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Cool some of them sound good , do we have any seconds for them or others?

 

You could go for cheesy 50's western film titles :-

 

'a drug for Semen volume' :-

 

Hot Lead

Indian Uprising

Flaming Feather

Seminole  (*)

El Paso Stampede

The Phantom Stockman

 

'name for a male potency drug.' :-

 

Sugarfoot

Viva Zapata!

Tomahawk (*)

Hoedown

Trigger, Jr.

 

Plenty of others with innuendo potential.

 

(*) Are my choices. First just sounds right and is authentically western, and the second because it sounds potent. (However I do like VivaZapata because I've no idea what that titles about apart from the loose translation of long live the shoe. But it does roll off the tongue nicely. But then again so does Mamajuana - which is supposed to be an aphrodisiac, and started production in the 50's).

 

 

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  • 2 weeks later...

One thing I noticed is the following:

 

Until the top-left-screen message about mod loaded appears ....

1. Drugs are not effective (don't work).

2. NPCs don't use drugs.

 

So, if I change cell "before" the message appears, I loose drug effects and NPC's use in the game session.

If I wait the message appear, everything is normal.

BTW, the message is always a bit "retarded" to appear, at least in my old 32bit system. Normally, more than 10 seconds after the savegame load.

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One thing I noticed is the following:

 

Until the top-left-screen message about mod loaded appears ....

1. Drugs are not effective (don't work).

2. NPCs don't use drugs.

 

So, if I change cell "before" the message appears, I loose drug effects and NPC's use in the game session.

If I wait the message appear, everything is normal.

BTW, the message is always a bit "retarded" to appear, at least in my old 32bit system. Normally, more than 10 seconds after the savegame load.

Yep the 10 second+ delay is normal on all my mods because when I was using my older 32bit system I discovered many things in NV when played on older PC's just weren't stable till around 10 seconds after game loading.
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  • 1 month later...

Thanks for the update.

 

I encounter another problem during my current dev : It seems that when you eat a sleep pill a token is used, decreasing the fatigue and maintening it under 0 for a certain duration.

 

The problem is that when I want to enslave the drugged NPC I try to restore the fatigue up to +10 (for example) to awake the NPC but the token continue to decrease fatigue and it become unconsious later.

 

So, the solution would be to remove the token myself but that means that I must add code specially to manage an external mod effect, which is a bad solution.

 

So, if easy, could you add in the token some code after setting the fatigue under 0 indicating that if on a next frame it came back up to +10 (for example) there has been a divine intervention and the token must be removed? :P

 

 

 

 

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Thanks for the update.

 

I encounter another problem during my current dev : It seems that when you eat a sleep pill a token is used, decreasing the fatigue and maintening it under 0 for a certain duration.

 

The problem is that when I want to enslave the drugged NPC I try to restore the fatigue up to +10 (for example) to awake the NPC but the token continue to decrease fatigue and it become unconsious later.

 

So, the solution would be to remove the token myself but that means that I must add code specially to manage an external mod effect, which is a bad solution.

 

So, if easy, could you add in the token some code after setting the fatigue under 0 indicating that if on a next frame it came back up to +10 (for example) there has been a divine intervention and the token must be removed? :P

Ah that is because the drug is still in the victims system.

I think you can either add a similar quantity of NoDoze to cancel it out or reduce the amount of drug in the victims system by reducing the NX_variable for that drug to zero.

The amount of drug still in their system determines how long they are knocked out for.

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Thanks for the update.

 

I encounter another problem during my current dev : It seems that when you eat a sleep pill a token is used, decreasing the fatigue and maintening it under 0 for a certain duration.

 

The problem is that when I want to enslave the drugged NPC I try to restore the fatigue up to +10 (for example) to awake the NPC but the token continue to decrease fatigue and it become unconsious later.

 

So, the solution would be to remove the token myself but that means that I must add code specially to manage an external mod effect, which is a bad solution.

 

So, if easy, could you add in the token some code after setting the fatigue under 0 indicating that if on a next frame it came back up to +10 (for example) there has been a divine intervention and the token must be removed? :P

Ah that is because the drug is still in the victims system.

I think you can either add a similar quantity of NoDoze to cancel it out or reduce the amount of drug in the victims system by reducing the NX_variable for that drug to zero.

The amount of drug still in their system determines how long they are knocked out for.

 

 

Sure, I can remove the token too, but I don't want to code to adapt to any other mod (not specially yours, generally :) ) cause I'll use only vanilla stuff and want to be the most compatible with all mods.

 

For now it seems that setting the fatigue at +150 it lets time for drug to evacuate so I'll let as it is and will see.

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Thanks for the update.

 

I encounter another problem during my current dev : It seems that when you eat a sleep pill a token is used, decreasing the fatigue and maintening it under 0 for a certain duration.

 

The problem is that when I want to enslave the drugged NPC I try to restore the fatigue up to +10 (for example) to awake the NPC but the token continue to decrease fatigue and it become unconsious later.

 

So, the solution would be to remove the token myself but that means that I must add code specially to manage an external mod effect, which is a bad solution.

 

So, if easy, could you add in the token some code after setting the fatigue under 0 indicating that if on a next frame it came back up to +10 (for example) there has been a divine intervention and the token must be removed? :P

Ah that is because the drug is still in the victims system.

I think you can either add a similar quantity of NoDoze to cancel it out or reduce the amount of drug in the victims system by reducing the NX_variable for that drug to zero.

The amount of drug still in their system determines how long they are knocked out for.

 

 

Sure, I can remove the token too, but I don't want to code to adapt to any other mod (not specially yours, generally :) ) cause I'll use only vanilla stuff and want to be the most compatible with all mods.

 

For now it seems that setting the fatigue at +150 it lets time for drug to evacuate so I'll let as it is and will see.

 

You don't need to remove the token or anything just set the NX_Variable for the drug in the actors system to zero and the token will remove itself. Setting the NX_Variable to zero won't require you to make drugging a master. Setting Fatigue might work but there can be varying amounts of drug in the system and you might find it pulls it back to zero again after 5 minutes.The sleeping drugs do a big hit to fatigue when first used but also continue with a gradual effect till they reach zero.
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  • 1 month later...

YOUR MOD HAS MADE MY GUNS USELESS!!!!!!!!!

I switch to one of your ammo types and then Suddednly I get stuck into Only using those ammo types and No matter what i do I Can't change to standard ammo. Can't do it with the hotkey, Can't do it manually in the menu the Mod has Turned my GUNS INTO USELESS STICKS!!!!!

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YOUR MOD HAS MADE MY GUNS USELESS!!!!!!!!!

I switch to one of your ammo types and then Suddednly I get stuck into Only using those ammo types and No matter what i do I Can't change to standard ammo. Can't do it with the hotkey, Can't do it manually in the menu the Mod has Turned my GUNS INTO USELESS STICKS!!!!!

Thanks for your highly informative bug report for an issue no one else of over 300 user has reported in a 3 month period...............

 

Have a nice day

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YOUR MOD HAS MADE MY GUNS USELESS!!!!!!!!!

I switch to one of your ammo types and then Suddednly I get stuck into Only using those ammo types and No matter what i do I Can't change to standard ammo. Can't do it with the hotkey, Can't do it manually in the menu the Mod has Turned my GUNS INTO USELESS STICKS!!!!!

Thanks for your highly informative bug report for an issue no one else of over 300 user has reported in a 3 month period...............

 

Have a nice day

 

 Well I've found a fix. just reload a save and the gun returns to default ammo. then i can dump out the new ammo so it doesn't happen again.

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So I went to try it out after seeing the "bug report" and I hate to say that I'm experiencing the same thing. I load up the sleep/tranquilizer ammo I bought off a merchant in a 10mm pistol and I can't switch out the ammo through the normal swap ammo key. I have all requirements set up and working.

 

Load Order:

 

00  FalloutNV.esm
01  DeadMoney.esm
02  HonestHearts.esm
03  OldWorldBlues.esm
04  LonesomeRoad.esm
05  GunRunnersArsenal.esm
06  YUP - Base Game + All DLC.esm
07  JIP Selective-Fire.esm
08  OFT_Merge_All.esm
09  New Vegas Redesigned 3.esm
0A  FCOMaster.esm
0B  Sexout.esm
0C  SexoutCommonResources.esm
0D  SexoutSoliciting.esm
0E  Gomorrah Redesigned.esp
0F  Lings.esm
10  MikotoBeauty.esm
11  SexoutSlavery.esm
12  SexoutTryout.esm
13  T6M NPC NV.esm
14  WMR.esm
15  SexoutPregnancyV3.esm
16  SexoutOffSpring.esm
17  Fertile Breeder.esp
18  T6M Equipment Replacer NV.esm
19  Another-Kick-in-the-Head.esm
1A  SexoutWorkingGirl.esp
1B  FBFarm.esp
1C  Project Nevada - Core.esm
1D  Project Nevada - Equipment.esm
1E  CFWNV.esm
1F  The New Bison Steve Hotel.esm  [Version 107]
20  The Crucified.esm
21  Project Nevada - Rebalance.esp
22  Project Nevada - Cyberware.esp
23  SexoutStore.esm
24  FBCaptured.esp
25  Clean-Deluxe FNV.esm
26  Project Nevada - Extra Options.esm
27  SexoutDrugging.esm
28  UnethicalDeeds.esm
29  oHUD.esm
++  YUP - NPC Fixes (Base Game + All DLC).esp
2A  Radar.esp
2B  CASM with MCM.esp
2C  Clean-Deluxe FNV Merge - All DLC.esp
2D  New Vegas Redesigned 3.esp
2E  Cass alternate version.esp
2F  Project Nevada - Rebalance Complete.esp
30  Project Nevada - All DLC.esp
31  EVE FNV - ALL DLC.esp
32  PrnOut.esp
33  WeaponModsExpanded.esp
34  WMX-DLCMerged.esp
35  CFW-PN-DLC.esp
36  CFW-PN.esp
++  CFW-DLC.esp
37  christinecos.esp
38  dD - Enhanced Blood Main NV.esp
39  Dynamic Quantity Prompt.esp
3A  SexoutSpunk.esp
3B  DynamiCamera.esp
3C  Fatigue - Loot the Unconscious.esp
3D  Fatigue - Weapons Fatigue Damage.esp
++  FCO - Mikoto Patch.esp
++  GRA WRP Compatibility Patch.esp
++  HH - Removable Female Companion Outfits.esp
3E  SexoutSound.esp
3F  HZBagOfHolding.esp
40  JIP Companions Command & Control.esp
++  SexoutLust - oHUD.esp
41  JIP Fast-Travel Anywhere.esp
42  DarNifiedUINV.esp
++  LingsPrettyThings.esp
43  SexoutConsequences.esp
44  SexoutFleshedOut.esp
45  NewVegasExtendedMapMarkers.esp
46  populatedcasino.esp
47  Type3MClothing.esp
48  XFO - 4bb - Perks - Two per level.esp
49  1nivVSLArmors.esp  [Version 1.2]
4A  1nivPNSLPatch.esp  [Version 1.2]
4B  SunnyCompanion.esp
4C  Sexout-Wear-And-Tear.esp
4D  SexoutSoliciting-DLC.esp
4E  SexoutSS_C.esp
4F  Sexout-Another-Kick-Extension.esp
50  Geonoxhardenedarmor.esp
51  HY_WasteWar2.esp
52  Kaw'sBodyJewelryExpanded.esp
53  OutfitConversionsT6MT6BBTN.esp
54  SBVenomousArmor.esp
55  XVSharlArmour.esp
56  TG Blackwidow t6m.esp
57  MikotoBeauty.esp
58  AradiaKatoArmor.esp
**  MiscItemIconsNV.esp
59  NeotropicsWeaponDisplay.esp
5A  ShadesXIarmor.esp
5B  Neckchains.esp
5C  SexoutClothingEval.esp
5D  PinkPrincessSuitEN.esp
5E  Mojave Pimp.esp
5F  SexoutCheckMeOut.esp
++  PlayableCompanionClothes.esp
60  Project Nevada - Cyberware Additions.esp
61  Project Nevada - WMX.esp
62  Project Nevada - EVE All DLC.esp
63  Women of New Vegas - Billboards.esp
64  Odins Magazines.esp
65  psychoelfs char editor.esp
66  Sexout-Amra.esp
67  SexoutPosNew.esp
68  Shotgun Commando.esp
69  SmallerTalk.esp
6A  BodyMorphPlugin.esp
6B  T6M Dead Money Armor.esp
6C  T6M Old World Blues Replace PN.esp
6D  BodyMorph.esp
6E  The Mod Configuration Menu.esp  [Version 1.5]
6F  The Weapon Mod Menu.esp  [Version 1.2]
70  Type3MClothing_HH.esp
71  ItemBrowser.esp
72  Type3MClothing_OWB.esp
73  Wild Wasteland Integration.esp
74  WMR - WMX Edition.esp
**  WMX-ArenovalisTextures.esp
++  WMX-EVE-AllDLCMerged.esp
++  WMX-ShotgunCommando.esp
75  RaceBodyMorph.esp
76  SexoutAnimManagement.esp
77  FlashlightNVSE.esp
78  pipboy2500_edisleado.esp
79  Bashed Patch, 0.esp

 

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