vaultbait Posted September 26, 2023 Author Posted September 26, 2023 7 minutes ago, ColAugust said: I mean the mods that make the main character more vulnerable and the game more annoying and challenging and cruel, I guess. Much obliged for your recommendations, I'll definitely use most of them! And if I didn't already overload you with my requests and questions, I would be glad to know about another mods you like ? Oh, I see, you want mods that add additional challenges. Cough definitely fits the bill if you turn on its MCM option to alert nearby enemies to your presence. Crackle doesn't add challenges per se, but gives you brief bonuses if you warm yourself near a fire, though if you get cold or wet then it will take a while to dry yourself out and warm up, and I find the Wet Effects mod also helps add a little more realism on top of it. You'll find some things along those lines in the MHK description because of integrations it has (like Get Dirty or Advanced Needs). I was going to suggest a mod called Tuckered Out but its author seems to have deleted it. Another one I've been playing around with recently is Deep Addiction, which gives you compulsive drug consumption behaviors when you're addicted, and makes Addictol and addiction treatments from doctors far less effective. 1
ColAugust Posted September 26, 2023 Posted September 26, 2023 1 hour ago, vaultbait said: Oh, I see, you want mods that add additional challenges. Cough definitely fits the bill if you turn on its MCM option to alert nearby enemies to your presence. Crackle doesn't add challenges per se, but gives you brief bonuses if you warm yourself near a fire, though if you get cold or wet then it will take a while to dry yourself out and warm up, and I find the Wet Effects mod also helps add a little more realism on top of it. You'll find some things along those lines in the MHK description because of integrations it has (like Get Dirty or Advanced Needs). I was going to suggest a mod called Tuckered Out but its author seems to have deleted it. Another one I've been playing around with recently is Deep Addiction, which gives you compulsive drug consumption behaviors when you're addicted, and makes Addictol and addiction treatments from doctors far less effective. Yeah, but not only challenges, let me explain it another way: I had read your profile's bio and it's just... Wow! Being fed (forcibly, I guess) with all that Fancy Lads Snack Cakes and Nuka-Cola drinks, got abused and amused and almost got eaten. And managed to escape from the vault just to find out that Wasteland is nothing but merciless, lustful, rough copy of the vault without any comfort, must be quite an experience. What I want is to accurately express that in the game in all possible ways - challenges, vulnerabilities, cruelness, fetishes, forced actions, anything goes. And you probably know some mods that will fit just perfectly. After all, you made the MKH which is literally nailed the experience of being enslaved and abused by super mutants. So I'd like to know anything from your 700+ mods and would be happy to add them into my own collection. p. s. I'm not crazy... maybe a little
valcon767 Posted September 26, 2023 Posted September 26, 2023 6 hours ago, ColAugust said: And managed to escape from the vault just to find out that Wasteland is nothing but merciless, lustful, rough copy of the vault without any comfort, must be quite an experience. What I want is to accurately express that in the game in all possible ways - challenges, vulnerabilities, cruelness, fetishes, forced actions, anything goes. another mod that you might want to give a try to would be Commonwealth Slavers. yes you can have both it and MHK in the same playthrough. it is an alternate start type mod (it does start right outside Vault 111), and is best played on a new game (it uses some vanilla npcs to work correctly Gristle, Jared in Corvega, Dwayne, and Dr. Duff iirc). make SURE to read the mod description and compatibility section (it really does not like Knockout Framework {if installed one of the quests will NOT work right}, and be careful of mods that add essential npcs expecially in and around Diamond City). 1
ColAugust Posted September 26, 2023 Posted September 26, 2023 (edited) 5 hours ago, valcon767 said: another mod that you might want to give a try to would be Commonwealth Slavers. yes you can have both it and MHK in the same playthrough. it is an alternate start type mod (it does start right outside Vault 111), and is best played on a new game (it uses some vanilla npcs to work correctly Gristle, Jared in Corvega, Dwayne, and Dr. Duff iirc). make SURE to read the mod description and compatibility section (it really does not like Knockout Framework {if installed one of the quests will NOT work right}, and be careful of mods that add essential npcs expecially in and around Diamond City). Good advice! I hadn't already installed this because I wasn't sure if there any sense of leaving Corvega after the mod ends, or you just stay there and do what you are supposed to do, the mod seems extremely hardcore. But if it doesn't break any quests/scripts from the vanilla game (including an early visit to the Diamond City), I'll probably give it a try! Edited September 26, 2023 by ColAugust
valcon767 Posted September 26, 2023 Posted September 26, 2023 7 hours ago, ColAugust said: Good advice! I hadn't already installed this because I wasn't sure if there any sense of leaving Corvega after the mod ends, or you just stay there and do what you are supposed to do, the mod seems extremely hardcore. But if it doesn't break any quests/scripts from the vanilla game (including an early visit to the Diamond City), I'll probably give it a try! it is hardcore, and you can visit Diamond City before playing it, just make sure to not kill NPCs there is all (i actually play Deviously Cursed Wasteland's Belted quest first which send me to DC). you will eventually get your freedom back. i have yet to find any vanilla quests it actually breaks. 1
lee3310 Posted September 26, 2023 Posted September 26, 2023 14 hours ago, vaultbait said: I was going to suggest a mod called Tuckered Out but its author seems to have deleted it. You can find the mod on discord, sounds fun (never heard about it before).
vaultbait Posted September 26, 2023 Author Posted September 26, 2023 16 hours ago, SoldusM said: amputated leg update plz This mod doesn't have any amputations currently (other than some text in a dream sequence). Can you clarify what you're asking for?
vaultbait Posted September 26, 2023 Author Posted September 26, 2023 14 hours ago, ColAugust said: Yeah, but not only challenges, let me explain it another way: I had read your profile's bio and it's just... Wow! Being fed (forcibly, I guess) with all that Fancy Lads Snack Cakes and Nuka-Cola drinks, got abused and amused and almost got eaten. And managed to escape from the vault just to find out that Wasteland is nothing but merciless, lustful, rough copy of the vault without any comfort, must be quite an experience. What I want is to accurately express that in the game in all possible ways - challenges, vulnerabilities, cruelness, fetishes, forced actions, anything goes. And you probably know some mods that will fit just perfectly. After all, you made the MKH which is literally nailed the experience of being enslaved and abused by super mutants. So I'd like to know anything from your 700+ mods and would be happy to add them into my own collection. p. s. I'm not crazy... maybe a little Ah yes, in that case my Unhealthy Craving mod (linked in the MHK description) falls in that category, though you're probably already using that. It was originally developed as a component of MHK but I decided to split it out and make it into an entirely separate mod instead. The Commonwealth Slavers suggestion is certainly a good one, also DLYH and DCW. These are all mentioned together in the mod conflicts section of the MHK description, basically as a warning to finish one before starting another. For example if you somehow manage to find the safe and teleport to the breeding pit after starting but not completing the bomb collar quest in DLYH, then it's quite likely your head will explode before you can find anyone to help you with it. You can still have them all installed at the same time, you just have to be aware of the possible pitfalls of trying to play through more than one of their separate scenarios at the same time. But to your point, there aren't a lot of mods that cover this particular cross-section of fetishes and brutality (especially not with a super mutant focus), which is precisely why I'm making this one. I'd have happily just played other such mods if they existed, instead of making one, but since there aren't, here we are. 2
vaultbait Posted September 26, 2023 Author Posted September 26, 2023 (edited) 2 hours ago, lee3310 said: You can find the mod on discord, sounds fun (never heard about it before). Oh thanks! And there's even updates I missed. Looks like 1.3 happened after it moved off Nexus. I completely forgot it was one of Greslin's (and a remake of an earlier mod for FO:NV too). Edited September 26, 2023 by vaultbait
Hober9 Posted September 27, 2023 Posted September 27, 2023 I pass almost a week yet fixing some shit i do last week. All is working fine at the moment, but i forgot what mod i need for next animations: "1 mutant and 1 fev hound", "3 mutant", "behemoth". Greetings.
PureMadness Posted September 27, 2023 Posted September 27, 2023 Just out of curiosity, how can the character have the Supermutants stay in one spot whilst she explores further in the Breeding Pit?
vaultbait Posted September 27, 2023 Author Posted September 27, 2023 3 hours ago, Hober9 said: I pass almost a week yet fixing some shit i do last week. All is working fine at the moment, but i forgot what mod i need for next animations: "1 mutant and 1 fev hound", "3 mutant", "behemoth". Savage Cabbage's animation pack has them, but you have to make sure you select the options for it to include them when you install it. This is also mentioned in the 6th bullet point of the FAPs post, "What animation packs should I use?" 1
vaultbait Posted September 27, 2023 Author Posted September 27, 2023 3 hours ago, leesjig said: Occasionally I'll see that milk carton laying around. I believe it says 500% something(experience maybe), what is that doing actually when you drink it. It triples all experience gains for 5 minutes after you consume it, same as drinking from Milk Dispenser in the breeding pit. The sneaky way to take advantage of that bonus is to drink it right before completing a quest, so you get triple the quest completion experience. Useful for quickly leveling up early in the game, you can get close to level 20 by the time you're done in the breeding pit setting you up to go straight into some of the level-gated DLCs if you want. 3 hours ago, leesjig said: 2nd note: I've never had invisible weapon problems before, but that rifle that you get from quest...its always invisible. The blade and shotgun are fine. Definitely odd, it's just a normal combat sniper rifle with a custom legendary effect attached, the mesh and texture aren't altered at all. I had problems with the shotgun sometimes being invisible when wielded if I pre-placed it in the creation kit, so I switched to placing a marker instead and having the quest create the weapon at the marker's location when it started, that seemed to fix it. I've not seen the same problem with the rifle, but can try changing it to spawn the same way. The down side is that, like the shotgun, it won't exist in the game until the retrieval quest starts. Do you have any mods that might alter the meshes or textures for rifles?
vaultbait Posted September 27, 2023 Author Posted September 27, 2023 1 hour ago, PureMadness said: Just out of curiosity, how can the character have the Supermutants stay in one spot whilst she explores further in the Breeding Pit? As the other breeders mention in some of their idle comments, the super mutants follow you when you're naked. Put on clothing and they should stop (though you won't be immune to radiation if you wear clothes so I would recommend only putting them on after you get past the security gate). Also if you get naked again (bathing, sex scene, etc) they'll still come running to you.
PureMadness Posted September 27, 2023 Posted September 27, 2023 48 minutes ago, vaultbait said: As the other breeders mention in some of their idle comments, the super mutants follow you when you're naked. Put on clothing and they should stop (though you won't be immune to radiation if you wear clothes so I would recommend only putting them on after you get past the security gate). Also if you get naked again (bathing, sex scene, etc) they'll still come running to you. So, it’s simply a feature. Got it, thank you.
valcon767 Posted September 28, 2023 Posted September 28, 2023 5 hours ago, leesjig said: I mean is that rifle nice to use when naked you get 3x damage? this depends on individual playstyle. having said that however with the right other perks (also depends on the level of them) i have one-shot killed a Legendary Chameleon Deathclaw. another time i took over half of the health from a untouched Mirelurk Queen. for a stealthy sniper playstyle it becomes awesome (imho) with the right extra perks leveled up.
vaultbait Posted September 28, 2023 Author Posted September 28, 2023 7 hours ago, valcon767 said: this depends on individual playstyle. having said that however with the right other perks (also depends on the level of them) i have one-shot killed a Legendary Chameleon Deathclaw. another time i took over half of the health from a untouched Mirelurk Queen. for a stealthy sniper playstyle it becomes awesome (imho) with the right extra perks leveled up. Just watch your arousal. Every kill will increase your SA arousal score, and if it reaches 100 you'll trigger a noisy killgasm alerting nearby enemies to your presence... not so sneaky any more! ? 2
vaultbait Posted September 28, 2023 Author Posted September 28, 2023 (edited) 10 hours ago, leesjig said: I've been using that Weaponsmith extended mod for the last couple of yrs. It has a nice variety of weapons to choose from during play through. Its kind of weird how that mod author had you patch the mod all together yourself, but once I did I really like using that mod. So really the only weapon mod I've been using... I mean is that rifle nice to use when naked you get 3x damage? It being the only invisible weapon I've seen was weird, so no biggy. I doubt it's related to WE, and just because I haven't seen it happen doesn't mean it's not a bug. I'll have a think about how to address it. Maybe I can pre-place an invisible marker in the CK with an attached script so that when the player first enters that cell the real weapon is spawned at the marker and then the marker deletes itself... though that could result in the weapon disappearing if you leave the cell without picking it up on your first visit. Maybe I could leave another hidden quest running which spawns the gun as an alias on first visit, then the game shouldn't try to clean it up until the alias is unfilled. Edit: Scratch that idea, I switched to doing it before the initial release (I think because I was seeing the problem you're describing), so the rifle is already placed at a dummy marker in that cell when the quest starts, not pre-placed in the CK. I have no idea what was really causing it when I saw it happen during initial development of the retrieval quest, nor why switching to having the quest spawn the guns seemed to fix the problem for me (for the record it was happening with both the rifle and the shotgun, but I was seeing it far more often with the shotgun). It could be some subtle nuance of how the game handles weapon templates and unique weapons. If anybody's familiar with the underlying issue I'm happy to change how the unique weapons in this mod are composed. In the meantime I'll add it to the known bugs post so we don't lose track of the problem. Edited September 28, 2023 by vaultbait
bobata Posted October 11, 2023 Posted October 11, 2023 Я пройшла всі квести. Не зустрів щупальця. Як запустити пастку-щупальце. Інформації в темі не знайшов.
vaultbait Posted October 12, 2023 Author Posted October 12, 2023 On 10/11/2023 at 6:38 AM, bobata said: Я пройшла всі квести. Не зустрів щупальця. Як запустити пастку-щупальце. Інформації в темі не знайшов. I passed all the quests. Did not meet the tentacles. How to trigger a tentacle trap. I did not find information in the topic. The tentacles aren't related to any quests. If you don't have the Animated Tentacles mod installed, there won't be any. There are several locations in the cave complex where you can trigger a tentacle trap, but the easiest one to find is in the alcove off the hospital sub-basement, where you find the Port-A-Diner machine.
Hober9 Posted October 19, 2023 Posted October 19, 2023 Hi. Can you say me if i install the non-redux of Family Planning and extras they need, Wasteland Dairy can work alone or is not useful? Greetings.
vaultbait Posted October 19, 2023 Author Posted October 19, 2023 5 hours ago, Hober9 said: Can you say me if i install the non-redux of Family Planning and extras they need, Wasteland Dairy can work alone or is not useful? I'm pretty sure Wasteland Dairy Framework (or at least its Wasteland Offspring feature which provides super mutant impregnation options) requires Family Planning Enhanced Redux. If you're going to use normal Family Planning Enhanced along with its Super Mutant Baby Add-On, then you should not install Wasteland Dairy Framework. Does that answer your question?
Hober9 Posted October 20, 2023 Posted October 20, 2023 9 hours ago, vaultbait said: I'm pretty sure Wasteland Dairy Framework (or at least its Wasteland Offspring feature which provides super mutant impregnation options) requires Family Planning Enhanced Redux. If you're going to use normal Family Planning Enhanced along with its Super Mutant Baby Add-On, then you should not install Wasteland Dairy Framework. Does that answer your question? Yes, thank you very much. Greetings.
vaultbait Posted November 3, 2023 Author Posted November 3, 2023 18 minutes ago, leesjig said: I just repaired the chair...does that mommy-o from chair last longer than the mommy-o you can pick pocket from mutants? wondering... Exact same duration. I added the chair because players reported that additional doses of Mommy-O were hard to come by, so you have an unlimited supply as long as you come back there for a dose. In playtesting I find it's only marginally useful, since sex with super mutants has a chance to dose you with more anyway, and you'll start to find loose doses for sale at doctors/drug dealers or on dead super mutants after you level up enough. Also, it will make NPCs immediately fertile when they sit in it if you're using FPE (probably also works with FPER though I did not test that). 22 minutes ago, leesjig said: Those cribs in jail cell with doctor. Will the doctor place your mutant babies in those cribs? So I can fill all cribs with mutant babies? That was the original intent, though I haven't invested any time in figuring out how to make that happen yet. Also I want to replace or supplement the toys in there with some befitting young super mutants (maybe miniature weapons, gore, pregnant-looking dolls... haven't decided yet).
valcon767 Posted November 4, 2023 Posted November 4, 2023 16 hours ago, leesjig said: Just a couple of simple questions: I just repaired the chair...does that mommy-o from chair last longer than the mommy-o you can pick pocket from mutants? wondering... Those cribs in jail cell with doctor. Will the doctor place your mutant babies in those cribs? So I can fill all cribs with mutant babies? 16 hours ago, vaultbait said: Exact same duration. I added the chair because players reported that additional doses of Mommy-O were hard to come by, so you have an unlimited supply as long as you come back there for a dose. In playtesting I find it's only marginally useful, since sex with super mutants has a chance to dose you with more anyway, and you'll start to find loose doses for sale at doctors/drug dealers or on dead super mutants after you level up enough. Also, it will make NPCs immediately fertile when they sit in it if you're using FPE (probably also works with FPER though I did not test that). That was the original intent, though I haven't invested any time in figuring out how to make that happen yet. Also I want to replace or supplement the toys in there with some befitting young super mutants (maybe miniature weapons, gore, pregnant-looking dolls... haven't decided yet). the chair will make NPCs fertile with FPER as i use that and it did make my follower instantly fertile (actually both that used the chair). hmm no clue on the crib with the doctor thing. guess next time i have a super mutant baby i will go there and see if i can leave a baby there and if it will grow up. this will probably take a day or 2 though as i am not currently pregnant, and am testing another mod out. i will let you know when i find out though.
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