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Posted
10 hours ago, spicydoritos said:

SoW really needs a technical rework, I think.  The way it's supposed to work is that you have ~36 in-game hours after sex before your companion is on strike.  In practice, the game sometimes clears the timers I put on your companion and you have to bang them much more frequently than intended.  Right now it works and won't break anything, but it's just a bit too much, as you say.  I don't want to overcomplicate any of the individual perks, and thus a dialogue approach may not be the right solution.  Nonetheless I'll re-examine it all during the inevitable rework.  Recall also that SoW is not supposed to be limited to the player banging their companion, but also trigger from companion banging any other NPC.

 

You're right about dialogue approaches - after giving it some thought, I figured it'd work out better as a separate mod. Then again, I'm not really sure FO4 players would want a mod that makes companions menacing but doesn't modify their combat (not to mention all the required mods).

 

Just to add, I'm using Dynamic Timescale and it seems like those 36 hours are a bit shorter due to timescale manipulation. Base game timescale is 20, and I've set up Dynamic Timescale to increase it to 30 when player moves/walks, and to 1 when player idles (stands still). On top of that, I've set a multiplier of 0.5 for nights and combat, and 1.5 for interiors.

 

As a result of all this, any mod that's using the timescale gets a bit messed up. Hopefully you'll be able to find a better solution! In the meantime I'll just remove SoW perk as I added quite a few of them from this mod. I'll add it back once it's been remade (or remastered; whichever term is correct, if any).

 

Nonetheless, keep up the great work! I'm really looking forward to future releases of this mod! Take care!

 

Posted

This is a very much needed mod, thank you for the work. If I may suggest, I was in combat the other day and then suddenly without warning I was getting rimmed by a raider and some other npc that came from somewhere, maybe some kind of message or a single comment or even maybe an option to "suck in your desires" just before any sudden scene like with the "nympho" perk would be sick. But I'm sure you got that covered already somewhere along the line. ?

Posted
1 hour ago, MrPayne said:

This is a very much needed mod, thank you for the work. If I may suggest, I was in combat the other day and then suddenly without warning I was getting rimmed by a raider and some other npc that came from somewhere, maybe some kind of message or a single comment or even maybe an option to "suck in your desires" just before any sudden scene like with the "nympho" perk would be sick. But I'm sure you got that covered already somewhere along the line. ?

How odd.  It's not supposed to trigger in combat or use NPCs that are in combat with the player.   I'll look again, because maybe I missed a player validity check somewhere in this perk.  Out of curiosity, were you in combat with the exact partners who got used for your scene?

 

8 hours ago, rubber_duck said:

As a result of all this, any mod that's using the timescale gets a bit messed up.

I'm using regular durations from the CK for these effects, so yeah, they'll be subject to the same fluctuations as chem effect durations and such.  That actually gives me an idea, though... since my SoW effects already have scripts attached, maybe I can add a check for gamehour on start, and another on completion.  Then refresh if enough time hasn't passed.  It'd solve the problem of effects getting culled by the engine too soon, and save me from doing a full functional rework.  Worth trying, anyway.

 

26 minutes ago, ebbluminous said:

Tried the perks out and like them. I would like it of there were in game ways to acquire the perks.

Not in the cards for this mod, but if other mods want to add my perks, it's very easy.   They basically just need to do player.addperk and PVPK will handle the rest. Each of my perks initialize upon being added to the player.  No fancy/separate scripting tricks needed.

Posted
40 minutes ago, spicydoritos said:

I'm using regular durations from the CK for these effects, so yeah, they'll be subject to the same fluctuations as chem effect durations and such.  That actually gives me an idea, though... since my SoW effects already have scripts attached, maybe I can add a check for gamehour on start, and another on completion.  Then refresh if enough time hasn't passed.  It'd solve the problem of effects getting culled by the engine too soon, and save me from doing a full functional rework.  Worth trying, anyway.

 

That'd actually be pretty good! The timer would be more precise. Though I'd still like to see both timers (one for companion unsatisfied and another for strike) being configurable in MCM. That's more complex solution, but the perk (and the mod) would benefit from it quite a bit (at least in my opinion).

 

At the end of the day, it's your mod so it's up to you. Loving the mod so far, keep it up!

Posted
13 hours ago, wareware said:

Well if you're taking suggestions

 

Having the Town Bicycle perk should give you a quest every few days where you have to let a settlement run a train on you or they will lose large amounts of happiness.

That's a cool idea but I'd be a bit worried unless there is somewhere to manage it it could be yet another chore of the settlement management. (maybe that's what some people want it to feel like but damn settlers are whiny enough as it always complaining they don't have enough beds or food or water or that super mutants are eating everybody because you didn't build enough turrets.)

Probably could use a option to choose which genders will use your serves as well if something like that was done and I did think maybe using the town bell that summon all the settlers is perhaps a way to start it?

Maybe one way it could be done it has a chance to trigger when you enter a settlement? so you don't get called to a settlement on the other end of the map because zombies are chewing everybody up everybody is horny or maybe you could have ways happening?

 

Sorry, if I'm kinda rambling just the post got me thinking.

Posted
3 hours ago, spicydoritos said:

Not in the cards for this mod, but if other mods want to add my perks, it's very easy.   They basically just need to do player.addperk and PVPK will handle the rest. Each of my perks initialize upon being added to the player.  No fancy/separate scripting tricks needed.

 

For a very pedestrian example, adding them to some custom perkmags and leaving those in various places with the CK would be a trivial mod to make... just be careful not to accidentally break any precombines!

Posted (edited)
10 hours ago, vaultbait said:

 

For a very pedestrian example, adding them to some custom perkmags and leaving those in various places with the CK would be a trivial mod to make... just be careful not to accidentally break any precombines!

 

Imagine becoming the Town's Bicycle just for picking up / reading a magazine, ouch, lol.

 

But yeah, It would be a straight forward way to incorporate the perks in the game provided that you'll be prompted whether to accept the perk or not when picking up/reading the magazine and should be relatively easy to implement too.

 

Regardless, I don't mind the current method too much tbh.

 

Edited by NismoMan
Posted
12 hours ago, Spaceguest991 said:

That's a cool idea but I'd be a bit worried unless there is somewhere to manage it it could be yet another chore of the settlement management. (maybe that's what some people want it to feel like but damn settlers are whiny enough as it always complaining they don't have enough beds or food or water or that super mutants are eating everybody because you didn't build enough turrets.)

Probably could use a option to choose which genders will use your serves as well if something like that was done and I did think maybe using the town bell that summon all the settlers is perhaps a way to start it?

Maybe one way it could be done it has a chance to trigger when you enter a settlement? so you don't get called to a settlement on the other end of the map because zombies are chewing everybody up everybody is horny or maybe you could have ways happening?

 

Sorry, if I'm kinda rambling just the post got me thinking.

 

The bell idea is awesome!

 

It doesn't have to be the vanilla bell, a separate bell dedicated to "Train Callouts" would do perfectly. 

 

1- Ring bell

2- 40+ Hyped Vault Dwellers / Settlers gather (The settlers' list should already be there I suppose)

3- Idle chatter

4- Run Train

 

All that is needed is an MCM gender preference option, and a way to manually exclude unwanted NPCs (Console Command maybe?) and whether or not multiple partners (3P/4P/5P) are allowed or not.

 

Heck, this might as well be a standalone perk called "Train Conductor", lol.

Posted
3 hours ago, NismoMan said:

 

Heck, this might as well be a standalone perk called "Train Conductor", lol.

That name rocks.   ?

 

If your end goal is "settlers run a train on you", that can be achieved with a vanilla bell, AAF Spectators, and the Life of the Party perk.  Gather settlers with the bell.  Start a consensual scene (via wizard, SEU, etc).  Settlers stay nearby to watch.  Then LotP takes over after the first scene ends, and starts looping through your settlers.

Posted (edited)
4 hours ago, spicydoritos said:

That name rocks.   ?

 

If your end goal is "settlers run a train on you", that can be achieved with a vanilla bell, AAF Spectators, and the Life of the Party perk.  Gather settlers with the bell.  Start a consensual scene (via wizard, SEU, etc).  Settlers stay nearby to watch.  Then LotP takes over after the first scene ends, and starts looping through your settlers.

 

Huh, This works too, lol. But the key element here imo is control and context; control who gathers, who participates, number of simultaneous partners.. etc. And proper context with relative dialogue. Also, optimizing the process is a key element here (for visual and stability purposes too!) so instead of going:

 

"Gather -> queue -> undress -> Start -> end -> Redress -> Undress -> start -> end -> Redress..."

 

A simpler:

 

"Gather -> queue -> Undress all -> Start -> end -> start -> end... -> Redress all"

 

Would be more efficient... I think... and would look better too... I think... (imagine a crowd of butt-naked "Ready to go" attendees as opposed to clothed ones here, lol).

 

You also get to use the name, lol ??

Edited by NismoMan
Posted

I wasn't able to trigger Life of the Party when using MCG, Crime and Punishment, or the AAF Wizard. While setting 100% change to trigger a scene, it would never fire when either manually ending or naturally ending a scene...

 

Wonder how to troubleshoot this. Any ideas?

Posted
1 minute ago, Aeon said:

I wasn't able to trigger Life of the Party when using MCG, Crime and Punishment, or the AAF Wizard. While setting 100% change to trigger a scene, it would never fire when either manually ending or naturally ending a scene...

 

Wonder how to troubleshoot this. Any ideas?

Were the animations tagged as consensual?

Posted (edited)

Yup, I used the trigger w/ SA to treat all animations as Consensual, if that works.

 

UPDATE: I don't think the above works; is there a way to find all anims that are tagged w/ Consensual that would make this work consistently? I got it to trigger using specific ones, but not others that aren't obviously non-consensual.

Edited by Aeon
Posted
2 minutes ago, Aeon said:

Yup, I used the trigger w/ SA to treat all animations as Consensual, if that works.

 

That won't work, it only makes SA itself treat animations as consensual for the purposes of stat changes (trauma, etc).  PVPK treats either of the following as consensual:

 

1- Any animation that includes a "Consensual" meta string.  That requires the initiating mod to explicitly include the string when it calls the AAF start scene function.

2- Any animation without an "Aggressive" tag, as long as it doesn't also have a "PlayerRaped" or "PlayerRapist" meta string.  This second one should be easy to test via the wizard.

 

LotP also needs valid actors (based on your MCM settings) within scan range (ditto).  If all your spectators are women but you have female partners disabled, LotP won't start.  Ditto if all valid actors are too far away.  If you test all those possibilities and it still won't start, I'm happy to take a glance at your papyrus log.

Posted
4 minutes ago, spicydoritos said:

 

That won't work, it only makes SA itself treat animations as consensual for the purposes of stat changes (trauma, etc).  PVPK treats either of the following as consensual:

 

1- Any animation that includes a "Consensual" meta string.  That requires the initiating mod to explicitly include the string when it calls the AAF start scene function.

2- Any animation without an "Aggressive" tag, as long as it doesn't also have a "PlayerRaped" or "PlayerRapist" meta string.  This second one should be easy to test via the wizard.

 

LotP also needs valid actors (based on your MCM settings) within scan range (ditto).  If all your spectators are women but you have female partners disabled, LotP won't start.  Ditto if all valid actors are too far away.  If you test all those possibilities and it still won't start, I'm happy to take a glance at your papyrus log.

 

Thanks for the explanation, I really appreciate it! This makes sense and why, only certain animations triggered it.

 

Thanks so much for all this.

Posted
7 hours ago, spicydoritos said:

 

That won't work, it only makes SA itself treat animations as consensual for the purposes of stat changes (trauma, etc).  PVPK treats either of the following as consensual:

 

1- Any animation that includes a "Consensual" meta string.  That requires the initiating mod to explicitly include the string when it calls the AAF start scene function.

2- Any animation without an "Aggressive" tag, as long as it doesn't also have a "PlayerRaped" or "PlayerRapist" meta string.  This second one should be easy to test via the wizard.

 

LotP also needs valid actors (based on your MCM settings) within scan range (ditto).  If all your spectators are women but you have female partners disabled, LotP won't start.  Ditto if all valid actors are too far away.  If you test all those possibilities and it still won't start, I'm happy to take a glance at your papyrus log.

 

Would it be possible to include an MCM option to disable the tags check requirement for LotP for it kick in in a future update?

Posted

I figured out a couple of perks for this mod:
Sixty-nine shades of grey.
If someone puts any kind of restrictive device on you, immediately after that you will be able to experience extraordinary arousal and a sense of happiness. But... only for a period of 24 hours and therefore during this period you get twice as many experience points.
But be careful.For example if you let someone handcuff you and you can't unlock it, you'll be happy all day and then you'll have to ask for help.
And if someone puts a shock collar on you, you get one day of joy and an endless number of days of searching unlock codes.
Night desires.
Prostitution at night brings 60 percent more caps, but during the day, 60 percent of men after sex refuse to pay and trick you, saying: I have no caps.

Posted
13 hours ago, NismoMan said:

 

Would it be possible to include an MCM option to disable the tags check requirement for LotP for it kick in in a future update?

 

Second that!

Posted

Version 1.02 is up!  A couple minor bug fixes and a technical rework for Soldier of Whoretune timers.  Hopefully that perk functions closer to expectations now.

 

v1.02

-Added an extra check for player in combat before PVPK starts any scene, including those from Unbridled Nymphomania.

-Reworked the way timers function for Soldier of Whoretune. The new versions should be more resistant to random cleanup calls by the engine.

-Added MCM selectors to choose duration for all Soldier of Whoretune effects.

-Minor fix to Town Bicycle to prevent the engine's happiness processing from pushing the total settlement happiness over 100.

Posted
15 hours ago, NismoMan said:

 

Would it be possible to include an MCM option to disable the tags check requirement for LotP for it kick in in a future update?

 

1 hour ago, Aeon said:

 

Second that!

 

I'm not thrilled about the idea.  It dramatically changes the intent of the perk, which is supposed to be a consensual gangbang experience.  All the subsequent LotP scenes will use consensual/non-aggressive animations anyway.  Plus you'll cause LotP to trigger from things like Sexual Harassment scenes, which doesn't make any sense.  There might be weird interactions with Violate too; it depends how fast the AAF_Locked/Busy keywords get dropped.

 

That said, if you want to experiment with it at your own risk, I added a global variable you can change.  Go into console and type:

Spoiler

set PVPK_MCMLifeOfTheParty_AllowNonconStart to 1

That will change LotP's post-scene processing to allow either consensual or non-con scenes to trigger the perk.  I have tested it to confirm it works, but that's it.  Any conflicts beyond that point are yours to deal with.

 

In the spirit of not coming off too high-handed... if the desire is just for the equivalent of a 1-button "everybody gangbang me" function, that could be a separate perk down the line (or a separate mod altogether).

Posted

Hey guys/gals I'm getting oncallinit aaf errors 6...in PVPK. I'm assuming it's because I didn't have the "hooker idles animations", and AAF was trying to call a non existing animation...I've since added it so lets see if it works. Also I'm reading your Messages with interest... You guys are as always awesome :)  

Posted
1 hour ago, Jonsey Charms said:

Hey guys/gals I'm getting oncallinit aaf errors 6...in PVPK. I'm assuming it's because I didn't have the "hooker idles animations", and AAF was trying to call a non existing animation...I've since added it so lets see if it works. Also I'm reading your Messages with interest... You guys are as always awesome :)  

 

DLOH wouldn't cause that error either way.  Its idles are only called at the beginning of scenes (if installed), and anyway they're called directly via PlayIdle, rather than played through AAF.  According to the AAF wiki:

 

Quote
[OnSceneInit status] `6` means that one of the actors in the request is already busy in a current AAF scene.

 

Do you have another mod that's causing NPCs to have sex with each other?  If so, I have checks for that sort of thing already written in, but maybe they're not pre-culling the NPCs like I intended.

Posted
On 11/14/2022 at 3:27 PM, spicydoritos said:

How odd.  It's not supposed to trigger in combat or use NPCs that are in combat with the player.   I'll look again, because maybe I missed a player validity check somewhere in this perk.  Out of curiosity, were you in combat with the exact partners who got used for your scene?

 

I'm using regular durations from the CK for these effects, so yeah, they'll be subject to the same fluctuations as chem effect durations and such.  That actually gives me an idea, though... since my SoW effects already have scripts attached, maybe I can add a check for gamehour on start, and another on completion.  Then refresh if enough time hasn't passed.  It'd solve the problem of effects getting culled by the engine too soon, and save me from doing a full functional rework.  Worth trying, anyway.

 

Not in the cards for this mod, but if other mods want to add my perks, it's very easy.   They basically just need to do player.addperk and PVPK will handle the rest. Each of my perks initialize upon being added to the player.  No fancy/separate scripting tricks needed.

I was sneaking unarmed near the Slog somewhere, looks like I was hidden. But I realized something. I have Hardship installed, and when I am unarmed, the raiders are not aggressive. So perhaps the mod thought it was a regular NPC or something and it triggered the scene. And I see you already updated with the check. You're awesome. 

Posted
5 hours ago, spicydoritos said:

 

 

I'm not thrilled about the idea.  It dramatically changes the intent of the perk, which is supposed to be a consensual gangbang experience.  All the subsequent LotP scenes will use consensual/non-aggressive animations anyway.  Plus you'll cause LotP to trigger from things like Sexual Harassment scenes, which doesn't make any sense.  There might be weird interactions with Violate too; it depends how fast the AAF_Locked/Busy keywords get dropped.

 

That said, if you want to experiment with it at your own risk, I added a global variable you can change.  Go into console and type:

  Reveal hidden contents

set PVPK_MCMLifeOfTheParty_AllowNonconStart to 1

That will change LotP's post-scene processing to allow either consensual or non-con scenes to trigger the perk.  I have tested it to confirm it works, but that's it.  Any conflicts beyond that point are yours to deal with.

 

In the spirit of not coming off too high-handed... if the desire is just for the equivalent of a 1-button "everybody gangbang me" function, that could be a separate perk down the line (or a separate mod altogether).

I've got Violate and Sexual Harassment both as well as RSEII CSA and my fixed version of RSEII Brothels running so I'll try this cheat and let you know if it causes any weird interactions with any of them. My version of RSEII Brothels is gutted so that only the Prostitution portion works so the scenes for  that should register as consensual sex scenes.

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