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Posted
12 hours ago, Mimirue17 said:

surrendered (sex em up) after the 2nd dialogue screen the normal Lust Crazed dialogue came up where you happily surrender to his whims.

 

Since I don't use SEU, I didn't realize it had combat surrender functionality. The forced breeding scripts have a safety check to make sure the super mutants aren't temporarily pacified due to surrendering with Violate (and that there's no Harassment approach in progress since it will temporarily pacify harassers), but I didn't consider the possibility that other mods might also have similar functionality. Forced breeding does also avoid firing if the player is in an AAF scene, and the cooldown gets set after any scene involving a super mutant, so it's mainly having it trigger during pre-sex pacification that needs consideration.

 

12 hours ago, Mimirue17 said:

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?

 

Good point, I'll put some thought into the best way to do that. I agree it's probably the game never cancelling the already aggressive state from earlier. Odd that SEU doesn't reset that either though, since it's what's pacifying them. Violate seems to handle it correctly, because if I get attacked by super mutants and surrender with it, and then they inject me with Mommy-O during the rape, then after the temporary pacification ends they don't re-aggro and attack me or my followers.

Posted
On 8/8/2024 at 11:46 AM, vaultbait said:

Are you using WDF's Wasteland Offspring plugin instead

Yes, FPER and WDF/WDO.  I know it's buggy as fuck with morphs, but yes it has many, many more baby addons.

 

On 8/8/2024 at 11:46 AM, vaultbait said:

If you want to turn off the miscarriages, just disable the FEV Sperm Competition feature in MHK's MCM.

I like the miscarriage, I just didn't have sex and played the game for a bit had the baby.  It does say supermutant baby, but I don't know what it will grow into.  Regardless, time to go see the boys in the Breeding Pit again!! :)

Posted
19 hours ago, RileyAP said:

Yes, FPER and WDF/WDO.  I know it's buggy as fuck with morphs, but yes it has many, many more baby addons.

 

I like the miscarriage, I just didn't have sex and played the game for a bit had the baby.  It does say supermutant baby, but I don't know what it will grow into.  Regardless, time to go see the boys in the Breeding Pit again!! :)

 

Makes sense, I've added a note to make the miscarriage more forgiving of the SuperMutantBehemothRace father race if wasteland offspring's plugin is detected. I'm on the fence about whether to do the same for FEVHoundRace. I'm also considering including a patch for the regular FPE super mutant baby add-on to make it consider behemoths and FEV hounds as qualifying fathers for super mutant babies.

Posted
19 hours ago, RileyAP said:

Yes, FPER and WDF/WDO.  I know it's buggy as fuck with morphs, but yes it has many, many more baby addons.

 

 

Which version is the most stable for me to try?

Posted
43 minutes ago, vranina said:

Which version is the most stable for me to try?

 

Which version of pregnancy mods? The basic Family Planning Enhanced with its separate FPESuperMutantAddon.7z is what I use and primarily what this mod is tested with. While MHK includes some support for FPER/WDF, that's really only insofar as trying to provide similar functionality for users who have chosen to install those instead of basic FPE for other reasons.

Posted
On 8/10/2024 at 10:58 AM, vranina said:

Which version is the most stable for me to try?

The normal is more stable, FPE Redux has some issues with body morphs for most people, myself included.  I have Redux and Wasteland Diary Framework and Wasteland Offspring added for another mod but I actually think I'll switch to the normal version next game as I'm not wild about the integration and the way it also messes with morphs(Cursed DD Enchantings Redux integrates with FPER/WDF/WDO for the parasite, but it also fucks up body morphs).

Posted

A little math.
This is what my heroine's intelligence looks like. Excited minus 1 intelligence, sex addiction minus 4 intelligence. Willpower plus 3 Intelligence. A total of minus 2 intelligence is obtained. She has 6 intelligence. So it should be 6 minus 2 leaving 4 intelligence.
Yes, but it actually shows in pip boy 10 intelligence, minus 9 remains 1 intelligence... How does this happen...
Through a mod, I put maximum intelligence on two parts of the armor, on each part plus 5 intelligence, in total from the armor plus 10 intelligence.
I should have a total of 14 intelligence... yes, but realistically in pip boy sees 6 intelligence, minus 2. So I have all 4 intelligence.
I don't understand how this happens...
The situation is similar with endurance. There I have 7 stamina, 3 more stamina bonus from submission, total 10 stamina... Yes, but in pip boy it says 7 plus 6 stamina, total 13 stamina.

Posted
On 8/17/2024 at 8:45 PM, vranina said:

A little math.
This is what my heroine's intelligence looks like. Excited minus 1 intelligence, sex addiction minus 4 intelligence. Willpower plus 3 Intelligence. A total of minus 2 intelligence is obtained. She has 6 intelligence. So it should be 6 minus 2 leaving 4 intelligence.
Yes, but it actually shows in pip boy 10 intelligence, minus 9 remains 1 intelligence... How does this happen...
Through a mod, I put maximum intelligence on two parts of the armor, on each part plus 5 intelligence, in total from the armor plus 10 intelligence.
I should have a total of 14 intelligence... yes, but realistically in pip boy sees 6 intelligence, minus 2. So I have all 4 intelligence.
I don't understand how this happens...
The situation is similar with endurance. There I have 7 stamina, 3 more stamina bonus from submission, total 10 stamina... Yes, but in pip boy it says 7 plus 6 stamina, total 13 stamina.

 

The game won't allow any of the SPECIAL stats to go lower than 1, so if debuffs would actually result in a stat reaching 0 or a negative value, the Pip-Boy miscalculates the unmodified value by adding all the debuffs to 1 so than when subtracted from the original the resulting current value is 1. This is nothing related to the mod, it's just how Fallout 4 works.

 

If you're wondering why you temporarily lose 6 Intelligence points when naked, that's one of the effects of the Whore of Atom perks, which you can disable any time you like in the Milking Human Kindness MCM.

Posted
On 8/12/2024 at 11:37 AM, RileyAP said:

Cursed DD Enchantings Redux integrates with FPER/WDF/WDO for the parasite, but it also fucks up body morphs

 

I use CDDER with regular FPE and it works fine, it just doesn't trigger the features from FPER/WDF (particularly lactation).

Posted
1 hour ago, vaultbait said:

I use CDDER with regular FPE and it works fine, it just doesn't trigger the features from FPER/WDF

Yep, as I mentioned I will probably switch to FPE regular as I originally installed the Redux for Cursed DD to try the parasite transformation part.  Since I didn't like it and it just messed with my body morphs even more, I can get rid of the vastly more buggy Redux and WDF/WDO on my next update/new game.

Posted
On 8/20/2024 at 3:12 AM, vaultbait said:

 

The game won't allow any of the SPECIAL stats to go lower than 1, so if debuffs would actually result in a stat reaching 0 or a negative value, the Pip-Boy miscalculates the unmodified value by adding all the debuffs to 1 so than when subtracted from the original the resulting current value is 1. This is nothing related to the mod, it's just how Fallout 4 works.

 

If you're wondering why you temporarily lose 6 Intelligence points when naked, that's one of the effects of the Whore of Atom perks, which you can disable any time you like in the Milking Human Kindness MCM.

Thanks, I removed the fins and all is well. I want to ask about the new abortion option. I already found out that if my character gets pregnant by a human, but has sex with a super mutant, an abortion follows. But what happens to the npc? I read that a "silent abortion" occurs, but my poor English does not allow me to understand the meaning of this expression. Can you explain to me in simpler terms what happens with the npc?

Posted
9 hours ago, vranina said:

I already found out that if my character gets pregnant by a human, but has sex with a super mutant, an abortion follows. But what happens to the npc? I read that a "silent abortion" occurs, but my poor English does not allow me to understand the meaning of this expression. Can you explain to me in simpler terms what happens with the npc?

 

If the player character is pregnant from a human (or anything besides a super mutant), then having intercourse with a super mutant will force FPE (or FPER, whichever you're using) to start its miscarriage routine similar to if your fetus gets too much damage or radiation.

 

If an NPC is pregnant with anything other than a super mutant, then when they have intercourse with a super mutant FPE's abort routine is called on them, which basically just terminates their pregnant state.

 

This feature, if you don't disable it, closes a loophole where you could avoid getting pregnant from super mutants by just making sure to get pregnant from something else immediately after giving birth (or solves the problem of accidentally getting pregnant with something other than a super mutant, depending on how you look at it).

Posted
4 hours ago, vaultbait said:

 

If the player character is pregnant from a human (or anything besides a super mutant), then having intercourse with a super mutant will force FPE (or FPER, whichever you're using) to start its miscarriage routine similar to if your fetus gets too much damage or radiation.

 

If an NPC is pregnant with anything other than a super mutant, then when they have intercourse with a super mutant FPE's abort routine is called on them, which basically just terminates their pregnant state.

 

This feature, if you don't disable it, closes a loophole where you could avoid getting pregnant from super mutants by just making sure to get pregnant from something else immediately after giving birth (or solves the problem of accidentally getting pregnant with something other than a super mutant, depending on how you look at it).

 

I really enjoyed this feature from a roleplay perspective. I have no intention of turning her off. The other thing I liked was the mutant attacks in the pit. SH's dialogues, in my opinion, are completely inappropriate.
Now the only option is Strong to harass. But I don't like SH's dialogues at all. If there was something like that for Strong, along with some of his lines of supremacy, that would be great.
In the realm of fantasy, it would be interesting to have a quest for the heroine to gather a harem for Strong in some settlement.

Posted
18 hours ago, vranina said:

SH's dialogues, in my opinion, are completely inappropriate.

 

Yes, I was considering making a Harassment patch to change all the approacher dialogue for super mutants to something more appropriate, but figured my time would be better invested elsewhere since it wouldn't be trivial.

 

18 hours ago, vranina said:

Now the only option is Strong to harass. But I don't like SH's dialogues at all. If there was something like that for Strong, along with some of his lines of supremacy, that would be great.

In the realm of fantasy, it would be interesting to have a quest for the heroine to gather a harem for Strong in some settlement.

 

My plan has been to add a new super mutant companion rather than trying to tack additional functionality onto Strong. The idea is that the companion will make lewd comments, demand sex periodically, and give you tasks like recruiting additional breeders, but also with high enough affinity he'll make all other super mutants friendly to you while he's in your company (even if you've equipped weapons, wear clothes/armor, etc.).

Posted (edited)

I'm in process of switching from FPER to FPE v2.710.  Which addons work for it currently?  I of course have the dog, SM and found a bloatfly one.  Then I found these, do they still work, or are they completely deprecated? Do I need the SM, BF and dog ones at all with the creature addon? They look like InvictusBlade's early attempts to add many of the FPER and WDO/WDF items into the standard FPE before they went ahead and rewrote and expanded.  I figured I'd ask here as you mentioned you're using the normal FPE version for development on MHK.

 

I also have the DLC doctor addon.

 

Edited by RileyAP
Posted

Can somebody or the mod author provide a viable link for cwss redux as i can not find it anymore on nexus?

 

Yesterday on another test using comonwealth captives the prisonners in the shower room were there. Then i went to the cave and when i got back to the shower room the prisonners were not there anymore.

Posted
56 minutes ago, leking said:

Can somebody or the mod author provide a viable link for cwss redux as i can not find it anymore on nexus?

 

Yesterday on another test using comonwealth captives the prisonners in the shower room were there. Then i went to the cave and when i got back to the shower room the prisonners were not there anymore.

 

I see with other games, if you see captives from "Commonwealth captives" and before rescue them you pass a door or now, the cave, when you return, captives are missing.

 

Greetings.

Posted
On 8/30/2024 at 11:31 AM, leking said:

Yesterday on another test using comonwealth captives the prisonners in the shower room were there. Then i went to the cave and when i got back to the shower room the prisonners were not there anymore.

 

23 hours ago, Hober9 said:

I see with other games, if you see captives from "Commonwealth captives" and before rescue them you pass a door or now, the cave, when you return, captives are missing.

 

this is part of Commonwealth Captives (CC)

 

in MHK the only certain time to get captives is when you first appear in the Breeding Pit (before you go into the Colustrum Cave or leave to the Commonwealth).

 

when you go through a change of location (go through a load door/screen) CC clears what it did in previous cells, and then it will work

for the Breeding Pit but based on the chances set in CC's MCM.

 

so if you free (or not) the first 4 captives and then go through a load screen and come back there could be 0 or could be up to whatever your 

max number of captives in the CC MCM.  whether there are any there at all does depend on the CC MCM though.

even setting CC MCM to 100% chance for captive spawn it can still sometimes not spawn any (still have not fully figured out why this can happen).

 

one game i wound up with a total of 12 freed captives due to this mechanic (of CC).  i freed the first 4 and kept running back and forth

to fix the "special chair" so had went in and out of the Colustrum Cave a lot of times.

 

  • 2 weeks later...
Posted

@vaultbait Is this something that should be available, or did ECO just find the material and inject it into other weapons?  I haven't seen any mention of it from others, but I haven't searched through every page.  I did grab the ingredients using mod explorer just to see if I could apply it.  It worked on an anti-material rifle, which is a blast to see a slow-mo head shot through a long scope and the NPC just slowly turns into a pile of white(ish) goo!! 

 

Regardless, I'm guessing it's not intended, but I wanted to let you know it's out there I think because of ECO and Complex Item Sorter that adds keywords to items.

Fallout4 2024-09-10 17-10-25.png

Posted
9 hours ago, RileyAP said:

@vaultbait Is this something that should be available, or did ECO just find the material and inject it into other weapons?  I haven't seen any mention of it from others, but I haven't searched through every page.  I did grab the ingredients using mod explorer just to see if I could apply it.  It worked on an anti-material rifle, which is a blast to see a slow-mo head shot through a long scope and the NPC just slowly turns into a pile of white(ish) goo!! 

 

Regardless, I'm guessing it's not intended, but I wanted to let you know it's out there I think because of ECO and Complex Item Sorter that adds keywords to items.

Fallout4 2024-09-10 17-10-25.png

 

whether intended or not this has been available for a while now.  (and i do not have ECO or complex item sorter)

 

having said that i was never able to make one (without using the console) due to not knowing how to make

one of the ingredients (the funny named one). 

perhaps this play-through i will take the time to see if i can figure out how to make that one ingredient.

 

 

Posted
20 hours ago, valcon767 said:

having said that i was never able to make one (without using the console) due to not knowing how to make

one of the ingredients (the funny named one). 

My hope is that maybe in a future release we'll be able to collect it from splooge piles and then apply to new weapons to expend the range of weapons my junkie whore uses.

Posted

Decided to try this mod again since there has been a new release since I last tried it. Have found that Provocative Perks still seems to stop working after this mod initializes just like before. Mutant elgibility as partners in Sexual Harassment turns itself off as before. Tentacle traps which worked before now spend infinity whipping me as  if it is trying to initiate sex. They often make copies of my doppleganger and I am just stuck there. Sometimes a sex scene will play, but no hope to get away. Everything in the breeding pit seems to work as it should. I do get forced if I go too long without sex which is good I suppose since SH keeps turning itself off. Dunno whats going on. Probably some settings or something I have wrong.

  • 2 weeks later...
  • 2 weeks later...
Posted

Not sure if it's intended or a result of Super Mutant Redux, but I often get Nightkin as the named SM in the Pit.  Not sure though what the outcome would be without SMR, I've had up to 3 of them be cloaked and never become visable, so kinda like watching my girl get railed by a ghost.

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