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Posted (edited)
1 hour ago, Spaceguest991 said:

I had a thought about something that might integrate into sexual harassment, Maybe the npcs can pictures player while they're bound and the pictures can show up for sexual harassment in content distribution like after refusing a blackmailer.

 

Another idea is maybe sometimes there is a short post AAF Scene before the npcs leave, like they taunt the player, maybe dialog of them leaving a tattoo or taking a picture like my above idea, just talking about about how the player was good or bad fuck, doing something to further degrade the player like spanking their ass before leaving.

 

Tying the scenes into the blackmail feature could be cool, if it's just at the same level as what's already implemented for other parts of the mod.

 

Not sure if you were thinking about photo objects (the description was sort of vague), but there have now been countless discussions about custom blackmail photos. If the idea is to just have some photograph objects with generic images of someone having sex, that's fairly easy to implement. If the idea is for photographs to contain pictures of the player character then that's a lot harder. If you want screenshots of player character animations which actually occurred during gameplay, that's probably verging on impossible with the tools currently available to the modding community.

Edited by vaultbait
Posted
1 hour ago, vaultbait said:

 

Tying the scenes into the blackmail feature could be cool, if it's just at the same level as what's already implemented for other parts of the mod.

 

Not sure if you were thinking about photo objects (the description was sort of vague), but there have now been countless discussions about custom blackmail photos. If the idea is to just have some photograph objects with generic images of someone having sex, that's fairly easy to implement. If the idea is for photographs to contain pictures of the player character then that's a lot harder. If you want screenshots of player character animations which actually occurred during gameplay, that's probably verging on impossible with the tools currently available to the modding community.

I did mean the former since I think it would be easy enough to put in, Kinda figured it would be like a souvenir picture they took and maybe shared it around.

 

But I do kinda wonder how hard it would be to do like pictures of the player in stocks and other bondage since I'm pretty sure BIP uses set places, though that might be setting the sights too high.

Posted
10 hours ago, vaultbait said:

Not sure if you were thinking about photo objects (the description was sort of vague), but there have now been countless discussions about custom blackmail photos. If the idea is to just have some photograph objects with generic images of someone having sex, that's fairly easy to implement. 

 

8 hours ago, Spaceguest991 said:

I did mean the former since I think it would be easy enough to put in, Kinda figured it would be like a souvenir picture they took and maybe shared it around.

 

just another users thought on this subject.

 

if this mod or any other does decide to put this in place it would be best (and much easier i think) to use a "generic" Nora for the pictures.

something along the lines of Vaultmeat or one of the several others that all look very similar.  doing it this way would make it so mods can use the same picture objects,

and have the player realize that it is meant to portray the pc.  and it could just have a single sample picture on the download page (possibly labeled sample of pc) so that 

people who do download the mod would (hopefully) see it and go "that's a nice feature".

 

just my 2 cents worth for anyone to use or discard as they see fit.

 

Posted (edited)
17 hours ago, deathmorph said:

I also noticed that when using this device, the animations are broken in most cases. Everything was okay with the cross, I only had the problem on the previous page after the penalty was over.

 

  Hide contents

image.png.7c478c15ada3b20c123a61450d7a5625.png

 

I've seen this as well, with all the devices on occasion. It seems to happen randomly though appears more often where there are objects laying around (like in Lexington).

Edited by Slorm
Posted (edited)

Would it be possible to set the <open pipboy> button to double as the struggle hotkey here (for controller)

 

I play on controller, and while bound, the pipboy is locked out anyway, so with the limited number of buttons it might as well be used for it.

 

I've tried setting it as the hotkey, but apparently fallout doesn't like doing this, so I have no choice but to keep the keyboard nearby.  In fact, I haven't found a single button on the controller I can set as a hotkey of any sort.

Edited by Valykry
Posted
1 hour ago, Valykry said:

Would it be possible to set the <open pipboy> button to double as the struggle hotkey here (for controller)

 

I play on controller, and while bound, the pipboy is locked out anyway, so with the limited number of buttons it might as well be used for it.

 

I've tried setting it as the hotkey, but apparently fallout doesn't like doing this, so I have no choice but to keep the keyboard nearby.  In fact, I haven't found a single button on the controller I can set as a hotkey of any sort.

 

What kind of controller are you using? The way I do it is (outside the game, in Steam or the controller driver if you have one that supports it) map specific buttons/regions/gestures to keyboard keys, and then in MCM I can set those as hotkeys because they show up as keyboard keypresses.

Posted
8 hours ago, vaultbait said:

 

What kind of controller are you using? The way I do it is (outside the game, in Steam or the controller driver if you have one that supports it) map specific buttons/regions/gestures to keyboard keys, and then in MCM I can set those as hotkeys because they show up as keyboard keypresses.

I'm using an Xbox controller.

I've worked out the issue on my end (Program called Xpadder, mapped keys to controller buttons) so I'm good now.  Just a shame it has to be a workaround like that.  

Posted (edited)

Found a small issue for you to look into.

 

When it comes to the "chance" that your character can be recognized, it appears (at least through the initial notification when the quest starts) that it only checks the items equipped by this mod.

For instance, if AAF Violate triggers this mod, there's a fair chance that the PC ended up in a balloon hood before ever starting BIP.

But BIP doesn't seem to recognize the hood, only if it added its own.

 

Also, I find it odd that a simple blindfold is enough to make the PC unrecognizable, but that's minor.

 

Lastly, when it comes to the animations, sometimes it chooses a non staged animation that is a part of a staged animation (so far, I've only ran across this on one of the pillories, can't recall which.  It technically has 4 anims, 2 are staged, 2 aren't but are essentially the first stage of each on loop) and when it chooses these, it just seems to go on forever.  Or maybe I'm just impatient and it just feels that way.

Either way, there are some that don't quite fit.

 

Is there a way to disable specific animations?  I'm digging through the zazout animation pack mod trying to see if I can find the ones that don't work/I don't want and remove them, but I'm stumbling around in the dark.  I'll probably eventually nail it, but if there's an easier way I'll take it.

Edited by Valykry
Posted
On 5/19/2023 at 2:51 AM, EgoBallistic said:

@twistedtrebla @JB. @lee3310

 

For the camera bApplyCameraNodeAnimations issue, I added GetIniBool / Int / String / Float functions to the LL_FourPlay library recently and they are available in the latest version (v43).  It isn't in AAF yet, but it is backward compatible with the current AAF version so you can download and install it separately.

 

I ran into the same busted camera problem with ZaZOut devices so I added these lines to bp_boundMain.psc:

 

; In the variable declaration section:
bool bSavedbApplyCameraNodeAnimations = true

; In the initialize() function, after Player.MoveTo(BoundSpot):
bSavedbApplyCameraNodeAnimations = LL_FourPlay.GetINIBool("bApplyCameraNodeAnimations:Camera")
Utility.SetIniBool("bApplyCameraNodeAnimations:Camera", false)

; At the beginning of OnQuestShutdown, after the debug.trace:
Utility.SetINIBool("bApplyCameraNodeAnimations:Camera", bSavedbApplyCameraNodeAnimations)

 

And it fixes the issue, no problems with camera in or out of the quest.

 

This mod is really great, I have pretty much finished integrating it into Violate.  It's very similar to how I did the RSE abduction.  I'll release an update shortly, I'm just going through the Violate thread and fixing all the little bugs people have reported.

 

 

Thanks! Where can I get the LL_FourPlay version 43?

Posted

Uploaded 1.3.0

  • Added a mechanic to pull nearby NPCs instead of always spawning them. If using nearby NPC is disabled, or there are no NPCs around, the mod will fallback to spawning
    • If the closest NPC is one of the rescuer faction (minutemen, BOS, institute or railroad) they will set the player free 
    • If the closest NPC is not one of the rescuer faction, they will fuck the player
    • NPCs can only be used once per day 
    • If sexual harassment mod is installed, will not pull nearby NPCs that are morally good.
  • Changed the struggle mechanic. 
    • Instead of having a success chance per struggle, the bindings have a "tightness level" that starts out at 100. 
    • Each struggle attempt will loosen the bindings by 1 - 12. Player will need to reach 0 tightness level to become free.
    • A struggle has a chance to "crit" and loosen the bindings by 5x the amount. Chance for crit is determined by Luck (SPECIAL)
    • The intention is that good samaritan will be completely RNG based, while struggling will be a slow but sure path to freedom.
  • If the player is wearing any DD plugs, hoods, or blindfolds before the bound quest starts, they will be removed
  • If the NPC is raider/gunner and they recognize the player, theres a chance they will equip a shock collar on the player.
  • Added an onEquip listener so that when any armor is equipped while the player is bound, they will be stripped off right away
  • Added code from @EgoBallistic for fixing camera when using pillory from Zazout. LL_FourPlay v43 required.
  • Added a mechanic to shorten some longer dialogues after the scenario is repeated a certain number of times 
  • Added more variety of NPC appearances.
  • Added several new locations throughout the Commonwealth
Posted
1 hour ago, twistedtrebla said:

Uploaded 1.3.0

I'm guessing this means that if I want to upgrade to 1.3 to take advantage of the other 'quality of life' changes, I have to have LLFP installed with its requirements?

 

Posted
On 4/14/2023 at 5:26 PM, inkdeem said:

 

In that mod the PC is moved to a random location in the world and tied up in bondage gear after a combat lose (Remember a mod like AFF Violate but for FNV which works like you said: "player loses combat -> surrenders to enemies -> gets fucked -> then start this quest."). The mod have a mini-game to free yourself, because you can't move until the you solve the mini-game to free the PC. But that mod don't have an NPC harassing the PC (this is a very nice idea!). 

 

I see your mod like a great addition and alternative to the outcomes from AFF Violate like CSA and Raider Pet: The enemies will they let you go, keep you as a Pet, abduct you or leave yourself to your luck in a random place bounded? I will try your mod tomorrow. 

 

Thanks for you answear. 

 

Yeah, I love that mod for New Vegas. It's hilarious to find out what outfits, plugs, and locations you end up in. One time, I ended up restrained on the railroad tracks. Lucky I didn't install that "New Vegas Railroad" mod that adds functional trains!  Hmmm.... (quickly installs it) 

However, in New Vegas the restraints don't usually get locked on the player. The one exception to that I can think of is for the Sexout Tryout mod where if you piss off the Caeser's Legion folks they'll lock an open-oral mask on you. 

Posted
55 minutes ago, MysticDaedra said:

I'm also curious about the FourPlay requirement? I'm using AAF as my animation framework, and I'd rather not install fourplay as well.

 

It's not the actual FourPlay framework. All it does is add some useful utility functions for modders. It doesn't interfere with AAF at all.

Posted

Okay...some problems here. I get a popup saying my defenseless body is being approached, etc and nobody approaches. I get the popups of try to make eye contact and look pleadingly back to back very quickly. Nothing happens. This begins an endless loop of hanging there with these popups happening in an endless cycle of nothing happening. Plenty of people around. I was in front of Diamond City.

 

Also, an option just to bypass dialogue completely would be appreciated except for whoever you pick to be the Good Samaritan. The only thing the dialogue does is to occasionally ward off a goodhearted person anyway. Whole reason youre hanging there is to be harshly treated like a piece of meat, not a student in a debate class. Either that or make the dialogue worthwhile to engage in somehow. Many of us use some kind of mod like AN76 that requires food and water. If needs were somehow addressed through dialogue, that would be appreciated as by the time you end up here, you have likely had all your goods stolen and its not like you can feed yourself anyway or satiate your thirst.

Posted
4 hours ago, IBAGadget said:

I'm guessing this means that if I want to upgrade to 1.3 to take advantage of the other 'quality of life' changes, I have to have LLFP installed with its requirements?

 

You already have LLFP installed on your computer (shipped with AAF), so it's just an update.

Posted

This mod seems to be calling for ref ids associated with a general area. When in front of Bunker Hill, it was showing X4-14 as being a visitor (the courser that helps you attack Bunker Hill when doing the Institute quest line). The AAF scene initiated and played, but there was no X4-14 in the scene. Was just my character. I havent even been to the Institute in this play through. Not sure who was being called in front of Diamond City as those scenes never progressed. Just for an experiment, I spawned in some Raiders. They all had a go with me no problem. I do think somehow this mod is calling for NPCs that are not actually there. I know so in the case of X4-14 anyway. I dont recall Sexual Harassment ever doing that so you may just copy the mechanics of that mod into this one so that it works as well as that one does.

 

Once I spawned out in the middle of nowhere. The mod was attempting to shift back to NPCs it uses when nobody is around. I got the prompts of an approach, but nobody was actually there. Eventually some Raiders started spawning from Endless Warfare and they started working.

 

Also, if you are sent to be bound with Real Handcuffs on, you will not be bound. When animations play, they will use the devices, but you are bound in handcuffs so it looks wonky. After the animation, you are standing by device till next scene. Somehow your mod needs to strip Real Handcuffs before being bound.

 

Overall, when it works...its a big step in the right direction. Progress!

Posted
11 hours ago, Olmech said:

This mod seems to be calling for ref ids associated with a general area. When in front of Bunker Hill, it was showing X4-14 as being a visitor (the courser that helps you attack Bunker Hill when doing the Institute quest line). The AAF scene initiated and played, but there was no X4-14 in the scene. Was just my character. I havent even been to the Institute in this play through. Not sure who was being called in front of Diamond City as those scenes never progressed. Just for an experiment, I spawned in some Raiders. They all had a go with me no problem. I do think somehow this mod is calling for NPCs that are not actually there. I know so in the case of X4-14 anyway. I dont recall Sexual Harassment ever doing that so you may just copy the mechanics of that mod into this one so that it works as well as that one does.

 

Thats odd.. Im not able to reproduce that error at that location. For me it always falls back to spawning NPCs

Posted (edited)
20 hours ago, twistedtrebla said:

Uploaded 1.3.0

  • ....
  • Added several new locations throughout the Commonwealth

 

In your sample to trigger the Quest to start I have a question... is there a way have an API function that starts the Quest but to not have it move you to a random new location and instead to the nearest NavMesh from your current location?  Could you implement that if not available?  If you do, then I'll add to Assimilation a percent chance that after you are assimilated to a faction and moved to a faction friendly location the Quest will be triggered.  LMK, Thanks.

Edited by louisthird
Posted
8 hours ago, twistedtrebla said:

Thats odd.. Im not able to reproduce that error at that location. For me it always falls back to spawning NPCs

 

Welll....no. X4-14 is not a spawnable NPC. He is there for the very specific task of attacking Bunker Hill when working for the Institute. I have not been to the Institute. He should not be there and actually he was not, but he was called for the scene regardless. But you cant fix what isnt broken for you. I understand that. This mod will surely amp up in popularity in next few weeks. If nobody else experience things like this, then somehow it must be on my end. Oddly enough, NPCs spawned by Endless Warfare work like a champ with this mod.

Posted
9 hours ago, twistedtrebla said:

 

Thats odd.. Im not able to reproduce that error at that location. For me it always falls back to spawning NPCs

 

While I haven't tried to reproduce Olmech's error in BiP, I have seen this issue around Bunker Hill during my own mod development efforts.  It seemed as if certain actors intended for the Battle of Bunker Hill were in the area but not actually 3D loaded.  They would get passed to AAF and still be totally invisible.  Checking Is3DLoaded() as part of the actor's eligibility check cleaned up the issue for me.

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