spicydoritos Posted April 7, 2025 Author Posted April 7, 2025 15 minutes ago, deathmorph said:  Before that she says something about being quiet or something.  Do you have any idea how I can find out the cause? As a layman?  I'll test in a day or two to be certain this isn't some vanilla dialogue I've somehow never seen in 5 years of playing FO4. I don't have a good suggestion for narrowing down which mod is responsible for the dialogue. I'll ask a few people. Maybe in the meantime, someone who recognizes it will chime in. 1
Raven 54 Posted April 8, 2025 Posted April 8, 2025 11 hours ago, spicydoritos said: None of that dialogue is from this mod. I have never heard it before then so I assumed it was because I checked Animal Magnetism, Apologies to you. I have the standard loadout from https://www.loverslab.com/topic/139374-aaf-the-fucking-manual-~-adult-oriented-setup-guide-~-5thjanuary2025/  this'manual by @Saya Scarlett   One would think of hearing this line in the four years of playtime with this game and mods but I never have.  I want to say Thank You for making this mod and for the time spent, the talent, the support, and for sharing it with us.  1
spicydoritos Posted April 9, 2025 Author Posted April 9, 2025 @deathmorph@Raven 54  Alright so it turns out that dialogue is vanilla after all, and I now understand the chain of events. The "seduction" portion Animal Magnetism uses almost exactly the same technique as the regular perks that let you pacify enemy animals/creatures. So the game is showing the same dialogue for "pacified" Dogmeat as you'd see when talking to a pacified creature.  Magic effects on companions are routinely dispelled when you fast travel or go through a loading door. So although the "seduction" magic effect has a 2-hour duration, in practice, it's dispelled from Dogmeat rather quickly in the course of normal play. So both of you did something I've never done: talk to the seduced Dogmeat before the magic effect could go away.  Thankfully the solutions are simple. If Dogmeat is your companion, try just walking through the nearest door once or twice. Or if you want to use console commands, we need to dispel the main seduction spell and then the "mad" potion that gets applied afterwards. Click on Dogmeat in the console and try:  help PVPK_SpAnimalMagSeduce 0 [this should return FExxx95D, where xxx depends on your load order] dispel FExxx95D help PVPK_Pot_AnimalMag_Mad 0 [this should return FExxx961] dispel FExxx961  I will add this situation to my bug list.   2
GV33 Posted April 12, 2025 Posted April 12, 2025 For some reason when i go to use animal magnetism, i get a message [PVPK] Cannot start Animal Magnetism scene with this actor right now. What does this mean and how do I fix it. It only started happening after downloaded Milking Human Kindness BTW. If that means anything.
spicydoritos Posted April 12, 2025 Author Posted April 12, 2025 4 hours ago, GV33 said: For some reason when i go to use animal magnetism, i get a message [PVPK] Cannot start Animal Magnetism scene with this actor right now. What does this mean and how do I fix it. It only started happening after downloaded Milking Human Kindness BTW. If that means anything.  That could be a lot of different factors:  -Target doesn't exist (dead, ghost, not 3D loaded) -Target or player is in a dialogue or in combat -Target or player is already locked for an AAF scene (has either AAF_ActorBusy or AAF_ActorLocked keyword) -Player is sitting in furniture -Player is swimming -Player is still under pacification timer after a hostile PVPK scene (either Easy Prey or Unbridled Nymphomania) -Either Violate or FPSH is currently using the player  Plus a couple of others that are unlikely to apply to creature seduction. Send/post a papyrus log and I can narrow down the reasons.
GV33 Posted April 16, 2025 Posted April 16, 2025 On 4/12/2025 at 5:07 PM, spicydoritos said:  That could be a lot of different factors:  -Target doesn't exist (dead, ghost, not 3D loaded) -Target or player is in a dialogue or in combat -Target or player is already locked for an AAF scene (has either AAF_ActorBusy or AAF_ActorLocked keyword) -Player is sitting in furniture -Player is swimming -Player is still under pacification timer after a hostile PVPK scene (either Easy Prey or Unbridled Nymphomania) -Either Violate or FPSH is currently using the player  Plus a couple of others that are unlikely to apply to creature seduction. Send/post a papyrus log and I can narrow down the reasons. Sorry it took so long. Here I tried dog meat but ive tried everything. Papyrus.0.log
mariaraam Posted April 16, 2025 Posted April 16, 2025 On 3/31/2025 at 8:42 PM, spicydoritos said:  Is the MCM Pants Check Type set to SAKR? Are you entering the PA with the special activation button and/or the Pantsless Interface Hotkey?  It is set to SAKR and I'm using the special button but no dice. Changing back to the slot system activates USB however, so I must have something wrong with my SAKR install. Thanks for the mod by the way!Â
GV33 Posted April 18, 2025 Posted April 18, 2025 On 4/15/2025 at 9:01 PM, GV33 said: Sorry it took so long. Here I tried dog meat but ive tried everything. Papyrus.0.log 197.27 kB · 3 downloads Update, seems all perks dont register my character as valid. Ive tried everything, even redownload the game, redownloaded other mods, Changed load order. Im stumped. 1
spicydoritos Posted April 18, 2025 Author Posted April 18, 2025 On 4/15/2025 at 6:01 PM, GV33 said: Sorry it took so long. Here I tried dog meat but ive tried everything. Papyrus.0.log 197.27 kB · 3 downloads  17 hours ago, GV33 said: Update, seems all perks dont register my character as valid. Ive tried everything, even redownload the game, redownloaded other mods, Changed load order. Im stumped.  This is one of those issues for which I've never found a good cause or solution. Basically, the scripts that run my mod can't pass information between each other, because the script property that defines the target script returns "none". I honestly have no idea why, nor even if it's actually related to my mod or just some weird engine failure.  All of which means I unfortunately have little to offer in the way of recommendations. Maybe re-download and reinstall this mod specifically, and do a quick test on a new game? If you manage anything that makes it work again, I'd love to know. 1
GV33 Posted April 19, 2025 Posted April 19, 2025 6 hours ago, spicydoritos said:   This is one of those issues for which I've never found a good cause or solution. Basically, the scripts that run my mod can't pass information between each other, because the script property that defines the target script returns "none". I honestly have no idea why, nor even if it's actually related to my mod or just some weird engine failure.  All of which means I unfortunately have little to offer in the way of recommendations. Maybe re-download and reinstall this mod specifically, and do a quick test on a new game? If you manage anything that makes it work again, I'd love to know. It seems to be working again. However, the only thing i did was take hours redownloading the game and every mod after i deleted all Fallout4 files
deathmorph Posted April 23, 2025 Posted April 23, 2025 This concerns the USB in the power armor. Does it check whether the slot is free? So if there's already a plug in the anus, should USB mode be locked? I was just amazed that this was possible.
spicydoritos Posted April 23, 2025 Author Posted April 23, 2025 1 hour ago, deathmorph said: This concerns the USB in the power armor. Does it check whether the slot is free? So if there's already a plug in the anus, should USB mode be locked? I was just amazed that this was possible.  I understand where you're coming from. However, a universal check for plugs is functionally impossible. Plugs from different mods use different slots. Usually it's one of 56, 57, or 58, and loads of non-sexual armor/clothing/accessories use those same slots. 1
deathmorph Posted April 23, 2025 Posted April 23, 2025 5 hours ago, spicydoritos said:  a universal check for plugs is functionally impossible  Okay, then I'll just pretend it's not possible. If the anus is occupied.
Olmech Posted April 24, 2025 Posted April 24, 2025 Down the road I would greatly appreciate more factions added to the possible jealous factions list. Raiders, Gunners, Supermutants, etc.
Fraying9981 Posted May 12, 2025 Posted May 12, 2025 does the power armor perk work with any power armor? i.e. if i install a new power armor mod, the perk will automatically work with it?
spicydoritos Posted May 12, 2025 Author Posted May 12, 2025 6 hours ago, Fraying9981 said: does the power armor perk work with any power armor? i.e. if i install a new power armor mod, the perk will automatically work with it? Â As long as the modded PA frame has the same vanilla keyword (FurnitureTypePowerArmor), then it will probably work fine.
deathmorph Posted May 17, 2025 Posted May 17, 2025 My lady, including power armor, was nibbled by tentacles. That looked funny. But somehow illogical. Idea: Is it possible to temporarily deactivate the tentacle when the character carries power armor?
Crispin84 Posted May 19, 2025 Posted May 19, 2025 with suduce used on a creature get error message that annimation cannot be played with combination of actor and tags
spicydoritos Posted May 19, 2025 Author Posted May 19, 2025 On 5/17/2025 at 7:06 PM, deathmorph said: My lady, including power armor, was nibbled by tentacles. That looked funny. But somehow illogical. Idea: Is it possible to temporarily deactivate the tentacle when the character carries power armor?  Yeah that's a fairly simple toggle to add to MCM. I'll put this one to my list for future inclusion.  7 hours ago, Crispin84 said: with suduce used on a creature get error message that annimation cannot be played with combination of actor and tags  That means AAF couldn't find an animation that matched the seduced creature. Most likely you need to install more animation packs. 1
Mistah F Posted May 25, 2025 Posted May 25, 2025 On 4/23/2025 at 9:56 AM, spicydoritos said:  I understand where you're coming from. However, a universal check for plugs is functionally impossible. Plugs from different mods use different slots. Usually it's one of 56, 57, or 58, and loads of non-sexual armor/clothing/accessories use those same slots. Instead of a universal check, what about manually specified slot numbers to check?
Perfidious.Peri Posted June 24, 2025 Posted June 24, 2025 Quick question. I was wondering if there's a way to add clothing items - specifically Tao's Catsuits to the Latex Fetish perk. I'd rate my technical skills at about a bumbling idiot, but I can - mostly - follow instructions... When I actually read them  Thanks!
spicydoritos Posted June 24, 2025 Author Posted June 24, 2025 39 minutes ago, Perfidious.Peri said: Quick question. I was wondering if there's a way to add clothing items - specifically Tao's Catsuits to the Latex Fetish perk. I'd rate my technical skills at about a bumbling idiot, but I can - mostly - follow instructions... When I actually read them  Thanks!  Three ways, actually. Check out the details of the Latex Fetish perk in the mod description. All three methods are listed there, and they require only novice-level knowledge of xEdit.Â
spicydoritos Posted July 22, 2025 Author Posted July 22, 2025 Version 1.10 is up! Includes shiny new integration options with Pervert, direct applications of KFT restraints, plus a handful of smaller additions based on requests.  v. 1.10 -Added MCM options to redirect AAF scenes to Pervert mod when initiated by certain perks (Easy Prey, Homewrecker, Town Bicycle, and Unbridled Nymphomania). -Added MCM options to equip KFT restraints during AAF scenes initiated by certain perks (Easy Prey, Homewrecker, and Town Bicycle [assault scenes only]), and/or before sending player to RSE Abduction. -Added MCM option to Easy Prey that allows/sets willpower cost for resisting blackout. -Added MCM option to Tentacle Bait that prevents tentacles from grabbing player in power armor. -Added MCM options to USB Type-V that prevent interfacing with power armor when an item is equipped in slots 56, 57, and/or 58. -Revised Animal Magnetism perk to include an internal fallback mechanism for the situation where an Attraction value cannot be found. Instead, the creature’s interest level will be determined via a random roll between zero and player’s charisma, and then compared to the Attraction setting in MCM. -Fixed dialogue error with Dogmeat after Animal Magnetism seduction. -Fixed error in Easy Prey that could cause blackout teleport to fail when Bound In Public was installed. 7
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