Halstrom Posted March 7, 2015 Posted March 7, 2015 OK if we are going to have a drug for Semen volume, we need a lore friendly cheesy 50's name for it. Also need a name for a male potency drug.
van_gelis Posted March 7, 2015 Posted March 7, 2015 Vaiagra,Cyanooze,Spunker,Great Balls of Blue,Rocketeer,Santa Lopez,Blue Sandy Lopez(B.S.L),Magna Sum,Rita Volume,Wood Day Long,Hyper Volume,Volumeizer,Inflationer, i could go on for eve....r
Halstrom Posted March 8, 2015 Posted March 8, 2015 Cool some of them sound good , do we have any seconds for them or others?
NicoleDragoness Posted March 8, 2015 Posted March 8, 2015 Went into a funny issue while searching in the Nipton's Major House. After I've killed some legion dogs, I clearly noticed a message that said: "Dead Prospector drinks some Whiskey". WOW! A drunken ghost?
Halstrom Posted March 8, 2015 Posted March 8, 2015 Damn forgot to add an GetDead check Update 20150309.1: Added GetDead and GetKnockedState checks to stop drug use by non capable actors.
Halstrom Posted March 10, 2015 Posted March 10, 2015 Update 20150310.1: Added Abisithe and Irradiated Whiskey, missed them somehow.
spoonsinger Posted March 16, 2015 Posted March 16, 2015 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).
Halstrom Posted March 27, 2015 Posted March 27, 2015 Update 20150328.1: Added SetIsPlayable option for tokens when Debugging turned on Reduced the chances of NPC's drinking alcohol in their inventory Prep work for it's own MCM
NicoleDragoness Posted April 4, 2015 Posted April 4, 2015 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.
Halstrom Posted April 4, 2015 Posted April 4, 2015 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.
Halstrom Posted May 8, 2015 Posted May 8, 2015 Update 20150509.1: Added support to SetUnconsious flags to SleepEz, NoDoze & Alcohol when Fatigue reaches 0 Added SCR Update message
Strec Posted May 10, 2015 Posted May 10, 2015 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?
Halstrom Posted May 10, 2015 Posted May 10, 2015 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? 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.
Strec Posted May 10, 2015 Posted May 10, 2015 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? 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.
Halstrom Posted May 10, 2015 Posted May 10, 2015 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? 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.
Halstrom Posted May 10, 2015 Posted May 10, 2015 Ok, I did not understand well so I'll try that, thanks Yeah just do: rActor.NX_SetEVFl "SOD:fSleepEz" 0 and they should wake up and the token will remove itself.
Riderofanarchy Posted July 4, 2015 Posted July 4, 2015 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!!!!!
Halstrom Posted July 4, 2015 Posted July 4, 2015 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
Riderofanarchy Posted July 5, 2015 Posted July 5, 2015 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.
Mickster Posted July 5, 2015 Posted July 5, 2015 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.esm01 DeadMoney.esm02 HonestHearts.esm03 OldWorldBlues.esm04 LonesomeRoad.esm05 GunRunnersArsenal.esm06 YUP - Base Game + All DLC.esm07 JIP Selective-Fire.esm08 OFT_Merge_All.esm09 New Vegas Redesigned 3.esm0A FCOMaster.esm0B Sexout.esm0C SexoutCommonResources.esm0D SexoutSoliciting.esm0E Gomorrah Redesigned.esp0F Lings.esm10 MikotoBeauty.esm11 SexoutSlavery.esm12 SexoutTryout.esm13 T6M NPC NV.esm14 WMR.esm15 SexoutPregnancyV3.esm16 SexoutOffSpring.esm17 Fertile Breeder.esp18 T6M Equipment Replacer NV.esm19 Another-Kick-in-the-Head.esm1A SexoutWorkingGirl.esp1B FBFarm.esp1C Project Nevada - Core.esm1D Project Nevada - Equipment.esm1E CFWNV.esm1F The New Bison Steve Hotel.esm [Version 107]20 The Crucified.esm21 Project Nevada - Rebalance.esp22 Project Nevada - Cyberware.esp23 SexoutStore.esm24 FBCaptured.esp25 Clean-Deluxe FNV.esm26 Project Nevada - Extra Options.esm27 SexoutDrugging.esm28 UnethicalDeeds.esm29 oHUD.esm++ YUP - NPC Fixes (Base Game + All DLC).esp2A Radar.esp2B CASM with MCM.esp2C Clean-Deluxe FNV Merge - All DLC.esp2D New Vegas Redesigned 3.esp2E Cass alternate version.esp2F Project Nevada - Rebalance Complete.esp30 Project Nevada - All DLC.esp31 EVE FNV - ALL DLC.esp32 PrnOut.esp33 WeaponModsExpanded.esp34 WMX-DLCMerged.esp35 CFW-PN-DLC.esp36 CFW-PN.esp++ CFW-DLC.esp37 christinecos.esp38 dD - Enhanced Blood Main NV.esp39 Dynamic Quantity Prompt.esp3A SexoutSpunk.esp3B DynamiCamera.esp3C Fatigue - Loot the Unconscious.esp3D Fatigue - Weapons Fatigue Damage.esp++ FCO - Mikoto Patch.esp++ GRA WRP Compatibility Patch.esp++ HH - Removable Female Companion Outfits.esp3E SexoutSound.esp3F HZBagOfHolding.esp40 JIP Companions Command & Control.esp++ SexoutLust - oHUD.esp41 JIP Fast-Travel Anywhere.esp42 DarNifiedUINV.esp++ LingsPrettyThings.esp43 SexoutConsequences.esp44 SexoutFleshedOut.esp45 NewVegasExtendedMapMarkers.esp46 populatedcasino.esp47 Type3MClothing.esp48 XFO - 4bb - Perks - Two per level.esp49 1nivVSLArmors.esp [Version 1.2]4A 1nivPNSLPatch.esp [Version 1.2]4B SunnyCompanion.esp4C Sexout-Wear-And-Tear.esp4D SexoutSoliciting-DLC.esp4E SexoutSS_C.esp4F Sexout-Another-Kick-Extension.esp50 Geonoxhardenedarmor.esp51 HY_WasteWar2.esp52 Kaw'sBodyJewelryExpanded.esp53 OutfitConversionsT6MT6BBTN.esp54 SBVenomousArmor.esp55 XVSharlArmour.esp56 TG Blackwidow t6m.esp57 MikotoBeauty.esp58 AradiaKatoArmor.esp** MiscItemIconsNV.esp59 NeotropicsWeaponDisplay.esp5A ShadesXIarmor.esp5B Neckchains.esp5C SexoutClothingEval.esp5D PinkPrincessSuitEN.esp5E Mojave Pimp.esp5F SexoutCheckMeOut.esp++ PlayableCompanionClothes.esp60 Project Nevada - Cyberware Additions.esp61 Project Nevada - WMX.esp62 Project Nevada - EVE All DLC.esp63 Women of New Vegas - Billboards.esp64 Odins Magazines.esp65 psychoelfs char editor.esp66 Sexout-Amra.esp67 SexoutPosNew.esp68 Shotgun Commando.esp69 SmallerTalk.esp6A BodyMorphPlugin.esp6B T6M Dead Money Armor.esp6C T6M Old World Blues Replace PN.esp6D BodyMorph.esp6E The Mod Configuration Menu.esp [Version 1.5]6F The Weapon Mod Menu.esp [Version 1.2]70 Type3MClothing_HH.esp71 ItemBrowser.esp72 Type3MClothing_OWB.esp73 Wild Wasteland Integration.esp74 WMR - WMX Edition.esp** WMX-ArenovalisTextures.esp++ WMX-EVE-AllDLCMerged.esp++ WMX-ShotgunCommando.esp75 RaceBodyMorph.esp76 SexoutAnimManagement.esp77 FlashlightNVSE.esp78 pipboy2500_edisleado.esp79 Bashed Patch, 0.esp
zippy57 Posted July 5, 2015 Posted July 5, 2015 Ammo types sticking is a known engine bug. It has nothing to do with this mod.
Halstrom Posted July 5, 2015 Posted July 5, 2015 There is also one weapon mod that does something weird like emptying all the ammo lists and putting them back in again, I can't remember what it is but if cause my added ammo not to be usable.
Riderofanarchy Posted July 5, 2015 Posted July 5, 2015 There is also one weapon mod that does something weird like emptying all the ammo lists and putting them back in again, I can't remember what it is but if cause my added ammo not to be usable. Is the name "Weapon mods Expanded" Perhaps?
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