Olmech Posted July 11, 2024 Posted July 11, 2024 7 hours ago, vaultbait said: Are you maybe using some weapon or weapon attachment mod that alters vanilla game scopes in some way? Edited 7 hours ago by vaultbait I dont use any weapon mods at all. Every time I looked through scope, never ending blackness ensued. Game kept playing. Got lucky and killed a few blind but eventually they got me.
valcon767 Posted July 11, 2024 Posted July 11, 2024 14 hours ago, vaultbait said: Are you maybe using some weapon or weapon attachment mod that alters vanilla game scopes in some way? not using any weapon attachment mod that would alter the vanilla game scopes. as by the time i get the Resplendent Rapture i usually have a long recon scope (and prefer it) or can build one i do not know if the already attached scope would cause this problem. will check and report when i get it again. current game is kind of messed up as i am combining texture replacers (from 43 individual mods to 1 mod) to make the game not struggle as much with textures. will be starting new game after i finish that (but it will take a couple more days as rl interruptus happened).
vaultbait Posted July 15, 2024 Author Posted July 15, 2024 26 minutes ago, Debaster said: Will the update require a new save? It will not, no. I'm in the final phases (I hope) of playtesting the new features/content, and will then move on to the upgrade playtesting where I install the previous version, then upgrade to the new version and see what I need to fix to keep stuff working correctly (I know a handful of quest aliased references will need to be script-moved on upgrade, hopefully that'll be it). 3
rilieAP Posted July 23, 2024 Posted July 23, 2024 (edited) Not sure what you have planned for the new version, but I had a couple ideas if you're looking for something. For another effect you could "offer" in the Pit. Do a twist on Bimbo Serum from SH that doubles the default butt and breast growth size when you get Supermutant, Behemoth or Hound cum. I don't think it would be too hard to implement either, but I could be wrong. For a more hardcore path you could have them collar you in the Pit with a shock collar. Then force a shock collar approach from SH and finally force that approacher as your follower. So your giant green donged mutant collar master follows you around the wasteland fucking you whenever he feels like. Have him take your caps so it's hard to get the collar off as an option maybe too. This could also keep the bimbo serum idea above active as well, so you stay a dumb mutant fucktoy. The one issue I had is with Moneyshot having no model in my game, but I have to assume it's because of the Combat shotgun replacer I'm using. Just wanted to check if anyone else reported an issue with it. I have thoroughly enjoyed playing through it as a start quest a couple times. I have Nuka Ride for a full massive starter quest mod, but I've played it so many times I was looking for something else until it gets updated again. MHK hit the spot!!. Even if I do want to do NR I can play this so I go in addicted to pretty much everything. Thanks for the awesome work so far!! Edited July 23, 2024 by RileyAP
vaultbait Posted July 23, 2024 Author Posted July 23, 2024 4 hours ago, RileyAP said: Not sure what you have planned for the new version, but I had a couple ideas if you're looking for something. The changelog for 0.9.8 got so long I ended up breaking it into sections. I'm almost done playtesting it at this point, so really nothing else going in until 0.9.9. 4 hours ago, RileyAP said: For another effect you could "offer" in the Pit. Do a twist on Bimbo Serum from SH that doubles the default butt and breast growth size when you get Supermutant, Behemoth or Hound cum. I don't think it would be too hard to implement either, but I could be wrong. For MHK I'm trying to avoid touching anything to do with body morphs, leaving that to other mods like SH (and UC, FPE, etc) which are already fairly integrated. 4 hours ago, RileyAP said: For a more hardcore path you could have them collar you in the Pit with a shock collar. Then force a shock collar approach from SH That was a brainwashing bed dream outcome up until 0.9.5, but I removed it because if you're doing the hypnotist approaches anyway you'll end up with a shock collar (and bimbo serum) fairly quickly either way. Also forcing a collar master approach is sort of finicky, and with the forced breeding mechanism coming in 0.9.8 I'm probably going to not have as much need to push more SH integration anyway (while SH does support super mutant approachers, it's sort of there as an afterthought so the custom anims like butt slapping and molestation don't work correctly, they use the same dialogue as human approachers, and overall that mod just isn't designed with a suitable API for messing with it the way MHK has been up to now). 5 hours ago, RileyAP said: and finally force that approacher as your follower. So your giant green donged mutant collar master follows you around the wasteland fucking you whenever he feels like. Have him take your caps so it's hard to get the collar off as an option maybe too. This could also keep the bimbo serum idea above active as well, so you stay a dumb mutant fucktoy. This is basically the super mutant companion I'm planning for a later version already, and won't need SH (having a collar of some sort is an intriguing idea, but so many other mods already use the collar slot that I probably would avoid that just from a compatibility standpoint... a super mutant doesn't need weak human tricks like technology to keep his breeders in line, after all). 5 hours ago, RileyAP said: The one issue I had is with Moneyshot having no model in my game, but I have to assume it's because of the Combat shotgun replacer I'm using. Just wanted to check if anyone else reported an issue with it. First I've heard of it, but since the weapon is implemented as a custom legendary skin for the base game combat shotgun your theory makes sense to me. 5 hours ago, RileyAP said: I have thoroughly enjoyed playing through it as a start quest a couple times. I have Nuka Ride for a full massive starter quest mod, but I've played it so many times I was looking for something else until it gets updated again. MHK hit the spot!!. Even if I do want to do NR I can play this so I go in addicted to pretty much everything. Thanks for the awesome work so far!! Thanks for the interest! Hopefully you'll also appreciate what it's got coming next, I'm trying to get most of the long-term playability features and effects I want for it ironed out before I knuckle down on building the adjacent locations to continue the "plot". 1
valcon767 Posted July 24, 2024 Posted July 24, 2024 18 hours ago, RileyAP said: The one issue I had is with Moneyshot having no model in my game, but I have to assume it's because of the Combat shotgun replacer I'm using. Just wanted to check if anyone else reported an issue with it. i do know it has a model in my game, but i do not have a combat shotgun replacer mod. 1
rilieAP Posted July 25, 2024 Posted July 25, 2024 On 7/23/2024 at 11:41 AM, vaultbait said: For MHK I'm trying to avoid touching anything to do with body morphs, leaving that to other mods like SH (and UC, FPE, etc) which are already fairly integrated. I was essentially thinking just use the SH morph and maybe it sets the MCM to double in SH so it really just makes you super curvy so just piggybacking on working code. Regardless, thanks for long detailed response, it sounds like we'll be "curvy" enough if there is forced pregnancy coming!!
vaultbait Posted July 28, 2024 Author Posted July 28, 2024 @amonng, @missaalexander666, and anyone else maintaining translations of MHK: I'm temporarily attaching a preview ESP for the upcoming 0.9.8 release in case you want to get a head start on updating your respective translations. Once 0.9.8 is officially available, I'll delete the ESP attachment from here since it will be unnecessary at that point (the one in the mod should be identical so anyone who needs it can just download the mod at athat point). I'm in the final stages of playtesting 0.9.8 now, but it will probably still be later in the week before I finish the documentation updates and similarly boring tasks so I can publish it. To the rest: This is not playable! Do not attempt to replace the plugin in your copy of the mod with this. It will just break. You have been warned. MilkingHumanKindness.esp 1
amonng Posted July 29, 2024 Posted July 29, 2024 10 hours ago, vaultbait said: @amonng, @missaalexander666, and anyone else maintaining translations of MHK: I'm temporarily attaching a preview ESP for the upcoming 0.9.8 release in case you want to get a head start on updating your respective translations. Once 0.9.8 is officially available, I'll delete the ESP attachment from here since it will be unnecessary at that point (the one in the mod should be identical so anyone who needs it can just download the mod at athat point). I'm in the final stages of playtesting 0.9.8 now, but it will probably still be later in the week before I finish the documentation updates and similarly boring tasks so I can publish it. To the rest: This is not playable! Do not attempt to replace the plugin in your copy of the mod with this. It will just break. You have been warned. MilkingHumanKindness.esp 719.17 kB · 1 download 感谢分享,非常期待这次的更新
amonng Posted July 29, 2024 Posted July 29, 2024 初步汉化已经完成,等0.9.8版本发布游玩一遍之后会进行一些汉化修改。 The preliminary localization has been completed, and some localization modifications will be made after playing the game once version 0.9.8 is released MilkingHumanKindness 0.9.8 CHver.zip
LaraCrott Posted July 30, 2024 Posted July 30, 2024 Please please please... Add Strong to this mod somehow, WE NEED THIS LORE to come true at last! 🙏🏻😳 (Btw I finished the mod as is and loved it, thank you for your hardwork! ❤)
vaultbait Posted July 30, 2024 Author Posted July 30, 2024 (edited) 4 hours ago, LaraCrott said: Please please please... Add Strong to this mod somehow, WE NEED THIS LORE to come true at last! 🙏🏻😳 (Btw I finished the mod as is and loved it, thank you for your hardwork! ❤) The current plan is to add a different super mutant companion, similar to strong but with different likes, dislikes, dialogue options, etc. Altering vanilla game companions is something I really don't want to do, since it's highly prone to conflicts with other mods which are very hard for users to spot and diagnose. I'd much rather side-step that mess, but as far as there being A companion, yes absolutely. I'm hoping he'll be included with the initial version of the new hospital location (Medford Memorial Obstetrics Wing) when I begin working on that, maybe later this year. Edited July 30, 2024 by vaultbait 2
vranina Posted July 31, 2024 Posted July 31, 2024 A bit streamlined...but. On a forum, an add-on to the raider five mod was released, in which you can also be kidnapped by super mutants. Accordingly, there are also several dialogues for the guards in Diamond City.
vaultbait Posted August 1, 2024 Author Posted August 1, 2024 0.9.8 (2024-08-01) This is a beta release, keep a save before installing and expect bugs! New Features and Content: Added support for Canary Save File Monitor, in order to help spot and track down the cause of unreporoducible quest script bugs users have occasionally reported. Go too long without having super mutant sex and any of the ones in the pit will force himself on you, same goes for breeding patrol random encounters and lust-crazed mutie stalkers (feature can be disabled or cooldown timer adjusted in MCM). Interactions that may lead to hypnotist approaches in the pit can sometimes reset your forced breeding timer instead, configurable in MCM. Sex with super mutants is toxic to non-mutie pregnancies and will lead to FPE miscarriage (or silent abortion for NPCs), configurable in MCM. Stashed an extra terminal key in the pit locker room, since some players are really having a lot of trouble pickpocketing one from any of the super mutants. Replaced the vault safety posters with custom breeding propaganda, including poster frames and positioning adjustments for aesthetics. Added warning signs to two of the three tentacle nests, with a graphic depiction of what those who don't heed warnings can expect. Added shallow pools of water at each tentacle nest, which both improves the ambience of the scene and also hides some minor gaps where tentacles fail to quite meet the ground sometimes. Tentacle traps, once triggered, will now continue until you leave their volume and can potentially rape you multiple times before you escape; the aggressive tentacles will also be harder to evade than before. Wakeup masturbation uses plain AAF scenes for instead of relying on the TSEX wanking routine, but the previous behavior is also still available in MCM if preferred. It's now possible to entirely disable wakeup masturbation scenes in MCM. Triggered TSEX masturbation scenes now guarantee options from memories of being beaten and raped. The third regular brainwashing bed dream prompts to set the player's TSEX BDSM history to Unwilling Slave; removed TSEX BDSM magazines from various placed containers since they're no longer as necessary. Renamed the well-used sofa in the breeding pit area and added a flavorful activation prompt. If the Torture Devices mod is installed, the pit showers will be outfitted with cross shackles along the inside back wall, which recent versions of Commonwealth Captives will use to place its NPCs instead of cluttering up the main area with additional temporary furniture. Breeder stew now soothes BLTC super mutant cum addiction, and added some flavor text as a description too. If the Cursed DD Enchantings mod is installed, tentacle sex can equip the parasite armor from it instead of the plain one from DD. Wearing a DD or CDDE tentacle parasite will keep you from triggering any of the placed Animated Tentacles traps in the cavern complex. Placed two unique stretching dildos, one near each of the two exhibitionists legendary weapons. Stretching dildos (the new ones and also those sold by Baby Factory) now have a minimum size, so if your size queen score is too low you need to use a smaller dildo before larger ones will fit. Added a minimum size queen requirement to the fertility treatment chair, making the stretching dildos more useful. Repairing the fertility treatment chair will now check for and consume components and use tools from the shared workbench storage when not carried in the player inventory. Excessive use of the "cheap booze" dispenser in the pit will now prompt to award increasing ranks of the Party Girl perk at 5, 10 and 20 drinks; this addresses a bug where the forced alcohol addiction feature sometimes made it impossible to take the second perk rank. Fixes and Improvements: The frequency of implied off-camera mutie sex and breeder stew consumption for NPCs is slowed by half to a 5% chance per main quest timer pulse. Implemented a hackish workaround to automatically disable and enable all decals in the pit on location change into it, addressing a weird race condition where decals that are painted onto a mesh that doesn't load fast enough due to distance never actually show up (likely due to the cell being way too large). Slightly adjusted the positions of several items and markers in the main pit area, for better alignment with a couple of the new posters and also in order to improve actor pathing through the navmesh. Some refactoring of the tentacle trap script to make the scenario end any time the player leaves the trap volume, more robust dynamic cleanup, and also added a separate cleanup routine that gets rid of any leftovers when the player exits and returns to the cell. Added a slight startup delay to harassment traps so they shouldn't ever start hypnotist approaches the very moment the player enters; you have to linger in them for at least a few seconds now. Successfully repairing the injector chair now moves the unique tools cluttering your inventory back to the toolkit next to the terminal. Adjusted the injector chair repair script to perform component removal asynchronously for better performance. Run the later brainwashing bed dreams in sequence before triggering them at random, so that players don't need to spam the beds for ages just to see all the dream messages and get all the PVPK perk prompts. An MCM setting was added to make brainwashing bed masturbation scenes continue to use the TSEX wanking routine, but is off by default. Make sure Sexual Harassment mutie approacher enable sync gets immediately updated on game load and any time the value is changed in MCM. When using the SH approacher sync setting, it will no longer activate in the breeding pit or temple cells in order to avoid competing with other activities there. The SH approacher sync option is now off by default for new games and has moved to the Settings page in MCM. The SH approacher sync option no longer blocks forced hypnotist approaches since those are already gated by an opt-in prompt from a brainwashing bed dream. Corrected a minor typo in the USB Type-V prompt flavor text. Customized all seating in the main pit area so that it can no longer be used for waiting, in order to work around occasional stuck prompts when the player is forced to exit; same for the invisible furniture used by the big green dildos. Fixed a bug where checks for the Detach Gel effect were inverted and arousal was being incorrectly applied before hypnotist approaches when the effect was active rather than when it wasn't. Frequency with which interactions in the pit lead directly to hypnotist approaches is now reduced by the square of the player's Sexual Harassment hypno level in order to relieve some monotony. Refactored handling of Commonwealth Captives player captivity indicator and Bound in Public teleport blocker so that it properly persists across save/load cycles but disengages as soon as it is intended to. The breeding pit muties will only follow the player around the main pit area and into Colostrum Cave, but not into other parts of the central cavern past the security gate. Breeding patrols and lust-crazed stalkers will now speak the same idle comments that the pit muties use. Replaced the raider harness pouch (Vtaw Utility) with a small shoulder bag (Backpacks of the Commonwealth) in the temple boss chest, since people who want backpacks for use with mods like Improved Animated Accessible Backpack more likely use BotC anyway. 6
vranina Posted August 1, 2024 Posted August 1, 2024 Thanks for the new patch. It sounds very interesting. From the bottom of my heart, I wish you to be alive and well (as they say, us). 1
menchi8877 Posted August 1, 2024 Posted August 1, 2024 I think I finally managed to break the mod with War of The Commonwealth. Everything works except the mutie patrol and crazed mutie spawn so technically its still running fine. All the mutants that are mass spawned in from WOTC are following your mod rules so cant tell the difference. Love this mod. It really just works!
vaultbait Posted August 1, 2024 Author Posted August 1, 2024 3 hours ago, menchi8877 said: I think I finally managed to break the mod with War of The Commonwealth. Everything works except the mutie patrol and crazed mutie spawn so technically its still running fine. All the mutants that are mass spawned in from WOTC are following your mod rules so cant tell the difference. Love this mod. It really just works! From the MHK description section on mod conflicts: 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. You could open up both mods' plugins in FO4Edit or zEdit and see if there's a conflict over that same story manager branch node. Making a patch would probably fairly trivial if so.
sivb1 Posted August 1, 2024 Posted August 1, 2024 Hey, mod is great. I have a few questions. First, are there any dialogues/events actually tied with milking and pregnancy? I have both but nothing special is happening, just wanted to know if I my mods have problems or if they are more required for roleplay than anything (also the pregnant perks). Second, how do you repair the chair? Thanks again for the mod
vaultbait Posted August 1, 2024 Author Posted August 1, 2024 30 minutes ago, sivb1 said: First, are there any dialogues/events actually tied with milking and pregnancy? I have both but nothing special is happening, just wanted to know if I my mods have problems or if they are more required for roleplay than anything (also the pregnant perks). Not really, no. I mean, the normal dialogue from characters added by this mod does reference pregnancy, and if you drink from Milk Dispenser she quotes some notable lines from the Bard's play (i.e. The Scottish Play). None of the dialogue is dependent on pregnant or lactating states of the player though. Sadly, dialogue is one of the most lacking features of this mod so far, owing to my not wanting to invest enough time early on in figuring out how to really do it properly in the CK. It's in my plans to finally revisit that before the next release. 35 minutes ago, sivb1 said: Second, how do you repair the chair? See the last quest spoiler in the FAPs post.
rilieAP Posted August 2, 2024 Posted August 2, 2024 Going to run the new version today, I've been playing around with my list and ripping out more things I wasn't using and rebuilding patches and stuff. I did want to report back on the Shotgun being invisible issue I mentioned, it was for sure the weapon replacer. I was using the "SPAS-12" to replace it, I took that out and tested and both the combat shotgun and Moneyshot are back in game.
vaultbait Posted August 2, 2024 Author Posted August 2, 2024 31 minutes ago, RileyAP said: I did want to report back on the Shotgun being invisible issue I mentioned, it was for sure the weapon replacer. I was using the "SPAS-12" to replace it, I took that out and tested and both the combat shotgun and Moneyshot are back in game. Thanks, I've added that to the mod conflict section of the known bugs post.
rilieAP Posted August 2, 2024 Posted August 2, 2024 14 minutes ago, vaultbait said: Thanks, I've added that to the mod conflict section of the known bugs post. I replace most of the weapons, all the other have models and work, it was only that one. I could test one of the other combat shotgun replacements and see if it's just that one or all for that shotgun.
vaultbait Posted August 2, 2024 Author Posted August 2, 2024 (edited) 18 minutes ago, RileyAP said: I replace most of the weapons, all the other have models and work, it was only that one. I could test one of the other combat shotgun replacements and see if it's just that one or all for that shotgun. One other possibility... something in that mod is conflicting with skinning for the combat shotgun (that was added years ago in the Creation Club game update so that FO4 could support custom weapon skins). If it removes or significantly changes handling of the ma_WeaponMaterialSwaps keyword or ap_WeaponMaterial attachment point, that would break skinning. Edit: Also, since the Moneyshot uses the vanilla game combat shotgun and attachment meshes with material swaps for the custom skin, anything that replaces those meshes and/or uses different filenames for the corresponding material files will likely break it. The sticky post in the Classic Holstered Weapon System forum about invisible parts due to the skinned vertex flag in meshes seems to imply there are a number of such mods that break skinning of vanilla weapon meshes. Edited August 2, 2024 by vaultbait 1
Raven 54 Posted August 2, 2024 Posted August 2, 2024 (edited) @vaultbait How do you repair the Obscene Machine? I have every tool I could find, some of which I know I don't need. The holotape next to the monitor is not able to be loaded. Tips? Thanks for the updated mod and for sharing with us! Edited August 2, 2024 by Raven 54
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