valcon767 Posted December 30, 2023 Posted December 30, 2023 (edited) 7 hours ago, vranina said: I put many of the mods that are recommended. Sex attributes, sex harassment, provocative perks the MCMs for these mods have some adjustable settings. will touch on just a couple of things that might be helpful for you. Provocative Perks = i find it manageable if i adjust the settings and if all else fails you can use the MCM to reset it (remove all perks from it) Sex Attributes = try adjusting settings ( i am sure you already have but sometimes it takes playing with the settings then playing the game to see if it is working the way you want) there is a doctor in the Memory Den (in Goodneighbor) who can reset your SA stats back to defaults, for a price (caps), but if you do not have enough caps on you she will not resets you. this reset does clear all perversions, broken spirit (if you spirit is broken), and iirc also your slut perk and reputation. Sexual Harassment = multiple settings tin its MCM that you will (probably) have to adjust by the trial and error method can be turned on or off in MCM and by hotkey. Eligible NPCs determines which sex and factions can harass you. Vulnerabilty section determines how much what items increase how risky it is for you and if you are too vulnerable you cannot resist. the more naked you are the more npcs will try to do things. if you use SAKR it checks total coverage by that method and if not make sure to check the MCM - Misc section. Misc Section has the slots it checks to determine if you are naked or not (if not using SAKR). it checks by index number which is not the same as slot number. for example index 3 = slot 33 which is body (and most footwear). for which index number equals which slot check https://fallout.wiki/wiki/Mod:Creation_Kit/Biped_Slots . i do not use SAKR and this took me a while to figure out. hope the information is helpful. Edited December 30, 2023 by valcon767 2
vaultbait Posted December 30, 2023 Author Posted December 30, 2023 10 hours ago, vranina said: Raider pet, I wanted to change the words the guards used to speak. I also find that feature interesting. I've avoided adding anything similar to MHK mainly because it means adding lines for many voice types, and that may make voice acting or voice generation harder later. I'm still thinking through what the options are there. 10 hours ago, vranina said: 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 use it, but I play withe the slowest scan frequency and longest cooldown durations so as to minimize the number of approaches when adventuring. In combination with other approach mods (e.g. Provocative Perks) it can get very disruptive in its default configuration, but if it's the only approach mod you're using then the defaults might be fine. 10 hours ago, vranina said: 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 think you're confusing TSEX with TSEX-Hardship. The former is a framework which MHK will optionally use if installed (sex with muties can inflict pain at lower size queen scores and satisfy masochism, repeated sleeping in brainwashing beds triggers masturbation scenes, etc). TSEX-Hardship doesn't really have anything to do with MHK, though I do also use it, I just keep its dialogue mode off most of the time (I like it more for the "chill gunners" and "menacing raiders" which may not make much sense in combination with Raider Pet). 10 hours ago, vranina said: 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. I usually play with low intelligence and low-to-moderate perception (also low strength, low endurance, moderate agility). The Idiot Savant (or Idiot Slut if you use that mod) perk helps a lot with experience gains for low-intelligence playthroughs, as does strategic use of Mother's Milk from MHK. The Chatechist's Capitulation headwear you get in the Colostrum Cave Adventure quest offsets the speech challenge debuffs too, and I upped its bonus by 10x in the most recent version just to be sure. This arrangement is perhaps better suited than most to pacifist or low-conflict playthroughs. I rarely engage in combat, usually letting my followers/companions take care of that and surrendering with Violate when things get dicey.
dechurch Posted December 31, 2023 Posted December 31, 2023 On 12/27/2023 at 12:42 PM, vaultbait said: 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. Sounds good. Sounds ambitious! LOL Looking forward to updates. I honestly like involved mods like this. I wish I had the time and patience to get into serious modding. You could do a lot of freakish stuff with the Children of Atom. Even just keeping it in the scope of Far Harbor and the Glowing Sea.
vaultbait Posted December 31, 2023 Author Posted December 31, 2023 1 minute ago, dechurch said: Sounds good. Sounds ambitious! LOL Looking forward to updates. I honestly like involved mods like this. I wish I had the time and patience to get into serious modding. You could do a lot of freakish stuff with the Children of Atom. Even just keeping it in the scope of Far Harbor and the Glowing Sea. Yes, the notes scattered around the temple area do at least allude to the monks noticing arrival of the CoA camps in the Glowing Sea and at Crater House. I tried to fit the dates to the canon timelines for their migration northeast from Megaton. One problem is that it's a very compressed history, so it's frankly tough to come up with a lot of believable lore and have it make sense in the short span of time between the events of FO3 and FO4. If I'd had more time to spend on that aspect of the story, I might have made them a splinter sect of the Followers of the Apocalypse from the original Fallout, since that would allow for an additional century or so to really develop their identity. But in truth, I want this mod to be more about super mutants and would rather not spend a bunch of time integrating a completely new faction into the game, so making an offshoot of the CoA was a cheap way to add some non-mutie flavor while creating an explanation for some of the bizarre perks and equipment I knew I wanted to include. 1
bahnur Posted December 31, 2023 Posted December 31, 2023 If you have the time and patience, maybe you will expand the lore of your mod with coa
vaultbait Posted December 31, 2023 Author Posted December 31, 2023 1 hour ago, bahnur said: If you have the time and patience, maybe you will expand the lore of your mod with coa See the posts immediately above yours, that's what we were talking about. I don't have plans to do much extending of that side story since this mod is mostly about super mutants, but in the future I might make a separate mod with CoA content if I ever find the time.
vranina Posted January 2, 2024 Posted January 2, 2024 I usually play aggressively and like to kill all the "bad guys". I have such an idea for myself. When the heroine falls into the pit, she meets a unique super mutant. I'm going to make a digression here. In my version, supermutants who are deficient in intelligence (dumb) are ruled by half-mutants who are only female. Well, this unique super mutant is intelligent and not so aggressive. Because of this, the other super mutants mock and bully him. This super mutant is the heroine's companion and helps her escape. Afterwards he becomes something like Preston and wants new villages to be conquered, defended and so on. I really liked the "Dangerous Night" mod, the companion can be loving or aggressive. And in this case, when the mutant is in a good mood, they have consensual sex, and when he is in a bad mood, he simply rapes the heroine. It would be interesting if the "League" mod is turned on and the heroine walks with several companions. The idea is that this intelligent supermutant creates and manages settlements and has a harem that includes, say, the heroine, Kate, Piper and Curie (and why not more mod companions). It would be interesting if they could communicate with each other (e.g. comment on successes/failures or be jealous. This is unlikely. I also have an idea for a super mutant village. So far I haven't decided where it will be, but I think I'll stop at Spectacle Island. Supermutants will be captured through "Just Business". Commonwealth captive women. And the half-mutants will be from this mod. https://www.nexusmods.com/fallout4/mods/25307 I already tried via https://www.nexusmods.com/fallout4/mods/16354/ I can create as many copies of this half-mutant as I want. Too bad I can't draw to make propaganda posters, but I'm thinking of trying vanilla lettering to come up with something.
valcon767 Posted January 2, 2024 Posted January 2, 2024 9 hours ago, vranina said: I also have an idea for a super mutant village. So far I haven't decided where it will be, but I think I'll stop at Spectacle Island. Supermutants will be captured through "Just Business". Commonwealth captive women. lol the bit of having them talk to each other would be nice, but that is a whole mod in itself. there are at least 2 ways to make a village. using FPE or FPE(R) with the add-on you can make super mutant pregnancies/babies. i use FPER (and its add-ons) and i have done just that (made a super mutant village) by starting with a couple of Just Business captured super mutants (Hammer, Fist, and DeadEye) and gave them 6 females to "play" with (yes commonweath captives is great). by using Autonomy Enhanced they got some of the "settlers" pregnant, not counting the player and 2 companions. and after a while there were a total of 3 new adult super mutant "settlers" and 8 children running round. you can also use the cloning mod to make lots of settlers ( https://www.nexusmods.com/fallout4/mods/26230/ ) and it will even let you turn one (or more) into companions. of course you could use the cloning device to make a village real fast, by just cloning super mutants (strong could be a good choice).
dechurch Posted January 4, 2024 Posted January 4, 2024 On 12/31/2023 at 9:57 AM, vaultbait said: But in truth, I want this mod to be more about super mutants and would rather not spend a bunch of time integrating a completely new faction into the game, so making an offshoot of the CoA was a cheap way to add some non-mutie flavor while creating an explanation for some of the bizarre perks and equipment I knew I wanted to include. You could just make the perks mote to do with sex related interaction with the FEV. Taking super mutant loads causes a different effect than just a dip in a vat. Or some altered form of FEV from local research, maybe. Instead of t CoA helmet, it could be something to do with the research? Just throwing it out there.
vaultbait Posted January 4, 2024 Author Posted January 4, 2024 17 minutes ago, dechurch said: You could just make the perks mote to do with sex related interaction with the FEV. Taking super mutant loads causes a different effect than just a dip in a vat. Or some altered form of FEV from local research, maybe. Instead of t CoA helmet, it could be something to do with the research? Just throwing it out there. As part of the upcoming hospital content, I intend to have some preserved samples from early FEV research which, if consumed, imbue the player with new attributes. I've been considering redistributing some of what's currently applied by the Whore of Atom perks into those, but haven't made up my mind as to exactly what yet. 1
pleasetryme Posted January 5, 2024 Posted January 5, 2024 loving it so far, just had to read about how to escape. and i used console to add some things to complete the broken chair. its fantastic
pleasetryme Posted January 5, 2024 Posted January 5, 2024 had an idea like above something like you go to sleep and your carried and hog tied to a sm camp and your the meat dish that's pounded auto etc until pregnant like linked to the pregnancy mod, you become their queen and you produce sm soldiers that love you and then you can go on adventures and take over raider camps. the females you elect to have them for the hounds to produce hounds and the human males are cannibalised and eaten. could even add in some mutant DNA injections over time and you morph into a female sm if you choose that path.
vaultbait Posted January 5, 2024 Author Posted January 5, 2024 41 minutes ago, pleasetryme said: loving it so far, just had to read about how to escape. and i used console to add some things to complete the broken chair. its fantastic Glad you like it! Technically, there should be enough of everything scattered around in the caves to repair the chair (if you succeed on the first try), but it's also expected that you won't have a ton of use for that chair until you start returning to the location after initially escaping to the surface, so you can always come back with more materials you've found or bought instead. It will also make more sense once the door to the hospital and other cave exits are opened up in future updates.
vaultbait Posted January 5, 2024 Author Posted January 5, 2024 6 minutes ago, pleasetryme said: had an idea like above something like you go to sleep and your carried and hog tied to a sm camp and your the meat dish that's pounded auto etc until pregnant like linked to the pregnancy mod, you become their queen and you produce sm soldiers that love you and then you can go on adventures and take over raider camps. the females you elect to have them for the hounds to produce hounds and the human males are cannibalised and eaten. could even add in some mutant DNA injections over time and you morph into a female sm if you choose that path. I have been considering adding some sort of abduction/kidnapping, likely associated with the stalkers or breeding patrols, and they'll take you to the camps at the various cave exits as an easy way to start the unlocking mini-quests for each of those. 2
valcon767 Posted January 5, 2024 Posted January 5, 2024 5 hours ago, pleasetryme said: loving it so far, just had to read about how to escape. and i used console to add some things to complete the broken chair. its fantastic usually i am 1-3 pieces of stuff short after clearing the underground areas out. but the neat part is that when you exit the Breeding Pit you are in a SM camp. you can collect what you are short and go right back and fix it. have yet to not be able to fix it (supply wise) when adding MHK areas and that SM camp. this game i was short 2 lead, get into SM camp and dang if first house i looked in didn't have 4 lead in items. went back and fixed chair and come back out to finish looting SM camp.
vaultbait Posted January 5, 2024 Author Posted January 5, 2024 1 hour ago, valcon767 said: this game i was short 2 lead Spoiler Don't forget the green paint next to the bathroom stalls. Also the toys in the cribs may include some lead (gotta love Fallout humor)? And there are pencils in at least a couple of places. I don't quite recall where I stashed everything, but yes if you manage to find every last bit of scrap in the caves it's pretty tight on a few materials. And if you fail the initial attempt, then you're going to need to do a lot more scrounging.
pleasetryme Posted January 6, 2024 Posted January 6, 2024 what triggers the patrols and or how do i find them
pleasetryme Posted January 6, 2024 Posted January 6, 2024 (edited) its a long shot but would be cool to have the mod detect this power suit to inject drugs and fertility or whatever or just give her constant pleasure when wearing. or maybe it excites super mutants to find you and hump you lol i have tested out the fusion girls bodyslides someone made which works but when you hop into the frame it auto gives the player static ones like original. you can walk around with the fusiongirl outfit and when you wear backpack the hose matches up. maybe someone is clever enough to make the fusion girl outfit be put onto player instead of the static one. the jet pack is comestic. could do all kinds of things like the outfit and backpack gets fitted and your always pumped with drugs and wasted and milk to keep you fertile. just an idea no big deal. Edited January 7, 2024 by pleasetryme 1
pleasetryme Posted January 7, 2024 Posted January 7, 2024 now i had another idea. you play as a Male and the pit is full of horny supermutant females that make you drink there green breast milk that increases sex drive and sperm count and huge throbbing erections that they hump you under the influence and they have their own pregnancy methods and they are after you because you have 200 year old semen thats rare and only works on these special mutant females. they give birth and roam around looking for you randomly to keep them filled up. they pay you in caps and you start to be the most wanted male in the commonwealth to fertilise and spread the female supermutant race. i would love this to be a male and you enter there and your drugged and raped by sexy horny fertile supermutant females with green breast milk and they drip it on you and sometimes there is a bath full of it you bathe in.
vaultbait Posted January 7, 2024 Author Posted January 7, 2024 On 1/6/2024 at 4:57 AM, pleasetryme said: what triggers the patrols and or how do i find them It's mentioned in the mod description under Quests->Expand Your Mind, last paragraph: Quote If your size queen rating is at least "experienced" you will begin to encounter mutie breeding patrols of varying sizes while wandering the Commonwealth, as well as lust-crazed muties who will hunt you from time to time. The chances of this, as well as the size of the breeding parties, are increased by a number of factors: how naked you are, how many female followers you're traveling with, pheromones as a result of Mommy-O, your size queen rating, your body fat from UC, how dirty/filthy you are with GD, and whether you're ovulating from FPE(R). Staying thinner from UC, keeping clean with GD, and taking birth control or being pregnant from FPE(R) will reduce this. Keeping your size queen rating at "curious" or "squeamish" (or turning the breeding patrol and stalker frequencies to 0 in MCM) will prevent them from appearing entirely. The Conflicts section also includes a little technical detail about the implementation: Quote For custom random events, a new stacked event branch is inserted in the story manager. This necessitated setting the child field of the vanilla game's REBranchNormalTriggers from REBranchSpecialTriggers to the new MHK_Encounters (which in turn has REBranchSpecialTriggers as its child). Any mods which add or alter random encounters will conflict if they similarly adjust the relationship between those two REBranch nodes, in which case a patch plugin may be required. For a bit more info, breeding patrols are set up as normal random encounters, just with the specific conditions and odds listed above. They have a chance to appear anywhere the game would spawn an encounter. It's possible you've seen them and simply not noticed since they're varying sizes of groups consisting of regular super mutants, sometimes with FEV hounds, and occasionally behemoths. The goal of this feature is simply to increase the number of super mutant encounters in the game world, since they can otherwise be hard to come by at early levels and in some areas of the map. 1
MysticDaedra Posted January 7, 2024 Posted January 7, 2024 Any specific recommended settings for FPE? Also, I seem to recall that you (@vaultbait) had some recommended settings for RMR and Unhealthy Cravings, but I can't find that post to save my life...
vaultbait Posted January 8, 2024 Author Posted January 8, 2024 15 hours ago, MysticDaedra said: Any specific recommended settings for FPE? Install the optional super mutant baby add-on, and enable creatures to impregnate in MCM. Otherwise, the defaults should be fine. 15 hours ago, MysticDaedra said: Also, I seem to recall that you (@vaultbait) had some recommended settings for RMR This mod doesn't do anything with RMR. There are some included BodyGen morphs/templates for the unique NPCs if you're using Fusion Girl, maybe that's what you're thinking of? You can enable/disable those in the FOMOD installer menu, or using them as a starting point for creating your own BodyGen configuration. 15 hours ago, MysticDaedra said: and Unhealthy Cravings, but I can't find that post to save my life... I just play with UC's defaults. As for setting up RMR for UC, that's covered in UC's description (with a screenshot of the relevant MCM pages). 1
MysticDaedra Posted January 8, 2024 Posted January 8, 2024 4 hours ago, vaultbait said: Install the optional super mutant baby add-on, and enable creatures to impregnate in MCM. Otherwise, the defaults should be fine. This mod doesn't do anything with RMR. There are some included BodyGen morphs/templates for the unique NPCs if you're using Fusion Girl, maybe that's what you're thinking of? You can enable/disable those in the FOMOD installer menu, or using them as a starting point for creating your own BodyGen configuration. I just play with UC's defaults. As for setting up RMR for UC, that's covered in UC's description (with a screenshot of the relevant MCM pages). Thanks! I just finished (?) MHK again, the last time being when you first released it I think, and either I had a mod conflict the first time or you've made some tremendous improvements to the stability of the mod, no crashes and no issues with any of the features, well done! Of course the tantalizing talk of the Church of Atom makes m e think there's more to come... looking forward to it One... bug? Not sure it is a bug, but I think it might be. I left the Breeding Pit naked, and was immediately set upon by the mutants in Everett Estates. Did I need to be pregnant for them to not attack me? Or did I just misunderstand something? I actually purposely waited for my character to give birth before heading up to the surface. A suggestion, maybe after the first time the PC imbibes of milk/stew there could be a dialogue box or something to indicate a sudden desire to have relations with the muties? It felt a bit forced the first time, I couldn't see any real active stimulus that would cause my character to approach one of the supers the first time, and had to make up a reason/suspend disbelief. Something more to prod the character to making that leap (in my opinion) would be great.
vaultbait Posted January 8, 2024 Author Posted January 8, 2024 38 minutes ago, MysticDaedra said: I left the Breeding Pit naked, and was immediately set upon by the mutants in Everett Estates. Were you under the effect of the Mommy-O drug at the time? You need to be naked, have no weapons equipped (carrying them in your inventory is fine just not equipped, this includes grenades/molotovs too), and be dosed with Mommy-O. Spoiler A dose of Mommy-O lasts 3 in-game days. If you're having trouble finding or getting force-injected with more after the starter dose in the broken toilet wears off, repair the fertility treatment chair in the hospital basement area and it will apply a fresh dose every time you sit in it. 1
vaultbait Posted January 8, 2024 Author Posted January 8, 2024 50 minutes ago, MysticDaedra said: A suggestion, maybe after the first time the PC imbibes of milk/stew there could be a dialogue box or something to indicate a sudden desire to have relations with the muties? It felt a bit forced the first time, I couldn't see any real active stimulus that would cause my character to approach one of the supers the first time, and had to make up a reason/suspend disbelief. Something more to prod the character to making that leap (in my opinion) would be great. Did you sleep in the beds in the breeding pit area? On waking from the first dream, it states you're craving just that. 1
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