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Posted
8 minutes ago, katrina.balanchuk said:

Does abadoned property allow you to interact with hostile factions without being shot at?

It for example lists "Radiers" as a option so could I interact with them nomrally?

Or will they shoot, or (if enabled) meance me?

What about Supermutants and Trappers?

Those usually shoot right away too.

 

Or will I walk freely in raider camps (supermutants, trappers) open to sexual harrassment?

 

Abandoned Property doesn't change faction hostility at all.  Unfriendly partners can still give you codes after sex via Violate and similar mods though.  Probably they'd have different reasons than a friendly NPC (Raider with a heart of gold?  Gunner toying with you by handing over an incorrect code?).  That's for your own headcanon to decide.

Posted
1 hour ago, spicydoritos said:

 

Abandoned Property doesn't change faction hostility at all.  Unfriendly partners can still give you codes after sex via Violate and similar mods though.  Probably they'd have different reasons than a friendly NPC (Raider with a heart of gold?  Gunner toying with you by handing over an incorrect code?).  That's for your own headcanon to decide.

 

ok, thanks. I thought it might guive you "captive" faction or something.

Posted
3 hours ago, lordglarthir said:

Not sure if it would make sense, but it would be awesome to make a patch for LevelUpMenuEx

 

That was added as a feature in 1.03.  It's not a great match for this mod, TBH.  Here's the description from the original changelog:

 

"Added optional integration with LevelUpMenuEx. NOTE: LUME is not designed to cover my usage case, where the player can pick as many of the perks as they want. It will not allow you to select PVPK perks without spending perk points. If you want to select PVPK perks within LUME, you can add perk points via console with this command: cgf "prkf:prkf.AddPP" X (where X is the number of perk points you want to add)."

Posted

I think Easy Prey conflicts with MSWL. Hear me out!

 

I crafted MSWL's Suggestive Ring (I've set MSWL to trigger only if Player wears rings), and upon waking up it triggered. Companion (Ivy) approaches the Player, AAF scene happens, and then EP message ("Did someone drug you?") shows up.

 

I did some testing and the outcome was always the same - whenever MSWL scene triggers, EP gets triggered as well. I might be wrong here, so if anyone has any more info it'd be appreciated!

 

@spicydoritos, could you take a look and see whether the two mods (MSWL and PP) conflict or the issue is on my end? Thanks in advance, keep up the great work!

Posted
1 hour ago, rubber_duck said:

I think Easy Prey conflicts with MSWL. Hear me out!

 

I crafted MSWL's Suggestive Ring (I've set MSWL to trigger only if Player wears rings), and upon waking up it triggered. Companion (Ivy) approaches the Player, AAF scene happens, and then EP message ("Did someone drug you?") shows up.

 

I did some testing and the outcome was always the same - whenever MSWL scene triggers, EP gets triggered as well. I might be wrong here, so if anyone has any more info it'd be appreciated!

 

@spicydoritos, could you take a look and see whether the two mods (MSWL and PP) conflict or the issue is on my end? Thanks in advance, keep up the great work!

 

What's MSWL?  And can you shoot me a papyrus log to check?

Posted
18 hours ago, spicydoritos said:

 

What's MSWL?  And can you shoot me a papyrus log to check?

 

I can shoot you a log but do I have to enable anything extra (like in MCM or something) or just enable logging in general?

 

Also, big update - it's not MSWL; it's AAF scene itself that's causing blackout. I just started a scene with Companion through AAF: SEU and once the scene is finished, Easy Prey triggers. No idea what's going on here...

Posted (edited)
12 minutes ago, rubber_duck said:

 

I can shoot you a log but do I have to enable anything extra (like in MCM or something) or just enable logging in general?

 

Also, big update - it's not MSWL; it's AAF scene itself that's causing blackout. I just started a scene with Companion through AAF: SEU and once the scene is finished, Easy Prey triggers. No idea what's going on here...

 

I would have to see a log to be sure, but it sounds like you might have the same issue that deathmorph did.  See this post of mine for quick explanation and a console fix to try.

 

If that doesn't work, then a papyrus log is definitely necessary.  You don't need to do anything special other than turn on papyrus logging as normal and then replicate the event.  Papyrus debug is enabled by default for PVPK in its MCM menu.

Edited by spicydoritos
Posted
3 minutes ago, spicydoritos said:

 

I would have to see a log to be sure, but it sounds like you might have the same issue that deathmorph did.  See this post of mine for quick explanation and a console fix to try.

 

Okay, I obtained the log! Hopefully it helps; I only enabled logging in the INI, loaded the game and played the two AAF scenes with my companion Ivy. At the end of both scenes, the message showed up. Anyways, here's the log: Papyrus.0.log

 

From what I gather, @deathmorph had similar issue to mine. I will try your fix from the linked post soon and report back. I've been using PP ever since you released them (as Perverted Perks, 'member?) and never ran into any issues whatsoever; this really is the first.

 

Talk to you soon, but please let me know whatever you find out from the log. As far as I can tell, everything appears to be working properly...

Posted
1 hour ago, rubber_duck said:

as Perverted Perks, 'member?

 

This mod will always be named Perverted Perks in my heart.  ?

 

34 minutes ago, rubber_duck said:

@spicydoritos, the console command did the trick! Despite the issue being solved, I'm still curious - were you able to find anything in the log I provided?

 

That's good.  I have a fix in the development version already.  I've been sitting on it waiting for other changes/updates to build, but my attention has been elsewhere recently, so maybe I should just publish a minor patch update.  Your log showed exactly the signs of an improperly set Easy Prey flag: no papyrus entries for scene start, but then the cleanup functions kick in after the AAF scene.

Posted
2 hours ago, spicydoritos said:

This mod will always be named Perverted Perks in my heart.  ?

 

Yeah mate, I feel you. It's the same mod, but the original name better suited it (at least in my opinion). Not that it matters, though!

 

2 hours ago, spicydoritos said:

That's good.  I have a fix in the development version already.  I've been sitting on it waiting for other changes/updates to build, but my attention has been elsewhere recently, so maybe I should just publish a minor patch update.  Your log showed exactly the signs of an improperly set Easy Prey flag: no papyrus entries for scene start, but then the cleanup functions kick in after the AAF scene.

 

This is up to you. Surely, it'd be beneficial to have the latest version, but what are the odds of this issue happening in the first place? Like I said, I've been using this mod ever since it came out and this is the first time I experienced any sort of issue with it. That's like half a year of playing with it!

 

Whatever you do, keep up the great work! Really looking forward to seeing what you'll create next! :) Take care, mate!

  • 2 weeks later...
Posted (edited)

At first I couldn't get used to this idea, the risk of catching a perk that you don't like and not getting rid of it is too great.


But what if there was a doctor similar to SA, and for a fee or a quest, the perks were re-rolled and redistributed?


I think that would be a great surprise and has a lot of replay value. And you would try perks that you might never choose otherwise. A pearl in the shell, so to speak.

Edited by deathmorph
Posted

So like the Bound in Public mod, Maybe that could used as a framework to be worked into the Town Bicycle perk, Like if you let the happiness get too low and it's going down because you're not doing anything to fix then you could like get bound in the settlement for the settlers to use.

 

I was like thinking of the fact bound in public can pull in nearby npcs to use for scenes now.

  • 2 weeks later...
Posted

A minor issue I started experiencing lately... Ripped clothes might fall out of bounds.

 

The simple fix is to disable it and make them appear in inventory, but I'd like to know if it's possible to make those ripped items (clothes) place at the player's current standing location (at the time of NPC ripping it off).

 

Not related to the mod, but I'm curious nonetheless.

Posted
2 hours ago, rubber_duck said:

A minor issue I started experiencing lately... Ripped clothes might fall out of bounds.

 

The simple fix is to disable it and make them appear in inventory, but I'd like to know if it's possible to make those ripped items (clothes) place at the player's current standing location (at the time of NPC ripping it off).

 

Not related to the mod, but I'm curious nonetheless.

 

Yeah TBH that issue is the very reason there's a selector to have clothes appear in inventory.  The function I'm using, DropObject, is supposed to fall from the player and land at their feet.  Obviously that doesn't always work.  The main issue I foresee with PlaceAtMe is that it makes a new version of the item.  The version that drops could therefore be a random version (e.g. sturdy leather instead of regular leather).  There are likely ways to work around it at the expense of substantially complicating an otherwise simple function.

Posted
14 hours ago, spicydoritos said:

 

Yeah TBH that issue is the very reason there's a selector to have clothes appear in inventory.  The function I'm using, DropObject, is supposed to fall from the player and land at their feet.  Obviously that doesn't always work.  The main issue I foresee with PlaceAtMe is that it makes a new version of the item.  The version that drops could therefore be a random version (e.g. sturdy leather instead of regular leather).  There are likely ways to work around it at the expense of substantially complicating an otherwise simple function.

I never had that problem (outfits sink into the ground) but the major issue with dropping clothes is when you drop an outfit with no world model (hang in the air + chance of CTD when trying to grab it again).
Does the problem happens with vanilla outfits ? if it's a modded armor, maybe the world model is missing collision.

Posted
On 6/17/2023 at 11:22 AM, lee3310 said:

I never had that problem (outfits sink into the ground) but the major issue with dropping clothes is when you drop an outfit with no world model (hang in the air + chance of CTD when trying to grab it again).
Does the problem happens with vanilla outfits ? if it's a modded armor, maybe the world model is missing collision.

 

Offhand I couldn't say which items are more prone.  I'll pay closer attention to the item next time it occurs.  That's a good theory.

Posted

I saw in your changelog there was supposed to be an optional file for compatibility with the levelupmenuex mod, but I didn't see it in any of the zip files in the downloads, is there a patch I can download?

Posted
1 hour ago, ptmc2112 said:

I saw in your changelog there was supposed to be an optional file for compatibility with the levelupmenuex mod, but I didn't see it in any of the zip files in the downloads, is there a patch I can download?

 

It's already included in the main installation.  

Posted (edited)
1 hour ago, spicydoritos said:

 

It's already included in the main installation.  

So you're saying this is supposed to happen?

 

Spoiler

ScreenShot18.png

and the following is correct in that's all there is to the FOMOD?

 

Spoiler

provoc.png

 

Edited by ptmc2112
added spoilers for images
Posted
44 minutes ago, ptmc2112 said:

So you're saying this is supposed to happen?

 

  Hide contents

ScreenShot18.png

and the following is correct in that's all there is to the FOMOD?

 

  Reveal hidden contents

provoc.png

 

 

Correct.  LUME integration was added by request, but in my opinion it's not a good fit for this mod.  My perks are meant to be added without using perk points.  LUME isn't built to allow that behavior.  If you want to add PVPK perks through LUME instead of the MCM menu, you may have to add perk points via console.

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