HeavyYoungHeathens Posted March 11, 2024 Posted March 11, 2024 Up To No Good View File Adds a lot of adult themed decorations around raider camps. You will now see Pillories, X-Crosses, Milking Stations, Cages, Dildo Machines, Slave Advertisements and sometimes Auction Stands inside their bases. Most of the new furniture is interactable, you can assign a follower or sit in it yourself. AAF will also pick up said furniture in its scene manager. Project is still WIP, I haven't edited all of the camps, about 5-6 left and some small encampments are not mentioned in the wiki, so I have to wander around and find them myself... I plan to finish it up after a little break. There is also a little bug with ropes right now (most of the time they are spazzing out), reasoning behind this is my incompetence with Creation Kit. I will watch more tutorials on these damn ropes and fix it. Mod Requirements: All Fallout 4 DLCs ZazOut4 [Repack version] by Zaz, repacked by SayaScarlett Torture Devices by EgoBallistic Crazy_Animations (Rug Version version 2.7) by Crazy (*it is marked as outdated on AAF Manual because in prehistoric times it was the only way of getting sex animations, but it simply adds furniture & invisible markers, so it is safe to use) KFT - Kziitd Fetish Toolset by kziitd & EgoBallistic Soft Requirements: Mutilated Dead Bodies adds a lot of gore to the Raider Camps. (*some decorations were added specifically for corpses from this mod, my mod will still function without it, but expect to see some floating decorations) Recommended mods: Commonwealth Captives has an option to add captured NPCs to the added furniture. AAF Autonomy Enhanced will make raiders violate their prisoners under right conditions. Raider Pet and Tweaked Raider Pet adds a dynamic mini-quest system that will utilize UpToNoGood furniture if player finds themselves captured by Raiders. Furniture Sex Perk adds an option to start AAF scene automatically when interacting with furniture without the need of starting it yourself via AAF menu. 50 Shades Of Rust retextures metal cages to look more weathered & rusty, making them blend in more with surroundings. Commonwealth Slavers questline will take you on a tour of Raider Camps as a captive, adding more context & immersion to the furniture. (*Incompatible with Raider Pet!) Compatibility: Out of the box, if you use any mods that significantly alter/clutter up Raider Camps then you might find some oddities, family of People Live In mods, for example, are semi-compatible and require testing. If you are running any mods that overhaul the wasteland (such as Desperados/BNS etc), put my mod at the bottom of the plugin list, that way these mods overwrite UpToNoGood.esp. There are reports of incompatibility with Nuka Ride: A Porn Studio Mod. If you encounter any bugs please let me know so I can fix them! Big Thanks to Mod Authors for allowing me to use their assets ❤️ Bad Dragon Dildos Witcher 3 Assets by CDProjectRed and their conversion by Oaristys Submitter HeavyYoungHeathens Submitted 03/12/2024 Category Sexual Content Requirements All DLCs, ZazOut4 [Repack], Torture Devices, Crazy Animations (Rug Version), Kziitd Fetish Toolset 7
georgechalkias Posted March 11, 2024 Posted March 11, 2024 Darn! I'm using people live in USAF, unmarked raider 1, unmarked raider 2 and harbomaster. Eh, I'll give it a try anyway. 1
vaultbait Posted March 11, 2024 Posted March 11, 2024 (edited) Any idea about People Live in Unmarked Raider Camps Pack 1 and People Live in Unmarked Raider Camps Pack 2? I can certainly drop them in favor of this if it reaches beyond the marked raider camps, just figured I'd ask before I spend time pulling them up together in zEdit for an in-depth audit. Edit: Oh, also I adore Dead Bodies Plus which uses MDB assets to replace or augment vanilla raider camp decorations, is that likely to cause any conflicts? Edited March 11, 2024 by vaultbait 1
HeavyYoungHeathens Posted March 11, 2024 Author Posted March 11, 2024 7 minutes ago, vaultbait said: Any idea about People Live in Unmarked Raider Camps Pack 1 and People Live in Unmarked Raider Camps Pack 2? I can certainly drop them in favor of this if it reaches beyond the marked raider camps, just figured I'd ask before I spend time pulling them up together in zEdit for an in-depth audit. Edit: Oh, also I adore Dead Bodies Plus which uses MDB assets to replace or augment vanilla raider camp decorations, is that likely to cause any conflicts? Unmarked Raider Camps and Dead bodies plus should be 100% compatible
georgechalkias Posted March 11, 2024 Posted March 11, 2024 15 minutes ago, HeavyYoungHeathens said: Unmarked Raider Camps and Dead bodies plus should be 100% compatible That's helpful! Is it safe to remove your mod mid-save?
HeavyYoungHeathens Posted March 11, 2024 Author Posted March 11, 2024 16 minutes ago, georgechalkias said: That's helpful! Is it safe to remove your mod mid-save? It would be better to uninstall the mod and load up the save where my mod wasn’t active
Bigglsby Posted March 11, 2024 Posted March 11, 2024 Perfect timing, I'm just trying to make up a new load order after being Skyrim side for a bit. This looks like a sweet addition. :)
vaultbait Posted March 11, 2024 Posted March 11, 2024 47 minutes ago, HeavyYoungHeathens said: Unmarked Raider Camps and Dead bodies plus should be 100% compatible Thanks! This just keeps getting better and better... and I haven't even tried it yet!
Spyder Arachnid Posted March 11, 2024 Posted March 11, 2024 Pretty awesome work, though like some of the others, I also use the whole People Live In series lol. And Dead Bodies Plus like @vaultbait mentioned. Good to see it supports Mutilated Bodies already though, as I use that too. I'll check it out still though and see how it gets along. Thanks!
vaultbait Posted March 11, 2024 Posted March 11, 2024 Quote Crazy_Animations (Rug Version version 2.7.7) by Crazy Very minor correction: the version is just 2.7, .7z is the file extension (easy mistake to make, I know).
Mr Zombie Brain Posted March 12, 2024 Posted March 12, 2024 ooo im downloading this thank you Is it possible for a patch between this mod and Commonwealth Captives 1.00 that makes the captives use the decorations from this mod rather than spawning their own? would look awesome to find already tied NPCs in them while walking in 7
spicydoritos Posted March 12, 2024 Posted March 12, 2024 These raider camps look awesome! Much closer to what I'd expect, given all the captives laying around in my game. 😄 1
awp32 Posted March 12, 2024 Posted March 12, 2024 Will there be a placeable furniture update in the future for settlements? 1
HeavyYoungHeathens Posted March 12, 2024 Author Posted March 12, 2024 1 hour ago, 4818843 said: Can you add compatibility for prp? It is compatible, load prp after my mod, I haven't edited any vanilla records 26 minutes ago, zhizao32 said: Will there be a placeable furniture update in the future for settlements? All of the furniture I used are from other mods that already feature workshop furniture option
HeavyYoungHeathens Posted March 12, 2024 Author Posted March 12, 2024 12 hours ago, Mr Zombie Brain said: ooo im downloading this thank you Is it possible for a patch between this mod and Commonwealth Captives 1.00 that makes the captives use the decorations from this mod rather than spawning their own? would look awesome to find already tied NPCs in them while walking in EgoBallistic (Com Captives author) is the one who manages the code behind captive npcs, i do not have permissions nor i have skills to properly implement this 2
HeavyYoungHeathens Posted March 12, 2024 Author Posted March 12, 2024 14 hours ago, vaultbait said: Very minor correction: the version is just 2.7, .7z is the file extension (easy mistake to make, I know). yop! 15 hours ago, Spyder Arachnid said: Pretty awesome work, though like some of the others, I also use the whole People Live In series lol. And Dead Bodies Plus like @vaultbait mentioned. Good to see it supports Mutilated Bodies already though, as I use that too. I'll check it out still though and see how it gets along. Thanks! you will have to test and see, I bet some of them are compatible, if someone can report problematic ones and it isnt something serious i might do a quick patch for it 9 hours ago, spicydoritos said: These raider camps look awesome! Much closer to what I'd expect, given all the captives laying around in my game. 😄 🫡 1
georgechalkias Posted March 12, 2024 Posted March 12, 2024 (edited) Seen them in raider camps. Question; do they ever get populated? So far, they are always empty (ie. no captives / raiders near the objects). In your screenshots, I can see raiders and captives but none in gameplay. As for violate mod stuff, I did see actors using those furnitures but only if they were submissive. I think that's because there are no 'aggressive' animations for those furnitures. Not a huge problem though. Edited March 12, 2024 by georgechalkias 1
HeavyYoungHeathens Posted March 12, 2024 Author Posted March 12, 2024 1 hour ago, georgechalkias said: Seen them in raider camps. Question; do they ever get populated? So far, they are always empty (ie. no captives / raiders near the objects). In your screenshots, I can see raiders and captives but none in gameplay. As for violate mod stuff, I did see actors using those furnitures but only if they were submissive. I think that's because there are no 'aggressive' animations for those furnitures. Not a huge problem though. Ideally it would be nice to see a patch for commonwealth captives in the future, i will message EgoBallistic after he will be done with the massive project he is working on to see if something like this will be possible. For now you can use the Commonwealth Captives mod, it will add some NPCs next to raiders, however they will be bound in their own furniture you allowed in MCM. I tried to add my own NPCs during development, but i lack the skills to implement them properly, and for some bizzare reason any NPC i spawn in creation kit has a Spanish name... (*I dont have anything Spanish related in my game and i don't even speak Spanish to begin with, so idk whats the root of the problem). I do plan on adding some markers around the furniture in the future though, I already did for some at Corvega Exteriors and DB Technical Highschool, but chances of a Raider wandering off from their usual Sandbox area into those markers are rather slim... As per violate, throughout my testing I couldn't get them to work properly, I can call an animation via AAF menu and select said furniture just fine, however when it comes to other mods that fire up scenes they simply ignore them... I hoped that this was a problem on my end, but it seems like either animation XMLs need to be tweaked or scripts that handle furniture search during animation start. I can't fix either of these problems 1
georgechalkias Posted March 12, 2024 Posted March 12, 2024 1 minute ago, HeavyYoungHeathens said: As per violate, throughout my testing I couldn't get them to work properly, I can call an animation via AAF menu and select said furniture just fine, however when it comes to other mods that fire up scenes they simply ignore them... I hoped that this was a problem on my end, but it seems like either animation XMLs need to be tweaked or scripts that handle furniture search during animation start. I can't fix either of these problems I don't think it's an issue from just your side. I think ZaZout has fairly few animations with those furnitures and only non-aggressive ones. SC has no anims on those props either.
janedynamite Posted March 12, 2024 Posted March 12, 2024 this mod is genius just one question, are the precombines normal? like, not-broken?
HeavyYoungHeathens Posted March 12, 2024 Author Posted March 12, 2024 10 minutes ago, janedynamite said: this mod is genius just one question, are the precombines normal? like, not-broken? My mod only adds decorations, not a single vanilla record was changed Adding new object into cells do not break them, so it should be good 1
vaultbait Posted March 12, 2024 Posted March 12, 2024 However, placing impassable objects in the middle of a navmesh without making cutouts can cause navigation problems for NPCs (and altering navmeshes to add cutouts can result in conflicts with other mods that alter the same navmeshes). Users tend to not care as much about that though.
kziitd Posted March 13, 2024 Posted March 13, 2024 Great! As a theme of violence and sex, many location decoration mods are adding corpses, so the content here should have been added long ago. 2
Rimworld Traveller Posted March 13, 2024 Posted March 13, 2024 On 3/11/2024 at 11:06 PM, spicydoritos said: These raider camps look awesome! Much closer to what I'd expect, given all the captives laying around in my game. 😄 The Commonwealth Captives mods + AAF Autonomy + Up To No Good seems like it should be an amazing combo 2
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