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Posted
On 10/4/2024 at 11:00 AM, RileyAP said:

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.

 

this is caused by SMR (Super Mutant Redux) which will also changes other super mutant and their allies

 

SMR will change some behmoths, mutant hounds, and even some supermutants to things that MHK does not recognize, and they do not

recognize stuff MHK does to player.  every time i left the Breeding Pit i would run into one of the alternate behmoths and it would always

be hostile to player (even naked, unarmed, and under Mommy-O).  

 

while i did like SMR i wound up switching to Forced Evolution due to the behmoth and Nightkin as named SM in the Pit.

so far it is working fine for me and give me more types of SM (than vanilla).

 

Posted
15 hours ago, valcon767 said:

while i did like SMR i wound up switching to Forced Evolution due to the behmoth and Nightkin as named SM in the Pit

 

I looked at that mod and decided against it as I figured the custom models would lack the necessary appendages. So youre telling me they work with AAF scenes?

Posted
12 hours ago, Olmech said:

 

I looked at that mod and decided against it as I figured the custom models would lack the necessary appendages. So youre telling me they work with AAF scenes?

 

hmmm

 

anyway i have seen AAF scenes with Elites and Butchers (played fine for me and had the appendages), but have not yet seen scenes with

Brainiacs, rats (doubt this one will work) or the airborne suiciders.

 

Posted

I was about to start a new game these days. I've tried several different mods and I'm under the impression that tsex and provocative perks conflict. When I turned on both mods the provocative perks didn't work. On the second try I turned off the tsex and the provocative fins worked.

Posted (edited)

Are there any interactions or dialogue options for the naked super mutant attackers or do they just try to kill you? Is there a patch for aaf violate?

 

Also do the super mutants ever execute cock drain or does she just kneel there? Are there any dialogues for when the player willingly returns to the breeding pit?

Edited by nonofyodambiznes
Posted
17 hours ago, nonofyodambiznes said:

Are there any interactions or dialogue options for the naked super mutant attackers or do they just try to kill you?

Just

Is there a patch for aaf violate?

No

Also do the super mutants ever execute cock drain or does she just kneel there?

Just

Are there any dialogues for when the player willingly returns to the breeding pit?

No

 

Posted

Hi I'm thinking about starting up modding FO4 again but am waiting to see if anything big changes. Is this mod going to be updated in the near future and should I hold off on starting or should I just go ahead now?

  • 2 weeks later...
  • 2 weeks later...
Posted
On 8/25/2024 at 12:34 PM, vaultbait said:

 

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.

 

 

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.).

so are you still working on the mod? 

  • 3 weeks later...
Posted

crash-2024-12-03-05-05-57.log

Heya! I first wanted to say thanks for making this mod, it's really fun and a unique idea, especially since there's rewards like the Atom perks. Anyways, I am having a little difficulty getting Autonomy Enhanced to work with this mod. I CTD when an autonomy scene initiates with the player character, but not when two NPCs start a scene. Any help would be appreciated, thanks!

Posted (edited)

Man,, so unique, unreal,, Hell of a new game start. Not sure if it is supposed to be this difficult, im on Horizon 1.8 , Veteran difficulty, but having a really good time struggling along covered in green excretion .  So creatively perverse, love it. Thank you . 

UPDATE:

 So using the mods perks and quest chain I got out  with the greenies NON hostile, but, the tenticle quest "study the sample" or something like that has no sign on what to do.  Maybe I will stumble onto it now that I am out? No quest marker available, no details.  But all my AAF worked perfectly to complete the sex quests, but the 4sum took 3 or 4  episodes to register and complete.

 Great fun, love the "alternative start" potential of the mod. Thank you, your efforts have created an entirely new game within the game.

Edited by Daangerousda
update on first playthrough
Posted
On 12/2/2024 at 11:22 PM, UnidentifiedSpecies said:

crash-2024-12-03-05-05-57.log 92.14 kB · 1 download

Heya! I first wanted to say thanks for making this mod, it's really fun and a unique idea, especially since there's rewards like the Atom perks. Anyways, I am having a little difficulty getting Autonomy Enhanced to work with this mod. I CTD when an autonomy scene initiates with the player character, but not when two NPCs start a scene. Any help would be appreciated, thanks!

(SPOILERS AHEAD!!) Came back to say I fixed it! I made the switch to NAF and it seems to not longer CTD. I think the issue was that too many scenes were happening. This mod is spectacular and was fun to play. I love how the nude perks are actually quite handy, as well as the melee weapon that has a unique legendary effect. You don’t see a lot of mods that ‘make’ you want to play them. Like the boring, same thing over and over with other mods. I enjoy seeing mods on here, especially for Fallout 4, which has criminally less mods than Skyrim, have more than just sexual content and contain some sort of story, or reward for completing quests. Well done!

Posted
On 11/14/2024 at 6:59 AM, UsernameTaken666 said:

I’ve not seen her around in a bit :(

Hoping she’s ok.

Yep been a while now. She was always quite active and helpful on other threads as well as this one.

 

Hopefully its just real life distracting her with boring, mundane stuff and no dramas.

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

Hi all! Sorry I've been away for a few months.

 

I know reality is overrated and all, but it still managed to intrude on my leisure time substantially, leaving me with insufficient bandwidth to remain active here for the past four months. The time wasn't wasted though, I've at least found the opportunity to test out the NG game version with a bunch of mods (not this one yet since a lot of its integration with other mods relies on Robco Patcher which still isn't updated so I've been noodling on some alternative solutions), and have been doing my playtesting exclusively on Linux with Steam Proton for a while now, slowly getting back up to speed to be able to make progress on the mods I personally maintain.

 

I'll try to follow up with separate replies to any comments that need my attention, thanks for your continued patience!

Posted
On 8/28/2024 at 3:10 PM, RileyAP said:

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 haven't tried the other plugins, but the super mutant add-on is the only one particularly relevant to MHK. I've been planning to include a custom add-on with a future update which is similar to chosen clue's old super mutant one, but also makes behemoths and FEV hounds knock you up with super mutant babies so that all three can be treated consistently by the pregnancy checking routines in MHK.

Posted
On 8/30/2024 at 7:31 PM, leking said:

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

 

For the moment, the most authoritative link seems to be in the list on this version of their Nexus profile (I've made a note to update the link in the MHK description): https://next.nexusmods.com/profile/steve40?gameId=1151

 

On 8/30/2024 at 7:31 PM, 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.

 

Yes, that's how Commonwealth Captives works. If you leave an area it despawns any unrescued captives it added there.

 

In MHK, I usually rescue the original batch once the Milking Human Kindness quest advances to looking for an exit (rescuing them is blocked before that point because they see you as just another captive), but before I venture into the temple cave cell, so that they can help me with the ferals there.

Posted
On 9/10/2024 at 10:53 PM, xtro334 said:

Think I would like to see a milk machine down there in style with this. 😋

After all they must fill up those milk carton somehow. 😜

 

I've made myself a note to maybe equip opparco's "Oppai" milker or something similar on Milk Dispenser if it's installed.

Posted
On 9/11/2024 at 10:22 AM, 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.

 

I implemented it as a legendary "paint job" to facilitate something along those lines in the future, yes, though I only added corresponding custom textures for the vanilla combat shotgun so far and haven't yet decided how to make the required crafting materials available (some of them will be dropped in the critical hit "spooge" piles, but others will probably require more work to obtain). If its appearance in the workbench is too distracting, I might gate it behind a recipe/blueprint note that has to be obtained as a separate quest item.

Posted
On 9/11/2024 at 4:20 PM, valcon767 said:

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.

 

It's intentionally not available through normal gameplay for now, mainly because I didn't know how well it would work on other weapons (and also to call it "overpowered" would be putting it mildly).

Posted
On 9/13/2024 at 1:59 AM, Olmech said:

Have found that Provocative Perks still seems to stop working after this mod initializes just like before.

 

I've still been unable to replicate this symptom, not even sure what MHK could be doing to block PP from working if it wanted to, especially at initialization time. It's not that I doubt your observations, there's just clearly an additional factor involved that isn't present in my tests so I'm not sure how to troubleshoot further.

 

On 9/13/2024 at 1:59 AM, Olmech said:

Mutant elgibility as partners in Sexual Harassment turns itself off as before.

 

This is a configurable feature that can be overridden in MCM, and it shouldn't even be on by default in the most recent version anyway. Basically if you turn on the sync feature then it will toggle super mutants as eligible approachers whenever you're vulnerable and under the effects of the Mommy-O pheromones (basically when MHK makes normal super mutants non-hostile), and ineligible when you've got clothing on/weapons equipped or the drug wears off (when normal super mutants should be hostile). If it's disabled in MCM (default in the latest version because I started downplaying SH integration after the breeding scenes were added for direct AAF integration), then super mutant eligibility is only momentarily toggled on and off in order to facilitate the forced hypnotist approaches in the breeding pit, and even that's skipped unless you opt into it after your first time sleeping in a brainwashing bed. Basically MHK shouldn't be disabling super mutants as approachers in SH if you've manually enabled them and have the sync feature off in MCM.

 

Are you testing from a new game/unmodded save, or one which maybe used a previous version of MHK? The mod has some logic to attempt to preserve behavior from older versions on upgrade, with more opinionated default values when used for the first time.

 

On 9/13/2024 at 1:59 AM, Olmech said:

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.

 

I've also never seen this. Your mention of the doppelganger implies you're on an older (pre-1.0) AAF version, since the recent versions now use the normal player ref in scenes instead of a separate clone, though it shouldn't matter since all MHK's tentacle traps do is spawn tentacle NPCs from AT, and then AT is responsible for initiating AAF scenes not MHK.

 

Anyway, I'll keep an eye out for additional reports along these lines and see if I can work out what the common factor seems to be. Thanks for the detailed testing!

Posted
On 9/24/2024 at 12:36 PM, Blackicket said:

Is there a way to lay my female companions under a mutie in the Pit?
Aside of manually setting up the scene via AAF menu.

 

There might be some pose mods that don't use AAF (most use idles bound to temporary invisible furniture objects), but I don't know off the top of my head, sorry. Setting up an AAF scene is how I would do it personally.

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