spicydoritos Posted April 18, 2023 Author Posted April 18, 2023 Version 1.06 is up! It includes some important fixes, as well as optional integration with twistedtrebla's latest mods. v. 1.06 -Added optional Skimpy Armor Keywords Resource integration to the perks Delicate Skin, Exhibitionist Streak, and USB Type-V. See the revised individual perk descriptions for details. -Added optional Bound in Public integration to the perks Easy Prey and Homewrecker. See the revised individual perk descriptions for details. -Added MCM option to prohibit sleeping Protectrons from being selected as partners. -Fixed actors sometimes going hostile when using the “Chug!” feature of Easy Prey. -Fixed item transfer in/out of empty power armor while “wearing pants” with USB Type-V perk. -Revised partner selection under the hood, in the hopes of fixing the 0.1% of cases where the engine blows up and ignores all partner settings/conditions. 7
Gamaramdi Posted April 19, 2023 Posted April 19, 2023 (edited) Hi Just updated and i got this msg from Wrye Flash havent tested it Uninstalled the previous version first, and reinstalled this one again without problems... Traceback (most recent call last): File "bash\balt.pyo", line 1773, in __Execute File "bash\basher\installer_links.pyo", line 586, in Execute File "bash\basher\installer_links.pyo", line 569, in _try_installer File "bash\balt.pyo", line 825, in _conversation_wrapper File "bash\basher\installer_links.pyo", line 222, in Execute File "bash\basher\installer_links.pyo", line 186, in _perform_install File "bash\bosh\bain.pyo", line 2480, in bain_install File "bash\bosh\bain.pyo", line 2418, in _install File "bash\bosh\bain.pyo", line 2347, in _editTweaks File "bash\bosh\__init__.pyo", line 1118, in BestIniFile File "bash\ini_files.pyo", line 68, in get_ini_type_and_encoding bash.exception.BoltError: Failed to infer type for D:\Fallout 4\Data\MCM\Settings\PVPK.ini Edited April 19, 2023 by Gamaramdi
lee3310 Posted April 19, 2023 Posted April 19, 2023 (edited) 1 hour ago, Gamaramdi said: Hi Just updated and i got this msg from Wrye Flash havent tested it Uninstalled the previous version first, and reinstalled this one again without problems... Traceback (most recent call last): File "bash\balt.pyo", line 1773, in __Execute File "bash\basher\installer_links.pyo", line 586, in Execute File "bash\basher\installer_links.pyo", line 569, in _try_installer File "bash\balt.pyo", line 825, in _conversation_wrapper File "bash\basher\installer_links.pyo", line 222, in Execute File "bash\basher\installer_links.pyo", line 186, in _perform_install File "bash\bosh\bain.pyo", line 2480, in bain_install File "bash\bosh\bain.pyo", line 2418, in _install File "bash\bosh\bain.pyo", line 2347, in _editTweaks File "bash\bosh\__init__.pyo", line 1118, in BestIniFile File "bash\ini_files.pyo", line 68, in get_ini_type_and_encoding bash.exception.BoltError: Failed to infer type for D:\Fallout 4\Data\MCM\Settings\PVPK.ini Is it Flash or Bash ? and are you using "Wrye Bash" as mod manager instead of MO2 or Vortex ? Edited April 19, 2023 by lee3310
Gamaramdi Posted April 19, 2023 Posted April 19, 2023 6 hours ago, lee3310 said: Is it Flash or Bash ? and are you using "Wrye Bash" as mod manager instead of MO2 or Vortex ? Bash and yes i cant stand M02 or Vortex, they are way to intrusive 1
spicydoritos Posted April 19, 2023 Author Posted April 19, 2023 7 hours ago, Gamaramdi said: Hi Just updated and i got this msg from Wrye Flash havent tested it Uninstalled the previous version first, and reinstalled this one again without problems... Traceback (most recent call last): File "bash\balt.pyo", line 1773, in __Execute File "bash\basher\installer_links.pyo", line 586, in Execute File "bash\basher\installer_links.pyo", line 569, in _try_installer File "bash\balt.pyo", line 825, in _conversation_wrapper File "bash\basher\installer_links.pyo", line 222, in Execute File "bash\basher\installer_links.pyo", line 186, in _perform_install File "bash\bosh\bain.pyo", line 2480, in bain_install File "bash\bosh\bain.pyo", line 2418, in _install File "bash\bosh\bain.pyo", line 2347, in _editTweaks File "bash\bosh\__init__.pyo", line 1118, in BestIniFile File "bash\ini_files.pyo", line 68, in get_ini_type_and_encoding bash.exception.BoltError: Failed to infer type for D:\Fallout 4\Data\MCM\Settings\PVPK.ini I know nothing at all about Wyre Bash. Is it complaining about the MCM settings ini file? I didn't make any changes to that file as far as I can recall.
Slorm Posted April 19, 2023 Posted April 19, 2023 13 hours ago, spicydoritos said: -Added optional Bound in Public integration to the perks Easy Prey and Homewrecker. See the revised individual perk descriptions for details. I'm off to the boozer for 10 pints of Bobov's Best ?
spicydoritos Posted April 19, 2023 Author Posted April 19, 2023 57 minutes ago, Slorm said: I'm off to the boozer for 10 pints of Bobov's Best ? That's one way to forget what's gonna happen next. ?
vaultbait Posted April 19, 2023 Posted April 19, 2023 12 minutes ago, spicydoritos said: That's one way to forget what's gonna happen next. ? "We keep you in good spirits!" 1
EliXm Posted April 19, 2023 Posted April 19, 2023 Quote You may add perks at any time, but there is no method of removing individual perks. Is removing the perks via console reasonably safe or would scripts persist and screw things up?
spicydoritos Posted April 19, 2023 Author Posted April 19, 2023 8 minutes ago, EliXm said: Is removing the perks via console reasonably safe or would scripts persist and screw things up? I wouldn't recommend that route. You're likely to end up with lingering magic effects, bugginess, and papyrus errors. Some perks can be effectively disabled via selective MCM settings, e.g. the blackout chance for Easy Prey can be set to zero. If you want to remove a perk completely, your only sure option is to remove all perks via the Debug section of this mod's MCM. You may then re-add other perks that you still want. 2
EliXm Posted April 19, 2023 Posted April 19, 2023 1 hour ago, spicydoritos said: I wouldn't recommend that route. You're likely to end up with lingering magic effects, bugginess, and papyrus errors. Some perks can be effectively disabled via selective MCM settings, e.g. the blackout chance for Easy Prey can be set to zero. If you want to remove a perk completely, your only sure option is to remove all perks via the Debug section of this mod's MCM. You may then re-add other perks that you still want. Thank you. Makes sense. What a brilliant creation this is, BTW! 1
Gamaramdi Posted April 19, 2023 Posted April 19, 2023 9 hours ago, spicydoritos said: I know nothing at all about Wyre Bash. Is it complaining about the MCM settings ini file? I didn't make any changes to that file as far as I can recall. Nope, no complain at all, after all i just uninstalled it and reinstalled it without problem, im just sharing something atypical in case that it gives any info that can help others
Sobachonuki Posted April 20, 2023 Posted April 20, 2023 One small suggestion for an Town Bicycle perk. If, having taken the perk, the player character forgets to fulfill his duties and the level of happiness in the settlement falls, say, below 50%, then the settlement can appoint him to the pillory to force the player character to perform his duties forcibly until the level of happiness rises above 50%. 3
rubber_duck Posted April 25, 2023 Posted April 25, 2023 [An issue/request for Easy Prey] I'm running Sex Attributes. SA assigns both morality and confidence to all NPCs in the game. I've also selected and applied Easy Prey perk on my character. The problem I'm running into is that if I configure Provocative Perks (Easy Prey) the way I want it to, it doesn't behave as I want it to. Here's the problem: First things first, I've set Provocative Perks distance to 10 000 game units, and Easy Prey's maximum scene count to 10. Then, I've set the blackout chance to 25% because I want to be able to use chems and booze with some risk to it. I've set both first scene chance and next scene chance to 90% because why not. I've also set it to only allow Evil and Neutral morality NPCs. Here's the problem: hostile factions (Raiders, Gunners, Mutants, etc.). Would it be possible to make it so if Provocative Perks selects NPCs from those factions, the setting for morality gets ignored? I was very curious so I tried over and over again, but despite having all the PP settings relatively high, in a group with 10 or so raiders, only 2 had their morality at 2 (Questionable/Neutral) and only 1 of them was Evil (morality value of 1). As a result, only 4 animations played, and I feel like that's too low. Additionally, would it be possible to do the same for Bound in Public integration? I've set blackout teleport chance to 85% and BIP chance to 100%, but never encountered it. If violators are NPCs from any hostile faction (Raiders, Gunners, Mutants), the BIP chance is flat 100%. I'm asking this as I've made 3 tests in total (same conditions for every test), check the results in spoiler: Spoiler Test #1: PC + 10 Raiders -> EP triggered after 2 Jets -> 5 AAF scenes played -> no teleport, no BIP Test #2: PC + 10 Raiders -> EP triggered after 4 Jets and 1 Psycho -> 1 AAF scene played -> no teleport, no BIP Test #3: PC + 10 Raiders -> EP triggered after 1 Jet -> 3 AAF scenes played -> no teleport, no BIP As you can see from my results, the amount of scenes played is relatively low when compared to the settings I've set. Worth mentioning is that I tested this by loading a save I made in the Commonwealth (exterior cell) and I entered the interior cell after each save load. I think that causes SA to assign both morality and confidence all over again and as such affects the amount of evil and neutral NPCs in the cell. Hence my request - ignore the morality check for hostile faction NPCs. Alternatively, but more work required, you could implement hostile-specific sliders/toggles in the MCM for EP. That way you'd allow the user to set their own settings (if they don't want the chance to be flat 100% at all times). Oh, and one quick question (also regarding Easy Prey)... Once Player blacks out, the Daily Life of Hookers animation plays for a short while. I've applied ESL-flag to DLOH plugin, and I only see the same animation for every blackout. Is that how it's supposed to be? Thanks in advance; top job on the mod! Looking forward to seeing more of your great work! Keep it up and take care!
spicydoritos Posted April 25, 2023 Author Posted April 25, 2023 2 hours ago, rubber_duck said: Here's the problem: hostile factions (Raiders, Gunners, Mutants, etc.). Would it be possible to make it so if Provocative Perks selects NPCs from those factions, the setting for morality gets ignored? That makes a certain kind of sense, and seems fairly simple to implement. 2 hours ago, rubber_duck said: Additionally, would it be possible to do the same for Bound in Public integration? That one is a fair bit more effort. Which partner governs the final hostility check? Easy Prey is set up to allow mixed hostility partners unless player settings dictate otherwise. So it wouldn't make sense to assume any given partner is representative of the whole. That plus an actor of the opposite hostility could manhandle you while you're unconscious. The selection process alone invites a new regimen of parsing and MCM options/checks to a perk that already has a lot of those things. I'll ponder it but TBH seems like it might not rise above my work-reward threshold. 2 hours ago, rubber_duck said: I've set blackout teleport chance to 85% and BIP chance to 100%, but never encountered it. If violators are NPCs from any hostile faction (Raiders, Gunners, Mutants), the BIP chance is flat 100%. I'm asking this as I've made 3 tests in total (same conditions for every test), check the results in spoiler: Reveal hidden contents Test #1: PC + 10 Raiders -> EP triggered after 2 Jets -> 5 AAF scenes played -> no teleport, no BIP Test #2: PC + 10 Raiders -> EP triggered after 4 Jets and 1 Psycho -> 1 AAF scene played -> no teleport, no BIP Test #3: PC + 10 Raiders -> EP triggered after 1 Jet -> 3 AAF scenes played -> no teleport, no BIP As you can see from my results, the amount of scenes played is relatively low when compared to the settings I've set. Worth mentioning is that I tested this by loading a save I made in the Commonwealth (exterior cell) and I entered the interior cell after each save load. BiP handoff is a subset of blackout teleport. The question is "whether someone moved you", followed by "did they lock you into a pillory after moving you". So if teleport fails, BiP handoff will never occur. Teleport can fail under two conditions: 1- You're in an interior cell (as you mentioned) and the "Allow Indoor Teleport" MCM option is disabled. 2- All NPCs were near the player at the start of festivities. I forget the radius offhand. It's not huge, but if you're inside a small interior cell, there may be no distant NPCs to use as a baseline location for teleport. 2 hours ago, rubber_duck said: Oh, and one quick question (also regarding Easy Prey)... Once Player blacks out, the Daily Life of Hookers animation plays for a short while. I've applied ESL-flag to DLOH plugin, and I only see the same animation for every blackout. Is that how it's supposed to be? Correct. There is only one possible DLOH animation for the beginning of Easy Prey. :-) 1
vaultbait Posted April 25, 2023 Posted April 25, 2023 (edited) 3 hours ago, rubber_duck said: I'm running Sex Attributes. SA assigns both morality and confidence to all NPCs in the game. While it seems like it should be Sex Attributes, it's actually Sexual Harassment which sets morality and confidence (those ActorValues are defined in SH's plugin). 3 hours ago, rubber_duck said: Alternatively, but more work required, you could implement hostile-specific sliders/toggles in the MCM for EP. That way you'd allow the user to set their own settings (if they don't want the chance to be flat 100% at all times). Another alternative, a while back I posted an example of using RobCo Patcher to give all super mutants evil morality and complete confidence. I did it with race patching because that was simple for my needs (super mutants have their own separate race after all), but you could use an NPC patcher to do something similar and filter on faction instead. Edited April 25, 2023 by vaultbait
teddy.heretic Posted April 26, 2023 Posted April 26, 2023 I have problem with homewrecker & bound public, i got attack with homewrecker and the sametime got teleport to bound public when aaf want to start, It's make game become error
spicydoritos Posted April 26, 2023 Author Posted April 26, 2023 1 hour ago, teddy.heretic said: I have problem with homewrecker & bound public, i got attack with homewrecker and the sametime got teleport to bound public when aaf want to start, It's make game become error If you can post a papyrus log, I'll take a look at the sequence of events. The Homewrecker-to-BiP handoff only happens after one of two circumstances: 1) AAF's OnSceneEnd event. This means a scene completed successfully. 2) AAF's OnSceneInit event if there is an error that prevents the called scene from playing normally. Most commonly this occurs because AAF fails to find an animation with the given combination of actors and tags. 1
deathmorph Posted April 26, 2023 Posted April 26, 2023 Just found your mod. Nice. Since I'm just starting a new game anyway, I'll bring the mod in. Thanks for sharing. Am I correct in understanding that the "Abandoned Property" perk can be used for the SH collars? A low probability of getting the code would be nice. Would add a random element on the way to 5k/10k caps.
spicydoritos Posted April 26, 2023 Author Posted April 26, 2023 23 minutes ago, deathmorph said: Just found your mod. Nice. Since I'm just starting a new game anyway, I'll bring the mod in. Thanks for sharing. Am I correct in understanding that the "Abandoned Property" perk can be used for the SH collars? A low probability of getting the code would be nice. Would add a random element on the way to 5k/10k caps. Correct. SH uses the shock collar from Real Handcuffs for various quests/approaches, so the Abandoned Property perk will cover it. You can set the code chances in this mod's MCM. 1
ChandraArgentis Posted April 26, 2023 Posted April 26, 2023 If you are wearing power armor in one of your settlements, it counts as a 'town' for the purposes of setting off exhibitionist streak. Not sure if this was intended or not.
spicydoritos Posted April 26, 2023 Author Posted April 26, 2023 1 hour ago, ChandraArgentis said: If you are wearing power armor in one of your settlements, it counts as a 'town' for the purposes of setting off exhibitionist streak. Not sure if this was intended or not. For Exhibitionist Streak, settlements count as towns by design. Power armor does happen to cover all the armor slots, so it would definitely trigger related effects. 1
rubber_duck Posted April 26, 2023 Posted April 26, 2023 17 hours ago, vaultbait said: While it seems like it should be Sex Attributes, it's actually Sexual Harassment which sets morality and confidence (those ActorValues are defined in SH's plugin). Another alternative, a while back I posted an example of using RobCo Patcher to give all super mutants evil morality and complete confidence. I did it with race patching because that was simple for my needs (super mutants have their own separate race after all), but you could use an NPC patcher to do something similar and filter on faction instead. Yeah, to me both SA and SH seem like one mod as I've been running them together for ages. I totally forgot that RobCo Patcher can do it! Thanks for sharing very useful info indeed (as always!), I really appreciate it! Take care!
Heinzelman Posted April 26, 2023 Posted April 26, 2023 (edited) On 4/8/2023 at 8:38 AM, wrathdragon said: im very limited when it come to xedit so i would understand it. but instead of the perk procking u get a manage screen that does a few things like calling your settlers to scrap it when u meet requirements im trash at explaining and i dont know how to take screen shots on my cpu i never screenshot so srry for the crap explanation and ty for the great mod if that other dude cant or doesnt make a patch ill just wont use architect kind suck looks like a great mod for building settlements but i dont sacrifice gameplay for building Hi there, maybe you found a solution in the meantime, if not, maybe this can help: Spoiler There should be an AID item called "architect options". There youll find the necessary setting for "power armor frame - special options". It looks like this: When set to "disabled" its not overwriting this mods key anymore. Remember to prepare your apparel accordingly otherwise you wouldnt see the option of the USB Type V perk. Edited April 26, 2023 by Heinz01
wrathdragon Posted April 26, 2023 Posted April 26, 2023 4 hours ago, Heinz01 said: Hi there, maybe you found a solution in the meantime, if not, maybe this can help: Hide contents There should be an AID item called "architect options". There youll find the necessary setting for "power armor frame - special options". It looks like this: When set to "disabled" its not overwriting this mods key anymore. Remember to prepare your apparel accordingly otherwise you wouldnt see the option of the USB Type V perk. ty
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