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Posted
1 hour ago, DikiyZver said:

Guys, please tell me where the safe that launches the mod is located. I will be very grateful if you take off the screen with this safe so that it is clear where to look

 

Its location is explained in the mod description and there is a screenshot already in the images on the file page. It used to be the second image, but recently the forum software got updated and all the images were randomly rearranged:

 

Quote

How do I start?

 

Find an innocuous looking safe just outside Vault 111

 

Spoiler

safe.jpg.934b809a3055cc2142566b65196870a

 

Posted

Completed the Milking quest, after going pass the gate. Is there supposed to be an exit somewhere in the underground Hospital?

Or is the only exit the Breeding Pit ladder? I used the ladder and now cannot fast travel anymore. Missing something?

Posted
45 minutes ago, Dojo_dude said:

Completed the Milking quest, after going pass the gate. Is there supposed to be an exit somewhere in the underground Hospital?

Or is the only exit the Breeding Pit ladder? I used the ladder and now cannot fast travel anymore. Missing something?

 

Yeah, the ladder is the only exit. Hospital is just to get some items, workbenches and the chair.

Posted
2 hours ago, Dojo_dude said:

Completed the Milking quest, after going pass the gate. Is there supposed to be an exit somewhere in the underground Hospital?

Or is the only exit the Breeding Pit ladder? I used the ladder and now cannot fast travel anymore. Missing something?

 

Next major content expansion will unbar that door and connect it to the remains of the old obstetrics wing I'm creating for Medford Memorial Hospital in Malden. First I need to finish up the bug fixes and convenience features I've been working on.

Posted
On 6/30/2024 at 5:26 PM, Dojo_dude said:

Regarding the Computer Terminal Pass, I noticed that if any of the named Super Mutants are KO'd [knockout framework/essential?] the pass disappears from their inventory! You bugger, we're stuck with only using pickpocket! lol With all the debuffs you get on the initial abduction, I have something like -7 Agility and only a 41% chance, which consistently fails. If you could add the pass a regular item, then alternative means could be used, giving the old school "many ways" rpg vibe.

 

The terminal access key isn't strictly required to escape, only to gain access to the rest of the cave complex which you can always come back and do later. I set the value on that item as low as possible which makes pickpocketing it easier (I play with a low agility as well and can do it about half the time even without taking any pickpocketing perk levels). I've considered doing something like Raider Pet does, where your captors are more easily pickpocketed for a brief period immediately after sex.

 

I do want getting to the rest of the caverns to be somewhat hard, especially since in future versions there will be more entrances you can access from outside so you won't necessarily even need to unlock that security gate (and it can be locked/unlocked from both sides for that reason). Maybe in the short term I can stick an extra one in the locked gym locker and then remove it in a later version once there are more ways to get in.

Posted

Will there be a mechanic to lock the terminal gate to keep the named Super Mutants from following you? Regardless of wearing clothing or not.

I didn't want to test it in case it glitched something, or the Super Mutants just no clipped the way a Bethesda game does things.

Posted
10 hours ago, Dojo_dude said:

Will there be a mechanic to lock the terminal gate to keep the named Super Mutants from following you? Regardless of wearing clothing or not.

I didn't want to test it in case it glitched something, or the Super Mutants just no clipped the way a Bethesda game does things.

 

I've been toying with their behavior packages, since I initially created them when I had a lot less understanding of how packages work. I haven't decided exactly what I want yet, but yes I am looking at options for keeping them from following you past the gate and instead just returning to and hanging out in the breeding pit part of the cell if you're beyond the gate (I still want them to follow into the separate Colostrum Cave cell though, as relying on them is the primary solution for getting through the ghoulified WoA monks). I'll probably need to do it with some combination of checks for whether the player is inside a bounding box or in the other cell, and then disengage their follow package and fall back to their idle sandbox package otherwise.

Posted
16 hours ago, vaultbait said:

 

I've been toying with their behavior packages, since I initially created them when I had a lot less understanding of how packages work. I haven't decided exactly what I want yet, but yes I am looking at options for keeping them from following you past the gate and instead just returning to and hanging out in the breeding pit part of the cell if you're beyond the gate (I still want them to follow into the separate Colostrum Cave cell though, as relying on them is the primary solution for getting through the ghoulified WoA monks). I'll probably need to do it with some combination of checks for whether the player is inside a bounding box or in the other cell, and then disengage their follow package and fall back to their idle sandbox package otherwise.

 

hmm idea that i have no clue how hard it would be to do.

can you use the same method as when you leave the Breeding Pit to the wasteland??

 

when i leave the Breeding Pit to the wasteland they do not follow anymore, or on the super rare occasions they do they go right back into the Breeding Pit.

this method might require changing the Gate to a cell change (and the cell beyond the Gate having different keywords possibly??)

 

just an idea

 

Posted
10 hours ago, valcon767 said:

hmm idea that i have no clue how hard it would be to do.

can you use the same method as when you leave the Breeding Pit to the wasteland??

 

when i leave the Breeding Pit to the wasteland they do not follow anymore, or on the super rare occasions they do they go right back into the Breeding Pit.

this method might require changing the Gate to a cell change (and the cell beyond the Gate having different keywords possibly??)

 

just an idea

 

Unfortunately not, that relies on checking the player's (and for robustness also the involved NPCs') current cell. Since the security gate is merely separating different parts of a single interior cell, I need to make the their follow package disengage when the player is anywhere in that cell besides the main breeding area.

 

It shouldn't be too hard, just been lower on my priority list than some other improvements I was working on.

Posted

Got all the weapons I think. The blade is nice and shotgun works however there is something wrong with the Resplendent Rapeture. Everytime I go to look through scope, screen goes black and stays black resulting in loading a previous save. Notice its not a standard scope. Do you suppose if I modded it to a standard scope the problem would go away as they work fine?

 

Posted
18 hours ago, vaultbait said:

 

Unfortunately not, that relies on checking the player's (and for robustness also the involved NPCs') current cell. Since the security gate is merely separating different parts of a single interior cell, I need to make the their follow package disengage when the player is anywhere in that cell besides the main breeding area.

 

It shouldn't be too hard, just been lower on my priority list than some other improvements I was working on.

 

good to know, and it was just an idea

 

6 hours ago, Olmech said:

Got all the weapons I think. The blade is nice and shotgun works however there is something wrong with the Resplendent Rapeture. Everytime I go to look through scope, screen goes black and stays black resulting in loading a previous save. Notice its not a standard scope. Do you suppose if I modded it to a standard scope the problem would go away as they work fine?

 

 

i can confirm that switching it to a (standard) long recon scope works fine

 

Posted
11 hours ago, Olmech said:

Got all the weapons I think. The blade is nice and shotgun works however there is something wrong with the Resplendent Rapeture. Everytime I go to look through scope, screen goes black and stays black resulting in loading a previous save. Notice its not a standard scope. Do you suppose if I modded it to a standard scope the problem would go away as they work fine?

 

Interesting, I hadn't noticed that but will check later today and add to the pile of fixes I've got going. I thought I had it set to spawn with a long night vision scope, and I know I've aimed with it in the past, but maybe I broke it somewhere along the way and didn't realize.

Posted
1 hour ago, halfsplit said:

hi anyone know how to get rid of the organism flash affect?

 

I have no idea what you're trying to describe. What flash? And from what organism?

Posted

Having an issue where mutants are being unselected in my list of elgible partners in Sexual Harassment. Didnt seem to be a problem while in the breeding Pit, but once out in the world it just keeps unselecting mutants as elgible partner in Sexual Harassment.

Posted
8 minutes ago, Olmech said:

Having an issue where mutants are being unselected in my list of elgible partners in Sexual Harassment. Didnt seem to be a problem while in the breeding Pit, but once out in the world it just keeps unselecting mutants as elgible partner in Sexual Harassment.

 

Pretty sure its this mod doing it although I do not pretend to understand how.

Posted
14 hours ago, Olmech said:

Having an issue where mutants are being unselected in my list of elgible partners in Sexual Harassment. Didnt seem to be a problem while in the breeding Pit, but once out in the world it just keeps unselecting mutants as elgible partner in Sexual Harassment.

 

Check out MHK's MCM! It's trying to sync super mutant approacher validity to your pheromone/vulnerability state, but if you don't want than you can disable the "Sync mutie approachers" feature. I left you a longer answer in the SH support topic already, since you asked in both places.

Posted (edited)
On 7/5/2024 at 6:24 PM, halfsplit said:

hi anyone know how to get rid of the organism flash affect?

That is from the Sex Attributes mod.

Check your MCM --> Sex Attributes --> Arousal --> Enable Orgasm Screen Effects and set it to OFF.

 

Came here to check if anything new happened or if Starfield pulled the interest away. 

Edited by ZI0MATRIX
Posted
17 minutes ago, ZI0MATRIX said:

Came here to check if anything new happened or if Starfield pulled the interest away. 

 

Definitely not playing Starfield!

 

I have a changelog for 0.9.8 that's about 30 entries long, just trying to playtest a few of the things I added, finish up one more feature, and do some cleanup for people who want to upgrade without starting a new playthrough. Soon, hopefully! :pig:

Posted
17 hours ago, vaultbait said:

 

Definitely not playing Starfield!

 

I have a changelog for 0.9.8 that's about 30 entries long, just trying to playtest a few of the things I added, finish up one more feature, and do some cleanup for people who want to upgrade without starting a new playthrough. Soon, hopefully! :pig:

Thank you, I would not make a new playthrough.

I got somewhat attached to my character and stuff (settlements, grown up settlers...) over the years. 

Posted
8 minutes ago, ZI0MATRIX said:

Thank you, I would not make a new playthrough.

I got somewhat attached to my character and stuff (settlements, grown up settlers...) over the years. 

 

It's really just that I slightly rearranged a few items in the pit area so that NPCs could path around them more easily, but since a few of them are also quest aliases they won't move to their new positions automatically on loading a save from an earlier version of the mod, so I'm working on an upgrade routine that repositions them on upgrade if necessary.

Posted
On 7/6/2024 at 1:11 PM, vaultbait said:

Check out MHK's MCM! It's trying to sync super mutant approacher validity to your pheromone/vulnerability state, but if you don't want than you can disable the "Sync mutie approachers" feature. I left you a longer answer in the SH support topic already, since you asked in both places.

 

This did correct my problem. Apologies for not finding that simple solution myself.

Posted
20 hours ago, vaultbait said:

 

Definitely not playing Starfield!

 

Ill play Starfield in about 5yrs once modders have made the game sufficiently interesting.

Posted (edited)
On 7/5/2024 at 2:45 AM, Olmech said:

there is something wrong with the Resplendent Rapeture. Everytime I go to look through scope, screen goes black and stays black resulting in loading a previous save. Notice its not a standard scope. Do you suppose if I modded it to a standard scope the problem would go away as they work fine?

 

On 7/5/2024 at 5:29 AM, valcon767 said:

i can confirm that switching it to a (standard) long recon scope works fine

 

Are you both having the same symptom? I tried to reproduce the problem and couldn't. It spawns with a normal "long night vision scope" for me and I'm able to aim through it just like you'd expect (and when I stop aiming, things go back to normal too).

 

Are you maybe using some weapon or weapon attachment mod that alters vanilla game scopes in some way?

Edited by vaultbait

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