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Posted
17 hours ago, DTESSurvivor said:

Interesting bug in conjunction with Sexual Harassment, just an FYI as I expect some sort of patch would need to be made.

 

I entered Olivia Satellite station and was greeted by a floating limbless masked raider trophy demanding I do lewd things to her.

 

Note the floating part, she came up the stairwell to greet me.


😬

  • 2 weeks later...
Posted

Hi,

 

In the third photo showcasing this mod, you have a woman in an amputee outfit from KFT in brackets attached to a wall. Is there any way to create those brackets in the workshop so they can be built at settlements? It is entirely possible that I have missed something obvious, but since I may have missed it, asking is always easier :D

Posted (edited)

hello im having a problem, i got 2 errors on my mods one is for up to no good which is : kziitd fetish toolset ESM, i downloaded all the files i found of kziitd and its still there anyone know what to do?

 edit: im just dumb, just needed to download all the 3 archives of up to no good

Edited by Rafaloco
  • 3 weeks later...
Posted (edited)
On 8/27/2024 at 9:59 PM, 114514GGG said:

May I ask where I can find devices such as Dildo Machines? I really like this kind of device

 

I like this kind of device too, but I I felt they could use some improvements.

 

I made a patch here that opens the vagina for actors in an active dildo machine and causes them to periodically moan while it works: 

 

 

There's also a problem with Commonwealth Captive's integration with the dildo machines, they don't activate automatically when captives are placed in them so the dildo doesn't spawn. I made a patch for that too, but the permissions on Commonwealth Captives make it clear that patches cannot be posted without EgoBallistic's permission which I have been unable to obtain. If you are capable of compiling papyrus scripts from source and have my Crazy Rug patch installed (required for a keyword my patch adds), you can edit EBCC_CaptiveManager.psc in Commonwealth Captives to allow automatic dildo machine activation for captives.

 

First you'll need to add this line anywhere outside a function (I suggest just above the line Float[] RecentXCoords) :

Keyword CrazyDildo

 

Next you'll need to add this code just above the line RegisterForCustomEvent(EBCC_OnActorAttachScript, "OnCaptorAttached") in Setup() :

 

    If Game.IsPluginInstalled("Crazy_Animation_Rugs.esp") == TRUE
        CrazyDildo = Game.GetFormFromFile(0x0000732e, "Crazy_Animation_Rugs.esp") as Keyword
    Else
        CrazyDildo = None
    EndIf

 

And finally you'll need to add this code just above the line akCaptive.SnapIntoInteraction(akFurnRef) in CreateCaptive() :

 

        If (CrazyDildo) && akFurnRef.HasKeyword(CrazyDildo)
            akFurnRef.BlockActivation()
            akFurnRef.Activate(akCaptive)
            akFurnRef.BlockActivation(false)
        EndIf

 

My patch also added an MCM option to Commonwealth Captives to only spawn captives in UTNG furniture, disabling spawning them anywhere else. Describing how to add an MCM option is too complicated for this post, but you can enable the option by moving the if block with the comment "Scan for existing devices placed by other mods" to the top of the CreateCaptive function (just after the line ObjectReference akFurnRef), replacing the two instances of akCaptive in the if block with akCaptor, then adding the following code to the end of the if block:

 

        If akFurnRef == None
            SpawnLock = 0
            Return
        EndIf

 

After making these changes just compile EBCC_CaptiveManager.psc and override EBCC_CaptiveManager.pex with the result. I can also provide the patch on request if you message me.

 

The Federal ration stockpile is a good place to see the results as UTNG places a large number of dildo machines in the exterior and Commonwealth Captives will almost certainly use at least one if you set  both spawn settings to 100%.

Edited by edinburg
Posted
On 10/23/2024 at 6:28 AM, Verencius said:

I am having an odd bug with the hydropillory texture. It is all messed up. image.thumb.png.27df1ef17c1423e0f7bdcc7aa04b05d4.png

Noticed this one as well, only happens in this place due to that puddle interacting with pillory texture weirdly... 

 

 

On 10/24/2024 at 1:51 AM, KapTowKaFpu said:

female breasts are flying, helpimage.png.7b1edd820d8ac802e6ae4f6b28cbc029.png


You need to build KFT outfits in bodyslide, it currently does not support CBBE, so you'll have to use Fusion Girl body

 

On 11/14/2024 at 6:06 AM, edinburg said:

 

I like this kind of device too, but I I felt they could use some improvements.

 

I made a patch here that opens the vagina for actors in an active dildo machine and causes them to periodically moan while it works: 

 

 

There's also a problem with Commonwealth Captive's integration with the dildo machines, they don't activate automatically when captives are placed in them so the dildo doesn't spawn. I made a patch for that too, but the permissions on Commonwealth Captives make it clear that patches cannot be posted without EgoBallistic's permission which I have been unable to obtain. If you are capable of compiling papyrus scripts from source and have my Crazy Rug patch installed (required for a keyword my patch adds), you can edit EBCC_CaptiveManager.psc in Commonwealth Captives to allow automatic dildo machine activation for captives.

 

First you'll need to add this line anywhere outside a function (I suggest just above the line Float[] RecentXCoords) :

Keyword CrazyDildo

 

Next you'll need to add this code just above the line RegisterForCustomEvent(EBCC_OnActorAttachScript, "OnCaptorAttached") in Setup() :

 

    If Game.IsPluginInstalled("Crazy_Animation_Rugs.esp") == TRUE
        CrazyDildo = Game.GetFormFromFile(0x0000732e, "Crazy_Animation_Rugs.esp") as Keyword
    Else
        CrazyDildo = None
    EndIf

 

And finally you'll need to add this code just above the line akCaptive.SnapIntoInteraction(akFurnRef) in CreateCaptive() :

 

        If (CrazyDildo) && akFurnRef.HasKeyword(CrazyDildo)
            akFurnRef.BlockActivation()
            akFurnRef.Activate(akCaptive)
            akFurnRef.BlockActivation(false)
        EndIf

 

My patch also added an MCM option to Commonwealth Captives to only spawn captives in UTNG furniture, disabling spawning them anywhere else. Describing how to add an MCM option is too complicated for this post, but you can enable the option by moving the if block with the comment "Scan for existing devices placed by other mods" to the top of the CreateCaptive function (just after the line ObjectReference akFurnRef), replacing the two instances of akCaptive in the if block with akCaptor, then adding the following code to the end of the if block:

 

        If akFurnRef == None
            SpawnLock = 0
            Return
        EndIf

 

After making these changes just compile EBCC_CaptiveManager.psc and override EBCC_CaptiveManager.pex with the result. I can also provide the patch on request if you message me.

 

The Federal ration stockpile is a good place to see the results as UTNG places a large number of dildo machines in the exterior and Commonwealth Captives will almost certainly use at least one if you set  both spawn settings to 100%.


This looks neat, I'll look into it!
 

Posted (edited)

love this mod, finally,, more realistic raider camps,, of course the perv would show.

Love the oil, cooking oil added in,, hehe, brilliant.

Edited by Daangerousda
detail appreciation
  • 1 month later...
Posted (edited)
7 hours ago, sheilaConfirmed said:

Do you think you will/could release a version of this mod without the amputees? They just make me sad compared to everything else.

U need Up to np good 2

Edited by Samhsay
Posted

Alright so I was really loving this mod but it has a big problem. The mutilated girls it adds around raider camps are being used by any mods that take close npc's to interact with players, such as RSE abductions and sexual harrasment. It's really not nice to see a flying torso coming towards you to ask for solicitation or to tease you about your restraints. Its really creepy. I think the simplest solution would be to provide an alternative mod where there are no amputee decorations on bases right? Or if theres a way to make those npc's not be able to be grabbed by any mod.

 

  • 1 month later...
  • 2 weeks later...
Posted
2 hours ago, skysoulgosu said:

image.png.c5b31d87f2e1cab4b7c01fa21c9c35fb.png

 

 

image.png.5eeca5b3e9aa6ef5a91820f3c4580c7a.png

 

The scenery knows how to levitate ))) 

You have some mods that interfere with behaviour of these NPCs, by the looks of it it is either AAF Spectators or Sex Harassment, try disabling settler faction or female sex in settings, this should help 

Posted
36 minutes ago, HeavyYoungHeathens said:

У вас есть моды, которые влияют на поведение этих NPC, судя по всему, это либо AAF Spectators, либо Sex Harassment, попробуйте отключить фракцию поселенцев или женский пол в настройках, это должно помочь. 

Indeed, this is logical! Thanks a lot, it should help) but it was fun watching it.

I'm currently struggling with another problem, I have a bug. kernelbase.dll It causes ctd and I can't find the reason... I'm sorry to ask off topic, is the llfp plugin even necessary when playing with adult mods?

Posted
1 hour ago, skysoulgosu said:

Indeed, this is logical! Thanks a lot, it should help) but it was fun watching it.

I'm currently struggling with another problem, I have a bug. kernelbase.dll It causes ctd and I can't find the reason... I'm sorry to ask off topic, is the llfp plugin even necessary when playing with adult mods?


Yes llfp is a foundation for AAF, although i too experience rare crashes since the last update 

 

Posted
On 1/8/2025 at 2:20 PM, muhavaux33 said:

Alright so I was really loving this mod but it has a big problem. The mutilated girls it adds around raider camps are being used by any mods that take close npc's to interact with players, such as RSE abductions and sexual harrasment. It's really not nice to see a flying torso coming towards you to ask for solicitation or to tease you about your restraints. Its really creepy. I think the simplest solution would be to provide an alternative mod where there are no amputee decorations on bases right? Or if theres a way to make those npc's not be able to be grabbed by any mod.

 


Any mod that interferes with NPC schedule will make make mine malfunction. You need to adjust MCM settings of these mods to disable female sex: SexualHarassment, Autonomy Enhanced, AAF Spectators

Posted
On 10/16/2024 at 4:11 PM, Brumfondl said:

Hi,

 

In the third photo showcasing this mod, you have a woman in an amputee outfit from KFT in brackets attached to a wall. Is there any way to create those brackets in the workshop so they can be built at settlements? It is entirely possible that I have missed something obvious, but since I may have missed it, asking is always easier :D


I was thinking about it, but it is complicated...
The way KFT functions, it disables ability of any actor to sit in furniture if one has leg restraints. Meaning even if I add them to workshop it will require you to use console commands to equip them with UTNG versions of KFT equipment... which would only add more problems

 

 

On 2/9/2025 at 12:22 AM, Dojo_dude said:

hmm ok those npcs will need to be excluded


Why? You can adjust any mod that changes actor schedule to not include them...

 

On 1/2/2025 at 10:25 AM, sheilaConfirmed said:

Do you think you will/could release a version of this mod without the amputees? They just make me sad compared to everything else.


UTNG v2 does not have them, you can find it in downloads

Posted
On 3/16/2024 at 5:11 AM, EgoBallistic said:

I have added code to Commonwealth Captives to populate these devices.  Testing looks good so far:

 

20240315165847_1.jpg

 

The new code looks for any existing devices and will spawn captives in them.  Once it has run out of existing devices it uses the original logic, which is to try to find a spot for a new device and put the captive in that, and if that fails just place the captive on the ground.  Spawning behavior is the same as before: only as many captives will spawn as there are enemies in the location, and captives will disappear when the area unloads.  This means you won't see captives in locations that have been cleared.

Hello, I'd like to make a suggestion. How about CC can spawn in as many captives as there are Up To No Good devices? And after all devices are filled, no other spawning occur. That'd means there wouldn't be any empty devices anymore. Thanks

Posted

Nice mod, thanks, so far everything is good. Wanted to know is there any chances combine this with Comonwealth captives mod? 

Posted
3 hours ago, deff_lv said:

Nice mod, thanks, so far everything is good. Wanted to know is there any chances combine this with Comonwealth captives mod? 


there is inbuilt support in CC MCM you can toggle to allow NPC spawn in furniture 👍

Posted
3 hours ago, HeavyYoungHeathens said:


there is inbuilt support in CC MCM you can toggle to allow NPC spawn in furniture 👍

 

Woh. Thanks a lot, I didn't know that!

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