vaultbait Posted November 19, 2023 Author Posted November 19, 2023 8 hours ago, goomthegoon said: I use "ZeX - Fusion Girl 1.89" with OCBP and MTM preset With FG 1.89 (a.k.a. FusionGirl-0223.7z) make sure you use ZBG 1.3 (ZeX-ZBG-1.3.zip) since that provides the sliders.json file you'll need for LooksMenu. If you don't want its default BodyGen configs active, just disable the two BodyGen configuration toggle plugins (ZeX-BodyGen-F.esp and ZeX-BodyGen-M.esp) that get installed with it (don't disable the ZeX-InGameSliders.esp plugin though).
joezreezal Posted November 21, 2023 Posted November 21, 2023 On 8/8/2023 at 1:30 AM, Robert T said: I started a new save and noticed this "skinny body" perk, I was wondering if it was from this mod or UC? I havent seen it before Were you ever able to find which mod is doing this? I think I have the same problem
vaultbait Posted November 21, 2023 Author Posted November 21, 2023 12 hours ago, goomthegoon said: Were you ever able to find which mod is doing this? I think I have the same problem Could it be from coldsteelj's WeightGain?
joezreezal Posted November 21, 2023 Posted November 21, 2023 2 hours ago, vaultbait said: Could it be from coldsteelj's WeightGain? It is not. Ive double checked and Ive never installed that mod.
vaultbait Posted November 21, 2023 Author Posted November 21, 2023 2 hours ago, goomthegoon said: It is not. Ive double checked and Ive never installed that mod. Other possibilities I can think of are Gain Some Weight and Workout Through the Fallout (deleted by its author, not sure if it moved somewhere else).
vaultbait Posted November 22, 2023 Author Posted November 22, 2023 (edited) 0.9.5 (2023-11-22) This is a beta release, keep a save before installing and expect bugs! Added a utility item (technically a weapon) called Supplicate Yourself which, when equipped, will strip the player and unequip all weapons. Convenient addition to the favorites menu, can be purchased from Baby Factory in the breeding pit for a few caps after completing the Colostrum Cave Adventure quest. After completing certain stages of the Expand Your Mind quest, Baby Factory starts to sell dildos of increasingly larger sizes which make it possible to quickly re-enlarge your holes, for example if you've taken a break from the quest and want to resume it even though your tolerance has decreased in the meantime. Wait for the player to exit any furniture when calling out to Harassment to trigger an approach, in order to avoid buggy conditions which can result from the player being in furniture when pathing to the scene location begins. Harassment trap triggers (couch, shower, toilet) have been reworked to increase your chances of being approached the longer you spend on or inside them. Refactored and combined the various dispenser scripts in order to make them cleaner, more efficient, and improve their extensibility. If More Ways of Washing is installed, the soap dispenser in the pit will dole out Spring Green Super Soap instead of vanilla game soap. Triggered hypnotist approaches from Sexual Harassment now ignore the "wait for player to be alone" MCM setting. The third brainwashing bed dream no longer injects the player with Sexual Harassment's bimbo serum, since the frequency of hypnotist harassers in the pit all but guarantees it will happen naturally at some point. The fourth brainwashing bed dream no longer attaches a Real Handcuffs shock collar to the player, since it will probably happen during a hypnotist approach anyway. Since it's now possible to get other harassment approaches from muties while on Mommy-O, the dream no longer automatically triggers a collar master approach either. On the second and subsequent brainwashing bed visits, the unconscious player will be force-fed various quantities of mutie cum if Better Living Through Cumistry is installed, almost certainly resulting in or otherwise satisfying cum addictions, but also fattening the player accordingly if Unhealthy Craving and RobCo Patcher are installed. Added feature toggle in MCM to control whether Provocative Perks should be automatically applied to the player by some events. The routine that adds mutie races to the Closeted Crossbreeder perk from Provocative Perks will now also add the perk itself if it's not already active (can be disabled in MCM). Whore of Atom perk books and the later repeatable random brainwashing dreams add Provocative Perks unless blocked by the new MCM option (books: USB Type-V, Life of the Party, Unbridled Nymphomania; dreams: Abandoned Property, Cheap Date, Dubcon Enthisiast, Easy Prey). Size Queen levels now have their own custom images in the Pip-Boy's perks list, based on artwork originally created by Shadman and distributed with open permissions. Significantly increased frequency of the routine which removes infants from the unique breeding slaves. Better detection for pit muties ending up outside their intended areas, so now they get teleported home immediately any time their location changes. Include a wait between unloading/reloading the HUD so that the two actions don't race each other, and explicitly reposition it once loaded in order to work around a bug where it sometimes appears at the wrong coordinates (improves the situation but still doesn't seem to entirely solve it). Increased the speech challenge bonus from Catechist's Capitulation by an order of magnitude, since it still wasn't enough to overcome cumulative penalties from lots of addictions otherwise. Exhibitionist's killgasms now also paralyze the player in orgasmic bliss for a 10 second refractory period, and leave the player staggered for one full minute. Moved the tools note in the hospital basement slightly, in order to make it easier to activate. Replaced the dead radio in the hospital basement with one tuned to the Institute frequency, a nod to CIT's involvement at the hospital. The "get lamp" and "spoiled contraceptive" activators now use a no-physics mesh so there's no chance they'll drop through the floor if the disable Havok script fails like it seems to do occasionally. Radioactive pools in the pit and temple now have bubbling effects. Excluded bathroom stall walls and doors from previs to fix an annoying occlusion bug. Changed references for the cold-war era Knolls Atomic facility from The Locks to The Knolls (the real site is nearer to Windsor than to Windsor Locks anyway). Debug logging about soft integration of mods has been condensed in order to reduce log spam. Edit: The slightly later file page update was because I forgot to double-save it as a workaround for the longstanding forum bug where the pre-save content is what gets replicated into the first post of the support topic. I also updated the Known Bugs post to clean up some stuff that got fixed or has fairly solid workarounds implemented in the latest release. This release does not add interaction options to generic muties throughout the game. I'm still working on that feature, as it's somewhat complicated to implement safely. The original plan was to hold releasing until that reached completion, but I'd accumulated a large pile of other fixes/additions and, since this is a major holiday weekend for folks in the USA, I figured I'd follow ESR's "release early and often" mantra to give them something else to be thankful for (when they need to get away from family time and indulge their perverted minds for a few minutes). Edited November 22, 2023 by vaultbait 5
Navybuster Posted November 22, 2023 Posted November 22, 2023 @vaultbait Decided to give the mod a try. It's interesting, although I can see that it needs a somewhat better story pacing and flow. At the very beginning I feel that one on the girls should fill you in on your current situation. The Player Character should initially be grossed out by the food/drink sources, showing reluctance at first. You must eat and drink to unlock the beds, thereafter they can be used freely. Colostrum Cave Adventure unlocks after sleeping for the first time, which causes the dead priest girl to spawn in. The entrance next to the mutant hounds should be blocked of by a door, that can unlocked with a key the priest girl has in her possession. However you can't enter the cave yet, as you'll be prompted with a message to get a weapon. Or ask for a favor from a certain super mutant (not the breeder mutants) in exchange for sex to clear out the cave. You can borrow a baseball bat from one of the girls, that she probably uses as a dildo. The bat staggers and does bonus damage to ghouls When you give to baseball bat back you'll get a perk that gives the same effect as the bat when you use drugs. If you asked for the favor instead you get a perk, which gives resistance versus ghouls when on drugs. I also advise to completely ditch the breeder mutant following you, as it's a sure fire way to break possible quest sequences. Just let them hang out at the pits. Any super mutant follower should be exclusively quest related. Moving on you should be more properly prompted in the game to get the terminal password. Currently the breeder mutants have the password, but the mod doesn't tell you that. Instead have the same mutant, who can clear out the Colostrum cave for you be the one in possession of the password. You can ask a girl to fuck the mutant to get the password for you. Or you fuck the mutant yourself, you also get some drugs and caps as a reward, making this option more tempting. You should get a followup quest to venture past the fence to deliver something to another breeder outpost or something. Some more perks surrounding drugs and mutants is always cool. How about a "Mysterious Mutant Stranger" perk XD. Maybe add cheap chem counterparts to the existing chems in the game, with features such as: Bypasses Chem Resistant perk, you can still become addicted. Good for junky addict builds. Cheap chem recipes yield 3x times more chems, then normal ones. 3x times cheaper, so you can buy more. Add some Mutant approved clothes such as: Super Mutant Gear https://www.nexusmods.com/fallout4/mods/74530 https://www.nexusmods.com/fallout4/mods/74541 Children of Atom - Fanatics Outfits https://www.nexusmods.com/fallout4/mods/32401 https://www.nexusmods.com/fallout4/mods/74530 You could set these clothes up in such a way that they always reveal the women's nether regions, to maintain the nudity theme and be still affected by nude perks. Plus dressing some of the female npcs up a little, makes the mod feel a tad less bland and more thematic.
mercplatypus Posted November 22, 2023 Posted November 22, 2023 Gave this a try. Everything seems to work as intended so far, though I did have a random mutant patrol attack me outside the museum of freedom while dealing with the raiders there. Not a lust crazed mutie, just normal ones. They seemingly spawned out of thin air. I'm assuming this is related to the increased spawn rate from this mod. I will state that USB type 5 seems a little weird of a choice as it goes against the whole nudist idea. I think edging master would be probably a better choice as it is more thematic and works with the exhibitionist stuff rather than against it. That's my only real suggestion on possible changes so far.
vaultbait Posted November 23, 2023 Author Posted November 23, 2023 2 hours ago, Navybuster said: It's interesting, although I can see that it needs a somewhat better story pacing and flow. This is partly due to few intentional design choices: The quests are meant to be lightweight, optional, and mostly independent of one another. They exist primarily to give a little backstory/explanation for the perks, equipment, and overall setting. You should be able to wander on your own, and "accidentally" complete tasks for some quests even before those quests even start, without breaking the quests. I do intend to expand them a bit, but that will involve the additional cavern exits and locations I'm adding after 1.0.0, this is still very much a test release and my focus has been more on getting the underlying mechanics right than on classical story quest content. 2 hours ago, Navybuster said: Bypasses Chem Resistant perk, you can still become addicted. Good for junky addict builds. I hadn't considered this, but it's an interesting idea. I was already planning something similar for the Party Girl perk, because it's annoying that if you haven't become addicted to alcohol yet before reaching the second rank, or if you accidentally cure your addiction, you can never become addicted for the rest of the game.
vaultbait Posted November 23, 2023 Author Posted November 23, 2023 16 minutes ago, mercplatypus said: I did have a random mutant patrol attack me outside the museum of freedom while dealing with the raiders there. Not a lust crazed mutie, just normal ones. They seemingly spawned out of thin air. There is a random encounter point a little east of the Museum. If a breeding patrol random encounter gets rolled there, it's close enough that the behavior package on them will make them come running to your position. 18 minutes ago, mercplatypus said: I'm assuming this is related to the increased spawn rate from this mod. It technically doesn't change spawn rates, it just causes the game's placed random encounters to have a (variable) chance to be a mutie breeding patrol instead of whatever else it was going to be instead. 20 minutes ago, mercplatypus said: I will state that USB type 5 seems a little weird of a choice as it goes against the whole nudist idea. I agree, though there is still an element of nudism there in that you need to be naked (well, at least pantsless) in order to use the perk. 23 minutes ago, mercplatypus said: I think edging master would be probably a better choice as it is more thematic and works with the exhibitionist stuff rather than against it. Provocative Perks does have a couple of nudist/exhibitionist themed perks I could have chosen (Sensitive Skin being the other), but I think I found their implementation annoying when I originally tried them (no offense to their creator, they just didn't mesh with my playstyle). That's been a while though, I'll give them another try and see what I think.
vranina Posted November 23, 2023 Posted November 23, 2023 (edited) delete this Edited November 23, 2023 by vranina
ZI0MATRIX Posted November 23, 2023 Posted November 23, 2023 (edited) Good to see that improved /optimised various thing to have a stabile basis to expand on. So far everything worked for me. I just had yesterday one bug, which the settlement doctors (I use Sim Settlements 1) had empty shop inventories (save was not a breeder yet), but I am not sure if this is, this mods here fault or not. Today I started the game with the intention to write you a bug report and the settlement doctors shop inventory is fine. So I guess everything is fine. One issue I had before and I am not sure what is the cause of it. At the beginning you are supposed to talk to two breeders for futher information. These however only tell me about the children of atom girl after multiple attemps talking with them. I am already looking into what kind of mods could be responsible. Possible some mod about making NPCs shut up that talk to me too much. Like you have a AAF scene going and Piper suddenly walks in the screen and tells me about how hard Journalists it have. Idea for future quest or NPCs: You already mentioned an idea for Super Mutant follower/bitch bender/breeder feeder... . I was looking at the names of the current SM than imply their prefered act. What about a dose of Stockholm Syndrome and the Player Character can prefer a certain SM. If you like story writing like you did with the dreams, this might give you the option to go in various directions. Like a super mutant who cares about his breeder, a bitch tamer/wispherer "Good Girl", one that only sees them a cattle, a violent one ... Maybe semi humoristic ones. Like some manipulative store manager: "Stacy, you need need to put more effort into this for the team. Can you please nurse another baby? " Or one that is the cook: " Look lady, either you allow me to cum inside you or you will come into the soup." Doesn't need to come all with one update, and be small things for updates "added new dialogue lines for SM: Raping Romantic and Breeding Cave Manager" I uninstalled the Family Planning Enhanced Supermutant addon as I can't make Supermutant settlers work properly with the Settlement objects (Sim Settlement 1 plots, vanilla farm crops don't grow, vanilla shops...). One the other hand I would love to see how slowly settlements get taken over my these green humanoids with your own worn out breeder in between. So either we get SM to behave exactly like Human settlers (I guess difficult) or maybe a baby addon for FPE that makes gives every baby--> grown settler a greenish skin color. Good Work! Edited November 23, 2023 by ZI0MATRIX
vaultbait Posted November 23, 2023 Author Posted November 23, 2023 3 hours ago, ZI0MATRIX said: I just had yesterday one bug, which the settlement doctors (I use Sim Settlements 1) had empty shop inventories (save was not a breeder yet), but I am not sure if this is, this mods here fault or not. Today I started the game with the intention to write you a bug report and the settlement doctors shop inventory is fine. So I guess everything is fine. I've seen this many times before, for years, even before MHK ever existed, and not just with settlement vendors or doctors either. If you interact with a vendor at the wrong times, they will occasionally have an empty inventory. Usually trying again after a few seconds works, or waiting in furniture for an hour. It seems to especially happen around opening/closing time for shops, particularly. 3 hours ago, ZI0MATRIX said: One issue I had before and I am not sure what is the cause of it. At the beginning you are supposed to talk to two breeders for futher information. These however only tell me about the children of atom girl after multiple attemps talking with them. I am already looking into what kind of mods could be responsible. Possible some mod about making NPCs shut up that talk to me too much. Like you have a AAF scene going and Piper suddenly walks in the screen and tells me about how hard Journalists it have. The two free breeders (cow and pig) only have dialogue about the dead neophyte at the back of the cave, the quest objective markers for each of them should clear once they've said their monologue at least once. After you advance the Colostrum Cave Adventure quest, they should cease telling you about her. Otherwise, they only have random comments they'll make in passing ("greetings" in game terms), mostly about the cave and about being breeding slaves. I may add more in-depth dialogue for them in the future. 3 hours ago, ZI0MATRIX said: Idea for future quest or NPCs: You already mentioned an idea for Super Mutant follower/bitch bender/breeder feeder... . I was looking at the names of the current SM than imply their prefered act. What about a dose of Stockholm Syndrome and the Player Character can prefer a certain SM. If you like story writing like you did with the dreams, this might give you the option to go in various directions. Like a super mutant who cares about his breeder, a bitch tamer/wispherer "Good Girl", one that only sees them a cattle, a violent one ... Maybe semi humoristic ones. Like some manipulative store manager: "Stacy, you need need to put more effort into this for the team. Can you please nurse another baby? " Or one that is the cook: " Look lady, either you allow me to cum inside you or you will come into the soup." I do want to add some more depth to the unique super mutants too, though I've shied away from doing much with the dialogue system so far because I'm still not 100% confident in my ability to use it correctly. Expect that to change as I get more comfortable using it. 3 hours ago, ZI0MATRIX said: I uninstalled the Family Planning Enhanced Supermutant addon as I can't make Supermutant settlers work properly with the Settlement objects (Sim Settlement 1 plots, vanilla farm crops don't grow, vanilla shops...). They can be assigned to guard posts and will increase the security rating of the settlement as expected (I'll add an idea to my brainstorming list about possibly making guard furniture for super mutants). Other than that, yes there's not a lot for them to do besides put new super mutants inside settler bellies. 1
rubber_duck Posted November 23, 2023 Posted November 23, 2023 0.9.5 Report I don't have any bugs to report, and I'd consider the current version both playable and stable. I didn't, however, finish the mod yet so I can't make any (final) assumptions. I do, however, have a small request - the Size Queen. Is there any chance you could either remove it from MHK and make it a separate mod OR better yet, enable it at the start of the game, whether MHK quest started or not? I really like the Size Queen feature, and I didn't experience any issues with it during my testing of MHK. I'd just prefer it to be enabled at the start of the game. Also, another feature I'd personally like to see is the integration with AAF Violate - if Violators are Supermutants, there should be a chance that it (Violate) passes the player to MHK pit for new adventures. It might be a good idea to add a chest or something so Player can retrieve their items once MHK's abduction is completed and Player escapes. Other than that, MHK is excellent and I can't wait to see the future of it! As always, keep up the great work and take care!
vaultbait Posted November 23, 2023 Author Posted November 23, 2023 2 hours ago, rubber_duck said: I do, however, have a small request - the Size Queen. Is there any chance you could either remove it from MHK and make it a separate mod OR better yet, enable it at the start of the game, whether MHK quest started or not? I'm torn on that. I don't want that to start until the player is ready for it (and the premise is that the player doesn't get the ability to acclimate to mutie cock until getting severely drugged and brainwashed), but on the other hand activating it is as simple as changing the MHK_SizeQueen global from 0 to 1 so there's no real reason it can't be available earlier. 2 hours ago, rubber_duck said: Also, another feature I'd personally like to see is the integration with AAF Violate - if Violators are Supermutants, there should be a chance that it (Violate) passes the player to MHK pit for new adventures. It might be a good idea to add a chest or something so Player can retrieve their items once MHK's abduction is completed and Player escapes. Unlike, say, RSE II: CSA abductions or Raider Pet enslavement, being sent to the breeding pit is a one-time experience and the player is forever changed by it. The whole point of the mod is to provide a start-game setup so the player can then take the perks and equipment from there and continue other quest mods or vanilla game quests with a unique twist on the normal gameplay mechanics. Having another mod like Violate start that scenario, particularly having to wait for some random event like a Violate outcome to start it, is really not in keeping with the intent of the mod. That said, I'm planning for a solution that has breeding patrols (maybe mutie stalkers too) to re-abduct the player to a variety of different super mutant encampments around the Commonwealth, but that's going to be tied into when I activate the other exits from the cave complex, since some of those camps will be what's on the other side of the doorways. 1
rubber_duck Posted November 23, 2023 Posted November 23, 2023 30 minutes ago, vaultbait said: I'm torn on that. I don't want that to start until the player is ready for it (and the premise is that the player doesn't get the ability to acclimate to mutie cock until getting severely drugged and brainwashed), but on the other hand activating it is as simple as changing the MHK_SizeQueen global from 0 to 1 so there's no real reason it can't be available earlier. When you put it like this, I guess you're right - having it set to 0 (disabled) prior to starting MHK seems logical. That being said, I'm really missing a feature like Size Queen in FO4. Surely, the Wear System from Sex Attributes works perfectly, but how do I know how open (wide) the character is? Hopefully someone creates something similar! 33 minutes ago, vaultbait said: Unlike, say, RSE II: CSA abductions or Raider Pet enslavement, being sent to the breeding pit is a one-time experience and the player is forever changed by it. The whole point of the mod is to provide a start-game setup so the player can then take the perks and equipment from there and continue other quest mods or vanilla game quests with a unique twist on the normal gameplay mechanics. Having another mod like Violate start that scenario, particularly having to wait for some random event like a Violate outcome to start it, is really not in keeping with the intent of the mod. That said, I'm planning for a solution that has breeding patrols (maybe mutie stalkers too) to re-abduct the player to a variety of different super mutant encampments around the Commonwealth, but that's going to be tied into when I activate the other exits from the cave complex, since some of those camps will be what's on the other side of the doorways. I kinda figured MHK is one-time experience. However, if we consider all Supermutants the same (with the same goal - in this case to repopulate), then it definitely makes sense to have the whole pit one-time experience. Your planned solution would fit in perfectly, really hoping (and looking forward to) seeing it implemented! Like I said, I'm really interested in the future of this mod as it promises a lot. It's clearly visible that you've spent so many hours on it already, and I both like and respect that! I'll continue on playing and testing it and should there be any bugs, I'll surely let you know! Take care and keep up the outstanding work!
rubber_duck Posted November 23, 2023 Posted November 23, 2023 0.9.5 - Missing texture A small issue, mind you. The dead body (well... half of the body) in the shopping cart in the pit has no textures. I wouldn't say that there's a file conflict as the only file conflicting (overwriting) the MHK in my load order is Moneyshot 4K Textures. It could be that you've misplaced/forgot to include the textures for the dead body. 1
Navybuster Posted November 23, 2023 Posted November 23, 2023 @vaultbait There are a few thing I forget too mention in my earlier post. I have small nitpick with the Brainwashing Beds, I feel like there should be some crude device placed near them emitting hallucinogenic gas, probably obtained from HalluciGen, Inc. Would love it if the mod goes heavier into the "give in", "just let go", "everything is fine", "join us", "you are safe here", "let your pussy think for you", "breeding is good for you" vibes thorough out the mods story. So obviously the mod is centered around breeding. However... currently breeding doesn't have any game play functionality, it doesn't really do anything. Sure it is meant to be used alongside mods like FPE and BLTC, and we see here that it adds flavor, but it still doesn't really add much to the breeding. Breeding simply isn't really beneficial to the player. It needs to be rewarding, have value. The message should be "Breeding is good for you." My suggestion is to make breeding a currency, you breed you get tokens. The Tokens could be spent on things like: Dispensers similar to the library token machines. Dispensers are spread out near mutant camps. Contains a random assortment of chems, crafting components and ammo. Contains Syringer ammo, never use that gun due it's ammo rarity. Often contains items that are normally quite rare. Contains items added by this mod that are only available with tokens. Hiring the services of mutants for an x amount of time. Potentially added settlement items requiring these tokens to build. This system essentially opens up a whole new way to play the game, and makes you want to engage with the breeding interactions. Plus it makes the mod less depended on other mods for fun. I personally don't use FPE or any of the other listed mods, I think they make the game more tedious and bloated than adding fun. It is important that the mod is primarily fun on it's own. A few weapon ideas: Flare gun that sends Mutant reinforcements instead of Minutemen. (Ammo bought with tokens) Mutant Gas Grenade/Mines, I think Flashy (JoeR)'s RSE mod had explosives made out of your own feces, they caused vomiting/fainting, gnarly stuff. A few perk ideas: Mutant Firearms - Handmade guns do 50% more damage and have stagger chance. (Make peashooters great again.) Mutant Martial Arts - Big melee weapons such as Sledge Hammers do more 50% Limb damage and weigh 25% less. Critical Chems - 5% Crit Chance per active Chems. Considering that Mutants will be friendlier towards you, means that the Commonwealth becomes a safer place, which isn't great. The game isn't much fun if there's less to shoot at. Random big raider/gunner encounters assaulting mutants camps. Radiant quests involving the protection your green overlords from the inferior races. Oof, okay that was another completed wall of text.?
vaultbait Posted November 23, 2023 Author Posted November 23, 2023 36 minutes ago, rubber_duck said: 0.9.5 - Missing texture A small issue, mind you. The dead body (well... half of the body) in the shopping cart in the pit has no textures. I wouldn't say that there's a file conflict as the only file conflicting (overwriting) the MHK in my load order is Moneyshot 4K Textures. It could be that you've misplaced/forgot to include the textures for the dead body. Can you post a screenshot? I don't remember putting a body in a shopping cart. I did place a vanilla game super mutant gore shopping cart static object in the pit, but there's nothing custom about it and I definitely didn't add a separate human body in it.
vaultbait Posted November 23, 2023 Author Posted November 23, 2023 25 minutes ago, Navybuster said: I have small nitpick with the Brainwashing Beds, I feel like there should be some crude device placed near them emitting hallucinogenic gas, probably obtained from HalluciGen, Inc. Your first time in the beds does come with a hint that the NPCs there were doing something to you while you were unconscious or semi-conscious. The idea is that they're drugging you and providing subconscious conditioning while you sleep, probably also doing sexual things to you (and obviously undressing you if you go to bed while wearing clothing, taking away any birth control you might have collected elsewhere, etc). 30 minutes ago, Navybuster said: So obviously the mod is centered around breeding. However... currently breeding doesn't have any game play functionality, it doesn't really do anything. Sure it is meant to be used alongside mods like FPE and BLTC, and we see here that it adds flavor, but it still doesn't really add much to the breeding. Breeding simply isn't really beneficial to the player. It needs to be rewarding, have value. The message should be "Breeding is good for you." Yes, as you've observed (and as I've tried to convey in the mod description), this is aimed at being a complimentary mix-in with other sex-oriented mods. I've tried really hard to avoid adding features that duplicate any already present in other popular mods since they do a better job of them than I could ever hope to, so this is more about filling in the gaps between. I agree though, pregnancy doesn't have much in the way of benefits (technically FPER has some perks you can acquire which give you bonuses from being pregnant, but that's not the case with regular FPE). Once this reaches the 1.0.0 release I'm going to switch to creating content for the obstetrics wing of Medford Memorial Hospital, and was thinking of making some of the rewards there focus more on benefits for being pregnant. It would still need FPE (or FPER) though, I'm really not interested in creating my own separate pregnancy system for this mod. And while I appreciate the thought you've put into your suggestions, as I mention at the beginning of the mod description I'm not short on ideas for things to add. On the contrary, I've already got more content planned out that I'll probably have time to implement. If anything, I need to focus on prioritizing what out of my existing list of plans should be implemented first.
Navybuster Posted November 24, 2023 Posted November 24, 2023 (edited) 2 hours ago, vaultbait said: Your first time in the beds does come with a hint that the NPCs there were doing something to you while you were unconscious or semi-conscious. The idea is that they're drugging you and providing subconscious conditioning while you sleep, probably also doing sexual things to you (and obviously undressing you if you go to bed while wearing clothing, taking away any birth control you might have collected elsewhere, etc). Yeah the nitpick is me more or less wanting more of a visualization, that the super mutants gained possession of a mind altering drug chemical. A failed pre-war chem meant to stimulate the female body's reproductive organs, which unintentionally caused severe obsession for getting dicked down by the biggest cocks possible. 2 hours ago, vaultbait said: Yes, as you've observed (and as I've tried to convey in the mod description), this is aimed at being a complimentary mix-in with other sex-oriented mods. I've tried really hard to avoid adding features that duplicate any already present in other popular mods since they do a better job of them than I could ever hope to, so this is more about filling in the gaps between. I agree though, pregnancy doesn't have much in the way of benefits (technically FPER has some perks you can acquire which give you bonuses from being pregnant, but that's not the case with regular FPE). Once this reaches the 1.0.0 release I'm going to switch to creating content for the obstetrics wing of Medford Memorial Hospital, and was thinking of making some of the rewards there focus more on benefits for being pregnant. It would still need FPE (or FPER) though, I'm really not interested in creating my own separate pregnancy system for this mod. Honestly I'd say that adding a token currency system hardly causes any overlap with other mods. If any it's more beneficial to have it. You could hook it up with FPE/FPER, were giving birth rewards you with a decent amount tokens to spent, motivating players to get pregnant. Or any other mod that has sex encounters with mutants. The old Zodiac mod, that one has a token currency where you could add an exchange system support for. So again another potential mod yours could complement. I only see having your own currency system as a win-win. Even though you intent to make a mod to support others, it can easily be great on its own. I'd say it should be the other way around, other mod complimenting yours. ? IDK, like the listed mods are all "sandboxing/simulation roleplaying" content that don't really add game play, except for a bit of flavor, but in the end you don't need them. I'm one the people who prefers story quest mods, and sure you can add some side-quest that are only available with certain mods, to get more use out of them. @vaultbait You've written some nice stories for your Brainwashing Bed dreams, I think storytelling is where your strength lies. Yeah... I'd like to see your fantasies carried over to the rest of the mod. Make it feel like you're living a hypnotic fever dream. On another topic, I was thinking... There are several quests in the game that involve clearing out mutants, like Trinity Tower to obtain Strong or that one BoS mission to clear out a weapon storage depot. This gave me an idea. Some form of bounty/fine system. Once you're are a breeder, killing mutants cause a bounty to slowly go up. It can't be payed off, it will rise when it hits a maximum. If the maximum bounty limit is met, you'll get bounty collector encounters. You're transported to a "Breeder Rehab outpost". You're placed in a small room and get strapped up in a chem-injector chair. The room has pro-breeding messages scribbled all over the walls and you're surrounded by TVs and audio equipment. A text pop-up with a brainwashing story event is shown on screen. You're released from rehab. Your pussy is now filled with determination. If FPE/FPER is installed, you get a big 24 hour fertility boost and accelerated pregnancy. A breeding radiant quest is added, so you can get some exp for it as well. Maybe a radiant quest to kill some raiders/gunners, because humanity needs to be punished for the loss of green brethren. Rinse and repeat. Okay, I'm going tell let you cook in peace now. Have Fun!! ? Edited November 24, 2023 by Navybuster
rubber_duck Posted November 24, 2023 Posted November 24, 2023 3 hours ago, vaultbait said: Can you post a screenshot? I don't remember putting a body in a shopping cart. I did place a vanilla game super mutant gore shopping cart static object in the pit, but there's nothing custom about it and I definitely didn't add a separate human body in it. Sure thing! Here: Spoiler Unfortunately, I bring other bad news... Sex Harassment integration needs serious rework. I don't mind approaches from Mutants (though their dialogues could use rework), but the biggest issue is with the type of approach that's happening. I got a lot of Hypno approaches, and that's fine. What's not is having blackmail/devious/flirt/fan approach - those need to get disabled. Why? Simple - Devious Devices. It makes absolutely no sense for Mutants to have them. But the real reason is DD itself - the mod is old and buggy mess, and would (usually; from my experience) leave permanent changes on Player, and that's a massive black flag for me. I've disabled great majority of the available devices because of that yet still one of the mutants (blackmailer) was able to equip a baloon mask in which appears to be in mint condition despite the whole of MHK being set in dirty wet hole that is the Pit. I sincerely hope you're able to fix this. Devious Devices is a cool concept that works awfully and (in my humble opinion) should definitely not be used*. It's far below 2023 modding standards and is best left in the past where it belongs. * I know there isn't any alternative available yet (other than Real Handcuffs), but I despise DD's existence. Rather than making the game more challenging (what it's supposed to do), it makes the game irritating and nothing else. Just my opinion. 1
Navybuster Posted November 24, 2023 Posted November 24, 2023 59 minutes ago, rubber_duck said: Simple - Devious Devices. It makes absolutely no sense for Mutants to have them. But the real reason is DD itself - the mod is old and buggy mess, and would (usually; from my experience) leave permanent changes on Player, and that's a massive black flag for me. I've disabled great majority of the available devices because of that yet still one of the mutants (blackmailer) was able to equip a baloon mask in which appears to be in mint condition despite the whole of MHK being set in dirty wet hole that is the Pit. I sincerely hope you're able to fix this. Devious Devices is a cool concept that works awfully and (in my humble opinion) should definitely not be used*. It's far below 2023 modding standards and is best left in the past where it belongs. The Trappings of Fate is pretty much the only Skyrim SE mod that employs Devious Devices correctly, in an escape room game. So it fits there. In almost every other mod it devolves into, "Do you want to crawl for multiple hours to the nearest town, that's a kilometer away in a hobble-dress, whilst unable to fight back because your arms are restrained". Yeah, this is anti-fun. There should be a disable toggle if Devious Devices where ever to be included, and off by default of course. 1
valcon767 Posted November 24, 2023 Posted November 24, 2023 19 hours ago, ZI0MATRIX said: I uninstalled the Family Planning Enhanced Supermutant addon as I can't make Supermutant settlers work properly with the Settlement objects (Sim Settlement 1 plots, vanilla farm crops don't grow, vanilla shops...). One the other hand I would love to see how slowly settlements get taken over my these green humanoids with your own worn out breeder in between. So either we get SM to behave exactly like Human settlers (I guess difficult) or maybe a baby addon for FPE that makes gives every baby--> grown settler a greenish skin color. hmm last game i played with FPE(R) and Wasteland Dairy/Wasteland Offspring. (not far enough in new game yet to play MHK) at game end i had a total of 5 Super Mutant settlers that had grown from pregnancy - baby - child - adult (settler) ....... (more were in various stages). at settler lever what i had to do was move the adult (settler) to another settlement from the one the grew into adulthood in for them to actually be able to be assigned (could move them right back if desired). the jobs i could give them were 1 - tend crops (did not see them actually working the fields but it did count for food production) 2 - guard post 3 - provisioner (settlement supply lines) did not test other jobs, but those worked at least. one thing to note is that they will NOT sleep in a regular bed. mattress on ground worked, providing they could actually get to it. no clue if they would use a sleeping bag or not (will check in this game if i remember to when i get a SM settler). don't know how useful the info is, but it is what i saw. 1
mercplatypus Posted November 24, 2023 Posted November 24, 2023 Honesty, I usually just killed the kid and added a mutant from SuperMutantWorkShop at Fallout 4 Nexus - Mods and community (nexusmods.com). It not only has a way to populate a settlement with mutants, but also a very wide range of clothes and settlement counterparts for all normal settlement jobs like security, shops, etc. The voice is a bit weird, but it works. Added benefit is that they count as regular super mutants but aren't part of the mutant faction, so they'll respond to hostile mutants like other settlers do while also being friendly to you for general purposes.
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