Freedom2017 Posted August 10, 2023 Posted August 10, 2023 I'm unable to get mutie patrol random encounter despite keeping the chances of it occuring at the max in the mcm setting...are there any pre requisite to trigger the random event
vaultbait Posted August 10, 2023 Author Posted August 10, 2023 6 hours ago, Freedom2017 said: I'm unable to get mutie patrol random encounter despite keeping the chances of it occuring at the max in the mcm setting...are there any pre requisite to trigger the random event It's mentioned in the description, but you need to have a Size Queen rating of "experienced" or higher. If your Size Queen rating drops to "curious" or "squeamish" then the mod will stop spawning them in order to avoid intruding for players who are focusing on other aspects of the game for a while. I suppose a big green dildo might be a nice future quest reward, to allow you to keep yourself primed and ready for their welcome advances. I've added it to my to do list. 1
vranina Posted August 11, 2023 Posted August 11, 2023 What exactly should the game look like with your mod? I'm trying to reason. Already at 1 level you enter the pit, complete the quests and exit. You wrote that it's not a good idea to max out the queen to play gradually. So I go out and there are no mutants or their dogs around me. Patrol well, you will meet on your way and they will annoy you. And dogs from where? I have two ideas. The first is to make a cage and catch a dog to use as a village guard. But this requires a lot of skills and a high level. Second idea - the mutant from Far Harbor who sells dogs, including a green mutant. You can use the console to go to him, buy a dog, and use the console to return to Sanctuary. There you can leave him guarding the village and use him. The patrols remain for the mutants. An option that failed for me is a supermutant workshop - the mutant settlers refuse to work with sexual harassment. However, they can be used through SEU. A second option is a slave - but this is only at Diamond City.
vaultbait Posted August 12, 2023 Author Posted August 12, 2023 (edited) 4 hours ago, vranina said: What exactly should the game look like with your mod? I'm trying to reason. Already at 1 level you enter the pit, complete the quests and exit. At that point you have the skills and equipment to be able to either work your way through the vanilla quests, or quests from other mods, or just explore and scavenge, all while naked. You have the means to transit mutant-controlled areas of the map without entering combat too (so long as you keep up with your medication and don't mind getting pregnant a lot). Paired with Hardship's menacing raiders and chill gunners that's basically a third major normally-hostile faction you no longer have to fight, opening you up to a greater variety of role playing options. 4 hours ago, vranina said: You wrote that it's not a good idea to max out the queen to play gradually. So I go out and there are no mutants or their dogs around me. Patrol well, you will meet on your way and they will annoy you. If you want to rush through the Expand Your Mind quest and complete all its objectives in the pit, you can. But it also might take a while and some repetition/grinding (in more than one sense). That quest is designed so that you can in theory just ignore it, and over time you'll unlock and complete its objectives anyway as long as you're regularly having sex with super mutants, FEV hounds and behemoths. That's one reason for the "breeding patrol" random encounters. There are already super mutant random encounters in the game, but they're fairly infrequent, so this gives you the option of increasing the frequency with which you run into more super mutants while out wandering around doing other things. 4 hours ago, vranina said: And dogs from where? The English language version of Fallout 4 calls them "FEV Hounds." They're the big, mutated, green dog-like creatures which often accompany super mutants. They'll start showing up in breeding patrols too, as will behemoths eventually, but you need a lot of the various contributing factors adding together to make it happen (nudity, size queen rating, pheromone effect from Mommy-O, female companions, and so on). 4 hours ago, vranina said: I have two ideas. The first is to make a cage and catch a dog to use as a village guard. But this requires a lot of skills and a high level. Second idea - the mutant from Far Harbor who sells dogs, including a green mutant. You can use the console to go to him, buy a dog, and use the console to return to Sanctuary. There you can leave him guarding the village and use him. The patrols remain for the mutants. An option that failed for me is a supermutant workshop - the mutant settlers refuse to work with sexual harassment. However, they can be used through SEU. A second option is a slave - but this is only at Diamond City. All interesting ideas. Still, I view this mod as a building block. It's part utility (or will be once there are exits to more areas of the map), part framework (nudity-based skills and legendary weapons, size queen mechanic to spice up the AAF experience), and part informal player home/base (not buildable and you can't send settlers to it, but there's a bunch of fun toys for role playing as a brainwashed super mutant breeding slave). These features are designed to be paired with other mods in a mix-and-match fashion... however you like really. I was pretty sure I've had super mutant settlers approach me with Harassment, but also they'll take advantage of Provocative Perks like Easy Prey and Life of the Party. And if you have Autonomy, they can make more super mutants with the female Commonwealth Captives you send to the same settlements, for example. Edited August 12, 2023 by vaultbait
vranina Posted August 12, 2023 Posted August 12, 2023 I'm glad you like my ideas). My playing style is much more conservative. I like to collect a collection of weapons (including legendary) and armor. The idea of not using my clothing and armor collection and avoiding combat is definitely not to my liking. Mutants in particular are strong opponents and the battles with them are interesting. Especially when I feel strong I turn on a mod that makes them stronger. So when I used it from the beginning, one or two mutants in the pit would necessarily become invisible, which was a bit inconvenient). Sex Harassment is a mod that works great, but... it's not my style. I've tried playing with it many times, but it's always irritated me. I like to do construction and spend a lot of time in the settlements. And when they start one after the other interrupting my construction, improving armor and weapons, or just walking around, I get angry. I increase the harassment time, but then my mod becomes uninteresting). Tsex I found it with your help. The problem with it is that it blocks my vanilla quests and I keep it turned off almost constantly. I had an idea to turn off my resource mods and stock up on prostitution caps... but turns out I don't really need caps without them. So far I can't find any application. However, I will continue to play with it to explore its capabilities, as I'm sure I haven't tried everything. My favorite mod that I play with 95% of the time is MCG. What I like most about it is that the companions themselves want sex, which is much more immersive than sex harassment. The settlers also annoy you, but you can choose to just eat together or have sex. My idea for a role-playing game is as follows. We have a kinky girl who likes mutants and dogs. Relations will be through the MCG in the settlements on a voluntary basis. Patrols will add some variety. And vanilla supermutants will be mercilessly exterminated. About the mutated dogs, I know what they are called in English, but google translate doesn't). With the triple translation - from English to Bulgarian, and then back to English, it gets confused and becomes very bad. That's why I just call them dogs.
vaultbait Posted August 12, 2023 Author Posted August 12, 2023 (edited) 58 minutes ago, vranina said: What I like most about it is that the companions themselves want sex I do at least have plans to add a super mutant companion who wants sex, and wants you to help him find more breeding slaves. I hope I'll add him when I'm working on Medford Memorial Hospital's Obstetrics Wing. 58 minutes ago, vranina said: About the mutated dogs, I know what they are called in English, but google translate doesn't). With the triple translation - from English to Bulgarian, and then back to English, it gets confused and becomes very bad. That's why I just call them dogs. Oh, that's fine. I just wasn't sure if my mention of FEV hounds was being poorly translated when you read the mod description, leading you to think I was talking about regular dogs. The game has plenty of normal dogs too (along with mongrels and wolves), but this mod doesn't have anything to do with them. Edited August 12, 2023 by vaultbait 1
valcon767 Posted August 12, 2023 Posted August 12, 2023 (edited) 12 hours ago, vranina said: What exactly should the game look like with your mod? I'm trying to reason. Already at 1 level you enter the pit, complete the quests and exit. You wrote that it's not a good idea to max out the queen to play gradually. So I go out and there are no mutants or their dogs around me. Patrol well, you will meet on your way and they will annoy you. And dogs from where? I have two ideas. The first is to make a cage and catch a dog to use as a village guard. But this requires a lot of skills and a high level. Second idea - the mutant from Far Harbor who sells dogs, including a green mutant. You can use the console to go to him, buy a dog, and use the console to return to Sanctuary. There you can leave him guarding the village and use him. The patrols remain for the mutants. An option that failed for me is a supermutant workshop - the mutant settlers refuse to work with sexual harassment. However, they can be used through SEU. A second option is a slave - but this is only at Diamond City. ok you already know the only methods i know to gain the mutant dogs. for super mutants in your settlements there are a couple of options. 1 - the supermutant workshop mod i have never used so cannot comment on. 2 - Strong = a super mutant companion, and while he is only a single super mutant it is at least something. 3 - JB (Just Business) = allows you to "mark" then capture some enemies, including super mutants. when captured they are slaves that you can assign to settlements. as slave settlers they work like regular settlers but with extra options (they can work as prostitutes, you can have sex with them, etc). if you go the JB route i would suggest you get the 2 addons for it (1 just increase total maximum number of slaves you can keep from 20 to 40, and the Auction House Beta allows you to sell slaves). 4 - FPE(R), Wasteland Dairy/Wasteland Offspring = you (and other females in settlements) can become pregnant and birth super mutant babies, which can grow into super mutant settlers. these settlers can have sex with you through Sexual Harassment, Sex EM Up (SEU), and Autonomy Enhanced. of course you will probably have to either birth the first super mutant baby yourself or use a slave super mutant (best way to get one is with JB). also Violate can cause you to end up pregnant if you lose fights to regular super mutant patrols. for your preferred playstyle i would suggest using a combination of option 3 (JB) and option 4 (use SEU and Autonomy Enhanced mostly). use JB to put 1-2 super mutant slaves in a settlement with females and let Autonomy Enhanced work on increasing numbers while you can use SEU for player scenes. hope the information is helpful Edited August 12, 2023 by valcon767 1
wrathdragon Posted August 12, 2023 Posted August 12, 2023 Modern crossHair - 3rd person aim at Fallout 4 Nexus - Mods and community (nexusmods.com) conflict causes ctd dont know y didnt try to figure it out
vaultbait Posted August 13, 2023 Author Posted August 13, 2023 On 8/12/2023 at 3:24 PM, wrathdragon said: Modern crossHair - 3rd person aim at Fallout 4 Nexus - Mods and community (nexusmods.com) conflict causes ctd dont know y didnt try to figure it out Try disabling the clothed/armed HUD indicator for MHK in the features page of its MCM. You're using Buffout 4 right? Having too many HUD additions can cause crashes, but Buffout 4 improves the memory management for them to the point where it should cease to be a problem.
AverageTomboyEnthusiast Posted August 15, 2023 Posted August 15, 2023 It would be interesting to have someone do a gameplay of this mod or something like that ngl
vranina Posted August 16, 2023 Posted August 16, 2023 (edited) 17 hours ago, AverageTomboyEnthusiast said: It would be interesting to have someone do a gameplay of this mod or something like that ngl This cannot be done on YouTube. I was trying to record a game with aaf mods and turned the camera towards the wall. They banned my account even for the milliseconds while I react... Maybe some adult site. I personally don't mind recording my gameplay with aaf mods, but I don't visit adult sites (I'm serious, not kidding), and I don't know where the conditions are for uploading videos. I highly doubt that such sites will tolerate my videos in which 90-80% of the time I just play Fallout 4. Besides, I can't speak English - I understand say 50-70% of what I read, but I can't speak. I doubt that anyone present here knows Bulgarian. This is my "official" geme with russian language (ai speak bad russian). https://amlgames.com/forums/topic/4311-sborka-modov-iz-bolgarii/ Edited August 16, 2023 by vranina
vranina Posted August 16, 2023 Posted August 16, 2023 If you have any suggestions on where I can post my videos, I'm willing to try.
valentin13 Posted August 16, 2023 Posted August 16, 2023 3 hours ago, vranina said: I doubt that anyone present here knows Bulgarian. Аз знам.
Musetica Posted August 16, 2023 Posted August 16, 2023 Hi does this conflict with easy prey from Provocative Perks? I recently installed that and it never worked. I tried to find why and when i have Milking Human Kindness disabled it works.
vaultbait Posted August 16, 2023 Author Posted August 16, 2023 4 hours ago, Musetica said: Hi does this conflict with easy prey from Provocative Perks? I recently installed that and it never worked. I tried to find why and when i have Milking Human Kindness disabled it works. Works fine for me at least. In the pit I spam the booze or drugs dispenser a few times, stand around for a bit, see the "you feel woozy" notice scroll by and fall to the ground, screen fades to black and fades back in, super mutants start taking turns on me (I have them set for allowed partner types in MCM).
vaultbait Posted August 16, 2023 Author Posted August 16, 2023 4 hours ago, leesjig said: Vaultbait the tentacle attacks are working really well, aaf starting stopping tentacle animations just great. Thanks Glad you like it! Most of the thanks should go to the Animated Tentacles mod, all the traps I made really have to do is spawn the right kinds of tentacles, and AT handles calling AAF when you or an NPC bumps into an "aggressive" one. Shokushu goukan for everyone!
vranina Posted August 17, 2023 Posted August 17, 2023 (edited) I'm pretty much done with my "official" game and I'm starting testing. Unfortunately, I can't show a video, so you'll have to make do with my stories). And some screenshots. As I said my first major problem was when one of the mutts in the pit put on a slave collar. Conversation with him was impossible, and he paid no attention to me at all. To avoid the hassle of removing the collar I simply uninstalled sex harassment and reinstalled it. For testing purposes I have installed sex attributes, sex harassment, you sex and of course your mod. I've turned off rogue devices, this is something I just can't stand, the mod is buggy and completely pointless in my opinion. I've tried it a few times, but every time I got so angry that I wanted to throw away the computer or at least uninstall the game. Also the provocative perks recommended by life in to party and easy prey. I went to Ebernathy's farm, where I made some Blake caps through prostitution and peeled their tomatoes. I have several girls from the pit with me - I think they are all pregnant, including my heroine. The girls are 5 and I settled them in the Red Rocket. Sanctuary will remain for Preston and his people. Now I'm going to use a cheat and summon two super mutants as settlers in the Red Rocket. But then I have to clean and build the Red Rocket, then the Sanctuaries, and when I've already taken a few levels I can go to the Concorde. I wonder if the mutants will bother me and if patrols will appear, the probability of which is at maximum... I don't know why or how, but the raider is gone... Edited August 17, 2023 by vranina
vaultbait Posted August 17, 2023 Author Posted August 17, 2023 (edited) 21 minutes ago, vranina said: As I said my first major problem was when one of the mutts in the pit put on a slave collar. Conversation with him was impossible, and he paid no attention to me at all. To avoid the hassle of removing the collar I simply uninstalled sex harassment and reinstalled it. When you activate one of the super mutants to talk to them, choose the "not right now" option in the pop-up menu and normal dialogue (if there is any) should happen as soon as that message box disappears. If the collar is causing problems, the Real Handcuffs MCM has a debug page where it lists which of its devices are equipped on you. If you select the collar and activate that entry, it will be immediately unequipped. You can also cancel active Sexual Harassment approaches in the debug page of its MCM. For the upcoming 0.9.4, I've altered the activator script attached to those super mutants so that it will only apply if you're naked and unarmed. At that point, an easy workaround will be to equip some clothing or a weapon and then you won't get the pop-up message box at all when you activate any of them. 22 minutes ago, vranina said: I've turned off rogue devices, this is something I just can't stand, the mod is buggy and completely pointless in my opinion. I've tried it a few times, but every time I got so angry that I wanted to throw away the computer or at least uninstall the game. I'm going to guess you mean Devious Devices. The RC9 version is less bug-ridden at least, and if you set its difficulty to the easiest setting you can basically just unlock any device without using keys. The only integration Milking Human Kindness has with Devious Devices is that a tentacle encounter from the Animated Tentacles mod may leave you wearing a tentacle parasite after the sex scene ends. If you don't have Animated Tentacles installed then you would never see the Devious Devices integration for the parasite anyway. Edited August 17, 2023 by vaultbait 1
vranina Posted August 17, 2023 Posted August 17, 2023 53 minutes ago, vaultbait said: The only integration Milking Human Kindness has with Devious Devices is that a tentacle encounter from the Animated Tentacles mod may leave you wearing a tentacle parasite after the sex scene ends. If you don't have Animated Tentacles installed then you would never see the Devious Devices integration for the parasite anyway. About the devices, yes that's what I meant. As I said about the dogs, your English-Bulgarian-English translation causes serious problems. Yes, milking doesn't use them, but sexual harassment does. This is purely a test, that's why I mentioned it. I've already played two game days in the Red Rocket where I'm mostly cleaning. Not once did the mutants from the supermutant settlers mod bother me, even though both men and mutants are included as an option. The patrols didn't come to the Red Rocket. I'm starting to get tired of building (and I've only managed the Red Rocket, no Sanctuary). I'll go kill the mosquitoes and raiders in Concord. Wish me luck. So I also use violet, I hope they don't beat me. This is what my peschal looks like. No agility, no intelligence, but lots of endurance. Apparently I'll play him as a fat guy who kicks the door down. Autonomy works normally, I tried through seu twice the super mutant settlers - also works.
valcon767 Posted August 17, 2023 Posted August 17, 2023 (edited) 15 hours ago, Musetica said: Hi does this conflict with easy prey from Provocative Perks? I recently installed that and it never worked. I tried to find why and when i have Milking Human Kindness disabled it works. it should not conflict. i have the perks Dubcon Enthusiast, Easy Prey, and Unbridled Nyphomania (from Provocative Perks) on my character. these perks were applied during/at the end of Commonwealth Slavers (which i played first). then i played MHK. the perks triggered correctly, as far as i can tell, in the Breeding Pit, in the caves, outside, and after i left the area. not sure if this matters, but i do have Provocative Perks before MHK in load order. 7 hours ago, vranina said: This is purely a test, that's why I mentioned it. I've already played two game days in the Red Rocket where I'm mostly cleaning. Not once did the mutants from the supermutant settlers mod bother me, even though both men and mutants are included as an option. The patrols didn't come to the Red Rocket. have no clue why they have not showed up at Red Rocket for you. in my game they do show up there. had a lust crazed show up as i was dropping a settler off there, Ivy killed him, so i walked to Starlight to drop off the settler for there, and got notice about a super mutant attack at Red Rocket. fast traveled back (i have Ivy and Piper following) and got my butt whipped (i did win in the end) due to sheer numbers that showed up, according to Better Settlement Defense the settlement was certain of victory (defensive rating was over twice attack rating). Attack force of 4 super mutants and 2 FEV hounds (split in 2 groups) lust crazed stalker (yes this was another one) patrol of 3 super mutants (know there were from MHK by gear they had on them) joined in after attack force was engaged random encounter from across the road joined in last with 3 more super mutants and another FEV hound (glowing this time) defending forces were 2 settlers (1 preggo with a FEV hound after rescuing her from Pit), PC (preggo with mutie), Ivy (preggo with mutie), and Piper (preggo with tentacle). so total of 5 females, 4 were preggo and dripping with Mommy-O, PC was 1 step short of maxed size queen rating (and has mutie/behmoth/fev perversions at level 1). killed the hounds and 3 muties, then perversion kicked in and i surrendered, after that was done defensive turrets (heavy machine gun) killed stalker and 3 more muties, leaving 4 left that beat me into submission yet again (Violate), at this point i was bound (leg irons), gagged, in a yoke and blindfold so i ran (i do like that bunyhop animation) into turrets main area of fire due to being trussed up and unable to fight, both settlers and Piper were bound so that they could not use hands, but at least Ivy still had her hands free (she was in slave boots and slave harness) and between her and the turrets they killed the last muties. only 1 turret of the 9 that were there at the beginning was still standing at the end (dang mini gun equipped brute). corpses afterwards were 1 brute, 2 skirmishers, 1 enforcer, 1 master, 1 lust crazed stalker, 5 plain muties, 2 plain hounds, and a glowing hound (yes 11 muties and 3 hounds). saved game and went to work. now to load and see if i can at least get my hands free (so i can loot my gear back). Edited August 17, 2023 by valcon767
vranina Posted August 17, 2023 Posted August 17, 2023 A very short video without any aaf content that I will be banned again.
AverageTomboyEnthusiast Posted August 17, 2023 Posted August 17, 2023 On 8/16/2023 at 9:27 AM, vranina said: If you have any suggestions on where I can post my videos, I'm willing to try. I think you could easily post on xvideos or rule34video.com
vaultbait Posted August 17, 2023 Author Posted August 17, 2023 (edited) 7 hours ago, valcon767 said: not sure if this matters, but i do have Provocative Perks before MHK in load order. Doesn't matter. The only direct integration MHK has with PVPK is scripted additions to your preferred partner race for the Closeted Crossbreeder perk, and it uses Papyrus to call PVPK's scripts (if installed) so operates completely independent of load order. 7 hours ago, valcon767 said: got notice about a super mutant attack at Red Rocket. Just to be clear, MHK currently doesn't touch settlement attack events, so this was a happy coincidence. 7 hours ago, valcon767 said: know there were from MHK by gear they had on them If you mean on their corpses, that's not any indication since MHK uses RobCo Patcher to dynamically inject its custom loot into the generic super mutant "death leveled list" so you'll find it at random on any super mutant bodies, same as how it injects some chems into vendor inventories. If you meant what weapons they were using, yes that is an indicator. The stalkers will always be nude and unarmed. Breeding patrols will always have one super mutant with a random ranged weapon and then a variable number of other super mutants with random melee weapons (as well as possibly FEV hounds and occasionally behemoths depending on how high all your contributing factors are). Edited August 17, 2023 by vaultbait
valcon767 Posted August 17, 2023 Posted August 17, 2023 (edited) 6 hours ago, vaultbait said: Just to be clear, MHK currently doesn't touch settlement attack events, so this was a happy coincidence. If you mean on their corpses, that's not any indication since MHK uses RobCo Patcher to dynamically inject its custom loot into the generic super mutant "death leveled list" so you'll find it at random on any super mutant bodies, same as how it injects some chems into vendor inventories. If you meant what weapons they were using, yes that is an indicator. The stalkers will always be nude and unarmed. Breeding patrols will always have one super mutant with a random ranged weapon and then a variable number of other super mutants with random melee weapons figured your stuff did not touch vanilla settlement attacks. i know it was a happy coincidence, and yes it was the weapons they had on them (ranged/melee mix) that told me it was a Breeding Patrol (in combination with how they came into the fight). i went back and loaded older save and checked and the Lust Crazed actually followed me from Starlight, also on that reload no Breeding Patrol at Red Rocket, and no extra super mutants from across the road. did reload the first fight aftermath and continue playing form there. also the last patrol that joined in came from a distance beyond the road (drawn by the fight going on). Edited August 17, 2023 by valcon767
vaultbait Posted August 17, 2023 Author Posted August 17, 2023 (edited) 19 minutes ago, valcon767 said: the Lust Crazed actually followed me from Starlight Makes sense. That uses a follow package that tracks the player anywhere in the Commonwealth worldspace (but disengages once you go into an interior, a DLC's worldspace, a mod's worldspace...). The duration they track the player is determined by the same MHK_BreedingPatrolOdds global that is used to determine the chances of them appearing (that's essentially the summary of all the contributing factors at any point in time). They'll follow for as many game minutes as what the value of that global was at the time they spawn, or until they're killed or the player leaves the Commonwealth worldspace. 19 minutes ago, valcon767 said: the last patrol that joined in came from a distance beyond the road (drawn by the fight going on). If you're close enough to the center marker of the random encounter that spawned them, then they'll switch to a package that follows the player as long as you're within that radius. The radius varies based on the size of the group that appears (right now there are three patrol sizes: snack, meal, feast), and the sizes are also determined by a combination of random value and MHK_BreedingPatrolOdds so that as that number goes up the possibility and frequency of larger groups and greater diversity (inclusion of FEV hounds and behemoths) increases. 0.9.4 should also significantly improve the speed with which both stalkers and patrols disengage their player following behaviors when leaving the Commonwealth worldspace, but I'm still playtesting the changes for that. Edited August 17, 2023 by vaultbait
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