vranina Posted January 2, 2024 Posted January 2, 2024 Hello. I have such a problem that the mod refuses to work. Installs, visible, fins can be added. But none of them work in any way. It's like the mod was never installed. The only way I've found it to work is if it's installed first on a completely clean save and only then install any other mods. If any other mod is installed and activated before or together with it, Provocative Perks do not work.
spicydoritos Posted January 2, 2024 Author Posted January 2, 2024 1 hour ago, vranina said: Hello. I have such a problem that the mod refuses to work. Installs, visible, fins can be added. But none of them work in any way. It's like the mod was never installed. The only way I've found it to work is if it's installed first on a completely clean save and only then install any other mods. If any other mod is installed and activated before or together with it, Provocative Perks do not work. Sounds like you might be hitting your plugin limit. That will cause mods to simply not work, whether in whole or in part.
Olmech Posted January 3, 2024 Posted January 3, 2024 6 hours ago, spicydoritos said: Sounds like you might be hitting your plugin limit. That will cause mods to simply not work, whether in whole or in part. This mod just doesnt work for me if installed on an old save. No big deal there as this is true for many mods. It always works on new games.
FO4again Posted January 7, 2024 Posted January 7, 2024 I like your mod, a lot, for a choice few of the perks (mainly those involving alcohol). I would love to see (collaboration with TwistedTrebla?) specific [new] NPCs that invite MC for a drink at bars (there are not that many) which would be an elegant rp method to initiate those perks. Thanks for the mod(s)!
MysticDaedra Posted January 9, 2024 Posted January 9, 2024 I have the USB-V perk, and I cannot access power armor inventory, nor can I insert fusion cores. I saw a couple posts from last February mentioning something along these lines... any chance this could get fixed soon? It's making power armor useless
spicydoritos Posted January 9, 2024 Author Posted January 9, 2024 1 hour ago, MysticDaedra said: I have the USB-V perk, and I cannot access power armor inventory, nor can I insert fusion cores. I saw a couple posts from last February mentioning something along these lines... any chance this could get fixed soon? It's making power armor useless That bug was fixed in version 1.06. The "activation options" (extra buttons) added by this mod no longer replace the defaults, meaning the original Enter and Transfer options always exist. Do you have any other mods that alter power armor? Anything that adds management or scrap options to PA frames (one user mentioned Architect/Horizon)? The engine freaks out a bit when more than one mod tries to apply an activation option to the same object. Instead of getting two new buttons for the object, it fails completely and won't even display the normal buttons. You just get one useless button instead. 1
vranina Posted January 12, 2024 Posted January 12, 2024 After I managed to break the game once again I decided to start over. Provocative fins don't work again. I tried with a minimal amount of mods, but they still don't work.
mircislav Posted January 12, 2024 Posted January 12, 2024 8 minutes ago, vranina said: still don't work No, they work.
spicydoritos Posted January 12, 2024 Author Posted January 12, 2024 (edited) 4 hours ago, vranina said: After I managed to break the game once again I decided to start over. Provocative fins don't work again. I tried with a minimal amount of mods, but they still don't work. Can you be more specific about what is not working? What are you expecting to happen, and what is happening instead? I watched the video and I didn't see anything wrong. Carnal Compulsion- Quest chance only triggers on location change Cherry Sundae- No orifice wear from masturbation to regenerate Closeted Crossbreeder- Doesn't apply to masturbation Dubcon Enthusiast- Doesn't apply to masturbation Homewrecker- Doesn't apply to masturbation Life of the Party- No NPCs close enough to trigger Soldier of Whoretune- No companion Town Bicycle- Doesn't apply to masturbation Unbridled Nymphomania- Maybe? Depends on your settings. Urges start after "24 hours" by default but sleeping makes timers move slower. I'd have to see your papyrus log to tell you if it triggered. Edited to add: Unbridled Nymphomania triggers its initial timers the first time you have sex with a partner. It wouldn't start with masturbation. Edited January 12, 2024 by spicydoritos
vranina Posted January 12, 2024 Posted January 12, 2024 I went to get the dog and take a picture of how it didn't work, but thank God it went. 1
deathmorph Posted January 17, 2024 Posted January 17, 2024 Easy Prey won't start for me right now. The entire current game isn't. I've already tried: CQF PVPK_QuestController ClearPartnerFinderQuest and set PVPK_StartedByEasyPrey to 0 Even if I set the chance to 100%, nothing happens. Is there anything else I can do to correct this?
spicydoritos Posted January 17, 2024 Author Posted January 17, 2024 3 hours ago, deathmorph said: Easy Prey won't start for me right now. The entire current game isn't. I've already tried: CQF PVPK_QuestController ClearPartnerFinderQuest and set PVPK_StartedByEasyPrey to 0 Even if I set the chance to 100%, nothing happens. Is there anything else I can do to correct this? If you post or send a papyrus log from a session where you try to start Easy Prey, I can take a look.
deathmorph Posted January 17, 2024 Posted January 17, 2024 5 hours ago, spicydoritos said: If you post or send a papyrus log from a session where you try to start Easy Prey, I can take a look. Strange. When I just tested it, it worked with Psycho and Boffout, but not with Med-X. Is the latter not on the list? It hasn't worked with alcohol so far, but I put the chance at 10 percent. However, the character had probably consumed 100 bottles of alcohol since the start of the game. Plus chems of all kinds. There was never a blackout. That was the reason why I then tested it at 100%. I'll enclose some papyrus anyway, maybe you'll find something unusual. I'll top it off with alcohol, I don't have a save at the moment where the lady has something with her. If it was just an unfortunate statistical coincidence, then a big sorry and thank you for your effort. Papyrus.0.log
deathmorph Posted January 17, 2024 Posted January 17, 2024 Okay, here with alcohol. Also works at 100%. Looks like I was wrong. So Med-X is “harmless” and Psycho is not? Papyrus.0.log
spicydoritos Posted January 17, 2024 Author Posted January 17, 2024 1 hour ago, deathmorph said: Okay, here with alcohol. Also works at 100%. Looks like I was wrong. So Med-X is “harmless” and Psycho is not? Papyrus.0.log 207.98 kB · 0 downloads Well I'll be damned... I *did* forget to include Med-X! I'll add it to the vanilla chems list so it's fixed in the next update. Thanks for finding that one. Spoiler 2
4598llj Posted January 18, 2024 Posted January 18, 2024 Hello. I installed the mod and get a new save, but all the "mission" like things aren't work well. For example, "easy prey" perk allows me to "chog", but I never blackout. I checked the log and it seems like my mod isn't properly installed (or initialized). Perhaps I have some mod which isn't compactible with this mod but I'm bad at reading logs so here is the log. Papyrus.1.log
spicydoritos Posted January 18, 2024 Author Posted January 18, 2024 5 hours ago, 4598llj said: Hello. I installed the mod and get a new save, but all the "mission" like things aren't work well. For example, "easy prey" perk allows me to "chog", but I never blackout. I checked the log and it seems like my mod isn't properly installed (or initialized). Perhaps I have some mod which isn't compactible with this mod but I'm bad at reading logs so here is the log. Papyrus.1.log 78.69 kB · 0 downloads Small wonder. According to your log, your game is unable to link some of my most critical script properties, such as the ones that let my scripts pass information to each other. Other mods of yours are having the same problem. Some mods also show their properties as missing; did you delete scripted mods mid-save? TBH I'm not sure how to begin to diagnose the root problem.
Kanutten Posted January 19, 2024 Posted January 19, 2024 To avoid interupting other mods a general on/off button in the MCM would have been nice, although turning off and on all possible partners probably works. Removing all perks does work but takes a bit of time to add them again. I have no idea how much hassel it would be to add that, might be too much.
4598llj Posted January 22, 2024 Posted January 22, 2024 On 1/18/2024 at 6:39 PM, spicydoritos said: Small wonder. According to your log, your game is unable to link some of my most critical script properties, such as the ones that let my scripts pass information to each other. Other mods of yours are having the same problem. Some mods also show their properties as missing; did you delete scripted mods mid-save? TBH I'm not sure how to begin to diagnose the root problem. For this save I never delete anything. Indeed sometimes I use resaver but not this save.
spicydoritos Posted January 25, 2024 Author Posted January 25, 2024 (edited) Version 1.07 is up, including some brand new perks, a couple substantial (and overdue) revisions, new MCM options based on various requests, and a slew of bug fixes. v. 1.07 For all new and revised perks, please see individual perk descriptions for full details. -New perk! Animal Magnetism, for seducing wasteland creatures. -New perk! Psychosexual, for those who become aroused yet vulnerable while killing. -New perk! Tentacle Bait, for surprise tentacles bursting from the recently defeated. -Revised Town Bicycle to include optional new consequences. Settlers who were previously your partner may become angered when ignored. -Revised Homewrecker outcome so that forcible sex can optionally become a gangbang. -Revised USB Type-V so that items with SAKR skirtShort keyword will not prevent interfacing. -Added MCM slider for Dubcon Enthusiast. You may now select the arousal threshold at which a noncon scene will cause no trauma. -Added MCM option for Exhibitionist Streak. You may now prevent visual blur effects from playing. Note that switching this option does not remove an active blur effect. -Added MCM button and hotkey to display Homewrecker faction jealousy levels. -Added squish and moan sounds to USB Type-V. These play whenever you enter the power armor or suffer orifice wear. Moans require NSFW Soundpack (soft requirement). Thanks to kziitd for the squish sound! -Added future-proofing compatibility for in-progress bondage framework. -Fixed Abandoned Property to prevent deleting a collar code note unless a new one is issued. -Fixed Easy Prey bug that could prevent the perk effects from activating. -Fixed Easy Prey morality check to skip hostile partners. -Fixed Easy Prey chems list to include Med-X. -Fixed Exhibitionist Streak to trigger in Vault 81. Note that a surprisingly large outside area also counts as part of Vault 81. -For Modders: Added formlists of keywords, perks, and quests that can be used to block Bound in Public scenes from being started by this mod. The intent is easier integration with captivity mods or other situations where a group might not want to dump their prize outside for everyone to use. A note on Animal Magnetism: Anyone who used the now-deleted mod “Animal Lover and Wasteland Seducer” will recognize some functional similarity here. I was quite sad to see the mod disappear. The creature pacification/seduction mechanic of ALWS was unique in FO4. In the interest of preserving one of my favorite features, I created a streamlined version of the mechanic for Provocative Perks. There are minor differences that may be of interest (lack of reliance on vanilla perks, use of AAF attraction stats, etc.) but ultimately, if you’re already running ALWS, you don’t need this perk. Edited to add an important note about Town Bicycle: The new consequences rely on background tracking that is unfortunately not retroactive. Settlers will only start building expectation after v1.07 is installed. Edited January 26, 2024 by spicydoritos 14
deathmorph Posted January 25, 2024 Posted January 25, 2024 Thank you for the update, I'm very excited about the new features. Especially the tentacles. I'm playing this run with Sanity Framework and unfortunately found that the tentacles only work to a limited extent there. As soon as the tentacles collide with another sex scene, for example SH, they stop operating for the rest of the game. I haven't been able to figure out how to restart the tentacles, so maybe this update has solved my problem there. 1
spicydoritos Posted January 26, 2024 Author Posted January 26, 2024 35 minutes ago, deathmorph said: As soon as the tentacles collide with another sex scene, for example SH, they stop operating for the rest of the game Please keep me apprised if you see similar issues in this mod. Tentacle behavior, sex triggers, and AAF scenes are handled by Animated Tentacles. So the part in between spawning and despawning is kinda out of my hands. However, each spawn is new, and each one is automatically despawned once you move far enough away. So hopefully that prevents any parts from getting stuck. 1
squidwardd Posted January 26, 2024 Posted January 26, 2024 Hell yeah I absolutely love this mod I'm tots excited to try the new stuff and seeing more some more common implementation of stuff like Animated Tentacles is awesome, I've been a fan since it dropped and seeing it get deleted was a real shame. Same with Animal Lover and Wasteland Seducer glad to see it's unofficial return, always thought that mod deserved some more love. 1
deathmorph Posted January 26, 2024 Posted January 26, 2024 8 hours ago, spicydoritos said: Please keep me apprised if you see similar issues in this mod. I just saw a tentacle burst out of a ghoul corpse. My companion had “fun” for a short while, there was no interaction with my actress. The tentacle didn't disappear either, it stayed there.
ptmc2112 Posted January 26, 2024 Posted January 26, 2024 10 hours ago, spicydoritos said: A note on Animal Magnetism: Anyone who used the now-deleted mod “Animal Lover and Wasteland Seducer” will recognize some functional similarity here. I was quite sad to see the mod disappear. The creature pacification/seduction mechanic of ALWS was unique in FO4. In the interest of preserving one of my favorite features, I created a streamlined version of the mechanic for Provocative Perks. There are minor differences that may be of interest (lack of reliance on vanilla perks, use of AAF attraction stats, etc.) but ultimately, if you’re already running ALWS, you don’t need this perk. Just out of curiosity, what happened to it? As in, why was it deleted?
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