vaultbait Posted February 7, 2023 Posted February 7, 2023 11 minutes ago, Sthan Dust said: SnapDragon's tentacles are extremely interesting for random encounters, pretty much anywhere. Yes! Definitely. 11 minutes ago, Sthan Dust said: I've never understood why the creatures in the DLC were not then populated to the rest of the commonwealth. I've lost count of how many mods there are that inject DLC weapons/ammo and clothing/armor into the base game's leveled lists, but since NPCs are mostly preplaced it could be hard. Maybe something like Base Object Swapper could be used to do that now it exists, but I have no idea really. Incorporating them into random encounters is probably easier, and mods like SKK Combat Stalkers already spawn DLC actors in the Commonwealth (unless you configure it not to). 1
Olmech Posted February 7, 2023 Posted February 7, 2023 will these things work on just the player or do they work on NPC's too? Would make interesting traps for settlement defense. 1
slight_of_mind Posted February 7, 2023 Posted February 7, 2023 45 minutes ago, Olmech said: will these things work on just the player or do they work on NPC's too? Would make interesting traps for settlement defense. I tested the aggressive ones and they do work on NPC's. Could easily make a bad end style version. But they move around just like other actors do regarding scenes, so I am not sure how well they work in a settlement if you are particular about placement. 1
izzyknows Posted February 7, 2023 Posted February 7, 2023 1 hour ago, Sthan Dust said: Wolves should be everywhere! Oh they are.. and very well fed. I replaced the dogs with buffed wolves which is far more probable, and dangerous. As for the DLC critters, ones like the radrats & gaterclaws are just material swapped vanilla npc's Bugthesda is very good at reusing assets. So they "shouldn't" take much to convert current animations. 1
Sthan Dust Posted February 7, 2023 Posted February 7, 2023 Just now, izzyknows said: Oh they are.. and very well fed. I replaced the dogs with buffed wolves which is far more probable, and dangerous. As for the DLC critters, ones like the radrats & gaterclaws are just material swapped vanilla npc's Bugthesda is very good at reusing assets. So they "shouldn't" take much to convert current animations. Did you make a mod for this? I was just getting ready to start placing Wolves in the commonwealth. The Vicious dogs are abundant. But there should be wolves as well.
Olmech Posted February 7, 2023 Posted February 7, 2023 1 hour ago, slight_of_mind said: I tested the aggressive ones and they do work on NPC's. Could easily make a bad end style version. But they move around just like other actors do regarding scenes, so I am not sure how well they work in a settlement if you are particular about placement. I loaded them up and played with it a bit. I got into stealth and got near a Raider Camp. I used the Place There command to spawn a few aggressive tentacles in the camp. But...Raiders had no problem hacking them to pieces in short order.
BAB PEEG Posted February 7, 2023 Posted February 7, 2023 3 hours ago, Sthan Dust said: I couldn't agree with you more. No one has done anything with the creatures of Nuka World. Blood worms could be so interesting in modding. Though I have to say, SnapDragon's tentacles are extremely interesting for random encounters, pretty much anywhere. I've never understood why the creatures in the DLC were not then populated to the rest of the commonwealth. Wolves should be everywhere! Speaking of critters not having animations rad roaches don't even have one! I would be interested in funding more animations if I knew who to talk to. Regardless the tentacles are pretty awesome. 1
loki510 Posted February 7, 2023 Posted February 7, 2023 15 hours ago, BAB PEEG said: Speaking of critters not having animations rad roaches don't even have one! I would be interested in funding more animations if I knew who to talk to. Regardless the tentacles are pretty awesome. Snapdragon takes commissions on their discord.
poblivion Posted February 9, 2023 Posted February 9, 2023 (edited) I think combining your mod with this could produce some really interesting results. https://www.nexusmods.com/fallout4/mods/67891 Spoiler Edited February 9, 2023 by poblivion 1
NotKinkyEnough Posted February 9, 2023 Posted February 9, 2023 I'm here again with all the ideas and none of the work to implement them If hypno tentacles could be redone to use Sex Attributes Framework, maybe hypno tentacles attack by a 'spell', their willpower vs yours, their willpower is based on number of other tentacles around? They use this spell-attack at random times, If they win the mental "battle" / random roll-off, you take damage to Spirit until it reaches 0 and you can't resist. But if you win the roll-off the hypno tentacle suffers damage until it decides to go and find an easier victim. Or even, an "active blocking" system so you can "parry" by burning willpower by holding down a key, but have to match it to the pulses of the attack animation or you will end up burning it when you don't need to. That's kind of the opposite of now though, you would have to look at it to be sure when it is assaulting your mind instead of looking away, but maybe we just say that forcing you to look at it is part of the fascination/hypnotisation power! Tentacles which do a short grappling animation resulting in stripping clothing/armor could be fun. You get grabbed, wrestle wrestle, armor item tossed aside and then you are dropped again more nuder than before. Just to enrich animations, if we could have a clothing/armor set which is "person grappled by tentacles", ie tentacles all over the body, we could bodyslide/bodygen that so it fits whoever is currently grappled, even if they have morphs. So this grappling tentacle clothing uses an unused slot and is only 'worn' for the duration of the animation. That would let us have tentacles grabbing round wrists and ankles, around boobs, etc. Of course if linking to SA etc, you could add a "tentacle orientation" attribute - tentaphobic, tentacurious, and full on tentasexual. So that affects how easy you can resist hypnos, and whether you get trauma or not from encounters. (Hope I am posting this in the right forum and not my social group whatsapp) 2
kupa11 Posted February 10, 2023 Posted February 10, 2023 Looks promissing. Hope it will be passible for them to spawn naturally, rather than through commands. 1
vaultbait Posted February 10, 2023 Posted February 10, 2023 4 minutes ago, kupa11 said: Looks promissing. Hope it will be passible for them to spawn naturally, rather than through commands. I've placed some in a mod I'm working on (it's not released yet), but yes maybe someone's going to do something with Random Encounter Framework to have them appear when you're wandering around. 2
kupa11 Posted February 10, 2023 Posted February 10, 2023 2 hours ago, vaultbait said: I've placed some in a mod I'm working on (it's not released yet), but yes maybe someone's going to do something with Random Encounter Framework to have them appear when you're wandering around. Cool. Will you upload your mod here or on other website?
vaultbait Posted February 10, 2023 Posted February 10, 2023 16 minutes ago, kupa11 said: Cool. Will you upload your mod here or on other website? It will be here on LL when it's ready, I'm still trying to iron out a few minor bugs and finish some cosmetic content (notes, terminal entries, scenery...). It's been a major undertaking for me spanning the past year, steep learning curve with the CK accounting for a lot of that time, so it's taken longer to realize than I originally expected. 1
katrina.balanchuk Posted February 10, 2023 Posted February 10, 2023 Would this also affect any female NPCs walking by?
kupa11 Posted February 11, 2023 Posted February 11, 2023 19 hours ago, vaultbait said: It will be here on LL when it's ready, I'm still trying to iron out a few minor bugs and finish some cosmetic content (notes, terminal entries, scenery...). It's been a major undertaking for me spanning the past year, steep learning curve with the CK accounting for a lot of that time, so it's taken longer to realize than I originally expected. Alright. I wish you luck with fixing these bugs.
slight_of_mind Posted February 11, 2023 Posted February 11, 2023 On 2/10/2023 at 4:27 PM, katrina.balanchuk said: Would this also affect any female NPCs walking by? Grabbed male and females in my HR settlement.
RoksMask Posted February 12, 2023 Posted February 12, 2023 (edited) Опять консоль. Как найти ID этих нпс щупалец? Все ID в Хелпе Не Работают. Автор Напиши ID Edited February 12, 2023 by RoksMask
maddadicusrex Posted February 14, 2023 Posted February 14, 2023 I played with a mod called Just Fuck, which spawned out of vaporware a sex action involving our character or npcs. After the event, it would just disappear. Could these vines be added to that framework, to appear out of nowhere, do its thing, then go away till next varied time action? SAC_JF_v121.rar
jbezorg Posted February 16, 2023 Posted February 16, 2023 On 2/6/2023 at 9:15 PM, vaultbait said: I've lost count of how many mods there are that inject DLC weapons/ammo and clothing/armor into the base game's leveled lists, but since NPCs are mostly preplaced it could be hard. Maybe something like Base Object Swapper could be used to do that now it exists, but I have no idea really. Incorporating them into random encounters is probably easier, and mods like SKK Combat Stalkers already spawn DLC actors in the Commonwealth (unless you configure it not to). There's a XEdit script that can do this. That's how I replaced the wild corn stalks. The current script replaces all instances but it could be refined.
Sthan Dust Posted February 25, 2023 Posted February 25, 2023 Hi all, in case you hadn't seen, I implemented random tentacle attacks in Sanity Framework. It is completely customisable in the MCM, chance and outcomes. You can also spawn a random attack via MCM. Also, there is a "bloated" effect applied to the character that oozes slime. There is a chance that an aggressive tentacle will spawn and force another encounter. All tentacles last for the duration of the encounter, then die. There is also a chance to receive a special aid potion that restores sanity. It is also integrated with FPE/WLD to apply a pregnancy from a random race. The Tentacle Pregnancy chance doesn't override the chances for pregnancy as defined by FPE/WLD. This is available as a beta right now. I believe most of the bugs are worked out. This works only for player right now, but I will implement a way to have NPCs randomly be attacked by tentacles as well. Also, I have a storyline I am adding as well. But, you can try it out now if you like! 4
lee3310 Posted February 25, 2023 Posted February 25, 2023 47 minutes ago, Sthan Dust said: Also, there is a "bloated" effect applied to the character that oozes slime. You have piqued my curiosity, to say the least. I will try it myself for sure but a screenshot would be nice.
Olmech Posted February 26, 2023 Posted February 26, 2023 4 hours ago, Sthan Dust said: Hi all, in case you hadn't seen, I implemented random tentacle attacks in Sanity Framework. It is completely customisable in the MCM, chance and outcomes. You can also spawn a random attack via MCM. Also, there is a "bloated" effect applied to the character that oozes slime. There is a chance that an aggressive tentacle will spawn and force another encounter. All tentacles last for the duration of the encounter, then die. There is also a chance to receive a special aid potion that restores sanity. It is also integrated with FPE/WLD to apply a pregnancy from a random race. The Tentacle Pregnancy chance doesn't override the chances for pregnancy as defined by FPE/WLD. All great except I wonder about why the random race? I also assume that since FPE is handling the pregnancy the offspring will be friendly? Just thinking of the facehugger from Alien which guaranteed you were not going to like what you gave birth to (except for the stupid alien movie where Ripley played Mother). Would be cool if the tentacle impregnated you with evil offspring that hunted you after maturing. Perhaps have a passage of time to allow for incubation, releasing you after giving birth. But I suspect all that would be a mod in itself. Dont mind me. Just rambling.
Sthan Dust Posted February 26, 2023 Posted February 26, 2023 25 minutes ago, Olmech said: All great except I wonder about why the random race? I also assume that since FPE is handling the pregnancy the offspring will be friendly? Just thinking of the facehugger from Alien which guaranteed you were not going to like what you gave birth to (except for the stupid alien movie where Ripley played Mother). Would be cool if the tentacle impregnated you with evil offspring that hunted you after maturing. Perhaps have a passage of time to allow for incubation, releasing you after giving birth. But I suspect all that would be a mod in itself. Dont mind me. Just rambling. These are excellent suggestions! My initial thought on the random race was that the tentacles are harvesting DNA from creatures throughout the world. The purpose is to repopulate the commonwealth in an expedited way. I've allowed WLD to define hostile vs friendly. I can talk to @Invictusblade about giving the Tentacle having the ability to override that setting upon impregnation. I do have a storyline sketched around why this is happening 1
Sthan Dust Posted February 26, 2023 Posted February 26, 2023 On 2/12/2023 at 3:29 AM, RoksMask said: Опять консоль. Как найти ID этих нпс щупалец? Все ID в Хелпе Не Работают. Автор Напиши ID Help "Tentacle" 0 There should be several. If they are not showing up, the plugin is not loading.
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