Jump to content

Recommended Posts

Posted

I have a question, is it normal for the player character to be released from the devious device objects during the sex scene? 

as in the following images:
During my first experience with this mod, the character was always unlocked.
So I thought there might be something wrong with my AAF installation and animations MODs, so I decided to uninstall everything, and do a clean install, containing only the Savage Cabbages mod. But the character continued to be freed from the devious device objects.
It's just a curiosity, because if it's normal, then I'm calm knowing that my AFF installation and all its dependencies are normal, on the other hand, if it's not normal, then I have to keep trying to figure out where the error is in my installation.
And finally, thanks for the mods you make, they are all great!!

ScreenShot336.png

ScreenShot337.png

Posted

The modders around here keep coming up with ideas I didn't know I wanted. This is very promising. Keep up the good work!

I have few comments and criticisms:

- The dialogue is very good and funny, barring some grammatical errors, but it also runs very long - especially the 40-Year-Old-Virgin scene. It kills the tempo or momentum I'd expect from this kind of scenario - a scenario that by the default settings could possibly last 20 rounds! As much as you (and I) love your darlings, I think you have to kill them - or rather, cut them down.

-  Is it possible to only bring up the struggle menu during the quest? I'd like to have context-sensitive hotkeys on existing keybinds to cut down on keys to remember and reach (that IS how that would work out, right? I'm new).

- I was going to say that as funny as it is for the dumber visitors to think the victim wrote the note, it's hard to believe since they could see her shaking her head or hear her muffled pleading sounds - but then you added the eye contact mechanics. Great idea, and I love that you integrated a base game stat into one of the choices. Are you considering more basegame stats to influence the outcomes in this minigame?

- Instead of or along with pacifying enemies, what about making them invisible or disabling them? It would be weird to see them all just standing around a scene like this.

"The Institute is fascinated by the punitive methods of the various wasteland factions, you may proceed."

"SUPER MUTANT OVERLORD AGREES!"

Posted
1 hour ago, ales_sh said:

I have a question, is it normal for the player character to be released from the devious device objects during the sex scene? 

 

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.

Posted
3 minutes ago, 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.

Thanks for your reply, now i know the problem is on my side. I'll check and reinstall everything, thanks again =D

Posted

v1.2.1

  • Added "Peace bubble" feature, where all NPCs near the player during the Bound in Public quest will be pacified and not attack. Can be disabled in MCM if you don't like people living in harmony
    • The effect refreshes whenever 1) new NPCs get spawned by this mod, 2) any of the spawned NPCs or player enters into combat
  • Spawned NPCs are no longer protected/essential. As soon as they die, the scenario will abort and a countdown will start for the next scenario
  • Dialogues should now resume where they left off when NPCs enter and exit combat
  • Added missing gag & blindfold textures
  • Excluded Kissing and hugging AAF animation tags
  • Some NPCs are less chatty and will fuck the player with no delay or hesitation
  • Optional TatsAfterRape mod integration. If installed, player will get tattoos on them by gunners & raiders if they recognize who the player is.
Posted

If the integreation with AFF Violate comes, will work like this? :  

 

 

I have not tried this mod yet, but I'm curious. 

Posted
9 minutes ago, inkdeem said:

If the integreation with AFF Violate comes, will work like this? :  

 

 

I have not tried this mod yet, but I'm curious. 

 

No idea, never tried that mod.

 

And depends on how it's integrated from AAF Violate. If it's going to be similar to how "Combat Surrender and Abductions" is integrated, then it'll prob be: player loses combat -> surrenders to enemies -> gets fucked -> then start this quest.

Posted
8 minutes ago, twistedtrebla said:

 

No idea, never tried that mod.

 

And depends on how it's integrated from AAF Violate. If it's going to be similar to how "Combat Surrender and Abductions" is integrated, then it'll prob be: player loses combat -> surrenders to enemies -> gets fucked -> then start this quest.

 

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. 

Posted

I've come across a fairly big issue unfortunately. I used the debug to start the quest and ended up outside the bank behind backstreet apparrel, everything played out fine and a settler eventually set me free. That was while using the first release I think and I've updated with each new release, so I have no idea if it's due to updating the mod or something else.

 

I've been unable to get the quest to start through sex harrassment interactions so figured I'd use the debug again, but it says 'bound in public is already running a scenario'. I used the abort all debug but keep getting the same message. I went back to the bank behind backstreet to see if the device was still there but it wasn't, but when I got into a fight with the local raiders i kept getting a pop up saying something along the lines of 'not sure what happened, maybe a bullet hit your restraints, but now you're free to go' - that popped up a few times when I killed a few random raiders. I then tried using the debug to start the quest again, and the same pop up appeared but now won't go away, no matter how many times I press ok. 

 

I've tried this a few times and have had to ctrl alt del and use task manager to close the game. 

Posted
11 hours ago, ales_sh said:

is it normal for the player character to be released from the devious device objects during the sex scene? 

as in the following images:

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 :)

Posted
20 hours ago, Karna5 said:

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 :)

 

Thats not normal, and I'm not experiencing that on my new save that I test with.

 

What version are you on? Earlier versions had some issue where the quest wouldn't terminate properly. How are you moving from the "first series" to "second series"?

Posted

@twistedtrebla version 1.2.2 is giving me a problem. The scenes go through just fine but when the good samaritan releases me the message box for you don't see the person that freed you anywhere keeps coming up over and over in an endless loop. no matter how many times you click OK it just keeps repeating.

Posted
33 minutes ago, Oldwolf58 said:

@twistedtrebla version 1.2.2 is giving me a problem. The scenes go through just fine but when the good samaritan releases me the message box for you don't see the person that freed you anywhere keeps coming up over and over in an endless loop. no matter how many times you click OK it just keeps repeating.

 

Oops. Fixed in 1.2.3

Posted
4 hours ago, twistedtrebla said:

Thats not normal, and I'm not experiencing that on my new save that I test with.

 

What version are you on? Earlier versions had some issue where the quest wouldn't terminate properly. How are you moving from the "first series" to "second series"?

I'd been using the version 1.2.1 and whatever the version was before that as well.

 

However, I have a theory. I use Raider Pet, and I had no weapons in my inventory. I have a suspicion that Raider Pet with no weapons in my inventory might hijack Bound In Public. I've just installed your version 1.2.3, and this time when I test I will equip a weapon before I initialize your mod sequence.

 

If I equip a weapon first it will nullify raider pet. I'll message back after I test (though I'm super tired, and it's possible I might fall asleep *laughs*).

Posted (edited)

How does one convert Willpower to Energy to struggle?

 

(I get a popup saying how much energy I have and how much willpower I have, but struggle doesn't work once energy reaches 0.)

 

Edit: note that if you load a saved game to exit a scene (this does run rather long), you might not be able to use pip boy in the loaded game.

Edited by sen4mi
Posted

hi

May I request dedicated keywords for blindfold and ballgag?

For my mod I would like to have dedicated keyword to have a chance to detect that mouth is "restrained"

 

Posted

I just retested multiple kidnappings by bound in public and am fairly confident the problem before was with Raider Pet hijacking the conversations.

 

If a character has been travelling with no weapons out, Raider Pet takes over if a Raider gets close to you. The symptoms in Bound In Public included:
- the raiders won't talk about the bound captive

- no matter how long I wait it doesn't progress to next encounter

- if one or both raiders die (such as the "kill" command I used to try to trigger bound in public to recognize the npc(s) are dead), bound in public doesn't recocgnize their death and move onto another encounter.

 

However, if I equip a weapon and disable that feature of Raider Pet, Bound In Public handles all encounters and encounter chains without issues.

 

I don't think it's necessary for a protective patch in Bound In Public. I think the people using the mod should just make sure:

 

- don't be in an unarmed state with Raider Pet Installed, and

- don't be in a collared by Raider Pet state.

 

I couldn't find any issues with Bound In Public. It's super good :)

Posted

A few things as a suggestion.

A list of mods that provide sex animations for the devices would be nice.
Companion support would make the mod more believable.
It would be great if the NPCs would stay in front of the tied player. With me it is so that they constantly run around.

Posted

@twistedtrebla

Small suggestion;

Edit the visitor package so they sandbox within 500ish units of the PC and focus on the PC, and have the shopping and or cheering animation (something like that).

and maybe an MCM option to show the AAF interface during scenes. Violate does both of these suggestions, just as an example. ;)

 

Bug:

During a fade to black after a scene, a popup needing an answer popped up. Dunno which one, but hitting e once was enough to proceed. Other than that.. seems to be working great! :)

 

Posted
1 hour ago, xyzxyz said:

Is that ugly mask necessary or can it be removed?

 

It was removed in the latest version.

Posted

There appears to be a chair that needs to be enabled at the Fens Street sewer location near diamond city. The idle location is there. I see caravan guards sit down on the stadium side of the X cross. They're just sitting on nothing. 

Posted
1 hour ago, jbezorg said:

There appears to be a chair that needs to be enabled at the Fens Street sewer location near diamond city. The idle location is there. I see caravan guards sit down on the stadium side of the X cross. They're just sitting on nothing. 

I've seen that too.

Also that location is obstructing traffic:
image.png.bf9d35616d559a8196b5fb9c052ba67d.png

image.png.6acd61ed4d34e5b7f72a45237d2c9f62.png

 

Maybe this is because I'm using NPCs Travel, but I'm sure my own caravan has passed this way as well. Either way it *looks* like it would be inconvenient for passing caravans.

Speaking of NPCs passing by, I think pulling harassers from Sexual Harassment to be visitors for Bound in Public when nearby would be a good way to avoid being awkwardly ignored by my passing settlers when my face is uncovered.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...