Jump to content

Recommended Posts

Posted (edited)
2 hours ago, deathmorph said:

 

The requirements for this are here:

 

  Hide contents

2024-08-1120_38_23-ProvocativePerks-Page33-Downloads-AdvancedAnimationFramework-LoversL.png.77b73ebb70e73db47e45ef9935521574.png

 

And the perk is installed via MCM.
Or did you mean something else?

 I have animated tentacles installed and active.

But I dont see such a perk option in PP selection..

The perk explanation section also does not show TB.

 

Edited by katrina.balanchuk
Posted
47 minutes ago, katrina.balanchuk said:

 I have animated tentacles installed and active.

But I dont see such a perk option in PP selection..

The perk explanation section also does not show TB.

 

What version of Provocative Perks are you using? Tentacle Bait was added in 1.07, so if your version is older than that you'll need to upgrade (ideally to the latest version).

Posted (edited)
43 minutes ago, vaultbait said:

 

What version of Provocative Perks are you using? Tentacle Bait was added in 1.07, so if your version is older than that you'll need to upgrade (ideally to the latest version).

 

I thought i had the latest version 1.06, but I guess not :)

Mystery solved.

Edited by katrina.balanchuk
Posted
On 8/10/2024 at 9:06 PM, Olmech said:

 

Ive noticed that PP eventually stops working with several mods. Basically any mod that does something with perks.

 

While I appreciate the report, it's tough to approach something so vague.  Which mods?  After how long?  In what way does PVPK stop working, which perks, etc?  Do you have papyrus logs? 

 

I run a very heavy adult modding setup using most of The Fucking Manual and then some, with multiple saves in the mid- to end-game.  Such issues have not appeared for me.  However I certainly don't have every major mod installed, so it seems more likely that there is some specific conflict or other negative interaction.

Posted
1 hour ago, spicydoritos said:

 

While I appreciate the report, it's tough to approach something so vague.  Which mods?  After how long?  In what way does PVPK stop working, which perks, etc?  Do you have papyrus logs? 

 

I run a very heavy adult modding setup using most of The Fucking Manual and then some, with multiple saves in the mid- to end-game.  Such issues have not appeared for me.  However I certainly don't have every major mod installed, so it seems more likely that there is some specific conflict or other negative interaction.

 

I really wasnt making a report so much as confirming what the other poster had found but yes, PVPK does seem to stop working after a time with mods that play with perks at least for me.  Milking Human Kindness, Human Cattle for examples. Not a big deal to me since PVPK is more important to me than those mods, so I uninstalled them and thats why I havent really bothered reporting it. As long as I stay away from perk mods, PVPK works flawlessly. The one perk mod that does not seem to affect it is Sanguinaire.

 

As I said...not a big deal to me. Dont have logs. Long as I know how to make this mod work, Im fine.

Posted
1 hour ago, spicydoritos said:

I certainly don't have every major mod installed, so it seems more likely that there is some specific conflict or other negative interaction.

 

But while youre here, am I correct in saying Life Of The Party only kicks in after consensual sex? Would like very much to have that work after any kind of sex or at least an option to enable it. Never seems to work after non-con scenes and to me it makes more sense for someone who has been assimilated  and kitted out in bondage gear to have the spectators have a go on her than a scene she consented to. Basically a toon that consents to sell sex is going to have to serve the whole town for the price of one john. Seems it should be the other way around really.

 

Anyway, I enjoy your mod. Thank you for it!

Posted
29 minutes ago, Olmech said:

 

But while youre here, am I correct in saying Life Of The Party only kicks in after consensual sex? Would like very much to have that work after any kind of sex or at least an option to enable it. Never seems to work after non-con scenes and to me it makes more sense for someone who has been assimilated  and kitted out in bondage gear to have the spectators have a go on her than a scene she consented to. Basically a toon that consents to sell sex is going to have to serve the whole town for the price of one john. Seems it should be the other way around really.

 

Anyway, I enjoy your mod. Thank you for it!

 

That's correct.  It's an intentional part of the flavor of the perk, with Easy Prey more or less filling the "quick noncon gangbang" role. 

 

I also found that responding to a noncon scene caused PVPK to fight with other mods that are trying to run their own noncon sequences.  Single scenes aren't the problem (e.g. one harasser) so much as gangbang scenes (e.g. hypno gangbang, or pretty much anything from Violate).  The setting still exists if you want to try it for yourself.  Just be warned that it is officially unsupported and will likely conflict with other mods unless you're very careful.  Go into console and type "set PVPK_MCMLifeOfTheParty_AllowNonconStart to 1".  You can turn it off again by setting the value to zero.

Posted
On 8/13/2024 at 1:43 AM, Olmech said:

PVPK does seem to stop working after a time with mods that play with perks at least for me.  Milking Human Kindness

 

I'll note that the only things MHK does specifically with Provocative Perks are to prompt to add specific perks from it at appropriate points in the player's progression (but the perks are only added if you agree, and the prompting to add them can be disabled in MCM even), and if you have the Closeted Crossbreeder perk then it can call the PVPK API to add super mutants/FEV hounds/behemoths as preferred species once you gain some experience with them.

 

I've done some fairly lengthy playtesting accepting every perk prompt from MHK and haven't noticed that any of them stop working at random, but if you did have logs that might help narrow down the cause.

Posted
2 hours ago, vaultbait said:

I've done some fairly lengthy playtesting accepting every perk prompt from MHK and haven't noticed that any of them stop working at random, but if you did have logs that might help narrow down the cause.

 

And I dont doubt any of that. In my case of problems with MHK and PVPK, I had removed MHK and that seems to have killed PVPK on that playthrough. Never worked again. It did not cross my mind that the two mods were kind of joined at the hip by this point and uninstalling MHK might wreck PVPK. It should have been obvious, but was not to me at the time..

Posted
5 minutes ago, Olmech said:

And I dont doubt any of that. In my case of problems with MHK and PVPK, I had removed MHK and that seems to have killed PVPK on that playthrough. Never worked again. It did not cross my mind that the two mods were kind of joined at the hip by this point and uninstalling MHK might wreck PVPK. It should have been obvious, but was not to me at the time..

 

I also find that surprising, but I'll admit it's not something I've tested heavily. MHK does have a debug MCM option you can use to shut down its main quest and timers in order to make removal somewhat more safe, but uninstalling any scripted mod is still quite likely to cause later issues in the save.

Posted

I'm trying out NAF because apparently AAF is being an asshole for multiple people, will that work? I load the game up, and it says that the esp isn't active, even though the esp is active

Posted
33 minutes ago, ABakedWaffle said:

I'm trying out NAF because apparently AAF is being an asshole for multiple people, will that work? I load the game up, and it says that the esp isn't active, even though the esp is active

 

Not without some kind of custom patching, no. There is a bridge mod that interfaces between AAF and NAF that might work for your case. I haven't used it so I can't offer much other advice.

Posted
15 minutes ago, spicydoritos said:

 

Not without some kind of custom patching, no. There is a bridge mod that interfaces between AAF and NAF that might work for your case. I haven't used it so I can't offer much other advice.

Oof, okay, thank you

Posted
1 hour ago, ABakedWaffle said:

I'm trying out NAF because apparently AAF is being an asshole for multiple people, will that work? I load the game up, and it says that the esp isn't active, even though the esp is active

 

Generally speaking, mods made specifically for AAF would need at least some alteration to make them work with NAF. There is a "bridge" to redirect AAF API calls to NAF but it depends on installing AAF anyway so I'm not sure there's much point.

 

I'm no fan of drama, but the AAF author attempted to explain their reasoning behind disabling simultaneous AAF and NAF use multiple times, and it's one of those situations where reasonable people can disagree over interpretation of intellectual property law nuances. Their other points aside, the current adult mod ecosystem for Fallout 4 is built around AAF (more specifically its animation metadata format and API), and so there's currently not much relevance for NAF as virtually nobody has annotated animations for it nor written mods that utilize its API.

Posted
35 minutes ago, vaultbait said:

 

Generally speaking, mods made specifically for AAF would need at least some alteration to make them work with NAF. There is a "bridge" to redirect AAF API calls to NAF but it depends on installing AAF anyway so I'm not sure there's much point.

 

I'm no fan of drama, but the AAF author attempted to explain their reasoning behind disabling simultaneous AAF and NAF use multiple times, and it's one of those situations where reasonable people can disagree over interpretation of intellectual property law nuances. Their other points aside, the current adult mod ecosystem for Fallout 4 is built around AAF (more specifically its animation metadata format and API), and so there's currently not much relevance for NAF as virtually nobody has annotated animations for it nor written mods that utilize its API.

Oof. I thought NAF was supposed to host AAF animations no problem, just drop the xml files in the NAF folder and it would be done. Figures it wouldn't be that easy. How do I copy the AAF data files over to NAF in MO2's virtual data folder?

Posted
On 8/19/2024 at 8:28 PM, vaultbait said:

I also find that surprising,

 

Have a feeling that if I had bothered to reset PVPK before uninstalling MHK, that may have worked. I wouldnt worry about it. Enjoy your mod btw. I didnt uninstall it because I did not like it. Was just gonna go a different direction is all. I load it back up every time you release a significant update lol

Posted
20 hours ago, Olmech said:

 

Have a feeling that if I had bothered to reset PVPK before uninstalling MHK, that may have worked. I wouldnt worry about it. Enjoy your mod btw. I didnt uninstall it because I did not like it. Was just gonna go a different direction is all. I load it back up every time you release a significant update lol

 

@olmech

 

I have had issues with the teleporting to either blackout transport and now bound public/rsa abduction - do you run Assimilation?  

 

I do and found multiple times in testing (outside vault 111 before codsworth) if I turn off  the body/clothing/hair/skin "They are making you more like their faction" - the teleporting works - maybe something in the assimilation code during the changing script, it interferes with PVPK Easy Prey location / next action script??  @spicydoritos is there a way to force the PVPK startup functions to get around other corruptions (a re-initialization of the perks)?

Olmech, it might be something to try and see if it works for you as well?

 

John

 

PS - I have an update checkpoint - which yes, is just outside the vault 111 exit scene - this is for updates prior to enabling PVPK - so maybe that may be a difference as well.

 

PSS - Dangerous Nights also stops working after awhile as well for me - I can do a running clean save / re-enable

 

 

Posted
3 hours ago, MrCruelJohn said:

 

I have had issues with the teleporting to either blackout transport and now bound public/rsa abduction - do you run Assimilation?  

 

I do run Assimilation, but I do not enable Assimilation if I have PVPK enabled to teleport as I am certain two calls to teleport would not go well. The way I play it is to allow Assimilation first. Once assimilated, then I allow any possible teleport to happen in PVPK, but I never allow them both to be possible at once.

 

I also disable any possible body altering feature in Assimilation. Just not my thing. Besides...if she were hot enough they wanted to kidnap her...they probably like her the way she is. To put it another way...if you hook up with the hottest piece of ass at a bar, I doubt you want to change her to the ugly bitch passed out by the dumpster.

 

But my issue where PVPK quit working was caused by me I believe. If you have mods that tie into PVPK in any way, you probably are better off leaving those mods in your load order. Removing those mods does seem to forever break PVPK and I cant find a recovery for it. Resetting PVPK at that point does not work.

  • 3 weeks later...
Posted (edited)

Update Suggestion - New Perk

 

A perk similar to USB Type-V but for monitors (with "interesting" outcomes) (USB Type-M ??)

 

A permanent device added to (or found by) the pc allows her to interface to the I/O port (probably a Serial port for us old timers that remember them) using a vaginal electrode. This allows her to bypass the security check and unlock the monitor. Device has a slow capacitor charge rate so can only be used every 4 game hours (or maybe longer ??)

 

Well.. it seemed a good idea at the time 😃

 

There can be three possible outcomes but in all cases SA Arousal is maxed out:

 

1/ Boring Outcome - she succeeds and gains access to the terminal (arousal 90+)

2/ Another Boring Outcome - she fails and gets a massive shock from the capacitor discharge (lose 50% hp, arousal 90+, scream attracts close hostiles)

3/ Fun Outcome - she fails, arousal goes 90+ and her gasps and screams attract all hostiles in the area who will have some fun with her. As she is so worked up this can be mostly but not all consensual. At the end she can black out and either be left in position or teleported to outside entrance (if inside) or edge of cell (outdoors), they've had their fun so just thrown her out.

 

The percentages work together so you can't have multiple outcomes, maybe something like 3/ 50% 1/ 30% 2/ 20%, that may need some further tweaking to get the balance right.

 

It could also apply to locks but would only make sense for those safes/doors attached to a terminal

Edited by Slorm
Posted

[Bug Report - Easy Prey & Actors (Partners)]

 

I just wanted to test something with EP real quick, and accidentally found a potential issue with the perk.

 

It's the way you handle actors. It seems that each actor is able to participate in a single scene during EP Blackout. My F PC was in a dungeon with 3 M Gunner NPCs and 1 F Gunner NPC. EP Blackout triggered and because I've set the Multi Partner Chance to 85%, all 3 M Gunner NPCs participated in a scene with my F PC.

 

I've set the necessary EP settings the following way:

  • Chance for 1st scene: 95%
  • Chance for next scene: 100%
  • Max allowed scenes: 20
  • Allowed NPC Morality: All
  • Scene type: Only Aggressive

Yet after that one scene featuring all 3 M Gunner NPCs (I've completely disabled Females as PP partners), the Blackout event was finished. I think this is wrong - why have the customizable chance for both first and next scene if the actors that have already participated in the scene get blacklisted?

 

[Potential Solution]

 

Simply disable the blacklisting of those actors that have already participated in the scene (if you're blacklisting them at all, that is) and make the actor selection follow the configured settings. All the other settings work properly - the partner race, animation length, other chances, etc., but this very important setting seems to have no effect.

 

Or is it RNG acting up?

I doubt it as I've configured all the chances regarding EP scenes pretty high (1st scene 95%, next scene 100%).

 

Hopefully you can shed some light on this and provide more info. Thanks in advance!

 

Oh, and by the way - this recommendation that @Slorm mentioned (right in the post above this one) is excellent. I'd really like to see such perk implemented!

 

As always, keep up the great work!

Posted
10 hours ago, rubber_duck said:

Yet after that one scene featuring all 3 M Gunner NPCs (I've completely disabled Females as PP partners), the Blackout event was finished. I think this is wrong - why have the customizable chance for both first and next scene if the actors that have already participated in the scene get blacklisted?

 

That's not a bug, it's a deliberate design choice.  Each potential partner only uses you once.  The other settings exist to handle the rather common case that there are more potential partners than can be used in the initial sex scene (e.g. major cities, populated settlements, or mid-sized enemy camps).  It's a way to bring down the ceiling on total scene count, rather than bringing the floor up like you're picturing.

 

10 hours ago, rubber_duck said:

Oh, and by the way - this recommendation that @Slorm mentioned (right in the post above this one) is excellent. I'd really like to see such perk implemented!

 

Yes, I think that's a good core concept.  I already use a terminal cheat mod to bypass that tired minigame, and adding sexual risk sounds like a more entertaining alternative.  It might be a while before I add more perks to this mod, though.

Posted (edited)
1 hour ago, spicydoritos said:

 

That's not a bug, it's a deliberate design choice.  Each potential partner only uses you once.  The other settings exist to handle the rather common case that there are more potential partners than can be used in the initial sex scene (e.g. major cities, populated settlements, or mid-sized enemy camps).  It's a way to bring down the ceiling on total scene count, rather than bringing the floor up like you're picturing.

 

I guess it makes sense, but I still feel like it should have an option to disable it.

 

If it doesn't find any partners, it should select the one that's already participated in the scene. Basically, I'd love it to behave identically as Ego's Violate - when its event starts, it will play as many scenes as you configure it to, but it also offers the same function to make every actor play only a single scene. It's totally up to you, but I really think that there should be the option to disable/enable this behavior. Who knows, maybe someone makes an addition mod to EP and it requires X scenes to be played before triggering additional events...?

 

1 hour ago, spicydoritos said:

Yes, I think that's a good core concept.  I already use a terminal cheat mod to bypass that tired minigame, and adding sexual risk sounds like a more entertaining alternative.  It might be a while before I add more perks to this mod, though.

 

No worries - take your time and do it right! I use SA's willpower to bypass hacking minigame, and while it works without any issues, it costs willpower. The mentioned addition would surely make hacking more entertaining! Really looking forward to it!

 

Take care!

 

Edited by rubber_duck
  • 2 weeks later...
Posted

Hey @spicydoritos

 

Just a bug I found - the RSA Abductions % or weighted between gunners, raiders, and supermutants keeps changing after I set it... I don't like the gunners but it will always reset to include them.

 

Not really a biggie but something I noticed when Nora got sucked to gunners when set at zero.

 

John

Posted (edited)
5 hours ago, MrCruelJohn said:

Hey @spicydoritos

 

Just a bug I found - the RSA Abductions % or weighted between gunners, raiders, and supermutants keeps changing after I set it... I don't like the gunners but it will always reset to include them.

 

Not really a biggie but something I noticed when Nora got sucked to gunners when set at zero.

 

John

 

Turns out to be a dumb error in my MCM config file.  I referenced the same globalvalue for both Gunner chance and Supermutant chance.  So whichever one you changed last, the other will reflect that setting after closing and opening MCM.

 

I attached a fixed version of the config file.  You can either install it with your mod manager, or just open the zip, extract the config.json file, and replace the one in your version of PVPK.

 

Edit: Nevermind, I decided it was better to upload a 1.09.1 version instead.

 

Edited by spicydoritos
Updated main download, removed patch
Posted
On 8/19/2024 at 8:28 PM, vaultbait said:

I also find that surprising, but I'll admit it's not something I've tested heavily. MHK does have a debug MCM option you can use to shut down its main quest and timers in order to make removal somewhat more safe, but uninstalling any scripted mod is still quite likely to cause later issues in the save.

 

I have tried again. Same results. Odd thing is I have three different character saves running right now. When I began MHK on one character, PVPK quit working for all three characters. Nothing I know to do restores functionality to PVPK. I can remove MHK and start a new game and never have a problem.

 

When I create a new character, I set perks at character creation. I uncheck the option in MHK so that I add my perks, not MHK. Still, something is going on between MHK and PVPK. Life Of The Party is the one I first noticed was no longer working. Other perks like USB plug in perk for power armor still work. Have not tried Easy Prey. The perk that motivates companions works. But Life Of The Party will never work again.

 

So how do I post a log and from where do I acquire it? I desperately want to love MHK, but cant have it killing PVPK.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...