Sorrow_421 Posted June 6, 2024 Posted June 6, 2024 I've scoured the internet trying to find any good "addiction" mods like auto using chems and alcohol if you are addicted. The "Easy Prey" perk is awesome. It would be great for it to have a chance if you are addicted to randomly pick up booze or a chem and auto use it or from the inventory if you are addicted. The only mod I found about addiction is Deep Addiction but it leaves a lot to be desired and it's only for chems plus it's mcm is not that versatile. Just saying as an idea maybe on your next update do something like that for the "easy prey" if it ain't too hard. Though it would break scenes if there are not any precautions, like when talking etc. Anyway just wanted to say though that this mod is awesome! Thanks for the hard work. A must have to spice things up. 1
ptmc2112 Posted June 7, 2024 Posted June 7, 2024 (edited) made a medicine thing you can craft for 500 bottle caps (don't expect to make a profit off it, it's value is only 50 bottle caps, usually less when selling) and only appears at any chemlab under HEALING when heartbroken from Carnal Compulsion perk. it's called "Get Over Yourself Brand" and effectively removes all of the heartbroken effects Had to add missing keywords to the magic effects that reduced the SPECIAL stats (made sure they weren't used by any other perk 1st, though I didn't check the scripts for a "GetFormFromFile" function that retrieves it) Can be installed via your favorite mod manager, or just extract directly to the Data folder of your Fallout 4 installation. ProvocativeP CC Get Over Yourself med.zip Edited June 7, 2024 by ptmc2112 2
deathmorph Posted June 7, 2024 Posted June 7, 2024 (edited) On 6/6/2024 at 10:50 AM, Sorrow_421 said: I've scoured the internet trying to find any good "addiction" mods like auto using chems and alcohol if you are addicted. The "Easy Prey" perk is awesome. It would be great for it to have a chance if you are addicted to randomly pick up booze or a chem and auto use it or from the inventory if you are addicted. The only mod I found about addiction is Deep Addiction but it leaves a lot to be desired and it's only for chems plus it's mcm is not that versatile. Just saying as an idea maybe on your next update do something like that for the "easy prey" if it ain't too hard. Though it would break scenes if there are not any precautions, like when talking etc. Anyway just wanted to say though that this mod is awesome! Thanks for the hard work. A must have to spice things up. Yes, something like that would be great. It would give an addiction the right kick. I had hoped for something similar with Unhealthy Craving for fast food addiction, I hope @vaultbait is still working on the mod. Is there a general formula for addiction? Regardless of the item? That would be too good, you would definitely need all the keywords. Because chems, medication, alcohol, cola, cigarettes, fast food and who knows what else is addictive. In my setup anyway. Unfortunately, the stupid update from Bethesda has made things pretty quiet, although I'm pretty sure that almost all players of adult mods are still using the 163. Edited June 7, 2024 by deathmorph
vaultbait Posted June 8, 2024 Posted June 8, 2024 22 hours ago, deathmorph said: It would give an addiction the right kick. I had hoped for something similar with Unhealthy Craving for fast food addiction, I hope @vaultbait is still working on the mod. I am, yes. I'm finally home from multiple travels with limited Internet access, getting back to work on Milking Human Kindness first, but the "next gen" FO4 update has slowed down my work on that like it has most mod creators. (in my case not because I've upgraded, but I'm constantly playtesting with tons of other mods and those are all going through turmoil and it's hard at times to know which ones are safe to upgrade and which ones need their archive versions reset because creators have upgraded their version of the CK). I too tried Deep Addiction when it first emerged, but found the results unplayable. Even at the longest delay (once that option got added), you'll start burning through your entire chem stash in a manner of real-world minutes and once you run out the addiction effects are debilitating. 1
deathmorph Posted June 9, 2024 Posted June 9, 2024 (edited) 13 hours ago, vaultbait said: I am, yes. I'm finally ... effects are debilitating. Something just occurred to me, maybe it will help you. My character is currently back in the prison in Diamond City (CaP). Here she gets a portion of food whenever she is hungry or at regular intervals - unfortunately I can't say which of these applies. An automatic process, maybe that's what you're looking for? Edited June 9, 2024 by deathmorph
vaultbait Posted June 9, 2024 Posted June 9, 2024 2 hours ago, deathmorph said: Something just occurred to me, maybe it will help you. My character is currently back in the prison in Diamond City (CaP). Here she gets a portion of food whenever she is hungry or at regular intervals - unfortunately I can't say which of these applies. An automatic process, maybe that's what you're looking for? Thanks, implementing what I have in mind isn't going to be a problem. The challenge I was referring to is making sure to balance "immersiveness" with "playability" which to me the Deep Addiction mod failed at. I mean, yes, it's immersive that if you're a complete junkie you're going to be looking for your next dose every few game hours and will be able to think of nothing else, making you a compete slave to the drug. On the other hand, this is a game and players are generally going to want to be able to do other things. My approach with food addiction will necessarily be one that adds flavor and strategic choices to normal gameplay without getting so annoying users want to turn it off just to be able to get other stuff done in the game. 2
Dead_Baron Posted June 17, 2024 Posted June 17, 2024 I am having some issues related to the Perk "Animal Magnetism" where the game says that it cannot start the scene. When looking in the logs i found this phrase, "Cannot start Animal Magnetism scene due to invalid actor or player". I am totally stuck on how to fix this issue and would appreciate any help. I have linked below my most recent log. Thanks in Advance! Papyrus.0.log
vaultbait Posted June 17, 2024 Posted June 17, 2024 12 minutes ago, DeadBaron0319 said: I am having some issues related to the Perk "Animal Magnetism" where the game says that it cannot start the scene. When looking in the logs i found this phrase, "Cannot start Animal Magnetism scene due to invalid actor or player". I am totally stuck on how to fix this issue and would appreciate any help. I have linked below my most recent log. Thanks in Advance! Papyrus.0.log 249.91 kB · 0 downloads What sort of animal did you try to seduce? Do you have appropriate animations installed for that race?
Dead_Baron Posted June 17, 2024 Posted June 17, 2024 30 minutes ago, vaultbait said: What sort of animal did you try to seduce? Do you have appropriate animations installed for that race? For the Animal, it was a mongrel. I have installed the appropriate animations since i can start a scene through AAF itself, including most files that the author included as requirements and all the animations packs inside of the manual.
spicydoritos Posted June 18, 2024 Author Posted June 18, 2024 2 hours ago, DeadBaron0319 said: For the Animal, it was a mongrel. I have installed the appropriate animations since i can start a scene through AAF itself, including most files that the author included as requirements and all the animations packs inside of the manual. It's not working because many of the mod's script properties aren't being properly linked, which means my scripts can't pass information to each other. Several of your other mods are having this same problem (Family Planning, Random Overlay Framework, BBM, Wasteland Imports... the in-game effects will be different for each mod). Usually that means a corrupted save. The most well-known cause is user removal of mods on an existing save, although of course there are other potential causes. Regardless of the reason, there's nothing I can fix on the mod's end. What you're seeing is a symptom of a larger problem as far as I can tell. 1
Dead_Baron Posted June 18, 2024 Posted June 18, 2024 11 hours ago, spicydoritos said: It's not working because many of the mod's script properties aren't being properly linked, which means my scripts can't pass information to each other. Several of your other mods are having this same problem (Family Planning, Random Overlay Framework, BBM, Wasteland Imports... the in-game effects will be different for each mod). Usually that means a corrupted save. The most well-known cause is user removal of mods on an existing save, although of course there are other potential causes. Regardless of the reason, there's nothing I can fix on the mod's end. What you're seeing is a symptom of a larger problem as far as I can tell. Alright, i have been working to fix some of the problems that seem to appear in the log and i have managed to greatly reduce the amount. The problem i am having appears to persist upon creating new characters. I do not believe i have been able to fix some of the other problems and would appreciate any help trying to identify the problem Papyrus.0.log
spicydoritos Posted June 18, 2024 Author Posted June 18, 2024 2 hours ago, DeadBaron0319 said: Alright, i have been working to fix some of the problems that seem to appear in the log and i have managed to greatly reduce the amount. The problem i am having appears to persist upon creating new characters. I do not believe i have been able to fix some of the other problems and would appreciate any help trying to identify the problem Papyrus.0.log 41.81 kB · 0 downloads This is on a new/clean save that never had mods before? Try to re-download and reinstall this mod, then test on a clean save again. There's always a chance the file itself got corrupted somewhere in the process. Also, do you have any mods that overwrite or patch Provocative Perks? Beyond that I can only suggest checking fundamentals. Things like "make sure you're using a legit copy of FO4", and "verify your game files through Steam". Out of curiosity, are you using the Next Gen version of the game? It shouldn't affect this mod specifically but I haven't tested, so I can't guarantee anything.
vaultbait Posted June 18, 2024 Posted June 18, 2024 Speaking of "mods that overwrite or patch" an often-overlooked problem is translations into other languages, where the translator has supplied a patch plugin that alters quest records, because if they're not made for the exact version of the mod you're running you can easily end up with mismatches between script properties declared vs what's passed to them. A lot of people who rely on translation patches don't think about this.
Dead_Baron Posted June 18, 2024 Posted June 18, 2024 2 hours ago, spicydoritos said: This is on a new/clean save that never had mods before? Try to re-download and reinstall this mod, then test on a clean save again. There's always a chance the file itself got corrupted somewhere in the process. Also, do you have any mods that overwrite or patch Provocative Perks? Beyond that I can only suggest checking fundamentals. Things like "make sure you're using a legit copy of FO4", and "verify your game files through Steam". Out of curiosity, are you using the Next Gen version of the game? It shouldn't affect this mod specifically but I haven't tested, so I can't guarantee anything. I uninstalled and Reinstalled Fallout 4 through steam and backported the game using this https://www.nexusmods.com/fallout4/mods/81630. Then I created a new save that only included 4 mods: Script Extender, Address Library, Backported BA2 support, and Start Me Up. Then i re-downloaded the mod and reactivated all of my other mods. I do not believe i have any mods that would interfere with Provocative Perks in any way but after posting this i am going to do some more testing in that. If it helps to know, for my Mod Manager i use Vortex.
Dead_Baron Posted June 18, 2024 Posted June 18, 2024 It appears one of my mods is, in fact, interfering with Provocative perks somehow, as when i only have every mod detailed as necessary in the guide (and their requirements) and all requirements for Provocative perks installed, it works. However, this could have also been the because of an Improper installation of Buffout 4 on my end. I will try and discover what mod(s) are causing this problem if any Thanks for all the help y'all!
Dead_Baron Posted June 18, 2024 Posted June 18, 2024 Final Comment: It appears that Improper installation of Buffout 4 was the cause of the problem, that or another problem solved by reinstalling Fallout 4 and Buffout 4.
spicydoritos Posted June 19, 2024 Author Posted June 19, 2024 14 hours ago, DeadBaron0319 said: Final Comment: It appears that Improper installation of Buffout 4 was the cause of the problem, that or another problem solved by reinstalling Fallout 4 and Buffout 4. Interesting... I didn't realize that those side effects could stem from an incorrect Buffout installation. Thanks for reporting back.
chuckdm Posted June 19, 2024 Posted June 19, 2024 Just wanted to say thanks for this mod. I'm using Easy Prey + Bound in Public as a sort of "randomized fast travel" and it's great. Very useful for quickly reaching remote locations when you're stuck in bondage heels...as long as you're not picky where the location is. Is there any chance you could make the regular blackout teleport go farther away, including to destinations that haven't been visited before? I like Bound in Public but I am mainly using it to ensure that Easy Prey doesn't teleport me 10 feet away (which literally happened in Goodneighbor, twice.) 1
spicydoritos Posted June 20, 2024 Author Posted June 20, 2024 9 hours ago, chuckdm said: Just wanted to say thanks for this mod. I'm using Easy Prey + Bound in Public as a sort of "randomized fast travel" and it's great. Very useful for quickly reaching remote locations when you're stuck in bondage heels...as long as you're not picky where the location is. Is there any chance you could make the regular blackout teleport go farther away, including to destinations that haven't been visited before? I like Bound in Public but I am mainly using it to ensure that Easy Prey doesn't teleport me 10 feet away (which literally happened in Goodneighbor, twice.) The teleport function looks for actors in the loaded area who are further than 1000 units away (a human actor at standard 1.0 scale is 128 units tall). Then it picks one of those actors at random and drops the player 500-1000 units from that actor. This technique keeps the player within the loaded area, which was my intention. Unfortunately, that also means it cannot be readily modified to move the player to arbitrary map locations. Some easy math on the above distances will show that it's unusual to teleport back to your starting location but not impossible. Especially if the loaded area is small and has a high actor density. I don't think it has happened to me personally yet.
chuckdm Posted June 20, 2024 Posted June 20, 2024 Ok, no worries. I'll just keep the BIP chance at 100%. And thanks again for the mod!
cavaleirojustica Posted June 21, 2024 Posted June 21, 2024 This might sound like a weird question but... anyone know of a MALE outfit that works with USB Type-V ?
deathmorph Posted June 23, 2024 Posted June 23, 2024 A question about animal magnetism: I encountered 2 deathclaws. Apparently both could be appeased, and my character then had sex with one. Not with the other. Now both are following me closely, but then nothing else happens. They can't be appeased again, they're still there. It seems there were no enemies nearby, as there was contact. What happens next? Is my only option to kill both of them?
spicydoritos Posted June 24, 2024 Author Posted June 24, 2024 5 hours ago, deathmorph said: A question about animal magnetism: I encountered 2 deathclaws. Apparently both could be appeased, and my character then had sex with one. Not with the other. Now both are following me closely, but then nothing else happens. They can't be appeased again, they're still there. It seems there were no enemies nearby, as there was contact. What happens next? Is my only option to kill both of them? Animal Magnetism doesn't have anything that would directly make them follow you. Were they spawned by something that would make them pursue you, like Combat Stalkers? It would explain the witnessed behavior. If the deathclaws already have a "follow player" package, I think they would continue to follow as neutral/friendly. The one you didn't have sex with never gets angry because it follows and stays close to you, and therefore never exceeds the effect breakage distance. You could try fast traveling far away and see if they still follow. Otherwise yeah, you might just have to shoot them.
deathmorph Posted June 24, 2024 Posted June 24, 2024 3 hours ago, spicydoritos said: Animal Magnetism doesn't have anything that would directly make them follow you. Were they spawned by something that would make them pursue you, like Combat Stalkers? It would explain the witnessed behavior. If the deathclaws already have a "follow player" package, I think they would continue to follow as neutral/friendly. The one you didn't have sex with never gets angry because it follows and stays close to you, and therefore never exceeds the effect breakage distance. You could try fast traveling far away and see if they still follow. Otherwise yeah, you might just have to shoot them. Combat Stalker, yes that could be. Then the behavior makes sense. Thanks for the explanation.
deathmorph Posted June 25, 2024 Posted June 25, 2024 (edited) I'm just starting a new run and this time I want to play without a weapon bank, so only with weapons I find. When I looked through the perks, I thought that Edge Master (not used yet) would go well with Psychosexual. How high is the bonus when aroused? If the bonus is removed and Nora is not aroused, do the weapons have the "normal" damage value or is it lower? The latter would be fatal if the opponent is heavily armored combat stalkers and Nora is wearing a miniskirt PS: The question has been resolved, I just tested it. I see plus and minus initial damage, it's still OK for me. What does the malus actually depend on? Nora wasn't aroused at first and didn't have a malus. - Just for understanding. Edited June 25, 2024 by deathmorph
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now