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Posted
4 hours ago, secretagent6012 said:

whats the code for the collar? im not going through every combination.....

 

What collar? This mod doesn't have any collars in it at all. Maybe you're using Sexual Harassment and one of the muties fitted a collar onto you while you were hypnotized? If so, Sexual Harassment wants you to pay (massive) sums of caps to Johnny Hacker in the Dugout Inn (Diamond City) to get it unlocked. If you're using Provocative Perks, sleeping in one of the brainwashing beds in the pit may eventually add the Lost Property perk, which will cause some NPCs to give you possible collar codes after having sex with them. For a less immersive workaround, you can also go into the Real Handcuffs MCM debug page and click on the collar it lists you wearing, which will cause it to become immediately unequipped. Also if the Real Handcuffs collars bother you, in the Sexual Harassment MCM there should be settings for a collar chance which you can set to 0 so that approachers won't ever put one on you (other mods like Violate still might, of course).

Posted
8 hours ago, vaultbait said:

 

What collar? This mod doesn't have any collars in it at all. Maybe you're using Sexual Harassment and one of the muties fitted a collar onto you while you were hypnotized? If so, Sexual Harassment wants you to pay (massive) sums of caps to Johnny Hacker in the Dugout Inn (Diamond City) to get it unlocked. If you're using Provocative Perks, sleeping in one of the brainwashing beds in the pit may eventually add the Lost Property perk, which will cause some NPCs to give you possible collar codes after having sex with them. For a less immersive workaround, you can also go into the Real Handcuffs MCM debug page and click on the collar it lists you wearing, which will cause it to become immediately unequipped. Also if the Real Handcuffs collars bother you, in the Sexual Harassment MCM there should be settings for a collar chance which you can set to 0 so that approachers won't ever put one on you (other mods like Violate still might, of course).

oh guess it was from slavers mod then.. figured when freed they took it off lol btw love the mod

Posted (edited)

If it was possible. It would be neat if when you are fully broken/ corrupted you get missions to bring back more breeders for example female companions or if you have the right mods captured slaves. Or gain the abilities to make breeding pits in your settlements. Could be just a basic breeding pit that is put together or give it a settlement crafting option. Either way mutant framework would help building new homes for everyone's green buddies.

Edited by VaunWolfe
Posted
27 minutes ago, VaunWolfe said:

If it was possible. It would be neat if when you are fully broken/ corrupted you get missions to bring back more breeders for example female companions or if you have the right mods captured slaves.

 

There will be sidequests to unlock the other cavern exits, some of which will likely include those sorts of objectives. I'm also planning to add a horny super mutant companion who will give you recurring tasks along the same lines.

 

30 minutes ago, VaunWolfe said:

Or gain the abilities to make breeding pits in your settlements

 

This mod is heavy on making things possible for people who like to mix other mods together and role-play such scenarios. I have breeding camps all over the Commonwealth in my playtests, a result of freed Commonwealth Captives getting knocked up by super mutants via Family Planning before I've sent them to settlements, so they populate their settlements with mutie offspring. Turning on Autonomy Enhanced while I'm visiting a settlement often helps bolster their numbers as well (if AE ever gets some of its bugs fixed I'll be more inclined to leave it running all the time).

 

Basically, I consider this already achieved. Since my available time is in short supply, I don't want to squander it implementing features in MHK which are redundant with other great mods that already exist. I'd rather focus on adding features you can't get simply by pairing this with other mods.

Posted
16 hours ago, vaultbait said:

 

There will be sidequests to unlock the other cavern exits, some of which will likely include those sorts of objectives. I'm also planning to add a horny super mutant companion who will give you recurring tasks along the same lines.

 

 

This mod is heavy on making things possible for people who like to mix other mods together and role-play such scenarios. I have breeding camps all over the Commonwealth in my playtests, a result of freed Commonwealth Captives getting knocked up by super mutants via Family Planning before I've sent them to settlements, so they populate their settlements with mutie offspring. Turning on Autonomy Enhanced while I'm visiting a settlement often helps bolster their numbers as well (if AE ever gets some of its bugs fixed I'll be more inclined to leave it running all the time).

 

Basically, I consider this already achieved. Since my available time is in short supply, I don't want to squander it implementing features in MHK which are redundant with other great mods that already exist. I'd rather focus on adding features you can't get simply by pairing this with other mods.

 

On this kinda theme, noticed that the mutants at the camps i'm being sent to for the new Trudy quests that JB has added to commonwealth slavers are injecting the PC with mommy o and the lustful mutants are appearing, had one follow me to the diner and get killed by wolfgang/simone

 

The PC is sterile though due to the CS start so not sure if thats intended to happen or just interesting side effect of having your mod installed while using CS, haven't actually done the MHK start

Posted
3 hours ago, pinky6225 said:

On this kinda theme, noticed that the mutants at the camps i'm being sent to for the new Trudy quests that JB has added to commonwealth slavers are injecting the PC with mommy o and the lustful mutants are appearing, had one follow me to the diner and get killed by wolfgang/simone

 

The PC is sterile though due to the CS start so not sure if thats intended to happen or just interesting side effect of having your mod installed while using CS, haven't actually done the MHK start

 

Yes, MHK has a script that listens for AAF events and has a (variable, depending on a variety of factors) chance to inject you with Mommy-O when starting a scene that involves the player and one or more super mutants. It should be skipped when MHK_SizeQueen<1 (which indicates that the player hasn't been abducted by the breeding pit muties yet). I'll look into it and get a fix included in 0.9.6. Similarly, the "lust crazed mutie" stalkers should only appear when MHK_SizeQueen>20, and there's not normally a way to raise that above 0 until you get abducted.

 

Can you run showglobalvalue mhk_sizequeen in the console and let me know what number it returns? Sounds like you've found some hole in the logic that keeps the mod effectively deactivated until the abduction is triggered...

 

 

Posted
12 minutes ago, vaultbait said:

 

Yes, MHK has a script that listens for AAF events and has a (variable, depending on a variety of factors) chance to inject you with Mommy-O when starting a scene that involves the player and one or more super mutants. It should be skipped when MHK_SizeQueen<1 (which indicates that the player hasn't been abducted by the breeding pit muties yet). I'll look into it and get a fix included in 0.9.6. Similarly, the "lust crazed mutie" stalkers should only appear when MHK_SizeQueen>20, and there's not normally a way to raise that above 0 until you get abducted.

 

Can you run showglobalvalue mhk_sizequeen in the console and let me know what number it returns? Sounds like you've found some hole in the logic that keeps the mod effectively deactivated until the abduction is triggered...

 

 

 

showglobalvalue didnt work, getglobalvalue mhk_sizequeen shows 71.20

 

This quest also started up at some point in one of the mutant camps



ScreenShot54.png.1b7813a116ec3c779d975186a0e82161.png

Guessing it also shouldnt of triggered without an abduction

Posted
33 minutes ago, pinky6225 said:

 

showglobalvalue didnt work, getglobalvalue mhk_sizequeen shows 71.20

 

This quest also started up at some point in one of the mutant camps

 

  Reveal hidden contents

 

 


ScreenShot54.png.1b7813a116ec3c779d975186a0e82161.png
 

 

 

Guessing it also shouldnt of triggered without an abduction

 

Sorry, I meant getglobalvalue of course. And yes, the Expand Your Mind quest starts once MHK_SizeQueen exceeds a certain threshold.

 

So now, the question is what could possibly have increased that MHK_SizeQueen value originally. Aside from things in the breeding pit cell (initial capture, brainwashing beds, fertility treatment chair...) the only things that could raise that would be sex with super mutants (and FEV hounds/behemoths, also tentacles from the Animated Tentacles mod if you have that) which is supposed to get bypassed if the value is below 1, or the various sizes of green dildos which are only sold by a vendor in the breeding pit area. Or manually setting the global variable through the console. I'm assuming you didn't do any of those things yet.

 

I'll have a look back through the MHK_ProxyAAF script to see if I might have missed some way that sex would alter the MHK_SizeQueen global, since that seems like the most obvious avenue for it to have accidentally started. In the meantime, if you want to put a stop to all this nonsense, doing this in the console should work:

 

set mhk_sizequeen to 0

 

If it getglobalvalue does start reporting a higher value than 0 again (without activating the safe outside Vault 111), maybe we can narrow down the cause.

Posted (edited)
1 hour ago, vaultbait said:

So now, the question is what could possibly have increased that MHK_SizeQueen value originally.

 

Went back through my saves to see when sizequeen increased and appears to have been when one of the mutants at breakheart banks injected the PC with mommy-o, PC was offering herself to the mutants there and one decided to jab her as sub/dom suddenly dropped by 10 points

 



This was the dude

ScreenShot55.png.c91aa01428a0d7f02f6a6b8882e72c23.png

ScreenShot56.png.a1feb0a2a00f108fb0fd14af044ca076.png

ScreenShot57.png.28bc37a8347b4c1abfc48945fc89e4c4.png

 

Until that point sizequeen was 0 even through i'd been to a few different mutant camps

 

So i'd suggest the check / probability to be injected with mommy-o isn't considering whether you've been to the breeding pit already via the vault abduction scene

Edited by pinky6225
Posted
31 minutes ago, pinky6225 said:

 

Went back through my saves to see when sizequeen increased and appears to have been when one of the mutants at breakheart banks injected the PC with mommy-o, PC was offering herself to the mutants there and one decided to jab her as sub/dom suddenly dropped by 10 points

 

 

  Reveal hidden contents

 

 


This was the dude

ScreenShot55.png.c91aa01428a0d7f02f6a6b8882e72c23.png

ScreenShot56.png.a1feb0a2a00f108fb0fd14af044ca076.png

ScreenShot57.png.28bc37a8347b4c1abfc48945fc89e4c4.png
 

 

 

 

Until that point sizequeen was 0 even through i'd been to a few different mutant camps

 

So i'd suggest the check / probability to be injected with mommy-o isn't considering whether you've been to the breeding pit already via the vault abduction scene

 

Thanks so much! That theory seems spot on. The MHK_Pheromone effect script has this in the OnEffectStart event:

 

If SizeQueenGlobal.GetValue() < 1.0
    SizeQueenGlobal.SetValue(20.0) ; tolerance booster and start Expand Your Mind if not already in it

 

I'm really not sure what I was thinking there, I probably wanted >= 1.0 && < 20.0, but also I don't think I intended for Mommy-O auto-injection prior to the initial abduction scenario. I'm fixing both problems for 0.9.6, and also adding some further safety checks to plug any other similar leaks. Thanks again!

Posted

0.9.6 (2023-12-16)
This is a beta release, keep a save before installing and expect bugs!

  • Excluded the super mutant gore shopping cart from the pit previs and precombined meshes, for compatibility with Dead Bodies Plus (fixes a missing mesh problem reported by users who don't have the Mutilated Dead Bodies mod installed, which DBP takes its textures from).
  • Added the remaining super mutant gore in the main pit area (shopping cart, totem pole, meatbags) to the set of things which are toggled by the housekeeping activator.
  • Added Advanced Needs 76 splint kits to the medkit in the hospital basement, and the Font of Atom now also heals AN76 survival broken limbs.
  • Reset the player's Get Dirty status on arrival during abduction, so that the forced passage of time while unconscious doesn't immediately put them into hardcore radiation damage.
  • More safety checks to prevent Size Queen from increasing until the initial abduction scene has been triggered, for example from Mommy-O injection.
Posted
On 11/30/2023 at 9:06 PM, 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.

https://www.nexusmods.com/fallout4/mods/3844

Posted

I'm reporting
I'm at the beginning of the game. I go to Diamond City, in the settings I have set to meet mutant patrols as often as possible. At the beginning of the city, where the point for random encounters is, I am greeted by children of the atom and gunners who are fighting each other. I decide not to fight them. I pass them at full speed as they shoot at me. After completing my work in Diamond City, I return. In the same place, I see three super mutants, which I think were a patrol from this mod. I went into battle with them and killed them. I continue on and see children of the atom and gunners just walking around, not aggressive to each other or to me.
I'm reporting this case just as information, not that it was a problem.

Posted
6 hours ago, vranina said:

I'm reporting
I'm at the beginning of the game. I go to Diamond City, in the settings I have set to meet mutant patrols as often as possible. At the beginning of the city, where the point for random encounters is, I am greeted by children of the atom and gunners who are fighting each other. I decide not to fight them. I pass them at full speed as they shoot at me. After completing my work in Diamond City, I return. In the same place, I see three super mutants, which I think were a patrol from this mod. I went into battle with them and killed them. I continue on and see children of the atom and gunners just walking around, not aggressive to each other or to me.
I'm reporting this case just as information, not that it was a problem.

 

Did the super mutants attack you, or did you shoot first? Are you also using Raider Pet? The only thing MHK does with factions is that it has a custom faction it makes the super mutant faction non-hostile toward, and then puts the player and followers into or takes them out of that custom faction depending on whether you're naked/unarmed and affected by the Mommy-O fertility drug. It doesn't touch anything that would affect hostility for other factions besides super mutants.

Posted (edited)

VB,

 

You planning on adding random super mutant on NPC sex in the breeding pit? It would be nice to see someone else getting the "smashy smashy".

 

 

Edited by dechurch
Posted (edited)
17 hours ago, leesjig said:

Vaultbait, what I noticed a few times...if Nora is in a mind blown state and wants to surrender to get fucked instead of fighting the mutant.  I believe that's coming from violate, so it starts the retrieve your gear quest with the mutant.  Nora gets a few dd items placed on her, and a lot of times cuffs from real handcuffs.  Well if its the Lusty crazed mutant she surrenders to, and the quest starts with him, he disappears off the map with all your gear.  I'm just reloading an old save, cause I don't want all my gear to disappear like that. 

 

Aha, yes I forgot about this since I always play with Violate's theft chance set to 0%. Violate had a similar problem with SKK Combat Stalkers and Ego added a feature to skip the theft routine for NPCs from that mod. I'll take a look at how it's implemented and see if I can come up with a quick solution. Thanks for pointing it out!

 

Edit: Bad news, the part of the surrender function in Violate has hard-coded a check for a specific keyword from the SKK Combat Stalkers mod, so this isn't generally extensible for other mods. I've submitted a feature request for a way to solve it in Violate, and in the meantime I've updated the "Additional Mod Conflicts and Related Problems" section of the known bugs post with information/guidance on this.

 

Moar edit: Okay, I think I see an alternative solution which may not require any new functionality in Violate... stay tuned.

 

Yet still moar edit: Try replacing your Data\Scripts\MHK_PlayerAlias.pex file with this one that simply doesn't actively disable or delete the stalkers; the game should still take care of cleaning them up when you get far enough away, but it should also avoid doing that automatically if they're in a quest alias (such as the one for Violate's retrieval quest): MHK_PlayerAlias.pex

Edited by vaultbait
Posted
4 hours ago, dechurch said:

You planning on adding random super mutant on NPC sex in the breeding pit? It would be nice to see someone else getting the "smashy smashy".

 

The expectation is that you'll use a mod like Autonomy Enhanced if you want that sort of activity. Instead of adding a feature for it in MHK, my time would be better spent fixing the long-standing bugs in AE so that people aren't a wary of installing it.

Posted
On 12/22/2023 at 4:32 PM, vaultbait said:

 

Did the super mutants attack you, or did you shoot first? Are you also using Raider Pet? The only thing MHK does with factions is that it has a custom faction it makes the super mutant faction non-hostile toward, and then puts the player and followers into or takes them out of that custom faction depending on whether you're naked/unarmed and affected by the Mommy-O fertility drug. It doesn't touch anything that would affect hostility for other factions besides super mutants.

 

Excuse me for the delay. I use raider five. Supermutants were aggressive. But that doesn't matter, my girl plays aggressively, always in full armor and armed to the teeth. She has a super mutant captured through "Just Business" that she brings with her and uses for sex. All other supermutants are subjected to the most merciless genocide and exterminated on sight.
I was impressed by the gunners and the children of the atom. They either shouldn't have been there at all or they were aggressive. But that was a single case.

Posted
13 hours ago, vranina said:

 

Excuse me for the delay. I use raider five. Supermutants were aggressive. But that doesn't matter, my girl plays aggressively, always in full armor and armed to the teeth. She has a super mutant captured through "Just Business" that she brings with her and uses for sex. All other supermutants are subjected to the most merciless genocide and exterminated on sight.
I was impressed by the gunners and the children of the atom. They either shouldn't have been there at all or they were aggressive. But that was a single case.

 

I know of a few mods which might make them non-hostile. For example, Hardship/TSEX-Hardship's "chill gunners" setting. As for the Children of the Church of Atom, maybe the pregnancy or baby holding settings from FPER or a mod like Assimilation might make them non-Hostile under certain circumstances.

 

I can't think of any way MHK would have caused it though.

Posted
On 12/24/2023 at 9:28 AM, vaultbait said:

 

The expectation is that you'll use a mod like Autonomy Enhanced if you want that sort of activity. Instead of adding a feature for it in MHK, my time would be better spent fixing the long-standing bugs in AE so that people aren't a wary of installing it.

Ahh. Didn't even know it existed. Good point.

Posted
2 hours ago, dechurch said:

Ahh. Didn't even know it existed. Good point.

 

I've made a note to myself to add it to the list of "additional mods you might want to consider using with this" in MHK's description the next time I upload a new release.

Posted
17 hours ago, vaultbait said:

 

I've made a note to myself to add it to the list of "additional mods you might want to consider using with this" in MHK's description the next time I upload a new release.

 

Just added it. Works like a champ.

 

Are you planning on expanding the Children of Atom stuff? I think there's a ton of potential there.

Posted
5 hours ago, dechurch said:

Are you planning on expanding the Children of Atom stuff? I think there's a ton of potential there.

 

Possibly. If I had all the time in the world, I'd make a new worldspace for Martha's Vineyard or maybe all of Barnstable County, and perhaps Windsor and New Haven too. Same goes for the references to Providence (where the dead junkie in the hospital basement fled from).

 

But for now, the next location I'll be building is far less ambitious: the Medford Memorial Hospital Obstetrics Wing and associated fertility clinic in Malden, to continue explaining CIT's involvement in early FEV research before West-Tek stepped in and took everything over to start their Pan-Immunity Virion project.

Posted

I want to talk about my subjective feelings of playing with this mod. I got to level 45 with a lot of trouble.
I put many of the mods that are recommended. Sex attributes, sex harassment, tsex, provocative perks and I added dangerous night and raider pet. Raider pet, I wanted to change the words the guards used to speak.
Almost immediately I ruled out sexual harassment. This mod really annoys me and despite my multiple attempts I couldn't get used to it. I didn't understand the meaning of tsex. When it was on I couldn't communicate normally with the npc's. The only thing I could think of to use it for was prostitution. But it made no sense. I had no problem with weapons and armor, I was limited in terms of building materials, so I built only the most necessary in the settlements. Yes, I couldn't buy legendary weapons and armor, but I was fine without them. I ended up removing the tsex because I just didn't see what I could use it for.
What gave me the biggest problems was sex attributes. Because of the debuffs from getting used to animals and supermutants, I was practically playing with 1 perception, 1 intelligence, and a bit of charisma. Gaining levels was very slow. The other thing that got in the way is that the girl very often gave herself up when fighting animals and super mutants, which made me nervous. Finally, I couldn't stand it and turned off the debuffs from the sex attributes.
Now I will continue to play in a lighter version without debuffs.

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