiler Edited January 15 by spicydoritos
daskull Posted January 15 Posted January 15 36 minutes ago, spicydoritos said: 更改时间尺度也会相应影响游戏内计时器的持续时间,是的。我的建议是编辑这个模组的MCM文件夹中的config.json文件。找到Unbridled Nymphomania的计时设置,并将最大值更改为一个更大的数字。然后重新加载你的存档,并在MCM菜单中调整设置。 隐藏内容 Okay, I got it. Thank you for your help! I'll give it a try!
roflmaones Posted January 26 Posted January 26 can it be that the mod dont work with latest updates? i have activated 4 perks, but nothing happend on trigger scenes...
spicydoritos Posted January 27 Author Posted January 27 2 hours ago, roflmaones said: can it be that the mod dont work with latest updates? i have activated 4 perks, but nothing happend on trigger scenes... Depends which perks, and what actually occurred. As far as I know there's nothing in AE that would directly prevent this mod from working. However, this mod depends heavily on upstream frameworks and F4SE plugins for most of the sex functions, and I'm not sure those mods are all properly working in the AE version(s). That being said, I will say specifically that I'm running OG and I have no plans to update. I cannot guarantee compatability with any game version above OG.
roflmaones Posted January 27 Posted January 27 45 minutes ago, spicydoritos said: Depends which perks, and what actually occurred. As far as I know there's nothing in AE that would directly prevent this mod from working. However, this mod depends heavily on upstream frameworks and F4SE plugins for most of the sex functions, and I'm not sure those mods are all properly working in the AE version(s). That being said, I will say specifically that I'm running OG and I have no plans to update. I cannot guarantee compatability with any game version above OG. all i have installed works fine and perfect toggether, only PP does nothing more after last FO4 patch.. loadorder.txt
KylieTMS Posted January 29 Posted January 29 The USB-V perk doesn't seem to work. When I click the hotkey I just get the pop-up. PVPK: No target selected Do you know what could be causing this?
Samhsay Posted January 29 Posted January 29 1 hour ago, KylieTMS said: The USB-V perk doesn't seem to work. When I click the hotkey I just get the pop-up. PVPK: No target selected Do you know what could be causing this? Use hotkey for entering PA.
spicydoritos Posted January 29 Author Posted January 29 3 hours ago, KylieTMS said: PVPK: No target selected That means the LLFP function to find the crosshair target didn't actually find anything. The hotkey must be used while targeting a suit of power armor, as Samhsay said. Be sure you are close enough that you could enter the PA via the normal method if you wanted. If you receive that message while targeting PA from close up, then that means there's a problem with your LLFP installation. Possibly wrong version for your game.
Olmech Posted January 30 Posted January 30 Found something kind of annoying about this mod. Never noticed it before but then Ive never really been in the situation Im in now before. Long story short, Im on a HuCow Farm as a cow that is run by the BoS. Life Of The Party kicks in and after one or two cycles, Town Bicycle wants to kick in. Sometime during all that Homewrecker is kicked in. Makes a damn fine mess. Would be really, really nice if they didnt all try to run at once. Thank you for your mod even though Im in cow hell right now.
KylieTMS Posted January 30 Posted January 30 14 hours ago, spicydoritos said: That means the LLFP function to find the crosshair target didn't actually find anything. The hotkey must be used while targeting a suit of power armor, as Samhsay said. Be sure you are close enough that you could enter the PA via the normal method if you wanted. If you receive that message while targeting PA from close up, then that means there's a problem with your LLFP installation. Possibly wrong version for your game. Thank you, I was using it while already inside the armor.
spuffyty54 Posted March 12 Posted March 12 hello how i do to remove a perk? I'm trying with a mod that make all the humans as female, so the carnal perk is not immersive
spicydoritos Posted March 12 Author Posted March 12 1 hour ago, spuffyty54 said: hello how i do to remove a perk? I'm trying with a mod that make all the humans as female, so the carnal perk is not immersive There is an MCM option in Debug Settings to reset all perks. I don't recommend trying to remove individual perks. Many of them, like Carnal Compulsion, use ongoing script effects and timers. You may experience game errors if you try to use console removeperk commands. Instead, you can use MCM settings to effectively disable individual perks. For example, with Carnal Compulsion, you can set the Quest Start Chance to zero in the MCM menu.
InnocentWorld Posted March 13 Posted March 13 Absolutely no clue why Animal Magnetism doesn't work for me. Tentacle Bait seems to work, though I'm unsure if the hypno-tentacles are meant to have such a wildly long hypno-range (like I can't even see it I'm so far but I can't look that way or I start to lose it. Easy fix though, don't look that way). But I keep getting that dreaded error message. I've included my Papyrus log, I'm hoping someone who is literate in this kind of thing can help? The thing says something about Pokeballs? I'm way out of my element x.x Papyrus.0.log
spicydoritos Posted March 14 Author Posted March 14 1 hour ago, InnocentWorld said: Absolutely no clue why Animal Magnetism doesn't work for me. Tentacle Bait seems to work, though I'm unsure if the hypno-tentacles are meant to have such a wildly long hypno-range (like I can't even see it I'm so far but I can't look that way or I start to lose it. Easy fix though, don't look that way). But I keep getting that dreaded error message. I've included my Papyrus log, I'm hoping someone who is literate in this kind of thing can help? The thing says something about Pokeballs? I'm way out of my element x.x Papyrus.0.log 1.23 MB · 0 downloads Based on the attached papyrus output, when you try to initiate sex with Animal Magnetism, one of the following was true: -Player is being used by AAF already, or player somehow has one of the keywords that indicates AAF is using the player -Player is in a scene/conversation -Player is in combat (including "Caution" or enemies searching for you) -AAF Violate is actively using the player -Sexual Harassment is actively using the player Anything to do with hypnotic tentacle range is handled by the Animated Tentacles mod. Personally I just turn them off in MCM since they can be a bit buggy.
InnocentWorld Posted March 14 Posted March 14 Just now, spicydoritos said: Based on the attached papyrus output, when you try to initiate sex with Animal Magnetism, one of the following was true: -Player is being used by AAF already, or player somehow has one of the keywords that indicates AAF is using the player -Player is in a scene/conversation -Player is in combat (including "Caution" or enemies searching for you) -AAF Violate is actively using the player -Sexual Harassment is actively using the player Anything to do with hypnotic tentacle range is handled by the Animated Tentacles mod. Personally I just turn them off in MCM since they can be a bit buggy. 1. Not that I know of? Is there a way to check for the keywords? 2. Was wondering that too, but checking my companions nothing was wrong with them at the least, and I was kinda in the middle of nowhere 3. Nope! That one's easy! 4. Once again, not that I know of. I mean, I hit R because I was hoping to not be in such a scene 5. Not unless robots can do it? I was just outside of Grey Gardens, and didn't get notified of pursuit. Makes sense to have them off, this is my first attempt with your mod and I found the idea fun! Thanks for the quick response. It occured to me that I should have included my load order in the first post, so I'm including it here. If there isn't a solution, then that's fair, but I appreciate you trying! loadorder.txt
spicydoritos Posted March 14 Author Posted March 14 23 minutes ago, InnocentWorld said: 1. Not that I know of? Is there a way to check for the keywords? 2. Was wondering that too, but checking my companions nothing was wrong with them at the least, and I was kinda in the middle of nowhere 3. Nope! That one's easy! 4. Once again, not that I know of. I mean, I hit R because I was hoping to not be in such a scene 5. Not unless robots can do it? I was just outside of Grey Gardens, and didn't get notified of pursuit. Makes sense to have them off, this is my first attempt with your mod and I found the idea fun! Thanks for the quick response. It occured to me that I should have included my load order in the first post, so I'm including it here. If there isn't a solution, then that's fair, but I appreciate you trying! loadorder.txt 10.65 kB · 0 downloads When you crouch down, you absolutely get the green indicator (Hidden or Detected), not one of the red ones? Can you tell me what error notification you get when you try to start sex with the animal? And what the label says on the R key option? Also if you don't mind, you can try this script overwrite. I added a few more trace commands and notifications to the probable causes of the validity check failing. PVPK_more_trace.zip
InnocentWorld Posted March 14 Posted March 14 (edited) 25 minutes ago, spicydoritos said: When you crouch down, you absolutely get the green indicator (Hidden or Detected), not one of the red ones? Can you tell me what error notification you get when you try to start sex with the animal? And what the label says on the R key option? Also if you don't mind, you can try this script overwrite. I added a few more trace commands and notifications to the probable causes of the validity check failing. PVPK_more_trace.zip 70.63 kB · 0 downloads So, between the constant saving and loading, something seems to have changed, as it's now letting it work, and I can get scenes to play no problem x.x The error was "Cannot start Animal Magnetism scene with this actor right now", but, well, it's functioning now. Maybe I had some glitched combat tag? I was absolutely in [DETECTED] though, I did check. Regardless, it's working now. If I find the bug again I'll report it and be more careful with the exact save. Until then I'll use the more traces and notifications addon, thanks for your help, I really appreciate it! Edit: I'm not sure if it was in papyrus, or if it even matters, but it was a Yao Guai I was having trouble with. Just figured it'd be better to be specific! Edited March 14 by InnocentWorld 1
Leowulf Posted March 15 Posted March 15 Trying to seduce some creatures, I am getting a message something like "PVPK: This race is disabled for seduction." How do I enable them? I want my character to have sex with a behemoth before killing it.
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