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Posted

If you would like some Non Canon personal lore for why super mutants are now seeking breeders, my own story is that the "FORCED" evolutionary virus no longer needs the forced part. The FEV was originally made for Super soldiers to survive in highly radioactive enviroments, and now that the mutants are able to live safely in the radiation, the virus is evolving naturally and re-enabling their fertility to make sure the species can survive and the Virus can spreed and pass onto others. Of cause the Generation 2 and 3 super mutants don't really understand what is happening to them as they are essentially going through a different form of puberty and are following their instincts to mate. This help explain why the super mutants seem to be expanding rather than diminishing as no matter what strain of FEV was used, after a couple of hundred of years it has been guiding the mutants subconsciously as the FEV wants to survive just like every other living thing.  

Posted
On 7/24/2023 at 6:56 PM, vaultbait said:

Yep, the underlying problem is that the script in DD naively looks for the corresponding "scrap" MiscObject forms instead of actual Component forms (there's a different set of Papyrus functions for that). I'll stick a note in known bugs for now and make sure to add plenty of actual scrap as well as post a patch in the DD support topic to improve this in the next DD community version.

 

I've posted a hotfix to the DD support topic, if anyone wants to be able to make parasite removal cream from arbitrary junk in your inventory without having to convert it all to scrap first. I'll add it to the known bugs post too, until there's a new DD that solves the problem.

Posted (edited)

@vaultbait OK, gotta little quirk here. I went thru the breeding pit, escaped after doing all the stuff there except the druggy part. Didn't find out you needed to do a bunch of drugs or sleep 4 times in a druggy bed to get that part. Now the problem, I got preggo by a ghoul (non-feral) and tried to use a contraceptive pill to abort it that I purchased in Bunker Hill and got the gagging message and saw that the pill didn't show up as being "on the pill" in my stats. Sooooo I went to the doc to get the abort and got a message that from what she can see it's unsafe to get the abortion ....... now I know this was "aimed" at preventing you from escaping the breeding pit and aborting any super-mutant babies but the fact that it prevents ALL abortions is just a bit much. There needs to be some kind of check to allow the abortion if the "baby" isn't fathered by a super-mutant. I know when you check the status of your pregnancy fpe does tell you the "race" of the father so there should be a way to check that and if the father's race isn't super-mutant allow the pill and/or doctors to proceed as normal and have the abortion.

 

Other than that I think the mod is great and will be one of my standard mods for any future loads.

Keep up the great work it is appreciated :)

Edited by Oldwolf58
Posted
4 hours ago, Oldwolf58 said:

@vaultbait OK, gotta little quirk here. I went thru the breeding pit, escaped after doing all the stuff there except the druggy part. Didn't find out you needed to do a bunch of drugs or sleep 4 times in a druggy bed to get that part. Now the problem, I got preggo by a ghoul (non-feral) and tried to use a contraceptive pill to abort it that I purchased in Bunker Hill and got the gagging message and saw that the pill didn't show up as being "on the pill" in my stats. Sooooo I went to the doc to get the abort and got a message that from what she can see it's unsafe to get the abortion ....... now I know this was "aimed" at preventing you from escaping the breeding pit and aborting any super-mutant babies but the fact that it prevents ALL abortions is just a bit much. There needs to be some kind of check to allow the abortion if the "baby" isn't fathered by a super-mutant. I know when you check the status of your pregnancy fpe does tell you the "race" of the father so there should be a way to check that and if the father's race isn't super-mutant allow the pill and/or doctors to proceed as normal and have the abortion.

 

Other than that I think the mod is great and will be one of my standard mods for any future loads.

Keep up the great work it is appreciated :)

 

It's a side effect of being on Mommy-O (along with increased fertility, etc). When it wears off you'll be able to use contraceptive pills (and condoms again, your latex allergy will subside), but you'll be stuck carrying that current pregnancy to term. You'll be able to abort the next pregnancy as long as you aren't under the effects of Mommy-O at the time you get knocked up. It works by periodically checking to see if you're pregnant while under the effects of the drug, and then advancing the abort quest to the stage where it's no longer safe to have an abortion. So if you find out you're pregnant while on Mommy-O, or get injected with Mommy-O before you have an opportunity to get to a doctor, you won't be able to safely get an abortion. Definitely an intentional result of the fertility drug.

Posted

just a quick note, played the most recent version (0.92) last night, everything working right so far.

do LIKE what you did with the tentacle traps.

do have the stalkers turned on but have not seen any patrols or stalkers yet as i just escaped the Breeding Pit.

the Supermutants did a number on me, i made it out pregnant, addicted to supermutant cum, level 3 perverted to supermutants, and broken (Supermutant's Bitch),

and highly susceptible to hypnosis.

 

so far the mod is good (not quite at great level yet but the promise is definitely there (just need the story to progress and i know you have plans for that).

thanks for all your hard work.

 

 

Posted
1 hour ago, valcon767 said:

just a quick note, played the most recent version (0.92) last night, everything working right so far.

do LIKE what you did with the tentacle traps.

do have the stalkers turned on but have not seen any patrols or stalkers yet as i just escaped the Breeding Pit.

the Supermutants did a number on me, i made it out pregnant, addicted to supermutant cum, level 3 perverted to supermutants, and broken (Supermutant's Bitch),

and highly susceptible to hypnosis.

 

so far the mod is good (not quite at great level yet but the promise is definitely there (just need the story to progress and i know you have plans for that).

thanks for all your hard work.

 

Thanks for the feedback!

 

The stalkers (and random encounter groups) in 0.9.2 are rare so that they hopefully shouldn't get annoying. There are ways to increase the chances of getting them though:

 

Having a lot of female human followers (for example freed Commonwealth Captives or companions), walking around naked, having a high size queen rating, being under the effects of Mommy-O... since you're using FPE that pregnancy is currently reducing your chances but once you give birth it will go back up and if you become fertile it will go up even more... if you use Get Dirty then being filthy will increase your chances too, as will being fat with Unhealthy Craving.

 

In 0.9.3 I'm also adding frequency sliders in MCM so you can increase the base chances of patrols and stalkers in case you're just a glutton for punishment.

Posted (edited)
9 hours ago, ImAshametobehere said:

When can we get a male POV? 

I understand it might be difficult but there r some mods that turn super mutants into females. Here r some that I know and use.

https://www.nexusmods.com/fallout4/mods/56790

https://www.nexusmods.com/fallout4/mods/16322

 

If you want your male player character to get fucked up the ass by horny super mutants, and maybe even get "pregnant" somehow (FPE/FPER have support for that and some male body replacers do have a pregnancy slider) then it will probably still work if you have the right animation packs/patches for equivalent AAF scenes, though not all of the dialogue and references make sense in a male context. I did at least try to use gender-neutral terms like "hole" instead of "cunt" or whatever for internal monologue and descriptions, but vocabulary limitations being what they are there's only so many words available before they start to sound repetitive.

 

I've not played with female super mutant mods, nor am I particularly interested in doing so, but you might try to experiment with them and see how it works out? If you have any specific suggestions for minor alterations which don't over-complicate the mod then I'm open to considering them. As an example: I like my super mutants to be violent flesh-eating rapists and prefer that to be the default experience for this scenario, but I did add some small options for players who want them to be gentle teddy bears (gore cleanup activator, alternate stewpot without body parts in it, MCM toggle for some less-violent dreams).

 

Things I won't be doing include: making separate quests or different paths through quests which are male-player-specific, creating an alternate theme for the mod that doesn't involve super mutants impregnating humans (so a "humans impregnating super mutants" alternative is not happening unless someone maintains their own patch or fork for it), rewriting dialogue and redoing art to remove or make alternatives for references to super mutant penises, or really anything that means lots of extra maintenance work for me in order to support a separate theme and story for this.

 

I'm making a mod that I want to play, and sharing it with others. Small adjustments and features for things I won't use are potentially on the table, but lots of effort on parts I'll never want to play would not be enjoyable work and would take up valuable time I could spend adding more features I personally do want.

Edited by vaultbait
Posted
24 minutes ago, vaultbait said:

 

I'm making a mod that I want to play, and sharing it with others. Small adjustments and features for things I won't use are potentially on the table, but lots of effort on parts I'll never want to play would not be enjoyable work and would take up valuable time I could spend adding more features I personally do want.

This. Most mod authors, at least in the mature mod space, are pretty much making mods they want to play/experience, and they are stable enough and run well enough to be shared without too many issues, I think. I appreciate the effort they go through for the things they create, even if many of them never finish and realize their full potential. It's still better than nothing. If I knew how to mod, there are a few existing mods I would change a little/do differently. But I'm a dumdum :)

Posted
1 hour ago, MOTHbotexe said:

This. Most mod authors, at least in the mature mod space, are pretty much making mods they want to play/experience, and they are stable enough and run well enough to be shared without too many issues, I think. I appreciate the effort they go through for the things they create, even if many of them never finish and realize their full potential. It's still better than nothing. If I knew how to mod, there are a few existing mods I would change a little/do differently. But I'm a dumdum :)

 

That's where I was a year or so ago, before I started work on this mod, air-headed bimbo ditz to the max. I'd spent years making small adjustments or retreatment patches to other mods I enjoyed, but never embarked on making something I thought was really worth sharing with other players.

 

The learning curve was steep, but honestly there are so many good tutorials and so much documentation for it these days, not to mention all the amazing existing mods which I drew inspiration from and, as I gained a better grasp of the tools, figured out how to reverse-engineer so I could understand how they implemented a particular feature or mechanic similar to something I wanted to make.

 

It's been about 1.5 years into this mod-making journey now, and I'm definitely still learning new things every day.

Posted

Despite being on the new version and a fresh save, the unique NPCs in the breeding pit have no dialogue and aren't pregnant to various degree on arrival. I use FPE + addon. Anyone had this problem and found a solution ?

Posted

Just gave this a go. All that happens when I open the safe is I appear in the new area and then radiation rapdily kills me. I think it is coming from the Super Mutants as once I get some distance from them it eases. However, I can't keep my distance long enough to work out what is going on or find a way to be protected from rads.

Posted (edited)
38 minutes ago, Hormesis said:

Despite being on the new version and a fresh save, the unique NPCs in the breeding pit have no dialogue and aren't pregnant to various degree on arrival. I use FPE + addon. Anyone had this problem and found a solution ?

 

You activated the safe outside the vault to get there, right?

 

Each of those NPCs has a script attached to them which causes them to initially get set to varying degrees of pregnancy a few seconds after they load in. Use FPE's debug menu in MCM to check their pregnant states. Baby Factory should be the farthest along, around 7 months pregnant when you arrive I think. If you're suffering heavy script lag then it may take minutes, or might time out completely. Make sure you've given all your mods time to start up completely after exiting the vault before you activate the safe. If in doubt, SKK Script Lag latency detector may help you determine whether your mods' Papyrus scripts are lagging badly. Lots of events in this mod are script driven, so if you're suffering from a lot of of script execution latency then you may get odd behaviors.

 

The dialogues for Cow and Pig are set via aliases from their own unique (hidden/non-playable) utility quests, and should work even if scripts break for some reason. Note there is no audio recording for their voices, you need (possibly both kinds of) subtitles enabled in the game. If they're not talking to you at all, then something is pretty wrong.

Edited by vaultbait
Posted
12 minutes ago, ebbluminous said:

Just gave this a go. All that happens when I open the safe is I appear in the new area and then radiation rapdily kills me. I think it is coming from the Super Mutants as once I get some distance from them it eases. However, I can't keep my distance long enough to work out what is going on or find a way to be protected from rads.

 

Another user reported something similar a couple of pages back, but never answered my follow-up questions.

 

There are strong radiation hazards placed in the hallway adjacent to the space where you arrive. It's using the standard radiation hazard forms from the base game, so if you're using a mod that patches those to have a larger effect radius then you may be seeing radiation outside the range they were intended to cover. If you can confirm that's the case (and ideally let me know the mod), I can try to add some compatibility to 0.9.3, for example by using unique copies of those hazards with new form IDs so that whatever patch that is won't affect them.

Posted
10 hours ago, vaultbait said:

 

That's where I was a year or so ago, before I started work on this mod, air-headed bimbo ditz to the max. I'd spent years making small adjustments or retreatment patches to other mods I enjoyed, but never embarked on making something I thought was really worth sharing with other players.

 

The learning curve was steep, but honestly there are so many good tutorials and so much documentation for it these days, not to mention all the amazing existing mods which I drew inspiration from and, as I gained a better grasp of the tools, figured out how to reverse-engineer so I could understand how they implemented a particular feature or mechanic similar to something I wanted to make.

 

It's been about 1.5 years into this mod-making journey now, and I'm definitely still learning new things every day.

Personally, I just want a modified Violate, and maybe I will try to figure that out eventually. None of the other mods that have surrender settings really seem to work as well so far as I can find, so I just keep using Violate for the combat surrender. I wish it worked more like Harship, where maybe you could try to bargain, or offer  a blowie instead of them having their way with you, or caps, or chems, but maybe with much lower chance or whatever. Would also like if it had the dialog interludes like Hardship does during its lewd scenes. :)  But that's a dream for me at the time.

Posted
8 hours ago, vaultbait said:

 

Another user reported something similar a couple of pages back, but never answered my follow-up questions.

 

There are strong radiation hazards placed in the hallway adjacent to the space where you arrive. It's using the standard radiation hazard forms from the base game, so if you're using a mod that patches those to have a larger effect radius then you may be seeing radiation outside the range they were intended to cover. If you can confirm that's the case (and ideally let me know the mod), I can try to add some compatibility to 0.9.3, for example by using unique copies of those hazards with new form IDs so that whatever patch that is won't affect them.

To my knowledge I don't have anything to increase the power/range of rads. If I was to mess with rads, it would be to lower it so that things like Rad Morphing are slower.

Posted
18 hours ago, ebbluminous said:

Just gave this a go. All that happens when I open the safe is I appear in the new area and then radiation rapdily kills me. I think it is coming from the Super Mutants as once I get some distance from them it eases. However, I can't keep my distance long enough to work out what is going on or find a way to be protected from rads.

hmm something strange here.  i just ran a test and took a fresh out of vault nora and hit the safe, teleport worked right. did test 4 times (easy, normal, hard, survival)

and every time i teleported correctly and was not suffering any radiation until i moves closer to the radiation hazard. something in your game is changing either

Super Mutants or Radiation. as i do not have a mod that does what you are describing i cannot really be of further help, other than to suggest you check your

mods carefully for any that affect radiation and super mutants. 

 

i suspect it is a mod that made what the author considered a "minor tweak" (probably to super mutants) that is causing this issue. 

one possible way to test if it is super mutants or radiation that is modified would be to approach a radiated area (like Jalbert Brothers Disposal)

that normally does not have super mutants in it and see if the radiation hazard is expanded/harsher than usual.

 

if approaching a radiation hazard area and it acts normal then that tells you that a mod is affecting super mutants, but if it acts strangely then you know something is 

affecting radiation itself.  either way it will help narrow down the cause and make it easier for you to check your mods to find the culprit.

 

hopefully this helps you find the cause of your problem.

 

Posted

@vaultbait

just to let you know that the "Super Mutant Patrols" will find you, even in area that normally would not have super mutants,  during "Alice in Wasteland" quest from

Cursed Wasteland mod i was in process of getting out of Bad Belinda's base when they showed up, which did make for a wild ride. 

 

as far as i can tell everything worked correctly.  the raiders in the base were fighting both the super mutants and me (normal behavior), the Super Mutant Patrol

did what super mutants do and killed raiders very fast and messed with me as well. 

 

my PC's PTSD/Perversion kicked in and she surrendered to the Super Mutant Patrol so fast i barely even realized they were there before she surrendered. 

as she has both Super Mutant's Bitch and fully cemented Perversion (level 3) and had not "been" with a super mutant in a while it was not surprising that she

surrendered so fast.  the patrol acted correctly after the scenes finished following Violate settings (they were not hostile while i was naked and unarmed, as they

hit me with Mommy-O and i am currently 6 months pregnant from the Breeding Pit).  i did have to go get a gun and take them out afterwards as they had

taken all my normal gear and i wanted my stuff back (including 2 weapons from MHK that i use a lot).

 

very NICE work.  :)

waiting as patiently as i can for the next upgrades.

 

 

Posted
13 hours ago, MOTHbotexe said:

Personally, I just want a modified Violate, and maybe I will try to figure that out eventually. None of the other mods that have surrender settings really seem to work as well so far as I can find, so I just keep using Violate for the combat surrender. I wish it worked more like Harship, where maybe you could try to bargain, or offer  a blowie instead of them having their way with you, or caps, or chems, but maybe with much lower chance or whatever. Would also like if it had the dialog interludes like Hardship does during its lewd scenes. :)  But that's a dream for me at the time.

 

Violate was probably the first mod I ever edited locally for myself. I had a custom race from some other mod I wanted to include in the Violate's allowed races list, and spent a while figuring out installing the CK so I could get PapyrusCompiler working.

Posted
7 hours ago, ebbluminous said:

To my knowledge I don't have anything to increase the power/range of rads. If I was to mess with rads, it would be to lower it so that things like Rad Morphing are slower.

 

After activating the safe outside the vault, you should wake up sitting against a meat totem pole in the cavern. If you are seeing your radiation meter ticking, it may be from something else because the only sources of radiation in that cell are a series of hazards in the hallway past Baby Factory's cage.

 

There's a big sign warning about hazardous materials, and if you pass it heading toward all the glowing water and tipped-over waste barrels then you'll start to take a lot of rads quickly.

 

Another possibility: Are you using the Get Dirty mod? The teleport script from the safe advances time by 24 game hours in order to simulate you being unconscious for the entire journey, so maybe that was enough time for your dirt level to reach the point where you're taking radiation damage from not bathing? If that's the case, there are CWSS/BYOP showers in the back of that well-lit bathroom area you can see from where you wake up, and also a soap dispenser which will give you a bar of soap you can drop and activate for bathing as a fallback in case you don't have CWSS or BYOP installed.

Posted (edited)
2 hours ago, valcon767 said:

just to let you know that the "Super Mutant Patrols" will find you, even in area that normally would not have super mutants,  during "Alice in Wasteland" quest from

Cursed Wasteland mod i was in process of getting out of Bad Belinda's base when they showed up, which did make for a wild ride. 

 

The conditions for those are at least limited to being in the "Commonwealth" worldspace (so outdoors and not in one of the separate town or DLC worldspaces), can only happen at a pre-placed "random encounter" location designated for ambush/camp/chokepoint/scene/travel encounters (so not object encounters basically because those don't get reset) which don't have a keyword that indicates large actors should be excluded, and only if your size queen rating is at least "experienced" (MHK_SizeQueen global is >= 20.0) in order to avoid having it fire until you've already had sex with a few muties.

 

The stalkers have similar requirements to appear, except instead of spawning at random encounter locations there's a dice roll for each OnLocationChanged event, and if the roll succeeds then there's a brief but random delay after which a stalker is spawned behind the player (far enough back that they should be out of camera view) with a package to continually track down the player until their timer expires (duration is also based on the chances of appearing) or they're dead. In either event, once the player is far enough from the stalker, it's despawned and subsequent location changes once again have a chance to spawn a new stalker.

Edited by vaultbait
Posted
4 hours ago, vaultbait said:

 

The conditions for those are at least limited to being in the "Commonwealth" worldspace (so outdoors and not in one of the separate town or DLC worldspaces), can only happen at a pre-placed "random encounter" location designated for ambush/camp/chokepoint/scene/travel encounters (so not object encounters basically because those don't get reset) which don't have a keyword that indicates large actors should be excluded, and only if your size queen rating is at least "experienced" (MHK_SizeQueen global is >= 20.0) in order to avoid having it fire until you've already had sex with a few muties.

 

ok now it makes sense as there is a "commonwealth ambush" point just outside that specific base.  that ambush point is a touch east and a little bit n of Vault 81.

they probably followed me into the base and i just didn't see or know they were in the area.  i do happen to know (in my game at least) that cell does not have the

keyword to exclude large actors.  the reason i do know this is i used F04Edit to edit that cell because in it's default state it would mess up the ability to get Bunker Hill

as a settlement later (if you already had Bunker Hill as a settlement it did not affect it). i do usually clear that ambush point before going into the base.  this time it was

just a single robot and a ghoul.  usually there is more than a total of 2 mobs there.

 



image.jpeg.08a6fd3e1ab3920dd62ae39fabc0cc00.jpeg

when entering the base you are not quite certain to trigger the ambush point 100% of the time, its more like 99%.

 

A is the Base Entrance

B is Chestnut Hills Reservoir

C is the ambush spawn point - in the yellow box roughly and it extends further to the left out of the picture.

 

Posted (edited)
15 minutes ago, valcon767 said:

they probably followed me into the base and i just didn't see or know they were in the area

 

The packages on the patrol muties are set to only follow you if you're fairly near the center marker for the encounter and in the Commonwealth worldspace. There may be some delay on them noticing when you change cells though, so it's possible for them to follow you into an interior (but they should pretty quickly decide to leave unless they're in combat).

 

Stalkers only follow while in the Commonwealth worldspace, but may similarly follow you into an interior before noticing you're no longer meeting the required worldspace condition.

 

Edit: If anyone knows how to set a package so that the actor won't go through a load door, I'll happily add that in the next update.

Edited by vaultbait
Posted
3 hours ago, vaultbait said:

 

After activating the safe outside the vault, you should wake up sitting against a meat totem pole in the cavern. If you are seeing your radiation meter ticking, it may be from something else because the only sources of radiation in that cell are a series of hazards in the hallway past Baby Factory's cage.

 

There's a big sign warning about hazardous materials, and if you pass it heading toward all the glowing water and tipped-over waste barrels then you'll start to take a lot of rads quickly.

 

Another possibility: Are you using the Get Dirty mod? The teleport script from the safe advances time by 24 game hours in order to simulate you being unconscious for the entire journey, so maybe that was enough time for your dirt level to reach the point where you're taking radiation damage from not bathing? If that's the case, there are CWSS/BYOP showers in the back of that well-lit bathroom area you can see from where you wake up, and also a soap dispenser which will give you a bar of soap you can drop and activate for bathing as a fallback in case you don't have CWSS or BYOP installed.

Yeah it was Get Dirty.

I installed it and the additional effects mod for the first time when I installed MHK. Tried without it and it was fine :) Cheers for the pointer.

Posted
1 hour ago, ebbluminous said:

Yeah it was Get Dirty.

I installed it and the additional effects mod for the first time when I installed MHK. Tried without it and it was fine :) Cheers for the pointer.

 

You can disable GD's hardcore radiation mode in its MCM. There's a popular patch mod which reduces the radiation damage from it by an order of magnitude, but doesn't work with the latest GD version. It's on my todo list to publish a replacement for that since the original creator is MIA, but only so many perverted hours in my day...

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