vaultbait Posted November 24, 2023 Author Posted November 24, 2023 13 hours ago, rubber_duck said: Sure thing! Here: That looks like you're using a mod that adds more gore to vanilla game objects, but missed installing some textures it relies on. There's one I use (I'm not near my game PC at the moment to check the name) which repurposes meshes and textures from Mutilated Dead Bodies, so perhaps you're using that but missed installing the MDB mod that supplies the textures for it? 13 hours ago, rubber_duck said: 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. While some of those Sexual Harassment approaches don't really have super mutant appropriate dialogue, I personally like to play with them on because there are really no other mods that have similar approach systems for super mutants at all and I don't have available time to poorly reinvent that same wheel myself. Unfortunately, SH doesn't provide a means of limiting specific kinds of approaches to specific kinds of NPCs, you can turn super mutant harassers on/off, you can turn devious approaches on/off, but you can't allow devious approaches for humans and not for super mutants while allowing super mutants to engage in other kinds of approaches. I've been playing around with the idea of adding a separate patch/mod that adds more mutie-appropriate dialogue and options for SH, though am also not sure I want to keep up the maintenance for something like that long-term and would rather work with the author to improve SH in that regard instead. I think Kziitd is also working on alternative struggle animations for super mutant approachers, since the human ones are really messed up when muties get squished into them. 13 hours ago, rubber_duck said: 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. DD Bench Unlocker is the main reason I put armor workbenches in easily accessible locations. I tend to just kick the armor bench over and over until it gives me a free unlock. I've also been considering adding a key cutting machine that serves as a dispenser for RH and DD keys too. As for the balloon hoods, I personally disable those with Rogg's DD Items Manager because I too find them both ridiculous and inconvenient. 13 hours ago, rubber_duck said: 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. I am planning to add support for Kziitd's Fetish Toolkit once it's publicly released, as an alternative to RH and DD. I wouldn't be surprised if there are similar plans for SA/SH to add KFT integration fairly quickly once it becomes available. 1
vaultbait Posted November 24, 2023 Author Posted November 24, 2023 6 hours ago, mercplatypus said: 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. I don't do enough with settlement building so had never tried SMW, but I really should see if I can add some more convenient integration for it somehow. Thanks for the reminder.
mercplatypus Posted November 24, 2023 Posted November 24, 2023 I would state that it would be a nice to have thing, but really can't see it as a priority. Besides, I think it would likely be better to talk with whoever is maintaining FPE and FPER for that kind of integration as it would really just boil down to swapping the adult super mutant from vanilla once the kid is fully grown into an adult from the workshop. Everything else of benefit would come from the workshop itself. As it is without any work you can build a button that auto generates a super mutant for your settlement, so just getting rid of the one you birthed and pushing the button to make a new one to take it's place isn't that much trouble for right now. It's a super fast and effective workaround which means that it would really make more sense to focus on higher priority items like connecting the tunnels and whatnot.
vaultbait Posted November 24, 2023 Author Posted November 24, 2023 (edited) 20 hours ago, mercplatypus said: I would state that it would be a nice to have thing, but really can't see it as a priority. Besides, I think it would likely be better to talk with whoever is maintaining FPE and FPER for that kind of integration as it would really just boil down to swapping the adult super mutant from vanilla once the kid is fully grown into an adult from the workshop. Everything else of benefit would come from the workshop itself. As it is without any work you can build a button that auto generates a super mutant for your settlement, so just getting rid of the one you birthed and pushing the button to make a new one to take it's place isn't that much trouble for right now. It's a super fast and effective workaround which means that it would really make more sense to focus on higher priority items like connecting the tunnels and whatnot. As I said, I'll need to try it out first and figure out what the limitations are. At least with FPE's super mutant add-on, the adult super mutants can be assigned some tasks like normal settlers, there just isn't useful workshop furniture for them (that's where SMW looks like it will come in handy). I'm guessing what's different about the settlers SMW gives you is the alternative voicetype so that they have more typical settler and vendor dialogue, but I wonder if there's not a way to swap them out without replacing the NPCs and without patching FPE/the add-on. Then again, both SMW and the super mutant add-on for FPE are many years old, not actively developed, so maintaining a patch for either or both of those it probably not a massive maintenance burden. Edit: Tested it out for a few minutes yesterday when I had some time, and grown FPE super mutants can be assigned to basic workshop stations from SMW (I tried one of the scavenging station). The workshop reflected assignment status on the station and the settler, and the mutie started performing the task animation for it. I haven't tried creating a super mutant shop counter and assigning one as a vendor yet, though I expect that won't work out as well and so will likely need some fixing. Edited November 25, 2023 by vaultbait
Navybuster Posted November 25, 2023 Posted November 25, 2023 On 11/24/2023 at 7:06 PM, vaultbait said: As I said, I'll need to try it out first and figure out what the limitations are. At least with FPE's super mutant add-on, the adult super mutants can be assigned some tasks like normal settlers, there just isn't useful workshop furniture for them (that's where SMW looks like it will come in handy). I'm guessing what's different about the settlers SMW gives you is the alternative voicetype so that they have more typical settler and vendor dialogue, but I wonder if there's not a way to swap them out without replacing the NPCs and without patching FPE/the add-on. Then again, both SMW and the super mutant add-on for FPE are many years old, not actively developed, so maintaining a patch for either or both of those it probably not a massive maintenance burden. Edit: Tested it out for a few minutes yesterday when I had some time, and grown FPE super mutants can be assigned to basic workshop stations from SMW (I tried one of the scavenging station). The workshop reflected assignment status on the station and the settler, and the mutie started performing the task animation for it. I haven't tried creating a super mutant shop counter and assigning one as a vendor yet, though I expect that won't work out as well and so will likely need some fixing. If FPE mutants work fine with the SMworkshop stuff, can you make it so that the only way to get new mutant settlers is through FPE? ? Unless FPE isn't installed of course. According to the SMworkshop mod description, they are spawned with the "SuperMutant Settlers Manager". So that would mean that you'd need to disable the Manager from being build-able. This would encourage the player to breed, in order to make a mutant settlement. Might also be interesting if some of the build recipes for the Stores and Guard posts have to be unlocked via Quests.
ebbluminous Posted November 28, 2023 Posted November 28, 2023 @vaultbait - Just doing a fresh install of FO4 and MHK is causing a CTD when running the game. Has anything changed for requirements/conflicts? It used to work on the last intall
vaultbait Posted November 28, 2023 Author Posted November 28, 2023 3 minutes ago, ebbluminous said: @vaultbait - Just doing a fresh install of FO4 and MHK is causing a CTD when running the game. Has anything changed for requirements/conflicts? It used to work on the last intall It shouldn't. Are you using Buffout 4? If so, run your crashlog through CLASSIC and see what it indicates.
VaunWolfe Posted November 29, 2023 Posted November 29, 2023 I have left the pit and wandered around for a while and I have not seen any breeder patrols. Do they spawn anywhere or just select locations?
vaultbait Posted November 29, 2023 Author Posted November 29, 2023 35 minutes ago, VaunWolfe said: I have left the pit and wandered around for a while and I have not seen any breeder patrols. Do they spawn anywhere or just select locations? They're a "random encounter" which means (Bethesda: hold my beer, I got this) they happen at predetermined locations on the world map. Yes, you read that correctly. ? Luckily there are many, many such locations. The encounter markers come in a variety of flavors intended to support different classes of encounter (travel, chokepoint, assault, etc), but I make it so that breeding patrols can spawn at almost any kind of random encounter marker on the map. Also, you may have seen a patrol and not noticed. They're just groups of normal super mutants, sometimes with FEV hounds and occasionally behemoths. How often you'll run into therm, the sizes of the groups and their makeup is determined by a variety of factors you'll find laid out in the mod description (on the file page expand the section under Quests and then the Expand Your Mind subsection and see the third paragraph there).
ebbluminous Posted November 29, 2023 Posted November 29, 2023 (edited) 9 hours ago, vaultbait said: It shouldn't. Are you using Buffout 4? If so, run your crashlog through CLASSIC and see what it indicates. Yep, got Buffout. Just tried CLASSIC. When I click Scan Crash Logs, the terminal says: Spoiler Traceback (most recent call last): File "CLASSIC_Interface.py", line 352, in crash_logs_scan File "CLASSIC_ScanLogs.py", line 127, in crashlogs_scan File "CLASSIC_Main.py", line 573, in main_combined_result File "CLASSIC_Main.py", line 366, in xse_check_integrity File "pathlib.py", line 871, in __new__ File "pathlib.py", line 509, in _from_parts File "pathlib.py", line 493, in _parse_args TypeError: expected str, bytes or os.PathLike object, not NoneType Does this mean I've done something wrong or check lines 352, 127 etc of the crash log? Found the culprit: https://www.nexusmods.com/fallout4/mods/71754 Funny thing is when I last played FO4 a couple of months ago, I had this rebuild mod included with MHK and it worked Edited November 29, 2023 by ebbluminous
vaultbait Posted November 29, 2023 Author Posted November 29, 2023 6 hours ago, ebbluminous said: Yep, got Buffout. Just tried CLASSIC. When I click Scan Crash Logs, the terminal says: Hide contents Traceback (most recent call last): File "CLASSIC_Interface.py", line 352, in crash_logs_scan File "CLASSIC_ScanLogs.py", line 127, in crashlogs_scan File "CLASSIC_Main.py", line 573, in main_combined_result File "CLASSIC_Main.py", line 366, in xse_check_integrity File "pathlib.py", line 871, in __new__ File "pathlib.py", line 509, in _from_parts File "pathlib.py", line 493, in _parse_args TypeError: expected str, bytes or os.PathLike object, not NoneType Does this mean I've done something wrong or check lines 352, 127 etc of the crash log? I think it means CLASSIC was having trouble finding the location of your f4se.log in order to scan it for additional errors. You may need to set one of its path options (you should be able to do that from the GUI, or by editing CLASSIC's config file). 6 hours ago, ebbluminous said: Found the culprit: https://www.nexusmods.com/fallout4/mods/71754 Funny thing is when I last played FO4 a couple of months ago, I had this rebuild mod included with MHK and it worked Skimming the comments on that, it looks like common causes of early CTD with it include missing a "shared resource" dependency it requires (or not having it earlier in your load order), and hitting the BA2 archive limit in FO4. If uninstalling MHK was resolving the crash, then the latter sounds plausible. The FOMOD installer for MHK include a choice between archives and loose files, if you decide you need to reduce your archive count.
ebbluminous Posted November 29, 2023 Posted November 29, 2023 48 minutes ago, vaultbait said: I think it means CLASSIC was having trouble finding the location of your f4se.log in order to scan it for additional errors. You may need to set one of its path options (you should be able to do that from the GUI, or by editing CLASSIC's config file). Skimming the comments on that, it looks like common causes of early CTD with it include missing a "shared resource" dependency it requires (or not having it earlier in your load order), and hitting the BA2 archive limit in FO4. If uninstalling MHK was resolving the crash, then the latter sounds plausible. The FOMOD installer for MHK include a choice between archives and loose files, if you decide you need to reduce your archive count. Had set the log pathway before I run it. Within the limits - Still had a few other mods to install and they worked. Well til I hit the ones that don't like Invictus' Dead Body Fixer mod
deathmorph Posted November 29, 2023 Posted November 29, 2023 (edited) Are the intelligence reductions that you get from Spoiler the books you find permanent? Edited November 29, 2023 by deathmorph
vaultbait Posted November 29, 2023 Author Posted November 29, 2023 (edited) 12 minutes ago, deathmorph said: Are the intelligence reductions that you get from Hide contents the books you find permanent? They're "permanent" in the sense that there's no time limit for them, but they only take effect while you're naked. I can also add an MCM toggle for them, if that's desirable. The idea is that players are likely to take the Idiot Savant/Idiot Slut perk, so this offsets base Intelligence points required for acquiring necessary perks like Medic and Science. Edited November 29, 2023 by vaultbait
Musetica Posted November 29, 2023 Posted November 29, 2023 On 8/17/2023 at 7:40 PM, vaultbait said: Well, the "candy bowl" activator in the breeding pit just equips a random vanilla chem on you (Buffout, Med-X, Day Tripper, etc) so should be no different than consuming one from your inventory. The "cheap booze" activator similarly equips normal bourbon. Do you maybe have any mods installed that change vanilla chems somehow? Looking at the script from PVPK, Easy Prey requires vanilla chems to have the ObjectTypeChem keyword attached to their base forms and ObjectTypeAlcohol for booze, so a mod removing those keywords is about the only obvious way I can see to break it. Still didn't work for me. I took a break (to play other games) and wanted to make the mods work together now with the new update. Easy Prey wasn't the only one not working. Most, if not all the ones that you built in since then didn't work (like crossbreeder, nymphomia etc.). The solution to actually make it work for me was deselecting the "Light" flag from the Provocative Perks plugin in Vortex. Everything seems to work now!
vaultbait Posted November 29, 2023 Author Posted November 29, 2023 4 minutes ago, Musetica said: Still didn't work for me. I took a break (to play other games) and wanted to make the mods work together now with the new update. Easy Prey wasn't the only one not working. Most, if not all the ones that you built in since then didn't work (like crossbreeder, nymphomia etc.). The solution to actually make it work for me was deselecting the "Light" flag from the Provocative Perks plugin in Vortex. Everything seems to work now! Good to know! Also that's a really unexpected solution, it goes against everything I understand about the game engine, but then again modding a black box proprietary game is more "art" than "science" so I'm perhaps less surprised than I should be.
deathmorph Posted November 29, 2023 Posted November 29, 2023 40 minutes ago, vaultbait said: I can also add an MCM toggle for them, if that's desirable. I'm playing with a mod in which, among other things, the XP progress is drastically reduced, I think by a factor of 5 or even more. So it happens very slowly, even with maximum intelligence, but that's intentional. If the intelligence drops too much, then the development of the character comes to a standstill. Similar to slut status, but you can easily control that. An MCM switch would be a workaround, but my request would be to place an item somewhere after the end of the chapter that would eat or drink, which would then reverse the negative consequences. So that the character doesn't change dramatically so early in the game. Would it be possible? 51 minutes ago, vaultbait said: ... Idiot Savant/Idiot Slut perk, so this offsets base Intelligence points required for acquiring necessary perks like Medic and Science ... I also play with the True Perks mod, which changes the perks in a meaningful way and remixes them if necessary. Not that there are any problems with that. Sorry for the extra fuss, I really appreciate your work.
vaultbait Posted November 29, 2023 Author Posted November 29, 2023 15 minutes ago, deathmorph said: Similar to slut status, but you can easily control that. What the Idiot Savant (or Idiot Slut) perk does is give you random experience bonuses based on how unintelligent you are, as a way to counter the experience penalties from having a low intelligence score. I usually take it as my very first perk in order to maximize its effects. 17 minutes ago, deathmorph said: my request would be to place an item somewhere after the end of the chapter that would eat or drink, which would then reverse the negative consequences. So that the character doesn't change dramatically so early in the game. Would it be possible? I'll think about it, but am not even sure how it would work. As I said, the stat penalties (and bonuses) from the Whore of Atom books are only in effect when you're topless/bottomless/naked, so a workaround is to just put on some clothes and you'll instantly get smarter again. If you don't want those buffs and debuffs, just don't take the books (and deselect the Colostrum Cave Adventure quest since it won't complete if you don't take them).
deathmorph Posted November 29, 2023 Posted November 29, 2023 25 minutes ago, vaultbait said: What the Idiot Savant (or Idiot Slut) perk does is give you random experience bonuses based on how unintelligent you are, as a way to counter the experience penalties from having a low intelligence score. I usually take it as my very first perk in order to maximize its effects. Ah, now I know what you mean. This is the vanilla perk, which is no longer available in True Perks. 26 minutes ago, vaultbait said: I'll think about it, but am not even sure how it would work. As I said, the stat penalties (and bonuses) from the Whore of Atom books are only in effect when you're topless/bottomless/naked, so a workaround is to just put on some clothes and you'll instantly get smarter again. If you don't want those buffs and debuffs, just don't take the books (and deselect the Colostrum Cave Adventure quest since it won't complete if you don't take them). Thank you for wanting to think about this. Of course, the suggestion not to take the books and deactivate the quest does the trick too. I have to take the books actively, I guess. Aren't they given to me somehow as a reward? - So that I have the chance to leave the books behind ... As I read here, the mod is almost fully developed, so I'm looking forward to the further development of Unhealthy Craving
vaultbait Posted November 30, 2023 Author Posted November 30, 2023 (edited) 13 hours ago, deathmorph said: Ah, now I know what you mean. This is the vanilla perk, which is no longer available in True Perks. That's a rather iconic perk to be deprived of access to. Interesting that they would remove it. 13 hours ago, deathmorph said: Thank you for wanting to think about this. Of course, the suggestion not to take the books and deactivate the quest does the trick too. I have to take the books actively, I guess. Aren't they given to me somehow as a reward? - So that I have the chance to leave the books behind ... They're not forced on the player, you only acquire them if you pick up the religious texts (Flagellant Fasciculi, Mendicant Manuscripts, Supplicant Scriptures). You could also use the console to just remove the corresponding perks (or wear clothes to they won't take effect). 13 hours ago, deathmorph said: As I read here, the mod is almost fully developed, so I'm looking forward to the further development of Unhealthy Craving Nearing 1.0.0 release, at which point it will no longer be in beta testing, but yes I'll find more time to update Unhealthy Craving after that. I'll still be creating content for Milking Human Kindness, but the focus there will be more on connecting the cave exits to Commonwealth mutie encampments (with associated mini-quests to unlock them), building the obstetrics wing of Medford Memorial Hospital, designing a horny super mutant companion, and so on. Edited November 30, 2023 by vaultbait 1
deathmorph Posted November 30, 2023 Posted November 30, 2023 I just installed the mod, it's not a new game, but my actress is only at level 6 in the current round. That's not a problem, right? When installing, an option for changing the armor slots is suggested. Is it wise to take this? The prospects are incredibly interesting. I look forward to it. And maybe n.gamma will be interested in it at some point and would like to give the mod a German translation
deathmorph Posted November 30, 2023 Posted November 30, 2023 (edited) 2 hours ago, vaultbait said: and deselect the Colostrum Cave Adventure quest since it won't complete if you don't take them) PS: Could you please show me where I can deactivate the quest? I don't see that in the MCM. And which perks of Provocative Perks are automatically installed when the option is set? Edited November 30, 2023 by deathmorph
vaultbait Posted November 30, 2023 Author Posted November 30, 2023 12 hours ago, deathmorph said: I just installed the mod, it's not a new game, but my actress is only at level 6 in the current round. That's not a problem, right? Should be fine, it's intended for low level players and works best if you don't have much inventory (it all gets temporarily taken from you anyway) and no companions/followers (but if you do they'll just get abducted along with you and their belongings will also be temporarily removed). Just to be sure though, I've playtested starting it on saves where the player had already followed the main quest as far as Diamond City and acquired a handful of settlements, probably level 30-40, I don't precisely recall. 12 hours ago, deathmorph said: When installing, an option for changing the armor slots is suggested. Is it wise to take this? There's a ceremonial headpiece you'll find as part of one of the quests and it occupies the "headband" slot when worn. If you frequently wear other things that require the headband slot, that installer option simply adds a RobCo Patcher config file to switch that headpiece from the headband slot to the beard slot as an easy way to avoid such conflicts. If you want to switch it to some other slot, you can edit/replace the Data\F4SE\Plugins\RobCo_Patcher\armor\MHK_HeadwearSlotChange.ini file to make it use whatever slot you want. 12 hours ago, deathmorph said: Could you please show me where I can deactivate the quest? I don't see that in the MCM. I meant unset its active status in the Quests section of your Pip-Boy so you won't see objective markers for it forever. 12 hours ago, deathmorph said: which perks of Provocative Perks are automatically installed when the option is set? Different ones are added by a variety of events (sleeping in the brainwashing beds a lot, picking up the religious texts for Colostrum Cave Adventure, progressing your size queen rank for the Expand Your Mind quest...). You can find the details in the FAPs post (I updated it just now since your question reminded me I hadn't covered them there), but the full list is: Abandoned Property, Cheap Date, Closeted Crossbreeder, DubCon Enthusiast, Easy Prey, Life of the Party, Unbridled Nymphomania, USB Type-V 1
Navybuster Posted November 30, 2023 Posted November 30, 2023 @vaultbait I think plenty of ways to adjust MHK, when it comes to low Intelligence game-play. Like you said, the effects gained from the Colostrum quest only apply when naked. So obviously you'd want something that boost xp gain when naked, to counteract it's negative effects. Clearly some people don't use Idiot Savant or can't due to mods. Pretty sure I've a mod active that flips it's effects to apply on high Intelligence. A selection possible solutions could be: A perk that boost xp gain when interacting with super mutants if you're naked. (Any type of interaction) A perk that can trigger temporary XP boosts when using drugs. (Similar to Idiot Savant's last tier effect.) A Idiot Savant style perk that triggers when naked, effect triggers more frequently after having bred and being pregnant. MHK quests giving a good amount of XP in general. MHK encounters such as patrols give XP.
vaultbait Posted November 30, 2023 Author Posted November 30, 2023 13 minutes ago, Navybuster said: @vaultbait I think plenty of ways to adjust MHK, when it comes to low Intelligence game-play. Like you said, the effects gained from the Colostrum quest only apply when naked. So obviously you'd want something that boost xp gain when naked, to counteract it's negative effects. Clearly some people don't use Idiot Savant or can't due to mods. Pretty sure I've a mod active that flips it's effects to apply on high Intelligence. A selection possible solutions could be: A perk that boost xp gain when interacting with super mutants if you're naked. (Any type of interaction) A perk that can trigger temporary XP boosts when using drugs. (Similar to Idiot Savant's last tier effect.) A Idiot Savant style perk that triggers when naked, effect triggers more frequently after having bred and being pregnant. MHK quests giving a good amount of XP in general. MHK encounters such as patrols give XP. Some of these already exist. For example, the primary benefit of consuming Mothers Milk (either from the carton or straight from the tap) is a brief 3x multiplier for all experience gains. If you're strategic and consume it right before you know you're going to complete a quest, that can be quite a significant amount of extra XP (you might even notice a correlation to where some of the cartons have been placed too). The experience awarded for completing the quests in this mod is also somewhat inflated compared to similar complexity vanilla game quests. Playtesting with an intelligence of 1 and getting abducted at level 1, taking the Idiot Slut perk at the earliest opportunity (level 2) and consuming Mothers Milk just prior to completing the quests in this mod, I'm usually around level 20 by the time I manage to escape. Thinking about it a bit, awarding (perhaps increasing amounts of) experience for completing each objective in Expand Your Mind might be a good addition. Also yes, boosting experience for doing things naked and/or when pregnant makes sense. I'm planning to add some samples of experimental hormone treatments in the hospital, particularly things which take effect while you're pregnant, so that could fit in pretty well.
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