awesomeSPAS Posted November 24, 2024 Author Posted November 24, 2024 (edited) 1.29 Release Notes Preview (under testing) For those who are using SAKR Outfits feature: - NEW FEATURE: Sexy Outfits items can now have PVPK perks if Provocative Perks are installed. Those perks will be applied to player when associated item of outfit is equipped. Just unequip the item to remove the perk. If you already have some PVPK perks those will never be selected for outfits. MCM configurable (SAKR outfits section). P.S. The idea is to randomize gameplay, instead of manually selecting PVPK perks at the beginning of the game and then be stuck with them for entire play-trough. You still can do that for perks you absolutely need, rest will come and go with cursed outfits so you can experience them all Edited November 24, 2024 by awesomeSPAS 4
Greeneyedwolf Posted November 24, 2024 Posted November 24, 2024 (edited) On 11/23/2024 at 2:28 AM, awesomeSPAS said: It is LLFourplay failing to read large ini files. Do you have LL_fourPlay.ini next to dll? It should say: [Custom Arrays] uMaxArraySize=5000 Also don't know if it is related: what is World.esm? If nothing helps you have to disable Outfits feature. If you crash too fast to get to MCM You can do it by editing X:\SteamLibrary\steamapps\common\Fallout 4\Data\MCM\Settings\lcc.ini by adding this: [OutfitManager] bMCM_enableSAKROutfits=0 Unfortunately dreams also may be impacted by this, since they use similar LLFourPlay APIs. SO in general this crash means some other mods can also fail to work properly on your setup. #0.5 while applying any of possible fixes from your suggestion im trying to launch a new game #1 uMaxArraySize was 2000 and i didnt touch that before, #2 "World.esm" i have no idea what is this i dont have anything like that in my load order #3(testing from here)(version 1.28) changed uMaxArraySize from default 2000 to 5000 and still CTDcrash-2024-11-24-22-26-59.log #4changed uMaxArraySize from 5000 to 10000 and added bMCM_enableSAKROutfits=0 and still CTDcrash-2024-11-24-22-40-55.log #5 changed uMaxArraySize from 10000 to 20000 and still CTDcrash-2024-11-24-22-43-41.log #5 changed uMaxArraySize from 20000 to 40000 and still CTD but this time few seconds of character creation scene playedcrash-2024-11-24-22-50-04.log #6 changed uMaxArraySize from 40000 to 60000 (with 80000 game stuck at white screen) and still CTD but this time few seconds of character creation scene played (not adding any more crash logs because it looks the same as last one) #6.5 changed uMaxArraySize to 20000 because having it at this value speed up my loading time #7 tried launching using version 1.23 result = game started without CTD at character creation #8 used version 1.25 result = game started without CTD at character creation #9 used version 1.26(with patch) result = game started without CTD at character creation #10 tried version 1.27 with and without patch result = CTD right at the start of character creation scene Conclusion something since 1.27 causes CTD for me Edited November 24, 2024 by Greeneyedwolf
JemappelleRedacted Posted November 25, 2024 Posted November 25, 2024 Still haven't had any outfits work (though, I suspect it might be an issue with when I updated and/or having Cursed DD Enchantings Redux2 installed but disabled via mcm), but that sounds like a great idea awesomeSPAS! I added a few PVPKs to reflect my character's psyche going straight to hell after the dreams failed to reset her stats (pretty sure it's a dying save so don't worry about that), now she's bouncing between enjoying her dreams and getting depressed that her real life encounters are so boring...which is ironic because I was hoping Dubcon Enthusiast would let her get enough will back to say no to at least some of those Harassment approaches 🤣 1
justbob2 Posted November 25, 2024 Posted November 25, 2024 17 hours ago, awesomeSPAS said: It is KFT mod that has amputation. There is also MCM option to turn KFT amputation off (called "special suits") Aahhh, thank you for the explanation. I will most likely turn that feature off in KFT then. I'm going to assume that if a scene calls one of these amputee animations and it's turned off, it will play an alternate animation automatically? 1
awesomeSPAS Posted November 25, 2024 Author Posted November 25, 2024 6 hours ago, Greeneyedwolf said: #0.5 while applying any of possible fixes from your suggestion im trying to launch a new game #1 uMaxArraySize was 2000 and i didnt touch that before, #2 "World.esm" i have no idea what is this i dont have anything like that in my load order #3(testing from here)(version 1.28) changed uMaxArraySize from default 2000 to 5000 and still CTDcrash-2024-11-24-22-26-59.log #4changed uMaxArraySize from 5000 to 10000 and added bMCM_enableSAKROutfits=0 and still CTDcrash-2024-11-24-22-40-55.log #5 changed uMaxArraySize from 10000 to 20000 and still CTDcrash-2024-11-24-22-43-41.log #5 changed uMaxArraySize from 20000 to 40000 and still CTD but this time few seconds of character creation scene playedcrash-2024-11-24-22-50-04.log #6 changed uMaxArraySize from 40000 to 60000 (with 80000 game stuck at white screen) and still CTD but this time few seconds of character creation scene played (not adding any more crash logs because it looks the same as last one) #6.5 changed uMaxArraySize to 20000 because having it at this value speed up my loading time #7 tried launching using version 1.23 result = game started without CTD at character creation #8 used version 1.25 result = game started without CTD at character creation #9 used version 1.26(with patch) result = game started without CTD at character creation #10 tried version 1.27 with and without patch result = CTD right at the start of character creation scene Conclusion something since 1.27 causes CTD for me Something is wrong with your setup. However try to do following: find X:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\lcc_factions_default.ini Delete everything except first two lines: [Factions] 1d15b=Fallout4.esm Then try to start the game
Greeneyedwolf Posted November 25, 2024 Posted November 25, 2024 (edited) 3 hours ago, awesomeSPAS said: Something is wrong with your setup. However try to do following: find X:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\lcc_factions_default.ini Delete everything except first two lines: [Factions] 1d15b=Fallout4.esm Then try to start the game it worked but when try to load a save when i used version 1.26 game crashes Edited November 25, 2024 by Greeneyedwolf
awesomeSPAS Posted November 26, 2024 Author Posted November 26, 2024 16 hours ago, Greeneyedwolf said: it worked but when try to load a save when i used version 1.26 game crashes Hm... No much ideas. Can take a look at your logs
awesomeSPAS Posted November 26, 2024 Author Posted November 26, 2024 1.29 Preview for those who cant wait/want to help to test. It is experimental feature. I am testing if ALL PVPK perks do clear successfully on unequip. Release Notes - NEW FEATURE: Sexy Outfits items can now have PVPK perks if Provocative Perks are installed. Those perks will be applied to player when associated item of outfit is equipped. Just unequip the item to remove the perk. If you already have some PVPK perks those will never be selected for outfits. MCM configurable (SAKR outfits section). - MISC: Removed "Dream Actors: HEALTHY notification". You will only see Factions notification if there is any issue File attached. PVPK will be only applied when you either get new outfit or rotate current one in MCM. Debug command: Spoiler cqf lcc_main scp This will show what perks each item has. Latex Collar Curse 1.29 Preview.7z 2
awesomeSPAS Posted November 26, 2024 Author Posted November 26, 2024 Following perks will never be associated with outfit items: "PVPK: Shameless Flirt" "PVPK: Soldier of Whoretune" "PVPK: Carnal Compulsion" "PVPK: Homewrecker" Rest 20 are. 1
deathmorph Posted November 27, 2024 Posted November 27, 2024 (edited) Unfortunately I can't test it because the outfits have never worked for me. What a pity. Is it possible to optionally link the PVPK to the collars? I think the idea of integrating the perks unexpectedly is very cool. Back to the companions. It's even noticeable now that when I stole a fusion core from a power armor, I got hate messages from Deacon and Preston. Happened again in Red Rocket. At that point, Deacon was in his base and Preston was in the castle. Have you been able to look at the weapons related to the holster mod? Looks kind of weird in a dream. I also noticed that when a new collar is put on, the orgasms from the previous collars are counted. The character received the warning after the first two orgasms. Actually illogical. Is this intended? Edited November 27, 2024 by deathmorph
Devi3ntM1nd Posted November 27, 2024 Posted November 27, 2024 Given that SexAttrinutes is required, I found the events in the dreams didn't affect PC physically or psychologically after waking up. It makes sense that the physical wear and tear isn't changed because it's just a dream. But I think psychologically, PC could be affected by the dreams as what happened were all in one's mind. Maybe you can add a binary option in MCM to enable/disable "retaining psychological effects" (will power, self esteem, spirit, sub/dom orientation, trauma, PTSD, Mind Break and Perversion)? I don't know if PC's psychological attributes (like perversion) affect how you select the actors in the dream for action. If not, maybe you can. This way, we have dreams that affect PC's psychological attributes which affect PC's experience in waking hours (like through sex harassment). And PC's experiences in waking hours (through sex attributes) may also have an impact to the dreams. Just some food for thought.
deathmorph Posted November 27, 2024 Posted November 27, 2024 5 hours ago, Devi3ntM1nd said: Given that SexAttrinutes is required, I found the events in the dreams didn't affect PC physically or psychologically after waking up. My character has cumflation after the dream and if I remember correctly the rape counter is not reset. I play on normal. Pregnancies also occur, depending on the mod level.
Greeneyedwolf Posted November 27, 2024 Posted November 27, 2024 On 11/26/2024 at 1:59 AM, awesomeSPAS said: Hm... No much ideas. Can take a look at your logs game crashed after some time while playing on new save, i think that my game reached upper limit of loaded .ini files memory. i had to delete whole npc_id file for game to load
Vladel Posted November 27, 2024 Posted November 27, 2024 (edited) I've noticed with 1.28 adding the collar or device is not adding any attractions or conditions, i haven't outright started a new game with 1.28 (this is with an upgrade from 1.26) as per the below. It's not a problem right now because i can run 1.26. Edited November 27, 2024 by Vladel
izzyknows Posted November 27, 2024 Posted November 27, 2024 53 minutes ago, Vladel said: this is with an upgrade from 1.26 Did you install over 1.26 or did you remove it then install 1.28? I've gotten in the habit of completely removing a mod then installing the new version. Saves a lot of "left over" issues.
csacskamacska Posted November 27, 2024 Posted November 27, 2024 On 11/18/2024 at 11:01 PM, awesomeSPAS said: understand yeah... so you don't understand the question... well of course. what I miss is a translatable summary of the visible texts... Interface\Translations\LatexCollar_en.txt ...is "translatable aggregation". or... LCOCASD_en.txt there is too much nonsense and it is difficult to decide what should be translated ... what will be shown on the screen ... and what should not ... and ... what is not worth it because it causes errors...
Olmech Posted November 27, 2024 Posted November 27, 2024 So this collar eventually equips itself under the conditions in OP? I tried this back when it first came out but collar never equipped. Had to do it manually. Was just checking to see how it equips and more specifically what causes it to equip. Not really interested if its something I have to equip. 1
Vladel Posted November 27, 2024 Posted November 27, 2024 59 minutes ago, izzyknows said: Did you install over 1.26 or did you remove it then install 1.28? I've gotten in the habit of completely removing a mod then installing the new version. Saves a lot of "left over" issues. I have both installed in MO2 and switched off 1.26 and turned on 1.28. I should try a new game i guess. 12 minutes ago, Olmech said: So this collar eventually equips itself under the conditions in OP? I tried this back when it first came out but collar never equipped. Had to do it manually. Was just checking to see how it equips and more specifically what causes it to equip. Not really interested if its something I have to equip. Ultimately the configurable equip time makes all the difference. The default in MCM is four hours so SA has to rate your arousal as desperate for sex or higher so if you are having a lot of sex, your arousal will fluctuate too much for the collar to equip. Alternatively there is a setting for it to be equipped after drunk or drugged sex. You can also get one through Violate. If you set the equip time to one hour, then manually exit a sex scene with home just as you become desperate for sex (sex attributes) you have good chance of hitting a value in the 90's and if you do that and avoid any further sex, you'll be able to end up with quite a lot of stuff ending up on you in a relatively short amount of time. 1
awesomeSPAS Posted November 28, 2024 Author Posted November 28, 2024 On 11/26/2024 at 5:27 PM, deathmorph said: Is it possible to optionally link the PVPK to the collars? I think the idea of integrating the perks unexpectedly is very cool. May be later, yes originally i thought about collar but it does have attraction perks already On 11/26/2024 at 5:27 PM, deathmorph said: Back to the companions. It's even noticeable now that when I stole a fusion core from a power armor, I got hate messages from Deacon and Preston. Happened again in Red Rocket. At that point, Deacon was in his base and Preston was in the castle. I know why it happens but i don't know how to fix it. It seems that game engine does not delete clones completely. So likely disabled clones that match current companions do react to player action, assume vanilla just forget to check ifEnabled() for companion reaction feature On 11/26/2024 at 5:27 PM, deathmorph said: Have you been able to look at the weapons related to the holster mod? Looks kind of weird in a dream. not sure when I'll do that. I read somewhere that they suggest to disable holster since its creates instability, so i play without it On 11/26/2024 at 5:27 PM, deathmorph said: I also noticed that when a new collar is put on, the orgasms from the previous collars are counted. The character received the warning after the first two orgasms. Actually illogical. Is this intended? I'll check, it should not be 1
awesomeSPAS Posted November 28, 2024 Author Posted November 28, 2024 21 hours ago, Devi3ntM1nd said: Given that SexAttrinutes is required, I found the events in the dreams didn't affect PC physically or psychologically after waking up. It makes sense that the physical wear and tear isn't changed because it's just a dream. But I think psychologically, PC could be affected by the dreams as what happened were all in one's mind. Maybe you can add a binary option in MCM to enable/disable "retaining psychological effects" (will power, self esteem, spirit, sub/dom orientation, trauma, PTSD, Mind Break and Perversion)? I don't know if PC's psychological attributes (like perversion) affect how you select the actors in the dream for action. If not, maybe you can. This way, we have dreams that affect PC's psychological attributes which affect PC's experience in waking hours (like through sex harassment). And PC's experiences in waking hours (through sex attributes) may also have an impact to the dreams. Just some food for thought. Yes, right now Perversions stay. I decided its enough punishment
awesomeSPAS Posted November 28, 2024 Author Posted November 28, 2024 9 hours ago, csacskamacska said: yeah... so you don't understand the question... well of course. what I miss is a translatable summary of the visible texts... Interface\Translations\LatexCollar_en.txt ...is "translatable aggregation". or... LCOCASD_en.txt there is too much nonsense and it is difficult to decide what should be translated ... what will be shown on the screen ... and what should not ... and ... what is not worth it because it causes errors... Yes unfortunately this mod is not translation friendly. A lot of text is just in the code. May be one day i can fix it...
awesomeSPAS Posted November 28, 2024 Author Posted November 28, 2024 (edited) 10 hours ago, Vladel said: I've noticed with 1.28 adding the collar or device is not adding any attractions or conditions, i haven't outright started a new game with 1.28 (this is with an upgrade from 1.26) as per the below. It's not a problem right now because i can run 1.26. This is FEATURE. If your intelligence is 1 you will see that. Hint: smell different is attraction effect To go back to easy you can find this settings in MCM - NEW FEATURE in 1.27: "Unequip Details" MCM Option (find in "Devices Unequip" settings). This will define how much info you can see when devices are on. Options: "Show Everything", "Hide Perks", "Hide Unequip Progress", "Hide Perks and Progress", "Based on Intelligence", "Hide Everything". Default: Based on Intelligence. If your intelligence is 3 and above you will see everything as in previous versions. If your intelligence is 2 you will not see Perks and Progress, but will be able to see how to unequip each device. If it's 1 you will not see info at all... Change to "Show Everything" to roll back to see all info. Inspired by @deathmorph Edited November 28, 2024 by awesomeSPAS
awesomeSPAS Posted November 28, 2024 Author Posted November 28, 2024 (edited) On 11/25/2024 at 6:12 PM, awesomeSPAS said: Following perks will never be associated with outfit items: "PVPK: Shameless Flirt" "PVPK: Soldier of Whoretune" "PVPK: Carnal Compulsion" "PVPK: Homewrecker" Rest 20 are. Update: some issues found with several perks (some effects stay even when perks removed). Those are perks: Perk PVPK_DelicateSkin Perk PVPK_LatexFetish Perk PVPK_WanderingLust Perk PVPK_EdgeMaster and likely PVPK_UnbridledNymphomania So perks that will be excluded: "PVPK: Shameless Flirt" "PVPK: Soldier of Whoretune" "PVPK: Carnal Compulsion" "PVPK: Homewrecker" PVPK_UnbridledNymphomania Those perks i was able to fix: Perk PVPK_DelicateSkin Perk PVPK_LatexFetish Perk PVPK_WanderingLust On chopping block: PVPK_EdgeMaster if i will not find a way to fix it For those who are using debug version - the thing that is not cleared is notification message in pipboy status page. Actual boosts/debuffs are working as expected, so this is cosmetic Edited November 28, 2024 by awesomeSPAS 1
awesomeSPAS Posted November 28, 2024 Author Posted November 28, 2024 9 hours ago, Olmech said: So this collar eventually equips itself under the conditions in OP? I tried this back when it first came out but collar never equipped. Had to do it manually. Was just checking to see how it equips and more specifically what causes it to equip. Not really interested if its something I have to equip. Yes the intended way: if you put TOUGH difficulty player will have difficult time to orgasm. Therefore her arousal will not go down naturally and eventually you can get the collar. Player has to develop skill tree to be able to orgasm easier so collar will get equip less frequent. Shortcut: set get collar after violate Or after Cons Sex when drunk Flexible: play with settings based on your play style. The moment arousal drops below ~65 collar timer will start over. 1
Devi3ntM1nd Posted November 28, 2024 Posted November 28, 2024 (edited) 2 hours ago, awesomeSPAS said: Yes, right now Perversions stay. I decided its enough punishment Ah, I didn't realize that perversion was kept. Perversion is much stronger psychological effect. Yes, I think that's good enough. Since a perversion is a craving for having sex with a certain species, naturally it may affect one's dream. Therefore maybe a perversion will increase the chance of encountering the corresponding kind of actor in the dream? Of course, the increased chance should not be so high as to overshadow (starve) the chance of encountering other types of actors. Edited November 28, 2024 by Devi3ntM1nd 1
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