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Posted

I have NSFW sound pack installed, in position ABOVE perv perks, but in psycho and usb v moans not playing, only squishing sounds in usb v, tried reinstalling but nothing changed, help plz

Posted
3 hours ago, camper228228 said:

I have NSFW sound pack installed, in position ABOVE perv perks, but in psycho and usb v moans not playing, only squishing sounds in usb v, tried reinstalling but nothing changed, help plz

 

Check your mod manager for other mods overwriting the files from NSFW Sound Pack.  

Posted

Bug Report - cosmetic and minor

 

Noticed this often with Unbridled Nymphomaniac, if pc is armed when it kicks in, she holds on the the weapon during the sex animation which looks rather odd. Can the weapon be unequipped before the animation starts please?

 

The other one (fairly obscure) relates to animations in general. I have AAF set to return to third person but I've noticed that PVPK at the end of the animation after going back into third person, then set the pc back to first person. Normally it's not a problem but if another PVPK event fires immediately, after that animation is finished the pc ends up stuck in first person and cannot get back to third (workaround is to save and restart game).

 

Nothing of great importance but it would be nice if they can be fixed in a future update.

Posted
5 hours ago, Slorm said:

Can the weapon be unequipped before the animation starts please?

 

Isn't that handled by your AAF unequip xml settings?  Because that's what I defer to for the rest of the armor stripping. 

Spoiler

20250827_144718.thumb.jpg.aca9fb50ce15d29e4b78f0790a87cbf3.jpg

 

5 hours ago, Slorm said:

I have AAF set to return to third person but I've noticed that PVPK at the end of the animation after going back into third person, then set the pc back to first person.

 

Yeah there's a force return to first person at the end of scenes.  Easy enough for me to add an MCM toggle for people who don't want that to happen. 

 

 

Posted (edited)
17 hours ago, spicydoritos said:

 

Isn't that handled by your AAF unequip xml settings?  Because that's what I defer to for the rest of the armor stripping. 

  Reveal hidden contents

20250827_144718.thumb.jpg.aca9fb50ce15d29e4b78f0790a87cbf3.jpg

 

 

Yeah there's a force return to first person at the end of scenes.  Easy enough for me to add an MCM toggle for people who don't want that to happen. 

 

 

 

Hmm my settings look the same

 

Spoiler

    <equipmentSet id="unEquip">
        <condition>
            <unEquip bipedSlot="Hair Top"/>
            <unEquip bipedSlot="Hair Long"/>
            <unEquip bipedSlot="FaceGen Head"/>
            <unEquip bipedSlot="BODY"/>
            <unEquip bipedSlot="L Hand"/>
            <unEquip bipedSlot="R Hand"/>
            <unEquip bipedSlot=" Torso"/>
            <unEquip bipedSlot=" L Arm"/>
            <unEquip bipedSlot=" R Arm"/>
            <unEquip bipedSlot=" L Leg"/>
            <unEquip bipedSlot=" R Leg"/>
            <unEquip bipedSlot="[A] Torso"/>
            <unEquip bipedSlot="[A] L Arm"/>
            <unEquip bipedSlot="[A] R Arm"/>
            <unEquip bipedSlot="[A] L Leg"/>
            <unEquip bipedSlot="[A] R Leg"/>
            <unEquip bipedSlot="Headband"/>
            <unEquip bipedSlot="Eyes"/>
            <unEquip bipedSlot="Beard"/>
            <unEquip bipedSlot="Mouth"/>
            <unEquip bipedSlot="Neck"/>
            <unEquip bipedSlot="Ring"/>
            <unEquip bipedSlot="Scalp"/>
            <unEquip bipedSlot="Unnamed1"/>
            <unEquip bipedSlot="Unnamed2"/>
            <unEquip bipedSlot="Unnamed3"/>
            <unEquip bipedSlot="Unnamed4"/>
            <unEquip bipedSlot="Unnamed5"/>
            <unEquip bipedSlot="Shield"/>
            <unEquip bipedSlot="FX"/>
            <unEquip bipedSlot="Possibly Weapons1"/>
            <unEquip bipedSlot="Possibly Weapons2"/>
            <unEquip bipedSlot="Possibly Weapons3"/>
            <unEquip bipedSlot="Possibly Weapons4"/>
            <unEquip bipedSlot="Possibly Weapons5"/>
            <unEquip bipedSlot="Possibly Weapons6"/>
            <unEquip bipedSlot="Possibly Weapons7"/>
            <unEquip bipedSlot="Possibly Weapons8"/>
            <unEquip bipedSlot="Possibly Weapons9"/>
            <unEquip bipedSlot="Possibly Weapons10"/>
            <unEquip bipedSlot="Possibly Weapons11"/>
            <unEquip bipedSlot="Possibly Weapons12"/>
        </condition>
    </equipmentSet>

 

 

 

and normally the weapon is stripped if the animation is triggered by another mod. It just seems to be UN that does it. I'll get you a log if you can let me know how to force trigger UN.

 

The toggle for 1/3 person would be great. Many thanks 🍻

 

(Edit, not sure where the underlines come from, they're not in the original file loaded in Notepad++)

Edited by Slorm
Posted
2 hours ago, Slorm said:

normally the weapon is stripped if the animation is triggered by another mod

 

Maybe the other big mods have scripted unequip for weapons.  What happens if you just use AAF menu to start an animation with a weapon equipped? 

Posted (edited)
23 hours ago, spicydoritos said:

 

Maybe the other big mods have scripted unequip for weapons.  What happens if you just use AAF menu to start an animation with a weapon equipped? 

 

I think I've found the problem. If the pc is armed and upright the gun is unequipped but if the pc is in stealth mode and armed then it isn't.

 

If you can force the pc out of stealth (or unequip them) this would be a useful workaround, but it does seem to be an issue with AAF for @dagobaking to have a look at I guess.

 

Here are some screenies:

 

Spoiler

1.jpg.222267659f04217fa9847fcc08705c6e.jpg

 

2.jpg.7207b8c39f2a5198dacb48e452733d21.jpg

 

3.jpg.5f5ac06e49f6fade42196c55a63be321.jpg

 

4.jpg.19c5932c15e05b64d27b958482de0e93.jpg

 

 

 

 

 

 

 

 

 

Edited by Slorm
Posted
2 hours ago, Slorm said:

 

I think I've found the problem. If the pc is armed and upright the gun is unequipped but if the pc is in stealth mode and armed then it isn't.

 

If you can force the pc out of stealth (or unequip them) this would be a useful workaround, but it does seem to be an issue with AAF for @dagobaking to have a look at I guess.

 

Here are some screenies:

 

  Hide contents

1.jpg.222267659f04217fa9847fcc08705c6e.jpg

 

2.jpg.7207b8c39f2a5198dacb48e452733d21.jpg

 

3.jpg.5f5ac06e49f6fade42196c55a63be321.jpg

 

4.jpg.19c5932c15e05b64d27b958482de0e93.jpg

 

 

 

 

 

 

 

 

 

 

Very interesting, thank you for running these tests.  I think I'll just add my own weapon unequip to bypass these sort of errors.  I'm quite positive I've seen other major AAF mods do this in their scripts.   If AAF updates too, there's nothing wrong with a belt-and-suspenders approach! 

Posted
26 minutes ago, TheCaptainDaddy said:

noticing that psychosexual is not working, it's not building arousal per kill and the kill counter always remains at 0

 

There's really not much that can go wrong with that perk.  If you go kill some enemies and then post a papyrus log I'll take a look.

Posted (edited)

I've tested the mod and noticed an issue with easy prey, the character is stuck after an RSA abduction, with no HUD and no controls over it, both times in a supermutant location. Is this a known issue?

Edited by moon knight
Posted (edited)
38 minutes ago, moon knight said:

I've tested the mod and noticed an issue with easy prey, the character is stuck after an RSA abduction, with no HUD and no controls over it. Is this a known issue?

 

Hmm, I may actually have caused this bug in the process of fixing something else.  PVPK has an "Unstick Provocative Perks" button in the MCM settings under Debug.  Try using that inside your RSE abduction and see if it resolves the issue.

Edited by spicydoritos
Posted
44 minutes ago, spicydoritos said:

 

Hmm, I may actually have caused this bug in the process of fixing something else.  PVPK has an "Unstick Provocative Perks" button in the MCM settings under Debug.  Try using that inside your RSE abduction and see if it resolves the issue.

 

Il try to replicate the bug (I've deleted the save), but I remember I was also unable to access the MCM menu with Esc, so no way of selecting that button in the debug menu

Posted

Version 1.11.1 is up!  One important fix and a couple of minor quality-of-life adjustments.

 

v. 1.11.1

-Fixed a bug that could result in being stuck when passing from Easy Prey to RSE Abduction.

-Added an MCM option to disable automatic return to first person view after AAF scenes.

-Player’s weapon will now be unequipped before starting an AAF scene.

Posted

Thank you for your work.
Could you please make the old version v.1.11 available again for download for meeting the requirements of modlist installations?

Posted
42 minutes ago, Lennart00 said:

Thank you for your work.
Could you please make the old version v.1.11 available again for download for meeting the requirements of modlist installations?

 

You would be much better off downloading v1.11.1 and renaming the zip file.  The same bug that affects RSE handoff in v1.11 would also have affected BiP handoff, and several internal variables won't be reset properly.  

Posted
1 hour ago, spicydoritos said:

 

You would be much better off downloading v1.11.1 and renaming the zip file.  The same bug that affects RSE handoff in v1.11 would also have affected BiP handoff, and several internal variables won't be reset properly.  


I generally agree and I am totally on your side with this - unfortunately the upstream tool for creating and installing big modlists "Wabbajack" has a strict policy on enforcing hash checksums for archives and or contents of said archive with no easy way to adjust this for the end user. Any difference in the archives makes it fail and there are no options for circumventing this besides an unlocked version of that said tool that cannot be named on many platforms for unknown reasons to me. The effect of taking down an older version for a wabbajack modlist is effectively a mandatory update process from the owner/compiler of the modlist and a waiting period for the end users. Im writing this for you to understand the predicament that wabbajack basically forces on the end users and the modlist authors due to the strictness of the hash archive verification.

Wabbajack users will benefit from not taking down older version even if they have bugs in them for this reason.

Posted
3 hours ago, Lennart00 said:


I generally agree and I am totally on your side with this - unfortunately the upstream tool for creating and installing big modlists "Wabbajack" has a strict policy on enforcing hash checksums for archives and or contents of said archive with no easy way to adjust this for the end user. Any difference in the archives makes it fail and there are no options for circumventing this besides an unlocked version of that said tool that cannot be named on many platforms for unknown reasons to me. The effect of taking down an older version for a wabbajack modlist is effectively a mandatory update process from the owner/compiler of the modlist and a waiting period for the end users. Im writing this for you to understand the predicament that wabbajack basically forces on the end users and the modlist authors due to the strictness of the hash archive verification.

Wabbajack users will benefit from not taking down older version even if they have bugs in them for this reason.

 

I'm honest to god not bothered if people want an older version of one of my mods.  As stated elsewhere I only support the most recent version but hey, it's your mod setup and you're an adult, and you can make your own cost-benefit analysis.

 

I also understand the theoretical value proposition of a pre-made modlist.  That being said, I think Wabbajack's implementation is terrible.  Since any mod author can render a modlist uninstallable, any given modlist is constantly on the knife edge of being useless.  It incentivizes authors to retain (and users to install) mod versions which may have actual serious bugs.  

 

Anyway, before I get off on further ranting, v1.11 is attached below with this huge caveat: You should always choose v1.11.1 instead of v1.11, because v1.11 has a bug that can leave you unable to control your character under certain circumstances.  

 

Seriously, get the modlist author to update sooner rather than later.

Provocative Perks v1.11.zip

Posted
On 9/7/2025 at 11:25 AM, spicydoritos said:

Version 1.11.1 is up!  One important fix and a couple of minor quality-of-life adjustments.

 

v. 1.11.1

-Fixed a bug that could result in being stuck when passing from Easy Prey to RSE Abduction.

-Added an MCM option to disable automatic return to first person view after AAF scenes.

-Player’s weapon will now be unequipped before starting an AAF scene.

That last part applies to every AFF scene? I love it!

 

Makes you wonder why AFF doesn't do that by default since animations with weapons always screw things up.

Posted
3 minutes ago, msmfoster said:

That last part applies to every AFF scene? I love it!

 

Makes you wonder why AFF doesn't do that by default since animations with weapons always screw things up.

 

Unfortunately no, only scenes started by this mod (same with automatic return to first person view). I don't quite have the capability to intercept all other AAF scenes before they begin. 🙂 

Posted
3 hours ago, spicydoritos said:

 

Unfortunately no, only scenes started by this mod (same with automatic return to first person view). I don't quite have the capability to intercept all other AAF scenes before they begin. 🙂 

You sure? I used 'Alternate Sex with Lover' and my weapon was put away automatically. Still, it's a great feature that should be default within AAF.

Posted
51 minutes ago, msmfoster said:

You sure? I used 'Alternate Sex with Lover' and my weapon was put away automatically. Still, it's a great feature that should be default within AAF.

 

The "weapon still in your hands" bug is most evident when you start AAF scenes from a sneaking position (see Slorm's posts above). 

 

My unequip function runs within my mod's own script function, prior to actually running AAF's StartScene function.  So unless some other mod is starting an AAF scene through the hilariously roundabout method of calling PVPK's StartAAFScenes function, my weapon unequip won't run.  Some other mods have their own weapon unequip functions too (e.g. Violate).

Posted
On 9/4/2025 at 6:24 PM, spicydoritos said:

 

There's really not much that can go wrong with that perk.  If you go kill some enemies and then post a papyrus log I'll take a look.

so I'd uninstalled the mod when it didn't work, went to reinstall it to grab the papyrus log and it is working so looks like a fresh reinstall was what it needed.  thanks!

Posted
19 hours ago, spicydoritos said:

 

The "weapon still in your hands" bug is most evident when you start AAF scenes from a sneaking position (see Slorm's posts above). 

 

My unequip function runs within my mod's own script function, prior to actually running AAF's StartScene function.  So unless some other mod is starting an AAF scene through the hilariously roundabout method of calling PVPK's StartAAFScenes function, my weapon unequip won't run.  Some other mods have their own weapon unequip functions too (e.g. Violate).

They must have implemented a similar fix around the same time. Happy coincidence. 

 

Either way, it's a great feature. Thanks. 

  • 3 weeks later...
Posted

Exhibitionist streak should have a chance for sex to happen when the player character is naked and slides into bed with an NPC.  The idea is she is exchanging sex for the convenance of sleeping in any owned bed. 

 

I suggested a possible new perk a while ago that triggers a sex animation during melee combat.  I don't know if anything like that is in the works or it is not interesting enough to bother with.  My new idea for that would use the mods Combat Strip Lite and Autonomy Enhanced.  When the player is "Naked and Vulnerable" via Combat Strip Lite and an enabled enemy type is within melee range during combat, the player/NPC sex trigger via Autonomy Enhanced would be activated as though the enemy took advantage of the naked and vulnerable state of the player character.  There would need to be a short time delay between the end of the sex animation and the triggering of the next so the player can get out of melee range.  This is the same type of game mechanic that is in the hentai side scrolling games.  The first few attacks strip off the clothes than the next attack leads to sex. 

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