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Posted
59 minutes ago, Olmech said:

 

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.

 

For enabling, finding, and posting papyrus logs, I always direct people to this post by EgoBallistic.

 

Keep in mind that Life of the Party requires a consensual encounter to trigger, and also other valid actors must be somewhat close (distance configurable in the MCM for that perk).

Posted
20 minutes ago, spicydoritos said:

 

For enabling, finding, and posting papyrus logs, I always direct people to this post by EgoBallistic.

 

Keep in mind that Life of the Party requires a consensual encounter to trigger, and also other valid actors must be somewhat close (distance configurable in the MCM for that perk).

Yeah...it doesnt work at all for anything now. I will look into Ego's post. Thank you.

Posted
On 9/26/2024 at 8:27 PM, spicydoritos said:

 

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.

 

 

 

You might also want to check the percentages on the doctored chems/booze - setting blackout transport to other location to 90%, bound in public 5%, RSA Abductions 5% I only get bound in public every time.... I should be transported to somewhere at least once set at 90% ... lol.

 

John

Posted
20 hours ago, MrCruelJohn said:

 

 

You might also want to check the percentages on the doctored chems/booze - setting blackout transport to other location to 90%, bound in public 5%, RSA Abductions 5% I only get bound in public every time.... I should be transported to somewhere at least once set at 90% ... lol.

 

John

 

I'm not sure what to tell you on that one, other than the random number generator is sometimes awful.  I tested a dozen times with your settings and got BiP once, the rest were regular teleport.  Script logic is simple, MCM globals are correct, and quest script properties are correct.  I can't replicate the issue and I can't find anything wrong either.

Posted
23 hours ago, spicydoritos said:

 

I'm not sure what to tell you on that one, other than the random number generator is sometimes awful.  I tested a dozen times with your settings and got BiP once, the rest were regular teleport.  Script logic is simple, MCM globals are correct, and quest script properties are correct.  I can't replicate the issue and I can't find anything wrong either.

 

Thanks for looking - yeah, looks like you got the direct opposite - never just teleported anywhere - always BIP - which - after awhile, gets a bit boring.

  • 2 weeks later...
Posted
On 6/18/2024 at 5:33 PM, 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.

It appears that i am now back with the same problem, HOWEVER, this time it does not appear to be Buffout 4 causing the issue since i have reinstalled it multiple times. Any help would be appreciated!

(In the log, i believe the relevant info starts on line 190)

Papyrus.0.log

Posted
1 hour ago, DeadBaron0319 said:

It appears that i am now back with the same problem, HOWEVER, this time it does not appear to be Buffout 4 causing the issue since i have reinstalled it multiple times. Any help would be appreciated!

(In the log, i believe the relevant info starts on line 190)

Papyrus.0.log 31.91 kB · 0 downloads

Update: It appears to not be cause via mod conflict, since on a minimum install ( ie. Only AAF requirements and PVPK requirements) it still does not work for whatever reason

Posted (edited)

Is there any chance to further improve Easy Prey perk with added integration with SA's Willpower? Let me explain.

 

I've added EP perk, and it's working as it should. However, because I run quite a few additional quest mods, in order for the quest to progress further, the character is forced to consume alcohol and/or chems. This could sometimes trigger EP blackout to kick in, slowing the quest down (because you'd wait for X amount of scenes to happen), and, potentially, teleport to the other location (if enabled).

 

I think it'd be great if you could implement SA's willpower into EP (only if SA is installed). Basically, once the alcohol or chem is consumed, and RNG returns a value that causes EP blackout, a popup message should appear, something like "Your head is fogging up, and it feels like you'll black out from the substance you just consumed. You have WILLPOWER_AMOUNT". It then gives 2 options:

a) "Pull yourself together, PLAYERNAME! (Use Willpower)" and

b) "Dammit, PLAYERNAME... (blackout)".

 

If player chooses option A, to use willpower, the blackout doesn't happen (if player has enough willpower, that is; if not, another popup message appears, something like "As much as you try, you can't seem to look straight and blackout", something along these lines); but if player chooses option b, EP blackout and events trigger as usual. The necessary amount of willpower should be something higher, like 50 or even more (though it'd be great if we could customize it in MCM).

 

Bottom line, this wouldn't make EP less dangerous, but it would have a failsafe if, under circumstances, EP blackout happens in the wrong timing, if you catch my drift.

 

This is just an idea, hopefully you'll consider it. As always, keep up the great work!

 

All the best!

Edited by rubber_duck
  • 3 weeks later...
Posted
On 11/11/2022 at 2:17 AM, spicydoritos said:

 

I mean if we're talking imagination, I'd trade for even half of your ability to write convincing characters. :classic_cool:  Many thanks!

 

 

I don't know of one offhand.  It's probably better if I throw in a check for player being in menus, workstations, etc before initiating the delayed scene.  I'll put it on the list for short term updates.

 

 

PVPK can only initiate scenes via Easy Prey, Homewrecker, Life of the Party, and Unbridled Nymphomania.  Everything else has to be initiated by the user, either through the AAF wizard or some other AAF mod (SEU, Violate, etc).  Town Bicycle is a passive reaction; it triggers anytime you have sex with your settlers through any mod.

 

 

Either a bad download or your mod manager didn't like the FOMOD structure.  I simplified the structure for the renamed version.  Hopefully this one works better for you!

 

 

 

hello master, I'm using Town Bicycle perk now.

may i ask how to trigger Town Bicycle event?

 

I was using begger whore to whore settler, it works that the happiness increase 1 point. so it works.

 

but next time (6 hrs later)

when i visit the settlement by map (teleportation) and leave the settlement, no event comes out to imply me to process any sex invitation to the partner.

there should be a pop-out message or something?

 

 

I'm wondering whats the trigger of Town Bicycle event ?

Posted
4 hours ago, alima309 said:

I'm wondering whats the trigger of Town Bicycle event ?

 

 

to get it to trigger

 

Sanctuary = any vanilla settlement (untested with Conquest added settlement)

 

1 - have sex in Sanctuary (with a resident of said settlement - the person must count towards population cap)

     companions do count if they are part of the settlement when you have sex with them

     have sex with McCready then dismiss him = does not count

     dismiss McCready then have sex with him = does count

 

2 - leave Sanctuary for a while

 

3 - have sex in Sanctuary with someone else (does not have to be a resident) where previous resident sex partner can know about it (spectators makes this part easy)

     in a little bit after the sex finishes you should get a pop-up for town bicycle

 

if you move a settler to another settlement they no longer count at all.  pick up a companion and they no longer count (even if you drop them right off)

 

  • 3 weeks later...
Posted

Found a bug with the Exhibitionist perk and the CWSS toilet.   Now I haven't tried them all, but on the ones I have, when I use them I get the clothed effect.

 

Now, nothing gamebreaking or anything like that, and who knows where the creator for CWSS is anymore.  I just thought you might be interested.

Posted

Beggar/Whore mode on, proposition someone. Get paid, get laid for +1 Happiness, wonder off for a few days then repeat with someone else. A popup will ask if you want to repeat with all/most angry/none of your former partners. Harassment also works well as it gives the NPCs initiative for both initially tagging them as a sex partner and the follow up "what about me?" event.

 

Basically, you need to have sex with at least 2 people in the settlement for it to work, and any method of initiating that sex works. Sex Em Up, Latex Collar Curse, literally anything that triggers an AAF scene will work. 

Posted

Bug Report - Minor and update suggestion.

 

I noticed an issue with Homewrecker where the pc is knocked out and the 5 sex scenes that then follow. Because the mod re-dresses the pc some of the scenes play out with the pc dressed. I'm not sure if this is just lag or because a NPC (Dr Sun) kept trying to have a dialogue.

 

Anyway, I'd  suggest not re-dressing the pc (or adding a toggle) which would clear it up.

 

Posted

Hey I was playing with the Cherry Sundae perk today and noticed that when the limbs were crippled the cripple animation would only show with a weapon drawn.

 

https://afktrack.afkmods.com/index.php?a=issues&i=25326

 

this champion has found a fix for that. Bottom line up front - strange bethesda code.

 

I really like the idea of cherry sundae but the cripple slowdown effect is too much for me, and for the life of me I cant find the FO4 entry in xedit that modifies the cripple slowdown effect. Anyone know what the entry is? 

  • 3 weeks later...
Posted

Thanks for this mod it adds so many variable gameplay loops that keep each playthrough engaging that i consider it essential. I have a small issue with the Town Bicycle perk triggering while the character is under the influence of the Life of the Party perk and making a mess of the system usually leading to a reload. Is anyone else having this issue? I am running a NAF build if that has anything to do with it.

Posted

I understand that the Animal Magnetism perk was created to replace the Animal Seducer mod that is no longer available.  I happen to have the Animal Seducer mod along with other mods that gives me several ways to start sex animations with the wasteland creatures.  The Animal Magnetism perk does work well for starting consensual sex animations.  There is a mix of perks with positive and negative consequences for the player character but more of the point of the mod is things happening to the player character.  When I imagine an Animal Magnetism perk in this type of mod, I think of something more resembling the Molest approach in the Sexual Harassment mod.  The Latex Collar Curse mod adds a feature like this when wearing the cursed collar along with devices the cursed collar equips on the player character.  Maybe a new perk called "Animal Prey" or something similar can be added.  It would work with Combat Strip Lite and SAKR.  If the player is stripped naked and vulnerable via Combat Strip Lite or registered as exposed via SAKR, there will be chance that a non-consensual sex animation will start between the player character and the creature she is fighting.  Maybe it will start with a message window that gives resist options with the sex animation starting if the player character does nothing to resist or does not have enough willpower via Sex Attributes or high enough strength.  Larger creatures would require higher strength to resist.  This would be a good addition to the mod since this mod is mostly about things happening to the player character.  One more thing, the Tentacle bait perk cannot be removed like the other perks.  It might be a conflict with another mod but trying to remove the Tentacle Bait perk results in a black loading screen that requires exiting the game to stop.  All of the other perks I used can be removed via debug options.  

  • 3 weeks later...
Posted

Just come back to fallout 4.  The ssd became corrupted just before ng update.  I did a new install then rolled back.

 

Provocative perks was working fine before the change.  Installed the latest version and it isn't working for me.  Tried 1.08 nothing triggers. 

 

Had a copy of 1.07.1, saved before i lost the ssd. installed that and it works as expected.  I checked and I have all the mods required, aaf is working, am I missing something that occured in the last 2 updates?

  • 3 weeks later...
Posted

A possible addition to the list of perks: Easy Target

That name or something similar for a mod that can turn melee combat into an aggressive sex animation without surrendering in AAF Violate.  When within melee distance of an enemy that is enabled in MCM and the player's strength, health or willpower is low enough or arousal is high enough, there is a chance that the enemy will overpower and rape the player.  There will need to be sliders to adjust the factors that determine how often the event happens.  It is similar to Tentacle Bait in a way.  It does not require spawning anything, it is just enabled hostile NPC within set distance with set factors to determine the event occurring or not occurring and a setting for time between events.  What if this was made part of Dubcon Enthusiast?  She is into being raped when she is feeling aroused enough.  When she is weak enough while aroused, the enemies take advantage of her.  This would apply to humans and creatures.  Imagine a fight with a death claw where it smacks down the player then rapes her.  I currently use Autonomy Enhanced to make the sex outcome happen with a hot key.

Posted
3 hours ago, deathmorph said:

Is it possible to include the collars created through hypnosis in SH in the Abandoned Property perk?

 

They should already be included.  SH exclusively uses the shock collar from Real Handcuffs, as far as I know.

Posted
15 hours ago, spicydoritos said:

They should already be included.  SH exclusively uses the shock collar from Real Handcuffs, as far as I know.

 

Okay, that's interesting. I brought up the subject a while ago. It was explicitly stated that the perk only works with collars via Violant and not with collars via Hypnosis (SH).
If that's the case, then that would be good. Constantly running to the mechanic is tiring in the long run. And so there are incentives to maybe let yourself go a little more because of the code. :grin:

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