vaultbait Posted August 2, 2024 Author Posted August 2, 2024 1 hour ago, Raven 54 said: @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! See the last quest spoiler in the FAPs post, but probably you didn't read the work order about it on the terminal downstairs. That's how your character learns what tools and parts you need to conduct the repair. Then you either need a high intelligence (guaranteed to work) or try your luck and hope for the best (if you have very high luck it's also easy). And if you feel a little cheaty, just save before you try so if you fail and waste the components you can reload and try again rather than having to go scavenging more outside. But also, it's not required, just a free source of Mommy-O for lower-level players who haven't started finding it for sale or on super mutant corpses. The idea is you can leave it for later, and come back to it when you have plenty of scrap to waste on trying to get it fixed up. 1
vranina Posted August 3, 2024 Posted August 3, 2024 Hello, I want to ask you for help with a problem that has nothing to do with your mod. I came this far as I couldn't find a solution anywhere. 1 I have installed fallout 4 via mo2. I also have fo4edit there, which was working perfectly normally. 2 In another folder I installed another copy of folout4, and manually put folout london there. This copy of the game has never been associated with mo2 in any way. 3Now when I open fo4edit and it opens the copy of the game where I installed fallout london. How do I get fo4edit to open the old client again where I have a lot of mods? Since my English is terrible, I recorded a short video.
menchi8877 Posted August 3, 2024 Posted August 3, 2024 The mutie spawns started working. I had detection distance lowered to more than normal and started working once I turned it back to default. Your mod remains unbroken.
rilieAP Posted August 3, 2024 Posted August 3, 2024 Question, is there any way you could make "Supplicate Yourself" check nudity in SAKR before stripping in the future? If you're considered naked in SAKR then it doesn't strip, but if it's not installed or you are considered clothed have it do the strip?
vaultbait Posted August 3, 2024 Author Posted August 3, 2024 3 hours ago, RileyAP said: Question, is there any way you could make "Supplicate Yourself" check nudity in SAKR before stripping in the future? If you're considered naked in SAKR then it doesn't strip, but if it's not installed or you are considered clothed have it do the strip? That's possible, I'll have to think about the implications. Right now it's using the same stripping mechanism as the hot flashes, loosened inhibitions from booze/drug dispensers, and brainwashing beds. It already won't remove locked devices or anything that AAF has also been told not to remove (via protected equipment keywords, including the one added by Roggvir's No-Strip Items Manager). Since the nudity tracker in MHK does use SAKR when present, what you're suggesting makes some sense. There's no need to remove more items if you're already considered fully naked. On the other hand, if SAKR thinks you're not naked, working out which exact items to remove would require quite a bit of additional logic or some new additions to SAKR's API (also not a terrible idea but TwistedTrebla doesn't seem super active these days so I wouldn't put too much hope in that possibility). Anyway, sure, it's going on the to do list to at least look into for 0.9.9. 1
rilieAP Posted August 5, 2024 Posted August 5, 2024 (edited) On 8/3/2024 at 2:55 PM, vaultbait said: On the other hand, if SAKR thinks you're not naked, working out which exact items to remove would require quite a bit of additional logic or some new additions to SAKR's API (also not a terrible idea but TwistedTrebla doesn't seem super active these days so I wouldn't put too much hope in that possibility). I don't think it needs to be 100% precise on what it strips if you don't meet SAKR nudity. Just have it run a full strip like it does now, but if you are considered nude then it does nothing but take off your weapons of course. Finally if you don't have SAKR have it do what it does now. Edited August 5, 2024 by RileyAP
BasketCase1980 Posted August 6, 2024 Posted August 6, 2024 (edited) so not sure if i am doing something wrong, I believe i have the mods needed for the tentacles. but nothing in the water ever happens, ever. do you need snap dragons animations as well? I didnt see that in the mod list Edited August 6, 2024 by BasketCase1980
vaultbait Posted August 6, 2024 Author Posted August 6, 2024 (edited) 1 hour ago, BasketCase1980 said: so not sure if i am doing something wrong, I believe i have the mods needed for the tentacles. but nothing in the water ever happens, ever. do you need snap dragons animations as well? I didnt see that in the mod list You need the Animated Tentacles mod and AAF installed, and you need to not have a tentacle parasite locked on you (or else the tentacles in those nests will just ignore you since you're already infested). You don't need the separate Snapdragon's Animations installed, since AT has the tentacle animations already. (You can still install it of course, but it provides different non-tentacle-related animations and is unrelated other than being created by the same author.) Note that the last version of AT I tested with was 0.9, if there's a newer version I don't know about then it's possible it works differently and MHK might need to be adjusted accordingly. Edit: Oh, also the Animated Tentacles detection in MHK's scripts (like a lot of its other mod integrations) depends on RobCo Patcher. Keep in mind that RobCo Patcher has not been updated to work with the 1.10.984 game version yet. I don't recommend upgrading to the new version of Fallout 4 until at least RobCo Patcher and SUP F4SE get updated to work with it (the authors of both have said that work is in progress but provided no clear expectations as to when it will be done). Edited August 6, 2024 by vaultbait 2
BasketCase1980 Posted August 6, 2024 Posted August 6, 2024 1 hour ago, vaultbait said: You need the Animated Tentacles mod and AAF installed, and you need to not have a tentacle parasite locked on you (or else the tentacles in those nests will just ignore you since you're already infested). You don't need the separate Snapdragon's Animations installed, since AT has the tentacle animations already. (You can still install it of course, but it provides different non-tentacle-related animations and is unrelated other than being created by the same author.) Note that the last version of AT I tested with was 0.9, if there's a newer version I don't know about then it's possible it works differently and MHK might need to be adjusted accordingly. Edit: Oh, also the Animated Tentacles detection in MHK's scripts (like a lot of its other mod integrations) depends on RobCo Patcher. Keep in mind that RobCo Patcher has not been updated to work with the 1.10.984 game version yet. I don't recommend upgrading to the new version of Fallout 4 until at least RobCo Patcher and SUP F4SE get updated to work with it (the authors of both have said that work is in progress but provided no clear expectations as to when it will be done). Roger that , thanks for the info. That is probably my issue, my game is updated. most things work fine but not everything, so yeah waiting on those mods to update. 1
dav42 Posted August 6, 2024 Posted August 6, 2024 2 hours ago, vaultbait said: Edit: Oh, also the Animated Tentacles detection in MHK's scripts (like a lot of its other mod integrations) depends on RobCo Patcher. Keep in mind that RobCo Patcher has not been updated to work with the 1.10.984 game version yet. Ahh that explains why I had the same problem, didn't realize RobCo Patcher was a dependency. In any case the mod has some interesting ideas, first playthrough I got a little too eager with the muties and ended up being waaay too dumb to fix the injector chair and RNGesus wasn't showing up. I also had a hard time finding the "percussive maintenance" and ended just consoling that in. One idea that seems interesting is the whole Whore of Atom/Atom Whorehouse thing, might be an interesting mod in itself or an outcome of this mod -- perhaps a quest line where you end up pissing off the muties and they sell you to the Atom Whorehouse. Good job on this. 1
Mimirue17 Posted August 7, 2024 Posted August 7, 2024 Am looking forward to trying the latest release and will try it out this week. Wish there was a way to set up Harassment where only Muties were allowed to approach you, and regardless of sex act it was not a trauma as you want it. Basically it turns in to an orgy everytime you run across any SM until you black out and wake up with them gone - instead of the way surrender is set up it, it basically never stops until a certain number of organisms are achieved then you black out. Not really interested in naked gameplay - and any attempts by non SM to harass or sex the PC results in violence and bloodshed. Panties only get dropped for the SM, but on a binge until you drop type of fun (once you leave the pit, you are not a pet of SM, but will never not crave them kind of like a groupie I guess)
vaultbait Posted August 7, 2024 Author Posted August 7, 2024 1 hour ago, dav42 said: I also had a hard time finding the "percussive maintenance" and ended just consoling that in. You're not the first one to say that. It's near the armor workbench in the hospital basement area, leaning up against the large piece of equipment that you find the remains of Mr. Randy the maintenance robot behind. I think the contrast is poor and the item smallish, so I need to either relocate it or find a way to make it not blend in visually quite so much.
vaultbait Posted August 7, 2024 Author Posted August 7, 2024 1 hour ago, dav42 said: One idea that seems interesting is the whole Whore of Atom/Atom Whorehouse thing, might be an interesting mod in itself or an outcome of this mod -- perhaps a quest line where you end up pissing off the muties and they sell you to the Atom Whorehouse. Yes, if I ever find time, I want to make an expansion or related mod with some parts of Barnstable County, MA including the ruins of Cape Cod and Martha's Vineyard, but that's almost certainly too ambitious until I can find time to make the other interiors I'm planning for MHK itself. Maybe someday... 1
Mimirue17 Posted August 7, 2024 Posted August 7, 2024 two things I saw so far, 1 the quest to find the mysterious lady started kind of weird. Previously the dream would start the quest once you had enough addictions and slept 3 times. Never got the dream this time, was stuck on the same dream over and over about the settlement with the SM breeding everyone. When I went to the room with the note, the quest started mentioning the dream but I never had the dream that mentioned her. 2nd, was building a settlement at the boathouse and the lust crazed SM showed up, we had sex then he just followed me around not doing anything or leaving. He was marked as friendly, could not interact with him and could not kill him if you attacked him (he would also not aggro you). Not sure if the 1st issue is a problem this time with not being able to get the 3rd addiction like before, as I do not have BLTC installed so the only addictions I can get are alcohol and drugs, along with sex, muttie and hounds but I dont think that counts towards the dream progression (at least it did not before, had to get cum, alcohol and drugs to get the quest for the girl to show up) would light em up work as the 3rd or has the requirments to start that quest changed? Don't really want to go to BLTC again at this time.
rilieAP Posted August 7, 2024 Posted August 7, 2024 Now that I have Moneyshot in the game, damn is it fun to use, my new favorite weapon!!!!
vaultbait Posted August 7, 2024 Author Posted August 7, 2024 12 hours ago, Mimirue17 said: the quest to find the mysterious lady started kind of weird. Previously the dream would start the quest once you had enough addictions and slept 3 times. Never got the dream this time, was stuck on the same dream over and over about the settlement with the SM breeding everyone. When I went to the room with the note, the quest started mentioning the dream but I never had the dream that mentioned her. How many addictions did you have? In 0.9.8 you need at least 3 active addictions, and then on the second or subsequent time sleeping in one of the brainwashing beds you should get the dream to start that quest. That may be too high now, since super mutant cum addiction from BLTC probably won't count as the corresponding palliative is incorporated into the breeder stew in the latest version. There is a fallback for characters who struggle to get enough addictions though: if you've slept in the brainwashing beds at least 4 times, the quest will start automatically when you enter the passageway to the hospital basement area. Sounds like you triggered that. The dream about super mutant breeding settlements is the substitute if you've turned off the more violent dreams in MCM (did you? if no then maybe there's a bug with it, otherwise it's working as expected). 12 hours ago, Mimirue17 said: building a settlement at the boathouse and the lust crazed SM showed up, we had sex then he just followed me around not doing anything or leaving. He was marked as friendly, could not interact with him and could not kill him if you attacked him (he would also not aggro you). Lust crazed mutie stalkers should follow you for a while and then eventually turn around and head back to the location where they initially appeared and vanish once you get far enough away from them. I suppose if one finds you in a settlement and you don't leave, he'll stick around. I'll need to think about how to address that (maybe have them wander to a random point on the map once they lose interest instead of their spawn point). The triggering event for them is OnLocationChange for the player character so I assumed they'd only appear when the player is on the move, but I suppose it could have been an OnLocationChange event from you arriving at the settlement that time. That said, they should act like "normal" super mutants and obey the same rules, so they'll be friendly if you're naked/unarmed and on Mommy-O at the time, or if some other mod has put you into the super mutant faction for any reason. They should be normally killable though, I and/or my followers have been killing tons of them in my current extended playtest sessions for 0.9.8. Also they should occasionally make some comments, same ones as the breeding-related comments made by the muties in the pit. 13 hours ago, Mimirue17 said: would light em up work as the 3rd or has the requirments to start that quest changed? Yes, the nicotine addiction in Light 'Em Up counts too. But like I said, the triggering threshold is likely too high, maybe for 0.9.9 I'll lower it to just needing 2 addictions.
rilieAP Posted August 8, 2024 Posted August 8, 2024 Not sure if it's intended or not, but SM pregnancy cancellation kicks off miscarriage for a behemoth(and FEV hound as well, but that is a different species). I would think lore wise they would 100% want to birth more behemoths, although it's been a long time and I can't remember if the baby item from FPA is different or not(I'll carry to term and find out). For now I'll have to leave SH off since my super mutant collar master companion will fuck me and force a miscarriage.
Mimirue17 Posted August 8, 2024 Posted August 8, 2024 9 hours ago, vaultbait said: How many addictions did you have? In 0.9.8 you need at least 3 active addictions, and then on the second or subsequent time sleeping in one of the brainwashing beds you should get the dream to start that quest. That may be too high now, since super mutant cum addiction from BLTC probably won't count as the corresponding palliative is incorporated into the breeder stew in the latest version. There is a fallback for characters who struggle to get enough addictions though: if you've slept in the brainwashing beds at least 4 times, the quest will start automatically when you enter the passageway to the hospital basement area. Sounds like you triggered that. The dream about super mutant breeding settlements is the substitute if you've turned off the more violent dreams in MCM (did you? if no then maybe there's a bug with it, otherwise it's working as expected). Lust crazed mutie stalkers should follow you for a while and then eventually turn around and head back to the location where they initially appeared and vanish once you get far enough away from them. I suppose if one finds you in a settlement and you don't leave, he'll stick around. I'll need to think about how to address that (maybe have them wander to a random point on the map once they lose interest instead of their spawn point). The triggering event for them is OnLocationChange for the player character so I assumed they'd only appear when the player is on the move, but I suppose it could have been an OnLocationChange event from you arriving at the settlement that time. That said, they should act like "normal" super mutants and obey the same rules, so they'll be friendly if you're naked/unarmed and on Mommy-O at the time, or if some other mod has put you into the super mutant faction for any reason. They should be normally killable though, I and/or my followers have been killing tons of them in my current extended playtest sessions for 0.9.8. Also they should occasionally make some comments, same ones as the breeding-related comments made by the muties in the pit. Yes, the nicotine addiction in Light 'Em Up counts too. But like I said, the triggering threshold is likely too high, maybe for 0.9.9 I'll lower it to just needing 2 addictions. well the weird part is another Lust Crazy showed up at one point, so there was 2 of them. I ran into the Pit and one of them followed me, and kept following me past the gate as well. In the hospital room he triggered again to have sex - then went back to being an unresponsive follower. I will go check him with better console and give you more info, and he still can not be damaged - though if you shoot him in the head he will go to his knees for a few seconds then go back into stalker mode - like really on your ass following you.
Mimirue17 Posted August 8, 2024 Posted August 8, 2024 31 minutes ago, Mimirue17 said: well the weird part is another Lust Crazy showed up at one point, so there was 2 of them. I ran into the Pit and one of them followed me, and kept following me past the gate as well. In the hospital room he triggered again to have sex - then went back to being an unresponsive follower. I will go check him with better console and give you more info, and he still can not be damaged - though if you shoot him in the head he will go to his knees for a few seconds then go back into stalker mode - like really on your ass following you. just to follow up - I coc back to taffington and the 2nd one ran up to me - he acually said something about soon you will have babies blah blah - and I was able to kill him. I rested and that bugged one showed back up. I have no idea why I cant kill him, he is not essential, protected, unique or immune to damage....he will still keep forcing sex on me every few hours but thats it - he ran all the way from the hospital wing to taffington....guess someone cares where their fuck toy is....not sure why the 2nd one hung around taffington either, I rested for a few days down in the pit (4 or 5 full days of rest) but he was still there waiting for me. I will start another new game - will add light em up and see if that helps get the addiction count high enough.
Mimirue17 Posted August 8, 2024 Posted August 8, 2024 ok new game, Light em Up worked perfectly for the 3rd addiction - next sleep started quest for mysterious lady. Running around Lust crazed showed up - actually beat up all the bad guys around me then came to have his way - then left. he came charging back as soon as I armed a weapon and then died. All as planned. Pretty sure the problem stemmed from them showing up while in workshop mode, so not sure if you can even do anything about that. I did have to reinstall dead body fix, unlimited, not sure why but it was not working as body of Vaultbait was broken as well as the lady in taffington - but reinstall fixed both. From what I can see everything is working as intended besides that bug if in workshop mode (maybe pause the timer if thats even possible?)
vaultbait Posted August 8, 2024 Author Posted August 8, 2024 14 hours ago, RileyAP said: Not sure if it's intended or not, but SM pregnancy cancellation kicks off miscarriage for a behemoth(and FEV hound as well, but that is a different species). I would think lore wise they would 100% want to birth more behemoths, although it's been a long time and I can't remember if the baby item from FPA is different or not(I'll carry to term and find out). For now I'll have to leave SH off since my super mutant collar master companion will fuck me and force a miscarriage. The super mutant baby add-on for FPE only creates super mutant pregnancies when it sees an impregnating actor with the ActorTypeSuperMutant keyword which, in the base game, is only used by the SuperMutantRace race (and AlienRace for some strange reason). Behemoths have their own SuperMutantBehemothRace with its separate ActorTypeSuperMutantBehemoth keyword and the super mutant baby add-on for FPE doesn't recognize that, unfortunately. Are you using WDF's Wasteland Offspring plugin instead? I should probably extend the father race checks to ignore behemoth and FEV hound pregnancies when that's present. If you want to turn off the miscarriages, just disable the FEV Sperm Competition feature in MHK's MCM.
vaultbait Posted August 8, 2024 Author Posted August 8, 2024 14 hours ago, Mimirue17 said: well the weird part is another Lust Crazy showed up at one point, so there was 2 of them. I ran into the Pit and one of them followed me, and kept following me past the gate as well. In the hospital room he triggered again to have sex - then went back to being an unresponsive follower. I will go check him with better console and give you more info, and he still can not be damaged - though if you shoot him in the head he will go to his knees for a few seconds then go back into stalker mode - like really on your ass following you. That's certainly weird. There should never be more than one of them at a time, and I thought I had code implemented to prevent that from occurring but I'll make a note to double-check it. Their behavior package is set to only follow the player in the Commonwealth worldspace and there's also additional cleanup which fires to delete them if the player goes inside. And as I said before they're also supposed to be killable. It sounds like something has come unglued in your game. Maybe another mod added the stalker to a quest alias and that prevented the cleanup routine from deleting it? Hard to say, but if you still have a save where it's following you around you could click it in the console and then use the sv command to get a dump of all scripts attached to it and their states and variable values.
vaultbait Posted August 8, 2024 Author Posted August 8, 2024 6 hours ago, Mimirue17 said: ok new game, Light em Up worked perfectly for the 3rd addiction - next sleep started quest for mysterious lady. Running around Lust crazed showed up - actually beat up all the bad guys around me then came to have his way - then left. he came charging back as soon as I armed a weapon and then died. All as planned. Pretty sure the problem stemmed from them showing up while in workshop mode, so not sure if you can even do anything about that. I did have to reinstall dead body fix, unlimited, not sure why but it was not working as body of Vaultbait was broken as well as the lady in taffington - but reinstall fixed both. From what I can see everything is working as intended besides that bug if in workshop mode (maybe pause the timer if thats even possible?) Since they only appear as an immediate result of an OnLocationChange event for the player, it would be odd for that to happen while in workshop mode (settlements are all within a location and going far enough to change locations would also abort workshop mode). I suppose it's possible something prevents them from getting bored and leaving while you're in workshop mode, and while that seems unlikely it's easy enough for me to test when I get time. I should also be able to make it so that stalkers and patrols disengage when the user enters a settlement, for example by checking EncounterZone.IsWorkshop(), so I'll make a note to do that anyway as they really shouldn't follow you into one.
vaultbait Posted August 8, 2024 Author Posted August 8, 2024 1 hour ago, WorldisGreat69 said: how do i start the captive scenario for this mod?? On 5/26/2023 at 12:29 AM, vaultbait said: How do I start? Find an innocuous looking safe just outside Vault 111, and you should be able to figure out the rest for yourself. Spoiler
Mimirue17 Posted August 9, 2024 Posted August 9, 2024 So had another weird thing happen while wandering around. Lust crazed approached me and was aggroed due to Mommy-O having run out (no weapons or armor). So I took the Mommy-0 and waited for him to stop attacking for a few minutes but gave up and surrendered (sex em up) after the 2nd dialogue screen the normal Lust Crazed dialogue came up where you happily surrender to his whims. After that act, the surrender dialogue continued and another sex act (or two maybe) then he let me go and started walking away - after the 15 seconds he aggroed again and attacked me, at that time I just killed him for being an idiot. I was Mommied up, no weapons and no armor, so he should have been friendly after walking away. Is there a way to clear all aggro when they start leaving, unless you violate one of the 3 things to keep them friendly? Sorry to keep finding weird things....
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