ZI0MATRIX Posted August 20, 2023 Posted August 20, 2023 11 hours ago, vaultbait said: "Also an idea with Mommy-O: Maybe make the time it is active adjustable so that players can align it whatever pregnancy duration they have set or see fit." Can you elaborate? I don't see the connection between Mommy-O effect duration and pregnancy cycles. I might have misunderstood what Mommy-O stands for, but wasn't one effect to turn the super mutants outside non hostile (besides fertility)? So my idea was that if a character is pregnant with a super mutant baby it gives off pheromones that tell them not to kill her. I choose Mommy-O as the trigger as the character is most likely pregnant after the use and I don't know if you can add the same effect for FPE FPER for a specific child/father race.
vaultbait Posted August 20, 2023 Author Posted August 20, 2023 (edited) 4 hours ago, ZI0MATRIX said: I might have misunderstood what Mommy-O stands for, but wasn't one effect to turn the super mutants outside non hostile (besides fertility)? So my idea was that if a character is pregnant with a super mutant baby it gives off pheromones that tell them not to kill her. I choose Mommy-O as the trigger as the character is most likely pregnant after the use and I don't know if you can add the same effect for FPE FPER for a specific child/father race. It's an experimental pre-war fertility treatment drug which also works to improve fetal viability. Yes the main observable benefit is that super mutants won't attack you or your followers on sight. It has other effects as well though, like restoring health and healing radiation damage for your fetus, so there would be reasons to use it while pregnant too. I didn't want to duplicate functionality of other popular mods, so for example if you use FPER+WDF you can already tell it to make super mutants friendly to you while you're pregnant with their offspring or carrying one of their babies in your arms. MHK shouldn't conflict with that since it uses its own custom faction and script-injects a relationship with the super mutant faction at load time. Edit: Also I chose the name Mommy-O as a humorous reference to the vanilla game drug Daddy-O. For players of translated versions of the game, it's possible that drug is called something entirely different in which case the joke may not be obvious. Edited August 20, 2023 by vaultbait 2
vaultbait Posted August 20, 2023 Author Posted August 20, 2023 15 hours ago, vaultbait said: Okay, that's what I get for rushing a bugfix release out the door... I only put the bug fixes in the original changelog and missed mentioning this feature: Muties in the breeding pit will no longer have the "offer your body" prompt and corresponding activation menu if the player is clothed or armed; this can be used to access normal NPC dialogue more easily. I've updated the changelog on the file page and in the release announcement post to include that now. And that wasn't the end of my mistakes. I also put the wrong version number in the changelog on the file page and in the release announcement post. I've corrected both of them just now, but that causes the file page to indicate there was an upload today when there wasn't really.
Devi3ntM1nd Posted August 20, 2023 Posted August 20, 2023 First, great mod! Looking forward to playing your new development. You used to provide the script source files in version 0.9.1. I see they're not included in 0.9.4. Could you provide a separate file with the script source for download please? I modified some mechanisms and made some changes for better integration with my own personal mods.
vaultbait Posted August 20, 2023 Author Posted August 20, 2023 1 hour ago, Devi3ntM1nd said: You used to provide the script source files in version 0.9.1. I see they're not included in 0.9.4. Could you provide a separate file with the script source for download please? I modified some mechanisms and made some changes for better integration with my own personal mods. They're still included. The FOMOD installer menu lists script sources as an option, it's just unchecked by default.
vaultbait Posted August 20, 2023 Author Posted August 20, 2023 1 hour ago, leesjig said: I’ve got her on 30 day month preg cycle so that’s a 270 game day preg cycle. Could I let the rad build up to max to able an abort. Or do you have that shut off too. Just wondering cause was wanting to move on to other mods like porn star to test and I really don’t want her preg… let me know, may have to just start new game to clear all mutant pregnancies. If you're using FPER I think it has a debug option in its MCM to force birth. If you're using FPE then there is probably a console command that could be used to start the Beauty of Life quest. It's not really anything to do with MHK though, it's down to whatever pregnancy mod you've got installed.
valcon767 Posted August 22, 2023 Posted August 22, 2023 On 8/20/2023 at 12:35 PM, leesjig said: I’ve got her on 30 day month preg cycle so that’s a 270 game day preg cycle. Could I let the rad build up to max to able an abort. Or do you have that shut off too. Just wondering cause was wanting to move on to other mods like porn star to test and I really don’t want her preg… let me know, may have to just start new game to clear all mutant pregnancies. as vaultbait said FPER (possibly FPE also) has a debug option for forcing birth, also check MCM for sliders for pregnancy length, and how many days = an FPE month. check all 3 MCMs (FPE, Wasteland Dairy, and Wasteland Offspring) as i do not remember offhand which one had those sliders for me. if you have those sliders i know you can lower the FPE month to 2 game days per month (not sure if you actually go to 1 game day = 1 FPE month), so even if you cannot lower the length of the pregnancy (due to being pregnant) you can still shorten the amount of game days needed to 60 or less. this should work as i have done it from 5 game days per FPE month and lowered it (while pregnant) to 3 game days per FPE month and it worked. hope the information helps
gooser Posted August 24, 2023 Posted August 24, 2023 Using FG body with this mod. Is it possible this mod is adding Dismembering to any NPCs esp those from CommonWealth captives? Anyway to disable it?
vaultbait Posted August 24, 2023 Author Posted August 24, 2023 10 minutes ago, gooser said: Using FG body with this mod. Is it possible this mod is adding Dismembering to any NPCs esp those from CommonWealth captives? Anyway to disable it? This mod doesn't dismember anyone, no. FG doesn't support dismemberment, but some alternatives (Graf's FG Reduced, for example) do, which is why GrafPanzer's CCO clothing replacer sets are built with that instead of normal FG. Why are you asking? Is there a bug you're trying to solve?
gooser Posted August 24, 2023 Posted August 24, 2023 48 minutes ago, vaultbait said: This mod doesn't dismember anyone, no. FG doesn't support dismemberment, but some alternatives (Graf's FG Reduced, for example) do, which is why GrafPanzer's CCO clothing replacer sets are built with that instead of normal FG. Why are you asking? Is there a bug you're trying to solve? Not a bug per se, I'm just trying to eliminate dismembership because it's not my thing and I've seen settlers who were rescued Commonwealth Captives lose their heads, arms, and still walk around normally. I just had a couple of deathclaws completely remove all limbs of another settler that I rescued and who was still following me and she literally sits on the ground looking at the camera kind of like the Black Knight in the Monty Python movie "Holy Grail" Its just weird and humurous and slightly annoying
not a BT shirt Posted August 24, 2023 Posted August 24, 2023 is there any chance a patch could be made with/for violate so when you are defeated by muties, you get sent to the breeding pit
vaultbait Posted August 24, 2023 Author Posted August 24, 2023 3 hours ago, gooser said: Not a bug per se, I'm just trying to eliminate dismembership because it's not my thing and I've seen settlers who were rescued Commonwealth Captives lose their heads, arms, and still walk around normally. I just had a couple of deathclaws completely remove all limbs of another settler that I rescued and who was still following me and she literally sits on the ground looking at the camera kind of like the Black Knight in the Monty Python movie "Holy Grail" Its just weird and humurous and slightly annoying Like I said, Fusion Girl doesn't actually have dismemberment support. Are you putting clothes on your captives, and if so what mod supplies them? Is it a vanilla clothing replacer or something else?
vaultbait Posted August 24, 2023 Author Posted August 24, 2023 6 minutes ago, not a BT shirt said: is there any chance a patch could be made with/for violate so when you are defeated by muties, you get sent to the breeding pit At the moment there would need to be some refactoring of the teleporter script since it does a bit of setup on the unique actors in the pit the first time you visit it. After the initial visit though, it could be as simple as just teleporting there. Regardless, it would require adjusting Violate's scripts. Right now the idea is that the first time you visit the breeding pit it's on accident/against your will, but by the time you manage to escape you're so brainwashed that you voluntarily return (and in future versions there will be more reasons to voluntarily go back too). One of the things I may do with stalkers and/or breeding patrols is have them sometimes drug you and haul you back there, or possibly to other super mutant camps too. I haven't yet decided exactly how I'd want that to work though. 1
lee3310 Posted August 24, 2023 Posted August 24, 2023 3 hours ago, gooser said: Not a bug per se, I'm just trying to eliminate dismembership because it's not my thing and I've seen settlers who were rescued Commonwealth Captives lose their heads, arms, and still walk around normally. I just had a couple of deathclaws completely remove all limbs of another settler that I rescued and who was still following me and she literally sits on the ground looking at the camera kind of like the Black Knight in the Monty Python movie "Holy Grail" Its just weird and humurous and slightly annoying In vanilla game, dismemberment = death for human race so you are looking for a mod that disables that feature. Try this one
vranina Posted August 25, 2023 Posted August 25, 2023 Escaping seems as non-immersive as possible right now. You get out of the pit and... you find yourself in the middle of the map, among a huge amount of hostile monsters. Yes, from a gameplay point of view the place on the map is of no importance - the teleport is available everywhere. If falling from Sanctuary into the pit is immersive - the unconscious main character is taken somewhere - then how does he end up back in Sanctuary? He stole Harry Potter's wand from the mutants?
vranina Posted August 25, 2023 Posted August 25, 2023 I'm reporting. Turns out I had Westland diaries. I don't know if this mod is to blame for the fact that the mutant children were not settlers. I uninstalled the pregnancy mods and put them back in (minus the logs), will see if they are the culprit. Through the console, I created 3 mutants that I took as slaves with simple business - I distributed them among the three settlements that I have - they are correctly depicted as settlers. Via console I went to Eriksson from whom I bought a mutant dog, which I sent to Starlight.
vaultbait Posted August 25, 2023 Author Posted August 25, 2023 1 hour ago, vranina said: Escaping seems as non-immersive as possible right now. You get out of the pit and... you find yourself in the middle of the map, among a huge amount of hostile monsters. Yes, from a gameplay point of view the place on the map is of no importance - the teleport is available everywhere. If falling from Sanctuary into the pit is immersive - the unconscious main character is taken somewhere - then how does he end up back in Sanctuary? He stole Harry Potter's wand from the mutants? The current idea is that in the course of exploring the place you've been taken, you find ways to bypass extreme radiation and also ways for super mutants to accept you and your followers, or at least to not attack you on sight. Though there are also items like CalmeX and StealthBoy and perks that improve your sneaking abilities, so as to give you yet another way to try to get past them. Or just surrender to them with something like Violate. As work on this mod progresses, there will also be other exits, some of which may present different challenges, but for now the one working exit to the surface can be solved several ways (Mommy-O, sneaking, FPER/WDF pregnancy faction membership...). You don't fall into the pit from the safe outside Vault 111, the message boxes which appear before and after being transported describe you losing consciousness, and then waking up still drugged after a significant amount of time has passed (the teleport script directly advances game time by 24 hours in order to simulate a lengthy travel while unconscious). There is also nothing that teleports you back to Sanctuary. If you're playing in survival or with fast travel disabled, you're going to be walking for a while through parts of the map you've never traversed, trying to dodge enemies with a limited amount of equipment and supplies depending on what other sidequests you completed as part of the scenario. 1
vranina Posted August 25, 2023 Posted August 25, 2023 In the new version, it is impossible to talk to the inhabitants of the pit. Since the size of the queen was reduced, I decided to pick it up and teleported into the pit faster. However, I couldn't talk to anyone there. I apologize for the way of filming, I didn't want the girls to be in the frame because of YouTube.
vaultbait Posted August 25, 2023 Author Posted August 25, 2023 25 minutes ago, vranina said: In the new version, it is impossible to talk to the inhabitants of the pit. If by "impossible to talk" you mean you don't get the "offer your body" prompt and so can't access the pop-up menu to start sex, that's expected if you're wearing clothing or have a weapon equipped. I implemented that specifically to solve your earlier complaint about the pop-up menu interfering with your ability to engage in dialogue with one of the super mutants there who became your Harassment "collar master." On 8/19/2023 at 5:35 PM, vaultbait said: Muties in the breeding pit will no longer have the "offer your body" prompt and corresponding activation menu if the player is clothed or armed; this can be used to access normal NPC dialogue more easily.
vranina Posted August 25, 2023 Posted August 25, 2023 1 hour ago, vaultbait said: If by "impossible to talk" you mean you don't get the "offer your body" prompt and so can't access the pop-up menu to start sex, that's expected if you're wearing clothing or have a weapon equipped. I implemented that specifically to solve your earlier complaint about the pop-up menu interfering with your ability to engage in dialogue with one of the super mutants there who became your Harassment "collar master." That's right, I left the gun in Starlight and now I can talk. I tested again
vaultbait Posted August 25, 2023 Author Posted August 25, 2023 13 minutes ago, vranina said: That's right, I left the gun in Starlight and now I can talk. I tested again You don't have to drop/deposit your weapons, just unequip them in the Pip-Boy (you can still have them in your inventory).
Tiger5 Posted August 29, 2023 Posted August 29, 2023 How long do the Expand Your Mind, Your Holes Will Follow last? Or how many tasks are there to complete?
vaultbait Posted August 29, 2023 Author Posted August 29, 2023 5 hours ago, Tiger5 said: How long do the Expand Your Mind, Your Holes Will Follow last? Or how many tasks are there to complete? Currently there are 6 objectives which will progressively unlock once your size queen rating is high enough: one super mutant, two super mutants (threesome), one FEV hound, one super mutant and one FEV hound (interspecies threesome), three super mutants (broken bed foursome), one behemoth. After you've completed the final objective, the quest will end. I may add more objectives to this quest in the future, for example furniture-specific or location-specific scenes. It's pretty basic at the moment. 1
Hober9 Posted September 3, 2023 Posted September 3, 2023 In the quest to find "Emasculator", the marker send me to a closed door. Need I to find a key for open the door?
valcon767 Posted September 3, 2023 Posted September 3, 2023 6 hours ago, Hober9 said: In the quest to find "Emasculator", the marker send me to a closed door. Need I to find a key for open the door? if you are in the Breeding Pit or Colestrum Cave it should not have sent you to a locked door, however in the wasteland it may have done so. further details in spoiler. during the Colestrum Cave Adventure you can run across it without markers. it is actually located in the same room as the Font of Adam.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now