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2 hours ago, twistedtrebla said:

Thanks. I thought I updated it, but seems like I didn't do it correctly or something


NP. I didn't update them correctly either ?

I missed a Subindex TriShape in the blindfold and it was still pointing to the DD materials file.  
 

Meshes.7z

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13 minutes ago, MrCruelJohn said:

Sounds like a great idea.

 

What part of sexual harassment actually triggers this?  "Punishment" is vague.  My Nora has been broken down from dom to sub and it hasn't activated. Is this dependent on a certain approach?

 

Thanks

John

The download page says:

 

Quote

The mod only provides the quest, and doesn't provide the means to trigger the quest (other than a "starter" button in the MCM debug menu, mainly for trying it out).

 

And other stuff like that. It also mentions Harassment (but does not include Harassment in its requirements or optional requirements).

 

I assume that that means that a future version of harassment might tie into it.

 

Edited by sen4mi
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@MrCruelJohn @sen4mi

 

1.18.1

  • Bound in Public integration. If mod is installed, the player may get sent to it under certain circumstances. Chance can be customized in MCM under "Misc" section
    • Disobeying collar master's instructions. In addition to the existing punishment, the master may send the player off after sex
    • "Bad ending" for fan approach. If the NPC is evil and has a grudge against the player, may send the player off after sex
    • "Band ending" for hypno approach. If the NPC is evil and has a grudge, may send player
    • 3rd party mod info: the above 3 do not happen if the player is locked with FPSH_DisableTeleport (0106EC3C) keyword
Edited by tuxagent7
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Works perfectly! Throwing in another idea: instead of the note you could apply some of JB's Captive Tats that tell passerbys what they can do with the player. A challenge might be choosing the right tat location with the furniture since only certain parts of the body may be exposed.

Edited by ponzipyramid
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2 hours ago, tuxagent7 said:

@MrCruelJohn @sen4mi

 

1.18.1

  • Bound in Public integration. If mod is installed, the player may get sent to it under certain circumstances. Chance can be customized in MCM under "Misc" section
    • Disobeying collar master's instructions. In addition to the existing punishment, the master may send the player off after sex
    • "Bad ending" for fan approach. If the NPC is evil and has a grudge against the player, may send the player off after sex
    • "Band ending" for hypno approach. If the NPC is evil and has a grudge, may send player
    • 3rd party mod info: the above 3 do not happen if the player is locked with FPSH_DisableTeleport (0106EC3C) keyword

I have the latest SH and there are no such selections in the misc. Only % bound in public and the checks for nudity.

 

@twistedtrebla

 

EDIT:  Chance is all I got - changed from 35 to 100 - going way back to checkpoint to try it now... 

 

John

Edited by MrCruelJohn
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4 hours ago, jbezorg said:


I'd exclude the Torture Device pillory for the ZazOut4 pillory. Functionally it works. It just looks unfinished.


ScreenShot107.png

the texture is not good but the compatible SC animations are (two animations IIRC, FM and FMM)

Edited by lee3310
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17 hours ago, izzyknows said:

No issues at all. The pillories, wall locks, crosses etc. from whatever mods all work fine.

Excellent 

On 4/9/2023 at 11:40 AM, izzyknows said:

I don't use any of the suggested camera mods, but I have this in my fallout4.ini which also allows extended zoom.

 

  Reveal hidden contents

[Camera]
f3rdPersonAimFOV=70
f1stHorzDampeningVelocityDampening=0.1
f1stHorzDampeningSpringConstant=0.0001
f1stVertDampeningVelocityDampening=0.1
f1stVertDampeningSpringConstant=0.0010
fCameraCasterMinTargetHeight=30.0000
fTweenCamZoomSpeed=50.0000
fTweenCamZoomFOVMod=90.0000
fTweenCamRotClosingSpeed=10.0000
fTweenCamRotSpeed=4.0000
fTweenCamRotAngle=0.0500
f3rdPersonAimDollySpeed=6.0000
f3rdPersonAimDist=20.0000
f3rdPersonAimFOVAnimateSec=0.0000
f3rdPersonAimFOV=75.0000
fVanityModeMaxDist=800.0000
fVanityModeMinDist=30.0000
fPitchZoomOutMaxDist=300.0000
fMinCurrentZoom=0.0000
fMouseWheelZoomSpeed=3.0000
f3rdPersonPowerArmorCameraAdjust=0.0000
fOverShoulderMeleeCombatAddY=0.0000
fOverShoulderMeleeCombatPosZ=-10.0000
fOverShoulderMeleeCombatPosX=12.0000
fOverShoulderCombatAddY=0.0000
fOverShoulderCombatPosZ=13.0000
fOverShoulderCombatPosX=28.0000
fOverShoulderPosZ=0.0000
fOverShoulderPosX=0.0000
f1stPitchOffsetMouseMaxLag=2.0000
f1stPitchOffsetMouseFollowSpeed=15.0000
f1stPitchOffsetMultOffMaxSpeed=1.0000
f1stPitchOffsetMultOffAccel=1.0000
f1stPitchOffsetMultOnMaxSpeed=0.6000
f1stPitchOffsetMultOnAccel=0.5000
f1stPitchOffsetTarget=0.7500
f1st3rdSwitchDelay=0.0000
bApplyCameraNodeAnimations=0
bUseFuzzyPicking=1

 

@twistedtrebla If those settings fix the camera for you too, you can ship an ini file with this mod and include Zaz pillory to the list of furniture (or as an optional download /FOMOD).

Edited by lee3310
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15 minutes ago, lee3310 said:

Excellent 

@twistedtrebla If those settings fix the camera for you too, you can ship an ini file with this mod and include Zaz pillory to the list of furniture (or as an optional download /FOMOD).

Better test it on your own first. I did it and I'm not convinced by the camera, especially when I aim with a gun. That's why I think for my mod I'm going to recommend Custom Camera, and not include my own ini. 

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So a few idea's of suggestions for future features of the mod I've had.

 

1. Is Sex Attributes effects how things play out. Like the npcs have dialog change depending on the characters wear and tear commenting on it or if the player character is mind broken or have there spirit depleted the npcs will comment on the players vacant look on their face if they can see it. Maybe Dominant characters recharge energy faster will submissive ones recharge slower. And if you add scenarios where the player character doesn't have a mouth gag there's dialog options for begging for sex if conditions are met like being mind broken with high Arousal. (not very realistic but it comes up in porn and such)

 

2. Was Npcs leaving presents on the player character after sex scenes like DD plugs and plugs of the commonwealth nipple piercings like Reuf84 said above, Also blindfolds and mouth gags might be added if you didn't start with them on.

 

3. While I'm pretty sure your Tats after rape mod does apply tats after a sex scene, Perhaps it could be nice if Bound in Public or Tats after rape had it's own chance to apply them while the bound in public quest is active.

 

And  I have a question is it possible to other mods to add their on dialog to the npcs? So they can like have different reasons of the player being bound or different notes the npcs find.

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1 hour ago, JB. said:

Better test it on your own first.

I will (as soon as possible) because i'm still convinced (hope) that there is only one relevant camera setting to change in order to fix it so you don't have to force a custom camera position on users. This will require some trial and error.  

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On 4/9/2023 at 2:37 AM, lee3310 said:

It's not exactly the same mod but both of them are insisting on "bApplyCameraNodeAnimations" setting. So maybe setting it to 0 or 1 will have the same result (fix the pillory camera).

 

Ok, i was right about this ?.
@JB. you only need this setting to be set to 0 in order to fix the furniture animation:
 

[Camera]
bApplyCameraNodeAnimations=0

 

2023-04-11.png

Edited by lee3310
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18 hours ago, twistedtrebla said:

v1.2.0

  • Players can now can get tied to furnitures with their face exposed and eyes open. Chance of this happening vs previous one with eyes/face covered can be adjusted in MCM.
    • If players get tied up with their face uncovered, the scenarios become a little bit more interactive, since the players will be able to make eye contact with NPCs, and they are arguably more "human" than if their faces were completely covered.
    • Players will be given a prompt to do various things like "glare threateningly" vs make puppy face vs "avoid eye contact" etc. Each option can have their potential benefits or consequences. Theres also a good chance that the NPC will just completely ignore what the player does.
    • Choosing to glare at the NPC can give you a slight chance to instill fear in them and cause them to leave you alone. Making puppy face might cause them to be filled with guilt and leave you alone. But these options also increases the chance that the NPC recognizes you. Depending on what kind of NPC it is, being recognized may or may not be a good thing. So it comes with some risks.
    • The chance of being recognized is influenced by your sex reputation (sex attributes) and player level.
    • Success chance of scaring NPCs is influenced by your player level, Dominant/submissive level & sex reputation (sex attributes)
    • Success chance of pleading is influenced by your sex reputation (sex attributes) and Charisma (SPECIAL)
    • Each NPC type has different baseline chances. For instance, it's easier to scare or plead with settlers, while gunners/raiders will almost never fall for it.
    • Being recognized by friendly NPCs (settlers & caravan guards) will increase your reputation and also lower self esteem a little bit out of shame.
  • Added ZazOut4 pillory furnitures. 
  • Weapons are now unequipped when starting quest.
  • Fixed MCM stop button not working as expected

That's awesome!!!

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15 hours ago, Reuf84 said:

 

Or a "sadist" comes along who is in a bad mood. at this point there would be no sex animation but a whip animation.

This is also a plausible and realistic idea.

Not a big fan of fnacy catsuits and gimp suits and the like, what wastelander would have them and carry them around?

But a whip ( or  a belt) is cheap and certainly easily accessible even in the wasteland

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On 4/9/2023 at 11:48 PM, izzyknows said:

1: Yeper. Hitting the start quest will abort the current one and teleport you to a new location. Also, waiting a good while (several minutes) will start a new sex scene. (haven't tried on the newest version yet)

2: Just you, casue you're weird. ;)

3: That's kind of normal depending on how the player controls are locked out. Other mods can do this but is usually cleared after an AFF scene.

Not sure what's going on with my armor I thought it might of been ECO or NCO but even disabling them it keeps happening. and I think problem with the text staying is scene is being bound counts as a aff scene so the text does going away since the aff scene doesn't end

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Hi

 

Thanks for this, cool idea, I downloaded the latest version and the gag still doesn't have textures.  I also tried using the camera amendment the change to the ini do I need to use custom camera as well, as that by itself just  made the camera a bit weird.  If custom camera is needed (sorry if I need it) there is a dependency of that mod (barber chair camera) that is no longer on the Nexus, doe sit work without it?

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23 minutes ago, Kalamaki22 said:

Hi

 

Thanks for this, cool idea, I downloaded the latest version and the gag still doesn't have textures.  

 

When you say "latest version" do you mean version 1.2.0 by itself, or with the meshes file that was posted yesterday?

 

On 4/10/2023 at 2:43 PM, jbezorg said:


NP. I didn't update them correctly either ?

I missed a Subindex TriShape in the blindfold and it was still pointing to the DD materials file.  
 

Meshes.7z 93.29 kB · 4 downloads

 

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17 hours ago, lee3310 said:

 

Ok, i was right about this ?.
@JB. you only need this setting to be set to 0 in order to fix the furniture animation:
 

[Camera]
bApplyCameraNodeAnimations=0

 

 

Yeah, I have put it in but I'm not quite convinced by the new camera and the camera when aiming a gun (it's all centered now). So I will continue with Custom Camera.

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3 hours ago, JB. said:

Yeah, I have put it in but I'm not quite convinced by the new camera and the camera when aiming a gun (it's all centered now). So I will continue with Custom Camera.

But "Custom Camera" is changing the same setting, it even has an .ini file with that setting set to "0"  that loads on start (ini file with same name as plugin)

image.png.09747863a12a0f50f7c100604aaac4df.png
  

If you are really sure that "bApplyCameraNodeAnimations=0" is messing with aiming camera then you can probably set it to "0" only when the furniture is used:
OnSit()/ onActivate()

 

Event OnSit(ObjectReference akFurniture)
  if akFurniture == zazPillory
  	Utility.SetINIInt("bApplyCameraNodeAnimations:Camera", 0)
  endIf
endEvent

Event OnGetUp(ObjectReference akFurniture)
  Utility.SetINIInt("bApplyCameraNodeAnimations:Camera", 1)
endEvent

 

"[Camera]/bApplyCameraNodeAnimations" must already exists in Fallout4.ini.

Or you can put the furniture into an alias and use:  "onActivate()/OnExitFurniture()" events.

Edited by lee3310
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