Jump to content

Cursed DD Enchantings - Redux²


Recommended Posts

Posted
8 hours ago, egonm68 said:

... maybe have them have you pick up some stuff (formulas/items) from a rumored/failed experiment?

image.png.05e4c420769151b1ad3b6733ebbbd73a.png

 

 

11 hours ago, vaultbait said:

What's it's end goal?

 

The idea was strongly influenced by the Gulper birthing scene in the TV series and taking this relatively unused resource and turning it into a Vault-Tec science experiment. Incidentally. I achieved a very faithful reproduction of that scene with the same outcome for the player.....  Oops.

So, currently that outcome is disabled while I figure out something a whole lot a less lethal.    

 

Posted

Oh, one other sort-of incompatibility I saw with the gag: I was in Publick Occurrences and went to consume one of the unowned loose boxes of Sugar Bombs with an eat-off-the-floor type mod... all my followers instantly turned aggro and killed me on the spot.

Posted
36 minutes ago, vaultbait said:

Oh, one other sort-of incompatibility I saw with the gag: I was in Publick Occurrences and went to consume one of the unowned loose boxes of Sugar Bombs with an eat-off-the-floor type mod... all my followers instantly turned aggro and killed me on the spot.


Can you send me a link? Cause I have a mod like that too and could never get it to work. Since the one you have does, I'll use that one and see if I can fix it 

Posted (edited)
40 minutes ago, jbezorg said:

Can you send me a link? Cause I have a mod like that too and could never get it to work. Since the one you have does, I'll use that one and see if I can fix it 

 

I've used several that worked for me, but my current preference is for Let Me Use That because it covers more than just food and drink.

 

You said you're using AN76, I think it has an implementation included too but I disable that feature in its MCM (Interactions->Worldspace Consumption).

 

Edit: Looking at the LMUT forum, someone else mentioned a similar experience using an unowned beverage in the Railroad HQ, so it could be a rare LMUT glitch separate from anything to do with the gag. I'll try harder to reproduce in other locations.

Edited by vaultbait
Posted

first off tried it out for a while (over 6 hours of testing) and overall it works great (mostly).

 

ran into 2 issues while playing with it (1 is something by design right now and the other is an much bigger issue to me)

 

# 1 - design choice

tentacle parasite once progressed far enough cannot be removed - yes i know now (after reading the whole support topic) that this

is by design currently.  when skimming the support topic i "thought" (yes you can hide from all the smoke that caused) that it would

auto-remove after a certain point so i did end up progressing to phase 15 (took a while).

Spoiler

i will either not leave the mod installed for long term playthrough or more likely just set the mod to use the DD Tentacle parasite until there is a way to remove it once it equips and progresses, due to having some other mods that would break if it was equipped and had progressed.

 

# 2 - issue

the regular cursed traps work fine .......... mostly. 

 

as long as the cursed trap fails the roll it continues to work even if a parasite tentacle is equipped, or is equipped and removed before

it progresses.

 

they quit working if a trap triggers (makes the roll) while a tentacle parasite is "equipped" on the player.

once that happens the cursed traps do not work again ever (for me) even if i remove the tentacle parasite (before it progresses).

 

posting my settings and stuff i figured out how to look up.

Spoiler

mcm settings are all default except as noted below
settings - followers disabled, use devious devices for all, keys when restrained - off, rogvvirs - off, show the roll - on
tentacle monster - body type fusion girl, sex to progress set to 4
supported mods
    roggvir                                          - installed
    real handcuffs                               - installed
    fo4 nude basics                            - not installed
    sanity framework                          - not installed
    AAF Sex Attributes                        - installed
    provocative perks                         - not installed
    Skimpy armor keyword resource  - not installed
    kziitd fetish toolset                       - installed
    kft - angeli's techsuit                    - installed
    aaf                                                 - installed
    wasteland dairy framework           - installed
    commonwealth mosturizer           - installed

 


actor value (player.getav "variable name")
bo57_tentaclesexcount         60
bo57_tentaclesexphase         15
bo57_tentacleincubation       1
bo57_tentacleactive               0

 

sqv bo57_mcmandutilities
enabled     - yes
state         - running
current stage     - 0
priority     - 50

 

sqv bo57_cursedlootcontroller
enabled     - yes
state         - running
current stage     - 0
priority     - 50
 

 

if there is some other information i can look up to help figure out what is causing the (my) issue with regular cursed traps being shut-off

please tell me what you need to know (and how to look it up).

 

anyway THANK YOU for the mod.

 

 

Posted (edited)
18 hours ago, vaultbait said:

I've used several that worked for me, but my current preference is for Let Me Use That because it covers more than just food and drink.

 

You said you're using AN76, I think it has an implementation included too but I disable that feature in its MCM (Interactions->Worldspace Consumption).

 

Edit: Looking at the LMUT forum, someone else mentioned a similar experience using an unowned beverage in the Railroad HQ, so it could be a rare LMUT glitch separate from anything to do with the gag. I'll try harder to reproduce in other locations.

 

I've noticed another complication of the gag's eating blocker: anything which (even silently) force-adds and then equips a potion on the player can result in the keep/drop messagebox pop-up if it's something the mod thinks should be blocked. For example, the survival feeding system included in Better Living Through Cumistry will generate a pop-up for this after every oiral sex scene when it tries to satisfy hunger. What's more, potions which mods want to prevent users from storing/accumulating by forcing them to be equipped immediately can end up hoarded in the food box. Also, the usual safe script pattern of add...equip for potions means that one copy potentially goes into the food box but then another copy gets consumed anyway.

 

And this also means that eat-off-the-floor style mods are actually a trivial way to cheat the blocker anyway. Consume a loose item from the cell and regardless of what option you choose in the keep/drop pop-up you'll still consume a copy of it.

 

One other thing that's baffling me about the food blocker is the decision about which items it should block. For example it will let you pick up Buffout even though it's a pill, but will block you from picking up Psycho which is an injection...?

Edited by vaultbait
Posted
13 hours ago, valcon767 said:

tentacle parasite once progressed far enough cannot be removed - yes i know now (after reading the whole support topic) that this

is by design currently.  when skimming the support topic i "thought" (yes you can hide from all the smoke that caused) that it would

auto-remove after a certain point so i did end up progressing to phase 15 (took a while).

 

I don't know how to make it more obvious. At the top of the Tentacle Parasite section in MCM there's the following sentence.

 

"You have to remove the parasite before it's first transformation."

 

13 hours ago, valcon767 said:

they quit working if a trap triggers (makes the roll) while a tentacle parasite is "equipped" on the player.

once that happens the cursed traps do not work again ever (for me) even if i remove the tentacle parasite (before it progresses).

 

That's a dragon I have been traying to slay for a while.

 

4 hours ago, vaultbait said:

One other thing that's baffling me about the food blocker is the decision about which items it should block. For example it will let you pick up Buffout even though it's a pill, but will block you from picking up Psycho which is an injection...?

 

I'll have to revisit that and add an option to just turn off this feature

 

Posted
5 minutes ago, jbezorg said:

I'll have to revisit that and add an option to just turn off this feature

 

As cool as the eating blocker idea is, I think any implementation in Papyrus is going to be fraught with problems due to only being hooked after the player has already performed certain actions. It's something that might be more doable as an F4SE DLL extension, maybe making a custom InputEnableLayer, but that's an awful lot of work and I'm still not sure you'll be able to predict all the ways something might get eaten or what sorts of things in a given game might be ingested solids vs liquids.

 

Instead, maybe just say that the parasite wants to preserve the host's health and retracts momentarily when eating/drinking? Clearly they move out of the way or make a bit of room for blowjobs, just like the vaginal and anal tentacles are able to permit intercourse. 😉

 

Though I still like your apparent early idea that one of the two throatfuck tentacles is periodically ejaculating some form of hormone-laced nutrient spooge directly down the host's esophagus too.

Posted (edited)
7 hours ago, vaultbait said:

One other thing that's baffling me about the food blocker is the decision about which items it should block. For example it will let you pick up Buffout even though it's a pill, but will block you from picking up Psycho which is an injection...?

 

Don't know why Buffout is allowed. It's addiction keyword is in the additem's formlist keyword filter 
image.png

I see that Jet, which is an inhaler, is allowed but Psycho isn't. I'll go through the list again

Edited by jbezorg
Posted
1 hour ago, vaultbait said:

Though I still like your apparent early idea that one of the two throatfuck tentacles is periodically ejaculating some form of hormone-laced nutrient spooge directly down the host's esophagus too.

 

I'll add that as an alternate if WD isn't installed.

Posted

1.94.5

  • Removed lingering Wasteland Dairy dependencies within this mods Tentacle Parasite that prevented it from completing it's last stage.
  • Added the option to turn off food and chem blocking
Posted

Does the "tentacle bait" trait remove the parasite after full progression, or not?

While i love the parasite idea, it should be removable at some point(after transformation). 

Posted (edited)

i have question, before i asking about how to remove the parasite and you answered this:
 

Have to remove it before the plugs appear.

 

In MCM under "Tentacle Monster" set "Number of sex events to trigger a transformation" to 4 and it'll auto remove faster. 

so you said that have to remove it before the plugs appear right? what if i make it to stage 4 and then how to remove it?
then you said in MCM set the "Number of sex events to trigger a transformation" to 4 and it'll auto remove faster, from what i know if i set to 4, whenever i have sex 4 times it will evolve into next stage, but you said it'll auto remove faster, is that mean the only way to remove parasite after stage 2 is reaching stage 4 and have sex 4 times after stage 4 and it will remove itself? is that what you mean?
and this is my suggestion, since lot of people confused about how to remove it, how about you make a function button that can remove the tentacle or equipped DD instantly instead waiting or make it to stage 4 and have sex 4 times(if on top i was correct). i know that there is already button to remove equipped DD or equipped kziitd device from other mod, but none of it can remove the parasite FG.

Please answer the stage 4 i asking about, i already waiting for 2 week just for the answer

Edited by lordsnight
Posted
12 hours ago, kfen72 said:

Does the "tentacle bait" trait remove the parasite after full progression, or not?

While i love the parasite idea, it should be removable at some point(after transformation). 

 

It auto removes itself after a 4th transformation. At that point the tentacle bait perk from Provocative Perks will be added if enabled. 

Posted
3 hours ago, lordsnight said:

Please answer the stage 4 i asking about, i already waiting for 2 week just for the answer

 

Version 1.94.5 removed a wasteland dairy bug that prevented removal of the FG parasite.

 

It auto removes itself after a 4th transformation. 

 

Posted
14 hours ago, jbezorg said:

 

Version 1.94.5 removed a wasteland dairy bug that prevented removal of the FG parasite.

 

It auto removes itself after a 4th transformation. 

 

 

very good to know.  i guess i hit that bug is why it was not removing itself from me.

 

will retest once i finish Commonwealth Slavers as i know better than to run that and this at the same time.

 

Posted
15 hours ago, valcon767 said:

 

very good to know.  i guess i hit that bug is why it was not removing itself from me.

 

will retest once i finish Commonwealth Slavers as i know better than to run that and this at the same time.

 

 

I've added a debug section in MCM with 2 buttons. One that will remove all DD devices and one that will remove the CDDER Parasite. Just need to finish testing

Posted
1 hour ago, jbezorg said:

I've added a debug section in MCM with 2 buttons. One that will remove all DD devices and one that will remove the CDDER Parasite. Just need to finish testing

 

Speaking of MCM, in starting  a new test playthrough just now, I noticed that both this and DD RC9 have MCM options to enable sounds for the bell plugs. Is that intentional or accidentally redundant?

Posted

So far I've liked most everything in this mod but I do have a few recommendations to make.

 

1. Auto strip when triggering a trap.  I've ended up in things that lock off my arms that look atrocious because the outfit won't conform to the devices.  I tested while naked with the Kziitd debug menu and it all works just fine when naked.  An auto strip toggle for those who would like it would be hugely appreciated.

 

2. Remove the science perk requirement for the special cream.  It forces the player to have at least a 6 intelligence and investment into a perk they may never actually use for anything  else.  If there is a requirement I would say medicine would be fine as that's only a 2 int requirement which wouldn't interfere that much with taking perks like idiot savant.  Medicine would also be thematically appropriate.

 

3. A 5th stage for the tentacle parasite.  It seems like a waste not to make use of the 4th stage for very long and adding a 5th stage that doesn't actually add anything new would allow for running around with the completed parasite for a while before it leaves you.

 

Posted
On 6/16/2024 at 7:02 PM, jbezorg said:

I'll add that as an alternate if WD isn't installed.

 

This is working great now, thanks! The only minor request I'd have for an improvement would be to set the silent flag in your additem and equipitem calls when applying the spooge potion. The current implementation is resulting in 3 notices (your semi-random flavor text and then the feedback from the two function calls).

 

The only other observation is that feeding the player after every sex scene is probably a bit much for users of AN76 with bathroom needs enabled. I'm having to take a squat constantly (with the longest possible delays configured in AN76's MCM I still ended up with a UTI several times just because action didn't offer opportunity for a bathroom break soon enough). It also seems like you may not be filtering animations, since the tentacles quiver and feed me when I shower, when I use a toilet, etc, in addition to the timed feedings, so it's happening at almost every turn. It's very nice, just might need some fine-tuning to reduce the frequency (even something as simple as a random roll for a 25% chance to trigger after animation events could help).

Posted
19 hours ago, vaultbait said:

 

Speaking of MCM, in starting  a new test playthrough just now, I noticed that both this and DD RC9 have MCM options to enable sounds for the bell plugs. Is that intentional or accidentally redundant?

 

Hold over from the original DD Enchantings and DD 2.0. Plan on removing it but not really a priority.  

Posted
3 hours ago, mercplatypus said:

Auto strip when triggering a trap.

 

I'll look into this. Thanks.

 

3 hours ago, mercplatypus said:

Remove the science perk requirement for the special cream.


Nope. I do plan on setting up a quest where the player can get help from the Science Center in DC though. Fixing other stuff first.

 

3 hours ago, mercplatypus said:

A 5th stage for the tentacle parasite.


I planned for a 5th stage but at this moment can't decide on what that stage would be. Reworked the code to eliminate the 5th stage for now.  

Posted (edited)
2 hours ago, vaultbait said:

The only other observation is that feeding the player after every sex scene is probably a bit much for users of AN76

 

You can adjust that with the min/max time between milking and injections in MCM

( Also, I reduced it to 1 injection after a AAF scene ) 

Edited by jbezorg
Posted
13 minutes ago, jbezorg said:

 

You can adjust that with the min/max time between milking and injections in MCM

( Also, I reduced it to 1 injection after a AAF scene ) 

 

Yeah, I set the min and max for it to maximum in MCM, but it seems like the parasite also thinks other kinds of animations should also trigger it (e.g. CWSS showers and toilets).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...