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Cursed DD Enchantings - Redux²


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Posted
On 6/18/2024 at 2:31 AM, 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. 

 

Sorry to bother again, I'm a bit confused that 'remove' means not complete removal but only plugs remain? I updated the mod mid-save, plugs remain after 4th transformation. Is this intended or a bug? Or 5th transformation placeholder? Last would be the best.

Posted (edited)
1 hour ago, THICCBLACKSMITH said:

Help! idk whats going on with mod. it doesnt seem to work at all. it wont load in the mcm and it just says this. i tried placing the esp\esm in their respected spots and no luck.

image.thumb.png.cbb3638483a9ff0844a3ebe37ce94dcb.png image.thumb.png.c96c69509c849eda47aaece0aeb4e0b9.png

 

Looks like you don't have the mods enabled. 

( Don't forget to also build the meshes in BodySlide )

Edited by jbezorg
Posted
3 hours ago, regedite said:

plugs remain after 4th transformation. Is this intended or a bug

 

A bug.

There should be a "Debug" page in MCM to remove the parasite.

Posted
5 hours ago, vaultbait said:

but it seems like the parasite also thinks other kinds of animations should also trigger it

 

That's absolutely weird since AAF end scene event and a random event timer are the only two ways w/in the magic effect script that will trigger it.    

Posted
On 6/19/2024 at 7:16 PM, jbezorg said:

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.  

Something dynamic would be nice. Some examples that could extent the later stages.

 

A "female" parasite that has a pregnancy cycle (add belly morph as well?) that results in the ofsspring situation as the fallout show you referred to earlier.

 

A "male" version that feeds itself on your juice and has some kind of pheromone sense to find other victims that have a "female" parasite. When it finds another victim/parasite it will mate and leave you. Or maybe not always ;) 

 

A "juvenile" version that just torments the wearer for fun. Add some random debuffs that come and go. and events that trigger randomly like a choke event that causes tripping/bleedout/imagespacemodifier

 

A more start-finish implementation for the doctor Duff idea. She infects you with it and at the end helps you remove it. If she is in a mean mood it might take a while for her to remove it. Who wouldn't want to have a fucking parasite infested helper in the shop :P  Duff could also be used as a way halfway integration to get the cure instead of knowing it right from the start.

 

Posted
48 minutes ago, naaitsab said:

A "female" parasite that has a pregnancy cycle (add belly morph as well?) that results in the ofsspring situation as the fallout show you referred to earlier.

 

That's what killed the player when I was originally testing 😂

There's part of the script still there that could spawn a creature. 

Posted
4 minutes ago, jbezorg said:

 

That's what killed the player when I was originally testing 😂

There's part of the script still there that could spawn a creature. 

You could temporary add the player to the faction of the creatures (or vice-versa) when spawning. That should fix any "mishaps" :P 

Posted
20 hours ago, jbezorg said:

That's absolutely weird since AAF end scene event and a random event timer are the only two ways w/in the magic effect script that will trigger it.    

 

I'll take a closer evaluation of those cases, though there are others where AAF is used to run arbitrary (non-sex-related) animations, like "sitting by the fire" in Crackle, or crying/dancing in TSEX.

Posted
1 hour ago, naaitsab said:

A more start-finish implementation for the doctor Duff idea. She infects you with it and at the end helps you remove it.

 

🤔  I do want to have some way for the player to figure out how to get the parasite off rather than "I know somehow".  There is an issue with this idea though as the parasite primarily is a replacement for animal corpses, meat bags, etc. from having standard devices. Rather than "wow. Looks like this deathclaw was coming back from a party".

 

vaultbait mentioned dreams, so, maybe the parasite is sentient. While the parasite is messing with the player's head there's a possibility of the player turning the tables.
 

Posted
2 minutes ago, jbezorg said:

🤔  I do want to have some way for the player to figure out how to get the parasite off rather than "I know somehow".  There is an issue with this idea though as the parasite primarily is a replacement for animal corpses, meat bags, etc. from having standard devices. Rather than "wow. Looks like this deathclaw was coming back from a party".

 

vaultbait mentioned dreams, so, maybe the parasite is sentient. While the parasite is messing with the player's head there's a possibility of the player turning the tables.

 

Oh, I like that approach. The parasite does appear to tie itself into the spinal column and neck, so could actually be communicating with the player at a subconscious/autonomic level which then surfaces more clearly during dream state.

Posted
3 hours ago, vaultbait said:

AAF is used to run arbitrary (non-sex-related) animations

 

Oh. Good point. I forgot about those.

Posted
15 minutes ago, jbezorg said:

Oh. Good point. I forgot about those.

 

There are a few options for dealing with that. If you want to exclude player-only animations (like the non-sexual examples I mentioned but also things like masturbation) you can easily just check whether the length of the actors array included in the AAF event is >1. Some mods like FPE also use exclusion lists of tags ("pose" "hugging" etc) to filter out animations which are likely to represent non-sex-related activities. You could also go with an inclusion list and only trigger on animations which have well-known tags that represent sex ("penis-to-vagina" "penis-to-mouth" and so on).

Posted
2 hours ago, vaultbait said:

inclusion list and only trigger on animations which have well-known tags that represent sex ("penis-to-vagina" "penis-to-mouth" and so on).

 

That's the method that I went with.

penistoXXXX & strapontoXXXX

Posted (edited)
9 hours ago, jbezorg said:

 

🤔  I do want to have some way for the player to figure out how to get the parasite off rather than "I know somehow".  There is an issue with this idea though as the parasite primarily is a replacement for animal corpses, meat bags, etc. from having standard devices. Rather than "wow. Looks like this deathclaw was coming back from a party".

 

vaultbait mentioned dreams, so, maybe the parasite is sentient. While the parasite is messing with the player's head there's a possibility of the player turning the tables.
 

The 'spine interaction' of the parasite could be used for messaging or other types of interaction like boosting milk production or hornyness.

 

Using that to device an escape method seems a bit counter intuitive. But something that might work, if you could do it in such a way that over time you learn from the link that the parasite dislikes certain items. Something like "you walked near some acid, the creature seems to react to it in disgust". When the list is complete you can craft the removal serum with these ingredients you learnt. If you want to make it extra difficult you could make multiple ingame ingestibles with 1 to let's say all 8 ingredients. but if you brew one with only 5 ingredients as you think the list is complete, but it's not enough to release the parasite and you get punished by it. So you need to wait until you get all 8, at which stage you don't get a "you know them all go make serum" message to spice it up a bit.

Edited by naaitsab
Posted

Played trough the parasite part, love it, and also had a few suggestions/ideas to consider:
- I presume the end goal of such a parasite/symbiote is to both sustain itself and reproduce. As such, perhaps it'd be possible to retain it on the player (DD choice, can remove it at that point and "progress further", or leave it attached, allowing the PC to wear it and experience the effects for as long as they desire?). Reproduction could be periodic egg laying? Perhaps the new hatchlings could re-invade the body, contributing further periodic effects?
- Could we get a MCM option to have the parasite actions as a pop-up message box rather than at the top of the screen? With all the consumables it force equips, the messages sometimes fly by without being fully displayed.
- Some notifications on stage change, what's happening to the PC?
- Combat contributions to the host, some way to enhance them and allow them to fight better in combat, perhaps some regeneration effect?
- Interactions with the parasite on the "Touch" menu in inventory? Some ability to bond with it more deeply for greater buffs?
- Some dreams/dialogues as to the parasites intentions to the player, making them more suitable or rather a perfect host?

Posted

I had noticed an issue with paracited followers:

I could simply remove the parasite from my follower in the trade-window. So I suggest, to either implement a working parasite progression for the follower or to exclude the follower from the infection regardless of the MCM setting for other devices.

 

Another issue:

The cream option does not show next to the "examine" and "touch" options, when no cream is in the inventory. When you have it, the option can be selected and shows a hint that makes more sense for "no cream in the inventory" and the button for applying the cream. Maybe you review this and the conditions for showing and hiding the buttons.

 

And some ideas (but no idea how easy or hard they would be to implement):

In stage 5, the parasite could wither as it is exhausted from reproduction. So the addons from stage 2+ fall off and the parasite's grip on the player is eased who can then remove it easily for a while until the parasite recovers.

If the player misses this opportunity (or chooses to) the stage 1 starts again. In addition, the parasite is pleased with such a good host, so it wants to keep it alive by buffing the PC (regeneration, resistances, SPECIALs, perks,...). Maybe with encreasing buff strength for each additional progression circle.

 

The perks and intelligence required to create the cream is quite costly and requires level 17.
How about adding lower level creams which are easier to make but have a much lower success chance? And if not successful, the parasite shows its displeasure by applying debuffs or damages the PC until it calmes down again. Of course, another cream cannot be applied as long as the parasite is angry.

In this case, the 100% cream could be made much harder to aquire (or only by quest).

The success chance could alternatively be done by the amount of required applications with the high-level cream removing the paracite after one application and the low-level cream requires multiple applications (and each one angers the paracite).

 

And speaking of the cream: is this lost, too, when the PC looses all keys in the inventory? Or upon the paracite infection?

A cream also invites for applying an expiration timer to it.

Posted (edited)
2 hours ago, Khaledanon said:

or to exclude the follower from the infection regardless of the MCM setting for other devices.

 

In the next release.
 

2 hours ago, Khaledanon said:

The cream option does not show next to the "examine" and "touch" options, when no cream is in the inventory. When you have it, the option can be selected and shows a hint that makes more sense for "no cream in the inventory" and the button for applying the cream. Maybe you review this and the conditions for showing and hiding the buttons.

 

Not sure where you're going with this. If I block the "Remove Creature" button with an inventory check for the cream you'll never get the hint on what you need to get to remove the creature.

 

( The Devious Device Framework that the Parasite uses does not allow conditional messaging based on user inventory. The creation kit's message box allows only conditions to be placed on the button choices. Not the message displayed in the message box )

 

Edited by jbezorg
Posted

The trap triggers regularly but it only added a device on the first time (nipple piercings) then nothing else after... I'm wearing vtaw clothes taking some slots but shouldn't the clothes pieces be removed and replaced by devices?

Posted
7 hours ago, nasgektw said:

The trap triggers regularly but it only added a device on the first time (nipple piercings) then nothing else after... I'm wearing vtaw clothes taking some slots but shouldn't the clothes pieces be removed and replaced by devices?

 

Depends on what the gets selected at random and, if installed, what setting you have with Rogg DD device manager. Also, Rogg DD DM hasn't been updated to RC9 yet so the it's selection may not be ideal. 

Posted
On 6/19/2024 at 10:04 PM, regedite said:

Sorry to bother again, I'm a bit confused that 'remove' means not complete removal but only plugs remain? I updated the mod mid-save, plugs remain after 4th transformation. Is this intended or a bug? Or 5th transformation placeholder? Last would be the best.

I don't have rog DD Manager, is it mandatory?

Posted
9 hours ago, nasgektw said:

I don't have rog DD Manager, is it mandatory?

 

No. But it does allow for more control of what devices get equipped even though it hasn't been updated to DD RC9 yet 

Posted
On 6/19/2024 at 4:04 PM, regedite said:

Sorry to bother again, I'm a bit confused that 'remove' means not complete removal but only plugs remain? I updated the mod mid-save, plugs remain after 4th transformation. Is this intended or a bug? Or 5th transformation placeholder? Last would be the best.

 

Older versions had a bug where the plugs wouldn't remove after the 4th transformation. If you update while wearing a device the worn device's scripts do not update completely. 

Posted

How exactly do the power armour traps work? I noticed the "safe" value never increases from 0 in the MCM and haven't managed to get any techsuit or perk after testing about 10-15 different frames

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