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22 minutes ago, Slorm said:

I was wondering whether to drop the scans to around 2 rather than the default 6 and maybe increase the approach cool-down to the maximum 4 hours. Did you find a happy compromise as I wouldn't want SH mostly inactive, it seems a bit of a tricky balancing act

 

Nothing I'm entirely happy with yet, but I haven't been adjusting it for long.

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47 minutes ago, Slorm said:

 

I was wondering whether to drop the scans to around 2 rather than the default 6 and maybe increase the approach cool-down to the maximum 4 hours. Did you find a happy compromise as I wouldn't want SH mostly inactive, it seems a bit of a tricky balancing act

 

24 minutes ago, vaultbait said:

 

Nothing I'm entirely happy with yet, but I haven't been adjusting it for long.

 

Next version (hopefully dropping before the weekend) already has an adjustable delay timer before starting hourly chance rolls for Unbridled Nymphomania.  What other perks are you finding that need to be balanced against SH frequency?

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2 hours ago, spicydoritos said:

Next version (hopefully dropping before the weekend) already has an adjustable delay timer before starting hourly chance rolls for Unbridled Nymphomania.  What other perks are you finding that need to be balanced against SH frequency?

 

Basically just that one. With SH (and some similar mods) I just don't go long enough between forced sex scenes for it to end up firing.

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Version 1.03 is up!  This is mostly a "polish and bug fixes" pass with a couple of small requested features.

 

v1.03

-Added an MCM slider to adjust the Unbridled Nymphomania post-sex delay time.

-Added a debug button and optional hotkey to force Provocative Perks to react to the next AAF animation as if it were consensual.

-Added “Lovers Embrace” graphic to all perks (I'd still love to have custom graphics, but this will suffice for the time being).

-Added optional integration with LevelUpMenuEx. NOTE: LUME is not designed to cover my usage case, where the player can pick as many of the perks as they want. It will not allow you to select PVPK perks without spending perk points. If you want to select PVPK perks within LUME, you can add perk points via console with this command: cgf "prkf:prkf.AddPP" X (where X is the number of perk points you want to add).

-Pre-AAF checks will now verify that player isn't engaged in any quest or molestation scene for Sexual Harassment, nor any part of a Violate surrender scene. Portions of these scenarios were not previously covered by existing checks.

-Improved AAF scene processing to prevent unwanted side effects caused by separate, simultaneous NPC-on-NPC sex.

-Easy Prey partners will now be chosen after timer expiration instead of on timer start. This will hopefully alleviate AAF errors that might occur when changing locations.

-Easy Prey will now default to regular blackout if no valid partners are found for an AAF scene, and will restart timer if player is busy when Easy Prey tries to begin a scene.

-Improved Homewrecker lockouts to prevent NPC bump from triggering immediately after sex (or immediately before sex, if the scene is initiated by PVPK).

-Fixed scene failure notification so it no longer displays errors for AAF scenes initiated by other mods.

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Hey, I don't know if it was mentioned before or if anyone had this. If you want to add more checks, one for swimming could be effective. I had the nympho perk activate in my settlement pool, they all did it underwater. Too bad the animation didn't work underwater, that would be funny. 

 

Also, if you have the patience to briefly explain how I can raise the limit on the group sex to 9 NPCs plus player instead of the 4 currently, I'm a little familiar with the Creation kit and Fo4Edit and I believe I do have the animations needed to support 9p animations from SC. Unless it's somehow game breaking and there is a very good reason why I should leave it at 4. If you could point me in the right direction. 

 

 

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31 minutes ago, MrPayne said:

Hey, I don't know if it was mentioned before or if anyone had this. If you want to add more checks, one for swimming could be effective. I had the nympho perk activate in my settlement pool, they all did it underwater. Too bad the animation didn't work underwater, that would be funny. 

 

Also, if you have the patience to briefly explain how I can raise the limit on the group sex to 9 NPCs plus player instead of the 4 currently, I'm a little familiar with the Creation kit and Fo4Edit and I believe I do have the animations needed to support 9p animations from SC. Unless it's somehow game breaking and there is a very good reason why I should leave it at 4. If you could point me in the right direction. 

 

 

 

Huh, I've never even considered a scene initiating underwater.  I'll have to add a swimming check into the next version.

 

You can change the max slider value to 9 in the MCM config.json file, if you want.  Just look for "Max Simultaneous Partners".  It won't break anything but your animation will fail to start, and display an error, if any of the following happen:

1- Random number rolls a 6 or 7, because no animations exist for 6+1 or 7+1 (unless added by a patch).

2- You allow NPC females to be part of multi-partner sex scenes.  The default animations require all male partners (unless genderless versions added by a patch). 

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13 hours ago, spicydoritos said:

 

Huh, I've never even considered a scene initiating underwater.  I'll have to add a swimming check into the next version.

 

You can change the max slider value to 9 in the MCM config.json file, if you want.  Just look for "Max Simultaneous Partners".  It won't break anything but your animation will fail to start, and display an error, if any of the following happen:

1- Random number rolls a 6 or 7, because no animations exist for 6+1 or 7+1 (unless added by a patch).

2- You allow NPC females to be part of multi-partner sex scenes.  The default animations require all male partners (unless genderless versions added by a patch). 

I'm not asking for a 9+ anims (blow job probably) but you can add a failsafe function.

When you get "OnSceneInit error" restart the scene using: less actors/no tags/or no furniture like SEU does (only for the scene started by your mod)

Edited by lee3310
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17 hours ago, spicydoritos said:

Added an MCM slider to adjust the Unbridled Nymphomania post-sex delay time.

 

Out of curiosity, if a mod wanted to cancel the cooldown timer for players with that perk and start an unscheduled nymphomaniacal fit, what would be the cleanest way? I started to look into the potions it's using but haven't had time to dig deeper and test them directly in-game.

 

16 hours ago, MrPayne said:

Hey, I don't know if it was mentioned before or if anyone had this. If you want to add more checks, one for swimming could be effective. I had the nympho perk activate in my settlement pool, they all did it underwater. Too bad the animation didn't work underwater, that would be funny. 

 

I once had an aggressive animation occur on the riverbank near sanctuary. A raider literally choked me while holding my head underwater the whole time. It was surprisingly hot, and somehow I still survived that (even though logically I should have been dead long before he came). I suppose AAF works normally as long as you're not in deep enough water to be swimming?

 

15 hours ago, spicydoritos said:

I'll have to add a swimming check into the next version.

 

Do you know a reliable way to do that? I wanted to add a check for swimming in Unhealthy Craving but turns out the one from SkyRim isn't implemented in FO4. There is an event which fires when swimming starts (which WOTC uses) but none for when it stops. Looks like CWSS may have an implementation but I couldn't find the Papyrus source for it and haven't taken the time to decompile the PEX files yet to try and see how it's done.

 

Edit: Ooh, maybe I can check if the player is doing a swimming animation!

Edited by vaultbait
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1 hour ago, vaultbait said:

Out of curiosity, if a mod wanted to cancel the cooldown timer for players with that perk and start an unscheduled nymphomaniacal fit, what would be the cleanest way? I started to look into the potions it's using but haven't had time to dig deeper and test them directly in-game.

 

Hmm.  That's probably more complicated than it should be.  There are two timers, major and minor.  When major expires, it equips the potion for minor, and when minor expires, that's when the random roll happens.  You can dispel the minor timer with the PVPK_Pot_DispelUnbridNymphoMinor potion.  However if you do that while the major timer is still running, the script will think you got laid and then take no action.  So you'd have to do it like this:

 

1- Get the value of this ActorValue on the player: PVPK_UnbridledNymphoAVMajorDuration.  It's tied to the MCM slider.  Save it in a temporary parameter so you can restore it afterwards.

2- Set the value of PVPK_UnbridledNymphoAVMajorDuration to zero.

3- Set the value of the global variable PVPK_UnbridledNympho_TotalSexChance to 100.  This value is used internally to track the progressive hourly chance as it increases.  It will be automatically reset to zero after a sex scene.

4- Equip a new major timer potion (PVPK_Pot_UnbridledNymphoMajor).  It will end immediately because the duration multiplier is zero, and then automatically equip the minor timer potion.

5- Equip the PVPK_Pot_DispelUnbridNymphoMinor potion to end the minor timer.  Since sex chance is set to 100, the UN scene will begin (assuming player is valid/available... otherwise it'll just re-equip the minor timer potion and try again on expiration).

6- Restore the original value of UnbridledNymphoAVMajorDuration to avoid changing player settings.

 

Is it something you anticipate doing frequently?  I could always relocate the "start UN scene" portion of the minor timer script to its own function.  Then you could just call that function from a quest script and skip all the roundabout steps above.

 

2 hours ago, vaultbait said:

Do you know a reliable way to do that? I wanted to add a check for swimming in Unhealthy Craving but turns out the one from SkyRim isn't implemented in FO4. There is an event which fires when swimming starts (which WOTC uses) but none for when it stops. Looks like CWSS may have an implementation but I couldn't find the Papyrus source for it and haven't taken the time to decompile the PEX files yet to try and see how it's done.

 

Edit: Ooh, maybe I can check if the player is doing a swimming animation!

 

I only looked into it long enough to see that my script options are limited to the OnPlayerSwimming event.  There is a CK condition for IsSwimming though.  Offhand, I intend to explore putting a magic effect on the player that's active when IsSwimming is true.  Then I can check for that magic effect in my IsPlayerValid function.  Or, if you have player in an alias, just add "IsSwimming = false" to the alias conditions.

 

2 hours ago, vaultbait said:

I once had an aggressive animation occur on the riverbank near sanctuary. A raider literally choked me while holding my head underwater the whole time.

 

???

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3 hours ago, lee3310 said:

I'm not asking for a 9+ anims (blow job probably) but you can add a failsafe function.

When you get "OnSceneInit error" restart the scene using: less actors/no tags/or no furniture like SEU does (only for the scene started by your mod)

 

You're not the first to suggest that concept.  It's a simple idea on the surface, but making it work cleanly is not so simple.  I would either have to rewrite the way I handle actors in my RefCollectionAlias and arrays, or end up writing duplicate functions to parse/sort the failed array of actors.  Neither of which I'm particularly inclined to do at the moment.  The current method is pretty stable and I'm loathe to screw with it.

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5 minutes ago, spicydoritos said:

 

Hmm.  That's probably more complicated than it should be.  There are two timers, major and minor.  When major expires, it equips the potion for minor, and when minor expires, that's when the random roll happens.  You can dispel the minor timer with the PVPK_Pot_DispelUnbridNymphoMinor potion.  However if you do that while the major timer is still running, the script will think you got laid and then take no action.  So you'd have to do it like this:

 

1- Get the value of this ActorValue on the player: PVPK_UnbridledNymphoAVMajorDuration.  It's tied to the MCM slider.  Save it in a temporary parameter so you can restore it afterwards.

2- Set the value of PVPK_UnbridledNymphoAVMajorDuration to zero.

3- Set the value of the global variable PVPK_UnbridledNympho_TotalSexChance to 100.  This value is used internally to track the progressive hourly chance as it increases.  It will be automatically reset to zero after a sex scene.

4- Equip a new major timer potion (PVPK_Pot_UnbridledNymphoMajor).  It will end immediately because the duration multiplier is zero, and then automatically equip the minor timer potion.

5- Equip the PVPK_Pot_DispelUnbridNymphoMinor potion to end the minor timer.  Since sex chance is set to 100, the UN scene will begin (assuming player is valid/available... otherwise it'll just re-equip the minor timer potion and try again on expiration).

6- Restore the original value of UnbridledNymphoAVMajorDuration to avoid changing player settings.

 

Is it something you anticipate doing frequently?  I could always relocate the "start UN scene" portion of the minor timer script to its own function.  Then you could just call that function from a quest script and skip all the roundabout steps above.

 

Mmm, yeah that's getting rather fiddly and sounds fragile, at least on the surface. I'll think a bit more about whether it's a direction I'm interested in going, so no need to get into details for now. Thanks for the explanation though!

 

5 minutes ago, spicydoritos said:

I only looked into it long enough to see that my script options are limited to the OnPlayerSwimming event.  There is a CK condition for IsSwimming though.  Offhand, I intend to explore putting a magic effect on the player that's active when IsSwimming is true.  Then I can check for that magic effect in my IsPlayerValid function.  Or, if you have player in an alias, just add "IsSwimming = false" to the alias conditions.

 

Yeah, I think that's similar to what AFT is doing here. A bit heavy for the use case I have... I just want to burn a little extra fat if the player goes for a dip, so for now I'm merely incrementing by a flat amount after each OnPlayerSwimming event and then applying a cooldown timer so they can't spam it. I may still go that route later if I want better accuracy.

 

Another approach I saw mentioned for Skyrim SE was to rely on the fact that specific sounds are played when entering and exiting water, and using that as an indicator. No idea whether that solution would translate into FO4 at all... Bethesda really does seem to have gone out of their way to make some things far, far harder than they should have been. At least it just works!

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5 hours ago, vaultbait said:

 

Mmm, yeah that's getting rather fiddly and sounds fragile, at least on the surface. I'll think a bit more about whether it's a direction I'm interested in going, so no need to get into details for now. Thanks for the explanation though!

 

 

Yeah, I think that's similar to what AFT is doing here. A bit heavy for the use case I have... I just want to burn a little extra fat if the player goes for a dip, so for now I'm merely incrementing by a flat amount after each OnPlayerSwimming event and then applying a cooldown timer so they can't spam it. I may still go that route later if I want better accuracy.

 

Another approach I saw mentioned for Skyrim SE was to rely on the fact that specific sounds are played when entering and exiting water, and using that as an indicator. No idea whether that solution would translate into FO4 at all... Bethesda really does seem to have gone out of their way to make some things far, far harder than they should have been. At least it just works!

Maybe you can check for the "WaterRadiationHazardEffect" it should be active when you are swimming (not sure if it's the correct MGEF for rad swimming)

Edited by lee3310
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23 hours ago, spicydoritos said:

 

Huh, I've never even considered a scene initiating underwater.  I'll have to add a swimming check into the next version.

 

You can change the max slider value to 9 in the MCM config.json file, if you want.  Just look for "Max Simultaneous Partners".  It won't break anything but your animation will fail to start, and display an error, if any of the following happen:

1- Random number rolls a 6 or 7, because no animations exist for 6+1 or 7+1 (unless added by a patch).

2- You allow NPC females to be part of multi-partner sex scenes.  The default animations require all male partners (unless genderless versions added by a patch). 

Thank you, I was just curious because I never had a scene play above 4+1, just to see what it actually is, no other mod made it happen so far.

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On 11/27/2022 at 7:21 PM, spicydoritos said:

Or for terminals, when was the last time you actually truly failed instead of just exiting and restarting?

LMAO this is so fucking accurate, idk how you'd even circumvent that sorta thing. Ngl I totally underestimated how much thought making these really took holy shit. Besides the basic "single lockpick for attempt" I have no clue how you'd balance something like that. The repetitive point is really good too, I forget that literally every building has like 7 locks and a terminal that I've never hacked XD

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Ideas.

 

Wannabe Pornstar. Gain self-esteem for each additional spectator for a sex-scene.

Gangbang aficionado. Gain self-esteem for each additional simultaneous partner in one sex-scene.  

Freeuse Fucktoy. Settlers randomly approach player for relief. Settlement improves happiness if accepted, looses happiness if rejected. 

Wanton dormat. Player is mostly subject to aggressive anims, even with consentual or loving partners.    

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13 hours ago, lee3310 said:

Maybe you can check for the "WaterRadiationHazardEffect" it should be active when you are swimming (not sure if it's the correct MGEF for rad swimming)

 

Not a bad idea. Not all water is radioactive, but enough of it is that maybe I don't care about the tiny fraction which isn't. ?

 

That said, adding a magic effect in the plugin and applying it in the quest script wouldn't be that much more work, since I already have a routine to apply and refresh effects I'm using for something else.

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Minor Issue - not sure if it's fixable.

 

Unbridled Nymphomania kicked in while I was in the Medical Centre Metro and grabbed the offline Protectron. As it was offline the animation looked a bit odd with the robot slouched forward.

 

Not sure if it's possible but for a future update is it possible to put robots into an online state (if they're not already)

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2 hours ago, Slorm said:

Minor Issue - not sure if it's fixable.

 

Unbridled Nymphomania kicked in while I was in the Medical Centre Metro and grabbed the offline Protectron. As it was offline the animation looked a bit odd with the robot slouched forward.

 

Not sure if it's possible but for a future update is it possible to put robots into an online state (if they're not already)

 

Similarly, sleeping ghouls can get chosen but they don't exit their sleep pose, so lay on the ground at your feet while you write around above them...

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Idea: Desperate Addict

 

Ive been looking for a good RP mod to make addiction feel more meaningful.  My idea for this mod is any time that you are suffering from an addiction withdrawal status there is a chance of a Random NPC noticing and offering to help you out for a "Favor".  After the animation I would have whatever substance you were in withdrawal from applied rather than just added to your inventory.  because addicts can't say no.

 

You could add a variable to change NPC behavior: "Normal" NPCs give you the drug that you are craving, "Good" NPCs could give you Addictol to cure you, and "Bad" NPCs could give you nothing or the wrong drug.

 

The idea is that people notice how strung-out the addicted player is and want to help/take advantage of them.

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3 hours ago, Slorm said:

Minor Issue - not sure if it's fixable.

 

Unbridled Nymphomania kicked in while I was in the Medical Centre Metro and grabbed the offline Protectron. As it was offline the animation looked a bit odd with the robot slouched forward.

 

Not sure if it's possible but for a future update is it possible to put robots into an online state (if they're not already)

 

52 minutes ago, vaultbait said:

 

Similarly, sleeping ghouls can get chosen but they don't exit their sleep pose, so lay on the ground at your feet while you write around above them...

 

I might be able to just bump them out of their frozen state the same way I do post-AAF resets: force them to do an appropriate idle and go from there.  If that doesn't work, I might have to check which quest is applying their AI package.  It's possible I could override it temporarily.

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22 minutes ago, thefabulousfink said:

Idea: Desperate Addict

 

Ive been looking for a good RP mod to make addiction feel more meaningful.  My idea for this mod is any time that you are suffering from an addiction withdrawal status there is a chance of a Random NPC noticing and offering to help you out for a "Favor".  After the animation I would have whatever substance you were in withdrawal from applied rather than just added to your inventory.  because addicts can't say no.

 

You could add a variable to change NPC behavior: "Normal" NPCs give you the drug that you are craving, "Good" NPCs could give you Addictol to cure you, and "Bad" NPCs could give you nothing or the wrong drug.

 

The idea is that people notice how strung-out the addicted player is and want to help/take advantage of them.

 

There's a similar mechanic in both classic Hardship and TSEX Hardship. If you're whoring yourself out and are addicted to a chem or alcohol, you can ask your client for a hit of whatever you're itching for lieu of normal payment and they may or may not be able to oblige. It's just added to your inventory though. TSEX Hardship does have menacing raider scenes where, if you've got an established whore reputation, they can tip you with drugs and you'll be given a dialogue option to use them on the spot, but it's not really forced there either. Raider Pet can also, to some extent, tell if you're suffering withdrawal symptoms and raiders will offer to hook you up (and then rape you of course, because raiders).

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3 minutes ago, spicydoritos said:

 

 

I might be able to just bump them out of their frozen state the same way I do post-AAF resets: force them to do an appropriate idle and go from there.  If that doesn't work, I might have to check which quest is applying their AI package.  It's possible I could override it temporarily.

i wonder if checking the "SleepState" also return "3" for those sleeping ghouls. If so you can just add a condition in alias (if you are using aliases to select actors ofc)

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18 hours ago, vaultbait said:

adding a magic effect in the plugin and applying it in the quest script wouldn't be that much more work

 

In conclusion, this is what I ended up putting in Unhealthy Craving 1.1.0, so now you burn additional fat relative to the amount of time you spend swimming. The only real challenge was wrapping my mind around how to safely call Quest script functions from an ActiveMagicEffect script (because that's effectively the only way to get the OnEffectStart and OnEffectFinish events), but after staring at the example from AFT for a bit I figured out how to do it by subclassing the Quest script through a property and then plugging the Quest object into that in the CK. Cursory testing shows it working quite well.

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