PhoenixDragon Posted August 1, 2023 Posted August 1, 2023 I like the mod so far but I seem to be missing the mutie triple penetration animation, where can I find the I have all the recommended packs but that one isn't in it.
vaultbait Posted August 1, 2023 Author Posted August 1, 2023 34 minutes ago, PhoenixDragon said: I like the mod so far but I seem to be missing the mutie triple penetration animation, where can I find the I have all the recommended packs but that one isn't in it. It's from Savage Cabbage's animation pack, there are two unstaged positions for three super mutants and a human female (one is triple penetration, one is DP plus oral). The catch is that it's exclusively a "furniture" animation and uses the broken wooden double bed like the one at the back of the breeding pit where the other beds are.
PhoenixDragon Posted August 1, 2023 Posted August 1, 2023 1 hour ago, vaultbait said: It's from Savage Cabbage's animation pack, there are two unstaged positions for three super mutants and a human female (one is triple penetration, one is DP plus oral). The catch is that it's exclusively a "furniture" animation and uses the broken wooden double bed like the one at the back of the breeding pit where the other beds are. Found it, the eternal bane to mod users..... load order...
LatencyRemix Posted August 1, 2023 Posted August 1, 2023 9 hours ago, ebbluminous said: I have a TWB for the base outfits - They work, it is my character when wearing nothing that does not work Try rebuidling TWB body by it self in bodyslide, or TWB 3bbb body if you use that, if you batch build you might have just chose a wrong body to use. I use TWB 3B and works fine, except the 3B body is a tad bit bigger than when clothed for some reason
ebbluminous Posted August 1, 2023 Posted August 1, 2023 18 minutes ago, LatencyRemix said: Try rebuidling TWB body by it self in bodyslide, or TWB 3bbb body if you use that, if you batch build you might have just chose a wrong body to use. I use TWB 3B and works fine, except the 3B body is a tad bit bigger than when clothed for some reason Already tried, no luck
MOTHbotexe Posted August 2, 2023 Posted August 2, 2023 (edited) On 8/1/2023 at 8:39 AM, vaultbait said: Yeah, that's definitely something I've been wanting to add. It's waiting on me to get a better grip on dialogue management in the CK, but expect it at some point. Also they might take you to other locations, depending on circumstances (and what new locations or exits I've added to the mod by the time I do that). It would be interesting to see something like Bound in public integration, or a similar system only for the Muties, where if they take you to the pit, or to a different mutie camp, you are bound for public use by the Big Greenies for so many rounds, or even until a sex unil exhaustion type event occurs, then you wake up on a mattress or in a cage and can breed more, or try to escape or whatever your deviant heart desires. (Not trying to suggest stuffs really, just personal musings on what would be interesting. There is so much potential in all these different mods that could be combined, but it will likely never happen.) Edited August 2, 2023 by MOTHbotexe
vaultbait Posted August 2, 2023 Author Posted August 2, 2023 54 minutes ago, MOTHbotexe said: It would be interesting to see something like Bound in public integration, or a similar system only for the Muties, where if they take you to the pit, or to a different mutie camp, you are bound for public use by the Big Greenies for so many rounds, or even until a sex unil exhaustion type event occurs, then you wake up on a mattress or in a cage and can breed more, or try to escape or whatever your deviant heart desires. (Not trying to suggest stuffs really, just personal musings on what would be interesting. There is so much potential in all these different mods that could be combined, but it will likely never happen.) I thought about BIP, but for the moment there are no restraint animations for super mutants. Maybe that's something that can be hacked together with SAMFormer similar to what SpicyDoritos did for their new animation mash-up pack though it's a tall order which would take lots of time away from the other stuff I've got planned. For now, super mutant approachers in Harassment or aggressors in violate can still send you off to a BIP scenario anyway, you'll just only be abused by humans. I suppose I could add something similar, though it seems a bit duplicative when people can basically already get that experience by using those other mods (Violate covers the hostile muties case, Harassment covers the "friendly" muties case). Technically there already is a tiny bit of direct BIP integration in this mod, though it's only a temporary flag to tell it not to teleport the player out of the breeding pit at least until they progress the Milking Human Kindness quest to the stage where they have access to the exit ladder.
vranina Posted August 2, 2023 Posted August 2, 2023 A crazy idea popped into my head. I can take the raider pet mod and change the comments. Originally they were aimed at the heroine's relationship with raiders, and I'm going to change it to supermutants. Some kind of Diamond City security isn't happy about your connections with super mutants.
vaultbait Posted August 2, 2023 Author Posted August 2, 2023 18 minutes ago, vranina said: A crazy idea popped into my head. I can take the raider pet mod and change the comments. Originally they were aimed at the heroine's relationship with raiders, and I'm going to change it to supermutants. Some kind of Diamond City security isn't happy about your connections with super mutants. If you're going to do that, you can strip out most of RP. You really just need whatever quest or quests hold that added dialogue. If I do something similar, I'll probably add disparaging lines like that to more than just DC guards, and would want to make them vary a bit based on your size queen rating (they can smell the muties on you), whether you're on Mommy-O (obvious side effects like sweating and looking flushed), later stages of pregnancy, your degree of nudity and so on.
vaultbait Posted August 2, 2023 Author Posted August 2, 2023 36 minutes ago, ManTown247 said: wait how do i get my items back You're far from the first person to install and try this mod without reading the description. It links prominently to my hints post, but maybe not prominently enough? Anyway, from now on when someone asks a question that I've already answered in the FAPs I'm just going to save myself the time of retyping it and link there instead. See the very first question and its answer. 2
valcon767 Posted August 3, 2023 Posted August 3, 2023 just an fyi for people. i do have FPE (4.025), Wasteland Dairy/Wasteland Offspring running. wound up pregnant from one of the Muties in the Pit. curiosity got the better of me so i gave birth in the Pit, and use a "growth concoction" to advance from baby to child. that was interesting. the child was hostile to the Muties and they were hostile to the child. as they are all essential they end up fighting and none can die. it does make it hard to talk to the Muties. so i rolled back a slight bit and left child in Sanctuary, and slave Ack-Ack is raising him (she was the only settler there at the time). i know this is a faction issue and not your fault but thought i would mention it so people would know. do NOT leave children in the Pit. did this after fully finishing MHK. thanks again for the mod.
gooser Posted August 3, 2023 Posted August 3, 2023 Any ideas on this: muties all through the commonwealth and in the Pit are non-agro to me no matter what I do now - dressed or undressed, weapon equipped or not. They are friendly all over the place. Also, maybe related, Harassment will not engage if I have a weapon equipped.
vaultbait Posted August 3, 2023 Author Posted August 3, 2023 (edited) 9 hours ago, gooser said: Any ideas on this: muties all through the commonwealth and in the Pit are non-agro to me no matter what I do now - dressed or undressed, weapon equipped or not. They are friendly all over the place. Also, maybe related, Harassment will not engage if I have a weapon equipped. If you have a weapon equipped, normal super mutants should be aggressive to you regardless of what you're wearing or whether you're dosed with Mommy-O at the time. The way it works is that there is an ActiveEffect script which adds the player to and removes it from a custom faction that muties are non-hostile toward. It's conceivable that the faction removal somehow didn't happen when that effect wore off if the OnEffectFinish event was never caught by its script or the script somehow blew up at that point. I can try to add some safeguards to catch that if it's what's ended up happening, but probably the easiest workaround for now is to get dosed with Mommy-O again and see if things go back to normal when you equip a weapon. If it keeps happening and you can reproduce the problem, a Papyrus script log from the point at which the Mommy-O dose wore off might help narrow down the bug. Edited August 3, 2023 by vaultbait 1
vaultbait Posted August 3, 2023 Author Posted August 3, 2023 (edited) 17 hours ago, valcon767 said: i do have FPE (4.025), Wasteland Dairy/Wasteland Offspring running. wound up pregnant from one of the Muties in the Pit. curiosity got the better of me so i gave birth in the Pit, and use a "growth concoction" to advance from baby to child. that was interesting. the child was hostile to the Muties and they were hostile to the child. as they are all essential they end up fighting and none can die. it does make it hard to talk to the Muties. so i rolled back a slight bit and left child in Sanctuary, and slave Ack-Ack is raising him (she was the only settler there at the time). i know this is a faction issue and not your fault but thought i would mention it so people would know. do NOT leave children in the Pit. Correct. They're fine while still children, so if you see any you should tell them to go to one of your settlements. I also adjusted the unique NPCs in 0.9.2 so that any babies they give birth to will disappear from their inventories after a brief period, in order to avoid having them grow into children and then adults. The "friendly" muties in the pit don't have any special faction relationships, their assigned packages are just passive (except for the hounds, they toggle to an aggressive radius behavior whenever the player is clothed). I expect what's going on is that the settlers are initiating combat with them because of the faction hostility, and that causes the muties to retaliate. Edited August 3, 2023 by vaultbait
vaultbait Posted August 4, 2023 Author Posted August 4, 2023 (edited) 0.9.3 (2023-08-04) This is a beta release, keep a save before installing and expect bugs! New unmarked mini-quest to unlock a reusable Mommy-O injection machine, along with some more background story/lore-building in associated terminal entries. Added MCM toggle to disable the effects of Size Queen during sex: Sex Attributes arousal buffs from sex with muties, debuffs from humies, notifications about partners' sizes, orgasm prevention from Detach Gel. Replaced MCM toggle for mutie breeding patrols with two separate slider settings for patrol and stalker frequency. Adjusted stalker behavior to walk more slowly as they get closer to the player, and disallowed sandboxing/greeting/chatter. Unique muties and breeders in the pit are now marked essential instead of merely protected, in order to keep the player from accidentally killing any of them. Various OnActivate events in Actor scripts now check whether the attached ref is dead and act accordingly. Patched an annoying hole in the hospital basement mezzanine with debris, since NPCs kept falling through and on rare occasions it led to hung AAF scenes. Edit: I've updated the FAPs post to provide spoiler hints for the fertility treatment chair hidden mini-quest. Edited August 4, 2023 by vaultbait 3
vranina Posted August 4, 2023 Posted August 4, 2023 (edited) Reporting! I got through the pit quests with no problem. I got out and teleported to Sanctuary. The four mutants came after me and fought with Codesword. I relogged and teleported to the vault. They didn't come this time. I had brought some pit girls with me and decided to conquer the red rocket. I started building the essentials and went down to the entrance of the hole to get the oil I needed for the turrets. There, as if out of nowhere, a mutant teleports to me. He didn't want to talk. I entered the Red Rocket and built a turret. The mutant immediately attacked him. This provoked the settlers, who also attacked and killed him. Edited August 4, 2023 by vranina
RenFL2 Posted August 5, 2023 Posted August 5, 2023 10 hours ago, vaultbait said: Added MCM toggle to disable the effects of Size Queen during sex: Sex Attributes arousal buffs from sex with muties, debuffs from humies, notifications about partners' sizes, orgasm prevention from Detach Gel. Thank you!
MOTHbotexe Posted August 5, 2023 Posted August 5, 2023 For some reason, at least while I am in the pit in the newest version, and while using Commonwealth Moisturizer, it uses glowing green semen, even though all of my settings are for white. I tried uninstalling, reinstalling as well as manually removing the overlays in the looksmenu in game, but they keep showing up. Also, they don't clear when using the clean cum suit option. I haven't left the pit yet on my newest wasteland harlot so I cannot say if it happens outside of the pit or not.
vaultbait Posted August 5, 2023 Author Posted August 5, 2023 (edited) 18 hours ago, vranina said: I got out and teleported to Sanctuary. The four mutants came after me and fought with Codesword. I relogged and teleported to the vault. They didn't come this time. Their follow packages require you to be in one of the two cells from this mod. There's a bit of a delay in the package checking that condition for some reason, so they'll follow you up the ladder to West Everett Estates before heading back down to the pit on their own (unless one of them happens to have been picked by a mod like Harassment in which case he'll stick around until that mod is done with him). I thought I had the packages set to not teleport on player fast travel, but also the interior cells are set specifically to disallow fast travel out so you at least need to exit up the ladder (currently, until I add more exits to the caverns). I did observe them get teleported after a Harassment approach in the pit resulted in a Bound In Public scene, though I thought that was a result of my experimental patch that sequesters followers when BiP starts. Under what circumstances did the teleportation to Sanctuary happen? Did you immediately fast travel once you reached the surface, or were they still following you for a while before you teleported? I wonder if I should attach a script to the exit that teleports them to their "editor locations" on activation and forces them to reevaluate their packages (maybe after freezing them in place for a moment). 18 hours ago, vranina said: I had brought some pit girls with me and decided to conquer the red rocket. I started building the essentials and went down to the entrance of the hole to get the oil I needed for the turrets. There, as if out of nowhere, a mutant teleports to me. He didn't want to talk. I entered the Red Rocket and built a turret. The mutant immediately attacked him. This provoked the settlers, who also attacked and killed him. That sounds like either a stalker or maybe one from a breeding patrol that spawned at a nearby random encounter location (I'm not sure if there are any of those close enough to Red Rocket though). It didn't have the name of one of the unique super mutants from the breeding pit, right? If it was a stalker, it would have a name like "Lust-Crazed Mutie" and would be naked/unarmed. If it was a more typical clothed and armed super mutant then it was probably from a patrol instead. These are, basically, normal super mutants. They're stalking/hunting you for whatever nefarious purposes super mutants might have in mind. You settlers (and presumably turrets) will still be hostile to the mutants, even if the mutants are not hostile to you because you're dosed with Mommy-O and naked/unarmed or something. So just saying, sounds like this was probably working as expected, a random super mutant wandering into your settlement (whether or not it was sent by this mod) won't be welcomed by the residents. Edited August 5, 2023 by vaultbait
vaultbait Posted August 5, 2023 Author Posted August 5, 2023 13 hours ago, MOTHbotexe said: For some reason, at least while I am in the pit in the newest version, and while using Commonwealth Moisturizer, it uses glowing green semen, even though all of my settings are for white. I tried uninstalling, reinstalling as well as manually removing the overlays in the looksmenu in game, but they keep showing up. Also, they don't clear when using the clean cum suit option. I haven't left the pit yet on my newest wasteland harlot so I cannot say if it happens outside of the pit or not. Is it possible you also have Nebuchadnezzar's Scripted Cum Overlays, Ulfberto's UAP, Indarello's Patch for Animations, Polistro's AAF Patches or something similar which is adding cum overlays in addition to the cum meshes from CM? If so, either uninstall what's adding them or adjust its configuration (I remember SCO had a config option to make creature cum not be green).
valcon767 Posted August 5, 2023 Posted August 5, 2023 On 8/4/2023 at 1:42 PM, vranina said: I had brought some pit girls with me and decided to conquer the red rocket. I started building the essentials and went down to the entrance of the hole to get the oil I needed for the turrets. There, as if out of nowhere, a mutant teleports to me. He didn't want to talk. I entered the Red Rocket and built a turret. The mutant immediately attacked him. This provoked the settlers, who also attacked and killed him. 7 hours ago, vaultbait said: That sounds like either a stalker or maybe one from a breeding patrol that spawned at a nearby random encounter location (I'm not sure if there are any of those close enough to Red Rocket though). It didn't have the name of one of the unique super mutants from the breeding pit, right? If it was a stalker, it would have a name like "Lust-Crazed Mutie" and would be naked/unarmed. If it was a more typical clothed and armed super mutant then it was probably from a patrol instead. this sounds like either a random patrol/stalker or just a generic random encounter supermutant that followed you. not counting settlement attacker spawn points there are 2 random encounter locations very close to Red Rocket. 1 - located across the road from Red Rocket. this one is north and a touch east from Red Rocket on the opposite side of the road, but close enough that they will attack the settlement, even though they are not part of a "settlement attack". 2 - located east and a touch south from Red Rocket (between it and Concord but a touch south of a direct line drawing between them). if you are at the hole you are close enough to this random encounter point for mobs spawning there to see/become hostile to you. at location 1 about 75% of the time they will attack Red Rocket settlement if there is anything for them to trigger on (player, settleres, defenses, dogmeat, even other mobs like insects, etc). at location 2 the random encounter mobs usually do not come to Red Rocket (the spawn point is closer to Concord), but if you are at that hole in the ground they can come to you (if they are on the closer side of the encounter location). legend for picture - numbers are rough placements 1 - location 1 random encounter (usually Super Mutants, sometimes wild animals) 2 - location 2 random encounter (i usually see radroaches, ghouls and raiders mostly, but have seen other things) 3 - bloodbug spawn point (on brahmin corpse) they will usually ignore you if you are not very close and do not engage them 4 - arrow pointing towards Sanctuary, about 3/4 the way to the bridge is a spawn point that usually produces raiders (but can produce other stuff) things at this location should not see you if you are in the area pictured, but if you head towards Sanctuary they can (how soon depends on exact mob) A - Red Rocket main building B - hole in ground (rough location) locations 1-4 are not settlement attack spawn points. if you look closely at my settlement you can see i have 5 heavy machine gun turrets clustered at the end of the overhang, and there are 2 ground level heavy machine gun turrets located underneath the overhang giving me a total of 7 that i placed there specifically to take out super mutant patrols. i got tired of super mutant suiciders getting into my settlement and destroying stuff from that random encounter location spawn point. if you are on the yellow lined side of the red lines stuff at the random encounter locations can see you. stuff from location 1 will engage stuff they are hostile to on their side (including settlement building such as water pumps, turrets, etc). i have seen super mutants from location 1 come down and destroy a single water pump placed between the overhang and the road towards location 1. super mutants from location 1 have spotted and engaged player all the way to that red line on their side. stuff from location 2 might engage stuff they are hostile to if you are on the Concord side of the red lines. most times from what i have seen they tend to leave you alone as usually they move towards Concord.
vaultbait Posted August 5, 2023 Author Posted August 5, 2023 57 minutes ago, valcon767 said: 2 - location 2 random encounter (i usually see radroaches, ghouls and raiders mostly, but have seen other things) I'd have to pull up that area in the CK to be sure, but I think that one may be an "object" type random encounter. If it is, then it won't be used for breeding patrols (object encounters are supposed to result in permanent changes to the map, so don't reset). 58 minutes ago, valcon767 said: i got tired of super mutant suiciders getting into my settlement and destroying stuff from that random encounter location spawn point. I don't think patrols will include suiciders, since I fill the aliases for them with one ranged super mutant leveled actor and a varying number of melee super mutant leveled actors (as well as sometimes FEV hounds and, rarely, behemoths). That said, I wouldn't actually see them in playtesting because I always use Suicider Replacement (among other reasons, I find the beeping really distracting during AAF scenes).
vranina Posted August 5, 2023 Posted August 5, 2023 5 hours ago, vaultbait said: "Lust-Crazed Mutie" and would be naked/unarmed. If it was a more typical clothed and armed super mutant then it was probably from a patrol instead. That was it.
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