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Posted

I have an idea about the companions support, the current one is not really given.

Wouldn't it be possible to banish the companion(s) to another cell for the time the player is tied up somewhere. and let the companion find the player after a certain time, as if he had searched for the player? similar to the merciful samaritan event that is already integrated.

Posted
15 hours ago, jbezorg said:

Guess it's not compatible with Start-me-up.

 

I don't see why it wouldn't be. It doesn't make any alterations to the game start, it's just a conspicuous/inviting teleport activator located outside the vault exit so can be activated basically as soon as the player escapes from the vault, and is intended for level 1 characters but can in theory be started at any level. Granted, if another alt-start mod skips the vault and puts the player somewhere else on the map then they'd need to travel to the vault exit in order to use the activator and begin the scenario.

 

15 hours ago, jbezorg said:

It could work with settlement containers excluding the workbench. If one of the settlers begins to hate the player, via SH perhaps, then the player is knocked out and the settler disappears with the loot and joins some riders. Settler end up dead or in a cage à la Hitting the Books.

 

Well, it's a one-time abduction scenario involving a new location that the player can voluntarily return to later, if they acquire a sort of Stockholm Syndrome type appreciation for their former abductors. My only real question was whether players would be annoyed by their companions' possessions getting removed and stored (along with their own). The abduction is intended merely to set up some backstory and provide a bit of explanation for new game mechanics and abilities. It's not really meant to be triggered on a playthrough where the player has companions or a lot of precious items, I just wanted to safeguard it in case they did, and send any companions/followers along for the ride (because as already discussed, forced dismissal is hairy and not appreciated by some players).

Posted

Thanks for the latest update!

 

I'm actually really curious now... In the changelog for the latest version, you mentioned the following (and I quote):

"Changed diamond city spawn location from near the sewer to the statue in front of the gate, for better traffic".

 

Doesn't BIP spawn other NPCs rather than use already existing ones? I thought BIP only spawned a random NPC(s) when doing its quest.

 

This is not a problem whatsoever; I'm just curious.

Posted
26 minutes ago, rubber_duck said:

Thanks for the latest update!

 

I'm actually really curious now... In the changelog for the latest version, you mentioned the following (and I quote):

"Changed diamond city spawn location from near the sewer to the statue in front of the gate, for better traffic".

 

Doesn't BIP spawn other NPCs rather than use already existing ones? I thought BIP only spawned a random NPC(s) when doing its quest.

 

This is not a problem whatsoever; I'm just curious.

I believe the point was to have more onlookers that will cause the PC to lose various attributes.

Posted
29 minutes ago, izzyknows said:

I believe the point was to have more onlookers that will cause the PC to lose various attributes.

 

Makes sense, clever! So now PC will lose self-esteem, and her reputation will increase as there are a lot of other people observing the event...

 

Thanks for replying!

Posted
3 hours ago, rubber_duck said:

Thanks for the latest update!

 

I'm actually really curious now... In the changelog for the latest version, you mentioned the following (and I quote):

"Changed diamond city spawn location from near the sewer to the statue in front of the gate, for better traffic".

 

Doesn't BIP spawn other NPCs rather than use already existing ones? I thought BIP only spawned a random NPC(s) when doing its quest.

 

This is not a problem whatsoever; I'm just curious.

 

Someone was complaining the diamond city sewer location was obstructing traffic.

 

Also, I plan to add a feature where the mod will pull nearby NPCs first. And if none are found, fallback to the existing spawn system.

Posted
3 hours ago, twistedtrebla said:

Also, I plan to add a feature where the mod will pull nearby NPCs first. And if none are found, fallback to the existing spawn system.

Oh, neat. Will it respect the morality of NPCs set by Sexual Harassment?

 

6 hours ago, izzyknows said:

I believe the point was to have more onlookers that will cause the PC to lose various attributes.

Changelog for 1.2.4 says in part:

  • Sex during Bound In Public quest will not increase the player's sex reputation (either from gossip or NPCs seeing the player), since most of the times the NPC will not recognize who the player is.
Posted
On 4/7/2023 at 5:36 PM, twistedtrebla said:

[AAF] Bound In Public (4/19/2023)

View File


Bound In Public

v1.2.4

 

Intro

This mod provides a repeatable "Bound in Public" quest where the player gets stripped, teleported to a random exterior location, and tied up to various furnitures (e.g. Torture Devices) that the player needs to try to escape from. Escaping from it is not easy, however, and the player will end up getting fucked probably a lot, by different kinds of NPCs that the mod spawns over time. 

 

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). It's intended to be called by other mods for serving post assault outcome (e.g. from AAF Violate) or consequences (e.g. from AAF Sexual Harassment) to players that.. uh.. deserve some "punishment".

 

The mod's dialogue is aimed at female players, and all spawned NPCs are male. All functionalities (other than being called in female terms in dialogues) should still work for male players however. The dialogue contains a lot of player degradation.

 

Main Features

Overview

Once a player gets locked in to a furniture (thus starting the "Bound in Public" quest), the player has about 30 seconds (variable) to try to struggle out of it. If the player fails to struggle out, then a "scenario" will trigger, where some random NPC will spawn to interact with the player. Once the NPC is done taking advantage of the defenseless player, they will move on, and the process repeats itself. The player is again given a window to try to escape, and if they are successful, the quest ends and the player regains control. But if they fail, then a new scenario will trigger again. This process repeats until the player successfully escapes, or a "good end" scenario triggers where the NPC releases the player.

 

Scenarios

Currently there are 2 different types of scenarios. One is a nice NPC that will release the player. The other are bad NPCs that will do stuff that you probably want them to do. 

 

Struggling

Struggling is done by an MCM hotkey. In between scenarios, the player may use the hotkey to attempt to struggle out of the furniture they're tied to. Players may not struggle in the middle of an active scenario. In order to struggle, the player must have enough "Energy".

 

"Energy" is a simple, self-regenerating resource that allows players to attempt to struggle out of the furniture. When the "Bound in Public" quest starts, player starts with 100 Energy, which is also the max. A single struggle attempt costs 50 energy; the energy cost is affected by player's Strength SPECIAL stat. If the player does not have enough energy, they may use Willpower (if Sex Attributes is installed) to make up the difference. If the player doesn't have enough Energy or Willpower to struggle, they have no choice but to wait for the next scenario to trigger. After a scenario completes, "Energy" is recharged by about 30; the recharge rate is affected by player's Endurance SPECIAL stat. 

 

Safe guards

The mod has some safe guards put in place to help ensure that the player isn't stuck on the furniture forever due to unexpected circumstances.

  • The mod has an internal timeout system. If the mod does not detect any progression after some time (currently 90 seconds), it will reset the scenario and trigger a new one. So just sit tight and wait - the scenarios are self healing.
  • The mod has a mechanism for combat situations that will abort the quest and set the player free (end "Bound in Public" quest) if they get attacked and their health drops below a certain threshold (50%).
  • If all else fails, there is a debug MCM button to abort the "Bound in Public" quest.

 

Requirements

Required

AAF and all its requirements

Torture Devices

Savage Cabbage Animations

 

Optional

AAF Sex Attributes (Recommended) - provides more ways to struggle out of furnitures, influences how the NPCs react to player

Tattoo After Rape - Raiders and gunners will add tattoos on the player if they recognize who the player is.

ZazOut4 - If using this, make sure to also install Custom Camera mod. Otherwise your camera will get messed up.

 

Installation

Install like any other mod.
Make sure to override Torture Device's "_TD_tagData.xml" file. This mod adds a tag that makes it so that a wrong animation does not play.

 

Future Features

Some potential ways the mod may get expanded:

  • More restraints (if there's AAF sex animations for them)
  • More locations
  • More different kinds of scenarios/dialogues
  • Maybe different scenario outcomes other than sex

 

Modder's Resource

 

; Start "Bound in Public" quest
Quest BIP_BoundQuest = Game.GetFormFromFile(0x00001ECC, "BoundInPublic.esp") as quest
BIP_BoundQuest.start()

 

Q/A

I got locked in a furniture. What now?
Try to struggle out of it. Or do nothing and just wait. A scenario will trigger within ~30 seconds where some NPC will spawn and.. do things to you. 


 

Great job, thanks a lot!

Posted (edited)

Bug Report - Minor - Cosmetic

 

Sorry, I bet you must hate me by now but found another one in passing.

 

I noticed the pc on the device suddenly was wearing a top (though not in the sex animation) and realised that she had lost it originally due to Combat Strip Lite and the stack had subsequently healed, so replacing the item after BiP had started (hope that makes sense).

 

Not sure if it's easily fixable, perhaps by suspending the stack timer in CSL,, or tbh if it's even worth fixing

 

Edit

 

I noticed I was still getting that awful boring kissing animation with the stocks, was the MouthToMouth removed with the Kissing, and Hugging tags in the earlier update?

 

For the DD removal list, vaginal and anal plugs look a bit odd in the animations so maybe best added to the removal list with the other items

 

Edited by Slorm
Posted

Does the Bondage fetish trait from Sex Attributes apply to the player character while bound in the devices?

 

Seems like it would be fitting but I've never really thought about it until Bound in Public came along.

Posted
On 4/20/2023 at 10:33 AM, N.Gamma said:

I have an idea about the companions support, the current one is not really given.

Wouldn't it be possible to banish the companion(s) to another cell for the time the player is tied up somewhere. and let the companion find the player after a certain time, as if he had searched for the player? similar to the merciful samaritan event that is already integrated.

That's great, and I'm keen on the idea of more flavors of Good Samaritan. Maybe it also comes in the form of passing player-friendly faction members?

Posted (edited)
11 hours ago, Slorm said:

Bug Report - Minor - Cosmetic

 

Sorry, I bet you must hate me by now but found another one in passing.

 

I noticed the pc on the device suddenly was wearing a top (though not in the sex animation) and realised that she had lost it originally due to Combat Strip Lite and the stack had subsequently healed, so replacing the item after BiP had started (hope that makes sense).

 

Not sure if it's easily fixable, perhaps by suspending the stack timer in CSL,, or tbh if it's even worth fixing

 

 

The easy thing to do, I think, would be if CSL is installed, heal all CSL damage completely before stripping the player.

 

                        VCSL_DamageLevel.SetValue(0)
                        VCSL_BodyHealTime.SetValue(0)
 

(These are globalvariables if CombatStripLite.esp is installed.)

 

Edit: I have not tested this, and CSL would need a tick of time to re-equip the player here.

Edited by sen4mi
Posted
On 4/14/2023 at 10:32 PM, twistedtrebla said:

 

No that's not intended and not sure why that's happening to you. What Torture device version are you running? The AAF sex animations for the X Crosses are from that mod. My best guess is you're either running an old version or something didnt install correctly with that mod.

 

I think being released from the object for some more animation variety could be interesting. You could even have "fake out" scenarios where an NPC releases you, an animation is triggered and then you are bound to the object again.

Posted
9 hours ago, 51offthescale said:

 

I think being released from the object for some more animation variety could be interesting. You could even have "fake out" scenarios where an NPC releases you, an animation is triggered and then you are bound to the object again.

 

That could be fun, but it also needs to be communicated to the player accurately. (Long scenarios like this start feeling like cut-scenes, if the player feels like they have lost all agency.)

Posted
On 4/20/2023 at 1:40 PM, twistedtrebla said:

 

Someone was complaining the diamond city sewer location was obstructing traffic.

 

Also, I plan to add a feature where the mod will pull nearby NPCs first. And if none are found, fallback to the existing spawn system.

 

Yay I suggested that location by the statue a couple of times early on because more public in front of DC and also a more peaceful location with less chance of attacks and therefore more immersion :)

Someone else did mention there was traffic osbtruction too.

Posted
On 4/19/2023 at 5:20 PM, twistedtrebla said:

v1.2.5

  • Fixed infinite loop bug that could cause the quest to not stop & start correctly. All previous versions are considered unstable
  • Changed diamond city spawn location from near the sewer to the statue in front of the gate, for better traffic
  • Rag hood no longer gets unequipped during AAF animation

 

Yay Thanks! :)

  • 2 weeks later...
Posted

Finally got around to trying this and I love it. Thank you.

 

I do wish that instead of the test tube spawns (all look alike. Obviously synths) that the area where the furniture goes down would pull from the people in that area as partakers of the offering. At least pull from the pool of various NPCs in game. I understand that is probably a lot more difficult, but other mods successfully do something like that to a degree.

 

Instead of Raiders and Gunners or even settlers at Diamond City for instance, have the guards get interested or even McDonut or Arturo, Moe, Sheffield, Danny etc. Would just add a bit of realism there.

 

In places like Lexington and Concord, Raiders make sense but pull from the lists in the game so that the Raiders that show up represent what is installed gear wise.

 

Id propose removing the Shaw location as nothing would realistically get past the muties there. Move it to Gunners Plaza or something.

 

Im not complaining mind you. I very much appreciate the mod. I just think after the 27th settler shows up looking just like the other 26 settlers...its strange. Its like where all you pervy test tube muthafuckas coming from? Tenpines Bluff obviously.

Posted

Update Suggestions

 

Just minor stuff to help smooth out the game flow

 

I'm not sure if this is feasible, but if easy to implement; a check that a following animation isn't the same as the one before. I had the 40 year old virgin about 3 times in a row due to FO4's crap RNG, which can get tedious.

 

The other suggestion related to the above, would it be possible to have a percentage slider to adjust the ratio between single NPC scenes and 2 NPC scenes as again Beths RNG is total shite.

 

 

Posted
23 hours ago, Olmech said:

Finally got around to trying this and I love it. Thank you.

 

I do wish that instead of the test tube spawns (all look alike. Obviously synths) that the area where the furniture goes down would pull from the people in that area as partakers of the offering.

12 posts above yours, the mod author mentions that such a feature is planned.

Posted

Hi, i can't start this mod, even if I have installed both  AAF Violate and AAF Sexual Harassment .

 

What settings I must increase to let it happens? 

 

I've found a sider in Violate, I've tried to up it to 100 but I'm not bounded ever. 

 

No harassment seems to have that effect too. 

 

I've tried to start quest and works ok. 

Posted
4 hours ago, vorongren said:

Hi, i can't start this mod, even if I have installed both  AAF Violate and AAF Sexual Harassment .

 

What settings I must increase to let it happens? 

 

I've found a sider in Violate, I've tried to up it to 100 but I'm not bounded ever. 

 

No harassment seems to have that effect too. 

 

I've tried to start quest and works ok. 

From the OP
 

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).

 

Posted
5 hours ago, vorongren said:

Hi, i can't start this mod, even if I have installed both  AAF Violate and AAF Sexual Harassment .

 

What settings I must increase to let it happens? 

 

I've found a sider in Violate, I've tried to up it to 100 but I'm not bounded ever. 

 

No harassment seems to have that effect too. 

 

I've tried to start quest and works ok. 

 

To add to @izzyknows post

 

It is not implemented in Violate yet though I understand that @EgoBallistic will be adding it in a future update. At the moment I simply roleplay it; if I lose to Violate I trigger BiP using the debug start once I escape at the end of Raiders/Mutants Violate (for ghouls/creature I roleplay it as losing consciousness and finding my rescuer has a bad sense of humour).

 

SH does invoke it via the fan approach bad drink but it will only even then trigger if the fan has a grievance, so chances of it firing are remote unless you're obnoxious to everyone. I found I could make it fire during some testing but have never had it fire in game as I don't insult NPC's

Posted (edited)
1 hour ago, Slorm said:

 

To add to @izzyknows post

 

It is not implemented in Violate yet though I understand that @EgoBallistic will be adding it in a future update. At the moment I simply roleplay it; if I lose to Violate I trigger BiP using the debug start once I escape at the end of Raiders/Mutants Violate (for ghouls/creature I roleplay it as losing consciousness and finding my rescuer has a bad sense of humour).

 

SH does invoke it via the fan approach bad drink but it will only even then trigger if the fan has a grievance, so chances of it firing are remote unless you're obnoxious to everyone. I found I could make it fire during some testing but have never had it fire in game as I don't insult NPC's

 

Spoiler

If you get shock collared and don't follow the instructions of your "master", a punishment outcome can be to be bound in public.

 

Edited by innaproprett

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