valcon767 Posted March 4, 2024 Posted March 4, 2024 15 hours ago, Riot445 said: When I attempt to initiate dialog with the different NPCs they glance at me and move their mouths, but no subtitles appear and no dialog box is shown. I have F4z ro d-oh installed. in game settings (the ones at the main menu) do you have all subtitles on? if so which NPCs?
vaultbait Posted March 4, 2024 Author Posted March 4, 2024 13 hours ago, Riot445 said: When I attempt to initiate dialog with the different NPCs they glance at me and move their mouths, but no subtitles appear and no dialog box is shown. I have F4z ro d-oh installed. Make sure you turn on both kinds of subtitles in your Fallout 4 game settings. The NPCs in the pit currently have silent voice/lip files for all their custom dialogue.
vaultbait Posted March 4, 2024 Author Posted March 4, 2024 2 hours ago, Blastik1 said: there is one issue for me that sort of "kills the mood", and that is the stealthed up super mutants, I started a playthrough over the weekend and 3 out of the 4 super mutants in the pit are stealthed, this makes a lot of the sex scenes pretty underwhelming for me - so, is there any chance of adding some options as to how many are visible/invisible via the MCM menu? Can you explain what you mean by "stealthed up"? This mod doesn't add any chameleon or invisibility functionality to super mutants. Maybe you have another mod installed that does that, perhaps something that swaps some super mutants for FO:NV Nightkin or whatever? 1
Blastik1 Posted March 4, 2024 Posted March 4, 2024 (edited) 2 hours ago, vaultbait said: Can you explain what you mean by "stealthed up"? This mod doesn't add any chameleon or invisibility functionality to super mutants. Maybe you have another mod installed that does that, perhaps something that swaps some super mutants for FO:NV Nightkin or whatever? Hi there, yes, they have the Nightkin effect, but this is clearly something on my end if your mod doesn't apply this. I shall have to dig through my mods and see what I can do. I really appreciate the quick reply. Cheers Edited March 4, 2024 by Blastik1 fat fingers!
vaultbait Posted March 4, 2024 Author Posted March 4, 2024 23 minutes ago, Blastik1 said: Hi there, yes, they have the Nightkin effect, but this is clearly something on my end if your mod doesn't apply this. I shall have to dig through my mods and see what I can do. I really appreciate the quick reply. Cheers The named super mutants in the pit are all flagged as unique actors, so if another mod is replacing or augmenting them then that seems like an obvious opportunity for improvement in that mod (make it ignore any unique-flagged super mutants and just stick to those generated from leveled actor records). 1
valcon767 Posted March 5, 2024 Posted March 5, 2024 13 hours ago, Blastik1 said: Hi there, yes, they have the Nightkin effect, but this is clearly something on my end if your mod doesn't apply this. I shall have to dig through my mods and see what I can do. two mods i know of with the Nightkin stuff are (probably more mods i do not know of offhand) Super Mutant Redux DC and West Coast Supermutants 1
Blastik1 Posted March 6, 2024 Posted March 6, 2024 21 hours ago, valcon767 said: two mods i know of with the Nightkin stuff are (probably more mods i do not know of offhand) Super Mutant Redux DC and West Coast Supermutants Super Mutant Redux: I just did a quick test with it disabled and was confronted by four fully visible Super Mutants on arrival in the Pit (as Vaultbait intended), so, problem solved! If anybody else out there is using SMR and thinking invisible SMs are part of this mod...they aren't! SMR just needs to be disabled whilst you are in the pit and can easily be activated again once you've left. Thanks for your help Valcon767 - It is greatly appreciated! 1
Blastik1 Posted March 6, 2024 Posted March 6, 2024 On 3/4/2024 at 7:10 PM, vaultbait said: The named super mutants in the pit are all flagged as unique actors, so if another mod is replacing or augmenting them then that seems like an obvious opportunity for improvement in that mod (make it ignore any unique-flagged super mutants and just stick to those generated from leveled actor records). Aye, the more integrated/flexible these mods are, the better for everybody. As you have probably seen above, my (self inflicted) problem has been solved and I can now enjoy your mod as you intended. Thanks again for MHK and your help here. I will be keeping my eye on this mod for future updates!
TauTau Posted March 6, 2024 Posted March 6, 2024 what class/race is that huge guy near the hounds? He has no penis, which looks weird, want to try find something (already found for the Supermutants)
vaultbait Posted March 6, 2024 Author Posted March 6, 2024 37 minutes ago, TauTau said: what class/race is that huge guy near the hounds? He has no penis, which looks weird, want to try find something (already found for the Supermutants) That's a super mutant behemoth. If you have a recent (from the past few years) version of Creature Resources or UAP then he should definitely have a penis. It's also possible you have some other mod overwriting the behemoth actor mesh back to asexual.
vaultbait Posted March 10, 2024 Author Posted March 10, 2024 3 hours ago, Atara48 said: i have no idea where the safe is ;w; Did you read the mod's main description? Quote How do I start? Find an innocuous looking safe just outside Vault 111 I also included a screenshot just in case that wasn't direct enough: Spoiler If it's not a few steps from the vault silo platform, then it's possible you have a conflict with some other mod that changes that cell (but the way this is designed, unless a mod placed some larger object in the exact same spot you should still be able to access it).
Данилян Posted March 24, 2024 Posted March 24, 2024 Milking Human Kindness 0.9.6 RUS ( Славянский ) FOMOD RUS https://disk.yandex.ru/d/1v8rz98zvzFmlw 4
old_bender Posted March 26, 2024 Posted March 26, 2024 On 3/24/2024 at 12:27 PM, Данилян said: Milking Human Kindness 0.9.6 RUS ( Славянский ) FOMOD RUS https://disk.yandex.ru/d/1v8rz98zvzFmlw Thank you!😃 1
Riot445 Posted March 27, 2024 Posted March 27, 2024 Can you wear glasses and still get the benefits of all the perks you can find that need you to be naked?
Riot445 Posted March 27, 2024 Posted March 27, 2024 6 minutes ago, Riot445 said: Can you wear glasses and still get the benefits of all the perks you can find that need you to be naked? Also what is mommy-o ?
valcon767 Posted March 27, 2024 Posted March 27, 2024 (edited) 4 hours ago, Riot445 said: Can you wear glasses and still get the benefits of all the perks you can find that need you to be naked? depends on what keywords are on the glasses. most glasses will have no effect on naked perks. you can test in game by equipping the glasses and nothing else and if it does tell you that you are not clothed that means you get the benefits of being naked even though you are wearing glasses. 4 hours ago, Riot445 said: Also what is mommy-o ? new drug that effects your fertility. some super mutants may have some in inventory when killed (if they are high enough level). super mutants will sometimes use this on females. effects are increase in fertility and inability to end pregnancy early. contraceptive pills will not end the pregnancy and doctors will not end the pregnancy either. so if you are on Mommy-O (dripping with FEV in Pip-Boy status effects) and you get pregnant you must go through the pregnancy. Edited March 27, 2024 by valcon767 2
vaultbait Posted April 2, 2024 Author Posted April 2, 2024 On 3/27/2024 at 4:50 AM, Riot445 said: Also what is mommy-o ? This has already been answered, but also in the next version I've implemented tutorial/help messages which display when the effect starts and stops, so it should be less mysterious and more obvious that it's been injected or has worn off. In order to avoid spamming tutorials, being injected when you're already affected by a dose which hasn't worn off yet doesn't display the message. I've also added similar tutorial messages when Detach Gel and Vajuvenate are applied, though no corresponding wear-off tutorials since that's less critical for them. 3
valcon767 Posted April 3, 2024 Posted April 3, 2024 @vaultbait you mentioned something in the KFT thread and i am wondering if you played Skyrim at all? and if so would you mind if i send you a dm? (got something i do not want to mention in the forums directly)
vaultbait Posted April 3, 2024 Author Posted April 3, 2024 10 hours ago, valcon767 said: @vaultbait you mentioned something in the KFT thread and i am wondering if you played Skyrim at all? and if so would you mind if i send you a dm? (got something i do not want to mention in the forums directly) Nope, sorry, I've never even watched anyone play Skyrim. Not really my preferred genre.
valcon767 Posted April 4, 2024 Posted April 4, 2024 16 hours ago, vaultbait said: Nope, sorry, I've never even watched anyone play Skyrim. Not really my preferred genre. ok thanks for the info. i generally prefer something more along the lines of fallout myself, but have played others.
ZI0MATRIX Posted April 5, 2024 Posted April 5, 2024 On 4/2/2024 at 11:23 PM, vaultbait said: This has already been answered, but also in the next version I've implemented tutorial/help messages which display when the effect starts and stops, so it should be less mysterious and more obvious that it's been injected or has worn off. In order to avoid spamming tutorials, being injected when you're already affected by a dose which hasn't worn off yet doesn't display the message. I've also added similar tutorial messages when Detach Gel and Vajuvenate are applied, though no corresponding wear-off tutorials since that's less critical for them. It seems like you develop the mod after some system. Like you want to have some base from which you build up. I often look into this thread here just to see progress. One idea about the clothing rules of the SM, maybe give it an option to disable it. Sometimes small accessoires seem to trigger the clothing rule. Forcing you to include a clothing sub category in your Menu with all the body slots might be too much. Or, like Mommy-O introduce some kind of "tamed slave" collar (or item or tattoo) that shows that the character/slave is cooperative toward SM. Maybe a quest item you have to earn to be able to wear other outfits. 1
vaultbait Posted April 5, 2024 Author Posted April 5, 2024 6 hours ago, ZI0MATRIX said: It seems like you develop the mod after some system. Like you want to have some base from which you build up. I often look into this thread here just to see progress. One idea about the clothing rules of the SM, maybe give it an option to disable it. Sometimes small accessoires seem to trigger the clothing rule. Forcing you to include a clothing sub category in your Menu with all the body slots might be too much. Or, like Mommy-O introduce some kind of "tamed slave" collar (or item or tattoo) that shows that the character/slave is cooperative toward SM. Maybe a quest item you have to earn to be able to wear other outfits. If you're using SAKR then it's entirely up to your SAKR descriptions for those items as to whether they reduce your nudity. Adjusting/customizing your SAKR config files for those accessories so that they don't count as covering part of your body is the best option. If you're not using SAKR then MHK's internal nudity checker takes over and that's based on the vanilla game's "biped slots" system, so if the ARMO/ARMA record covers any of the arm, leg or torso underarmor/armor biped slots then your nudity is reduced. However, it skips any items with certain keywords, in particular anything that AAF uses to determine whether items should be left equipped during sex, so an easy solution would be to use Roggvir's No-Strip Items Manager to set those accessories for no stripping and then MHK should ignore them when determining your nudity (note that this does not help if SAKR is installed). MHK also has a keyword of its own for ignoring items of clothing (don't remember it off the top of my head, would need to look it up), so you could use something like RobCo Patcher to add that keyword to the forms of your chosen accessories. Nudity plays a crucial role in more of MHK's systems than just super mutant friendliness, so adding a slave collar that makes the mod consider you nude no matter what you're wearing would impact those other parts of the mod as well (e.g. the Whore of Atom perks, event chance calculations, NPC behavior packages, activation prompts) and that may lead to a less immersive experience. I'll have to think about it.
valkimedes Posted April 6, 2024 Posted April 6, 2024 (edited) Wield the emasculator. Where it is? How to repare the rapeture? Edit. Ok, i've just found the emasculator. Now i need to experience the Rapeture. It's the broken chair right? I need to repair it? In the terminal it said the spare parts i need, but i don't remenber seing those parts. Edit 2. I got the rapeture, it's a Sniper Rifle. I was trying to repair the chair, where can i find the percussive maintenance? Edited April 6, 2024 by valkimedes
valcon767 Posted April 6, 2024 Posted April 6, 2024 5 hours ago, valkimedes said: Edit. Ok, i've just found the emasculator. Now i need to experience the Rapeture. It's the broken chair right? I need to repair it? In the terminal it said the spare parts i need, but i don't remenber seing those parts. the chair is an unmarked side quest where once you fix the chair if you (or an NPC) sits in it you will be dosed with Mommy-O. the Rapeture is a weapon Spoiler that is in a basement in the commonwealth not far from the Breeding Pit. when you exit the Breeding Pit do NOT fast travel as the basement is within eyesight (the basement might be just past line of sight but it is close enough to walk to inside of a minute even overloaded) of where you are.
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