idkmanyolo Posted October 8, 2024 Posted October 8, 2024 On 9/30/2024 at 11:08 PM, Morninggale1 said: Any option to set a gender ratio so male NPCs still spawn too? Great work btw! Not my wheelhouse. I never edited a papyrus script. My guess is you would need to open bip_fem in fo4edit, click on bip_boundQuest, and add more properties under the bip_boundMain script section and make those reference the male actors from the original mod. Then you'd need to edit and compile the actual scripts for bip_boundMain or BIP_NPCFinder, or both, to include the larger actor pool for each scene when it needs to RNG an actor. If you wanted an option to turn this on and off then you'd need to add a property to BIP_NPCFinder in fo4edit and rework how you edited the scripts. There might be more to it but that's where I'd start.
firebinder Posted October 30, 2024 Posted October 30, 2024 (edited) I've been using this mod for quite awhile now but when I got a new PC, since it was a fresh install I went ahead and updated FO4 to the latest NG version (1.10.984). At first everything seemed fine, but then I noticed a couple of odd problems. Both only occur after my character has gone through a Bound In Public event, and neither seems to exist before that. I am using Bound In Public 1.3.3 . 1) whenever I load a save that was made after the Bound In Public event my character spawns naked - no matter what she was wearing when the save was made. Only seems to affect main body slot clothing - she will still have various pieces of armor and backpacks equipped. 2) I use the Better Console mod (latest version which supports 1.10.984). When I bring up the console after a Bound In Pubic event it works as expected - that is until I select the player character. If I select the player character with Better Console I get an immediate CTD. Any other object I can select with no problem. Buffout logs indicate possible "Player Character Crash", and a possible "Camera Position Crash" each time this happens. In both cases these problems continue for the rest of the play through. Disabling Bound In Public afterwards doesn't fix them either. On my old PC with pre-NG FO4 I was also using Bound In Public 1.3.3 and never noticed these problems, so I am guessing that NG or updates to F4SE might have something to do with it. Right now it looks like my only choice is to remove Bound In Public from my load order, which would be a shame since I do really enjoy this mod. Does anyone have an alternative solution? EDIT: Okay I figured out what problem 1) was. That was Commonwealth Moisturizer's doing. Apparently it equips the player with a "semen suit" that will make her appear naked on load, but doesn't prevent her from equipping clothes. I had not been using that mod before, so my mistake. Still looking for a solution to problem 2). I suppose I could remove Better Console, but I use it's features a lot so not ideal. Edited October 30, 2024 by firebinder Partly solved my own issue
izzyknows Posted October 31, 2024 Posted October 31, 2024 4 hours ago, firebinder said: Does anyone have an alternative solution? Downgrade the game and save a lot of current and future headaches.
firebinder Posted October 31, 2024 Posted October 31, 2024 (edited) 17 hours ago, izzyknows said: Downgrade the game and save a lot of current and future headaches. True, but you also miss out on new stuff - and an increasing number of new mods that require the update. At this point only 4 mods that I used pre-NG are having problems; The issue I have here with Bound in Public and Better Console (which I can sort of work around), and then there is Bullet Counted Reload and Classic Holstered Weapons (both need updated .dlls which the author says he intends to do after the next NG update). In the meantime I have set the appmanifest file to "read only" so that the next update doesn't take me unawares and blow up my game. Edited October 31, 2024 by firebinder spelling correction
izzyknows Posted October 31, 2024 Posted October 31, 2024 4 hours ago, firebinder said: True, but you also miss out on new stuff - and an increasing number of new mods that require the update. At this point only 4 mods that I used pre-NG are having problems; The issue I have here with Bound in Public and Better Console (which I can sort of work around), and then there is Bullet Counted Reload and Classic Holstered Weapons (both need updated .dlls which the author says he intends to do after the next NG update). In the meantime I have set the appmanifest file to "read only" so that the next update doesn't take me unawares and blow up my game. It'll be interesting to see if Bugthesda actually fixes their bugs. Funny thing is, for the most part, all the crap they added for PC has already been made correctly by the community. Hell there's still 9 year old bugs that was reported, a lot, and has never been fixed. They really need to fire the DEI hires. LOL Oh, I remember seeing a mod on Nexus that allows you to use the new shit after downgrading the game. Best of both worlds.. sorta.. NG is still garbage. LOL 4
deathmorph Posted November 17, 2024 Posted November 17, 2024 If the lady encounters Raider or Gunner, she will sensibly avoid their gaze if she doesn't want to get a collar. That costs energy. Strangely enough, she always has energy for that, even if she doesn't have any left to continue the escape attempts. It would certainly make sense here that she doesn't have any energy left for interactions. Super mutants and synts as encounter partners would also be cool, but I assume there are no animations for the devices.
Lokikun Posted January 12, 2025 Posted January 12, 2025 Here is a mini patch for Bound In Publiv Version 1.33 I created it as a possible end for my character to equip the Kziitd Fuckdolls from the KFT Toolset I'm sharing it, with source so it can be used/incorporated by others. Since my coding is not very good. Please keep in mind you have to follow permissions from KFT tolset / TwistedTrebla (I don't think my edits are very good, but at least it lets my desired scenario happen, despite it being quite grim/gruesome) This adds the following: Requirement: Female character / KFT has to be installed and working. Global BIP_Setting_BoundKFT_Disaster_Chance 010BF7 (default value 0) - Added in the esp. MCM edit so you can configure the chance Edited scripts so you get a random outfit outcome, except for torture suit. (no way to choose / all choices remove arms and legs) If you end up triggering the event again after being punished, you get the torture suit There is no healing but, any mod that removes devices by using KZEB_Device directly will heal you. (no you should not be able to use workbenches. No limbs at all) Patches for FPAttributtes / FPHarassment so you can't have other characters heal you on unequiping normal devices. Ramblings: Spoiler What I wanted to do: My imagined scenario was you mess with raiders/enemies and their rage grows based on various factors, after a threhold if you end up defeated they decide to ruin your character for life. So if they just want to humiliate you, you get the normal bound events but if they're enraged you get one of the fuckdoll suits. Part of the scenario I wanted to do was: Make it so your char is drugged so hard, she could be hallucinating. So only by punishment end (release) you'd be sure if you kept your limbs or not. When you are released by a 'good samaritan' the final outcome would be revealed. The Samaritan would comment and offer taking you somewhere (safe or unsafe) or leave you there, if you lost your limbs. (Choices that affect your spirit, willpower, etc) Maybe if possible have a way to trigger it from outside, before a scenario start. Just like various bad ends. What I was able to do: Random choice on scenario start. A weak random pick from fuckdoll suits without options. A repeat scenario that aggravates the result, but you have to play with a character that can't do anything at all. Most of the code was me trying to puzzle pieces so you can start it with any kind of devious devices/kziitd devices. I had to change the equip item start before any teleport happen (first person change) because on my machine I was ending with my char or in perpetual dakness or under the world or somewhere in the sky. Unfortunately I don't understand how scenes are made on fallout 4 yet. So I was not able to do the desired end outcome with a possibility of even more devices. Thanks: Spoiler I'd like to thanks the entire AAF team and Loverslab modding community, if not for all of you, none of this would be possible. Ego for the help with my questions and the well documented API, which made it possible for me to understand what is possible to do. Kziitd for the awesome models and animations, that inspired me to try and find ways to use it somehow. TwistedTrebla for the mods, comments on code and license to edit and share. That helped a lot Tips on how to keep playing after losing your character limbs: Spoiler 1st Option - My choice): Grab the power armor patch from KFT - Kziitd Fetish Toolset, so you can rush for a power armor somehow and keep going a little more. Grab Cursed DD Enchantings - Redux and Angeli techsuit from jbezorg and make it so you have a chance to end up in the Angeli Suit when you get into power armor only. Disable other traps. (Set it so you have the Angeli mask or gag for even more difficulty) When you end up into the Angeli suit, you will have your char limbs back, but now you have to hunt your way out of it. (Fun quest to go) 2nd Option): If you didn't apply patches for the other mods just use one event that unequip items from them. Ask for help 3rd Option): Use KFT Debug to unequip 4th Option): Reload before capture Possible Bugs: Spoiler Sometimes everything unequips and never equips back. Dunno why it happens. Seems to be caused by lag on my machine due to cell transitions. Unfortunately nothing I can do to fix this. Attributtes280andHarassment1204AmpPatch.7z BoundInPublic133KFTAmpPatch.7z 3
sabster123 Posted January 19, 2025 Posted January 19, 2025 Im using commonwealth captives, and when I find captives in Raider camp, they are just locked into torture devices and staring into space, and raiders are just walking about. I was wondering: Is it possible that raiders who have captives will randomly have sex with their captives WHILE they are in their torture device? an autonomy enhanced version of commonwealth captives? maybe using scripts from this mod? 1
Melissa Gorka Posted January 23, 2025 Posted January 23, 2025 Talking about Commonwealth captives, I had a strange experience recently. AFF Violate resulted in a Bound in public outcome. As usual, my companions (Preston and Dogmeat) were removed during the BIP encounter and joined again when it was over. However, during the first sex scene, not only a violater spawned (or technically rather "was pulled to the scene"?) but also a captive from Commonwealth captives. She initiated the typical dialog and I could free her despite being still bound myself. She stayed there for the rest of the BIP event until I was freed. Apparently, this also interfered with BIP. During the following scenes, no other NPCs were visible. I only saw their voice lines and received messages like: "You are fucked very hard by a settler/raider." Afterwards, the captive stayed with me as a temporary Commonwealth captives companion as usual. @twistedtrebla or anybody: Any idea how this happened and how to avoid it? 1
Tatoine66 Posted January 23, 2025 Posted January 23, 2025 On 4/15/2023 at 10:18 AM, Karna5 said: That happened to me until I re-installed Torture Devices and then the Indarello Patch over it. Then I reinstalled Bound In Public, and when asked if I wanted to overwrite the Indarello Patch I answered No. If anyone is curious, I use TD version 2.21 On side note to twistedtrebula, I find the last couple of versions of Bound In Public I can consistently do one full capture series (get caught, all visitors talk and give chances to escape then progress to next one). And I fairly consistently cannot do a second series without uninstalling bound in public, doing a clean save and then reinstalling. The second series, if I don't reinstall and do a clean save, just doesn't progress from visit to AAF scene. This said, the last version at least allows the Cancel button in MCM to cancel the encounter. This is a great mod, and having to uninstall and reinstall to let it work again is not a problem Sorry but : what is "Indarello Patch" ?? I don't find it. Thks
Karna5 Posted January 24, 2025 Posted January 24, 2025 3 hours ago, henrylolo2001 said: Sorry but : what is "Indarello Patch" ?? I don't find it. Thks I apologize, but I haven't had a working Fallout 4 installation since last May. I recall that the Indarello patch's name has the word Squirt in it, but that's all I remember. Indarello is the name of the mod author.
IBAGadget Posted January 24, 2025 Posted January 24, 2025 5 hours ago, henrylolo2001 said: Sorry but : what is "Indarello Patch" ?? I don't find it. Thks From 'The Fucking Manual' 'Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes)' [Usually named "AnimationAddonsAndFixes" in Vortex.] 1
Tatoine66 Posted January 27, 2025 Posted January 27, 2025 On 1/24/2025 at 4:38 AM, IBAGadget said: From 'The Fucking Manual' 'Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes)' [Usually named "AnimationAddonsAndFixes" in Vortex.] Ah ok ! I've got one. Thanks
Tatoine66 Posted January 27, 2025 Posted January 27, 2025 On 1/24/2025 at 3:19 AM, Karna5 said: I apologize, but I haven't had a working Fallout 4 installation since last May. I recall that the Indarello patch's name has the word Squirt in it, but that's all I remember. Indarello is the name of the mod author. Thanks for time :)
adadbanana Posted March 30, 2025 Posted March 30, 2025 (edited) I'm not sure what I got wrong, it's almost certain that the refreshed NPCS don't have heads on display (hats, glasses and the like are not affected), and some scenes will play animations that have nothing to do with the shackles, the player character will be released from the shackles until the animation is finished and back on the shackles, during which the npc may stand in a daze until the animation is finished Spoiler Edited April 19, 2025 by adadbanana
jlab7788 Posted August 25, 2025 Posted August 25, 2025 On 1/13/2025 at 6:04 AM, Loki15kun said: Here is a mini patch for Bound In Publiv Version 1.33 I created it as a possible end for my character to equip the Kziitd Fuckdolls from the KFT Toolset I'm sharing it, with source so it can be used/incorporated by others. Since my coding is not very good. Please keep in mind you have to follow permissions from KFT tolset / TwistedTrebla (I don't think my edits are very good, but at least it lets my desired scenario happen, despite it being quite grim/gruesome) This adds the following: Requirement: Female character / KFT has to be installed and working. Global BIP_Setting_BoundKFT_Disaster_Chance 010BF7 (default value 0) - Added in the esp. MCM edit so you can configure the chance Edited scripts so you get a random outfit outcome, except for torture suit. (no way to choose / all choices remove arms and legs) If you end up triggering the event again after being punished, you get the torture suit There is no healing but, any mod that removes devices by using KZEB_Device directly will heal you. (no you should not be able to use workbenches. No limbs at all) Patches for FPAttributtes / FPHarassment so you can't have other characters heal you on unequiping normal devices. Ramblings: Reveal hidden contents What I wanted to do: My imagined scenario was you mess with raiders/enemies and their rage grows based on various factors, after a threhold if you end up defeated they decide to ruin your character for life. So if they just want to humiliate you, you get the normal bound events but if they're enraged you get one of the fuckdoll suits. Part of the scenario I wanted to do was: Make it so your char is drugged so hard, she could be hallucinating. So only by punishment end (release) you'd be sure if you kept your limbs or not. When you are released by a 'good samaritan' the final outcome would be revealed. The Samaritan would comment and offer taking you somewhere (safe or unsafe) or leave you there, if you lost your limbs. (Choices that affect your spirit, willpower, etc) Maybe if possible have a way to trigger it from outside, before a scenario start. Just like various bad ends. What I was able to do: Random choice on scenario start. A weak random pick from fuckdoll suits without options. A repeat scenario that aggravates the result, but you have to play with a character that can't do anything at all. Most of the code was me trying to puzzle pieces so you can start it with any kind of devious devices/kziitd devices. I had to change the equip item start before any teleport happen (first person change) because on my machine I was ending with my char or in perpetual dakness or under the world or somewhere in the sky. Unfortunately I don't understand how scenes are made on fallout 4 yet. So I was not able to do the desired end outcome with a possibility of even more devices. Thanks: Reveal hidden contents I'd like to thanks the entire AAF team and Loverslab modding community, if not for all of you, none of this would be possible. Ego for the help with my questions and the well documented API, which made it possible for me to understand what is possible to do. Kziitd for the awesome models and animations, that inspired me to try and find ways to use it somehow. TwistedTrebla for the mods, comments on code and license to edit and share. That helped a lot Tips on how to keep playing after losing your character limbs: Reveal hidden contents 1st Option - My choice): Grab the power armor patch from KFT - Kziitd Fetish Toolset, so you can rush for a power armor somehow and keep going a little more. Grab Cursed DD Enchantings - Redux and Angeli techsuit from jbezorg and make it so you have a chance to end up in the Angeli Suit when you get into power armor only. Disable other traps. (Set it so you have the Angeli mask or gag for even more difficulty) When you end up into the Angeli suit, you will have your char limbs back, but now you have to hunt your way out of it. (Fun quest to go) 2nd Option): If you didn't apply patches for the other mods just use one event that unequip items from them. Ask for help 3rd Option): Use KFT Debug to unequip 4th Option): Reload before capture Possible Bugs: Reveal hidden contents Sometimes everything unequips and never equips back. Dunno why it happens. Seems to be caused by lag on my machine due to cell transitions. Unfortunately nothing I can do to fix this. Attributtes280andHarassment1204AmpPatch.7z 25.14 kB · 35 downloads BoundInPublic133KFTAmpPatch.7z 93.1 kB · 43 downloads Damn nice mod!
Valykry Posted August 26, 2025 Posted August 26, 2025 Anyone else ran across the issue where the violators will animate properly, but the violatee doesn't? Especially noticable with staged animations. To be clear, the animations work when triggered any other way (ie, place furniture down in settlement and trigger the scene with AAF). Only when triggered by BIP do they not work. Nothing is overriding BIP according to Mo2.
Holden McGroin Posted October 23, 2025 Posted October 23, 2025 (edited) I really like this mod, I use it together with Violate. There is one thing that does annoy me a little about it and that is when I have a companion. The companion just stands there while the Raiders and Gunners take their turn with my char. It would be better if the companion was sent home before the start of the Bound in Public session. I tried taking the dismiss companion code from another mod and adding it to this one, but I really don't know what I am doing, and it didn't work. If @twistedtrebla still updates this mod, or if someone can make a patch, I think that would be a good feature. Edited October 23, 2025 by Holden McGroin
izzyknows Posted October 23, 2025 Posted October 23, 2025 13 minutes ago, Holden McGroin said: I really like this mod, I use it together with Violate. There is one thing that does annoy me a little about it and that is when I have a companion. The companion just stands there while the Raiders and Gunners take their turn with my char. It would be better if the companion was sent home before the start of the Bound in Public session. I tried taking the dismiss companion code from another mod and adding it to this one, but I really don't know what I am doing, and it didn't work. If @twistedtrebla still updates this mod, or if someone can make a patch, I think that would be a good feature. Update Violate, it already sends companions/followers to a holding cell until after BiP is finished.
Holden McGroin Posted October 23, 2025 Posted October 23, 2025 2 hours ago, izzyknows said: Update Violate, it already sends companions/followers to a holding cell until after BiP is finished. I have V1.61, which I believe is the current one. My follower(s), from Commonwealth Captives, disappear during BiP and reappear after but not my companion. I do have a couple companion mods, Better Companions, Companion Fall Damage Immunity, Companion go Home, and Companion Command. I'll test removing those and see what happens.
izzyknows Posted October 24, 2025 Posted October 24, 2025 3 hours ago, Holden McGroin said: I have V1.61, which I believe is the current one. My follower(s), from Commonwealth Captives, disappear during BiP and reappear after but not my companion. I do have a couple companion mods, Better Companions, Companion Fall Damage Immunity, Companion go Home, and Companion Command. I'll test removing those and see what happens. One of those might be conflicting. My guess, just a guess mind you, would be companion go home. Or maybe a clothing mod. It is a Bugthesda made game after all. LOL!
Dojo_dude Posted December 20, 2025 Posted December 20, 2025 Are there struggle animations for the "X" Crosses?
Hilshavetoes Posted December 25, 2025 Posted December 25, 2025 On 12/20/2025 at 3:17 PM, Dojo_dude said: Are there struggle animations for the "X" Crosses? I came here to ask the same thing cuz im not getting a prompt to stuggle or anything
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