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[WIP] Slut Collar - Updated 06-Oct-2024


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Posted (edited)

Wanna see someone get fucked, every few minutes, forever?

 

This'll do it.

 

2024-10-06 - We're still as WIP at this point. Uh... Almost all the scripts are completely reworked... Somebody asked about adding human partners, so that's there. MCM Seems to be working.

 

This will NOT be a drop-in upgrade. Remove and destroy all existing collars, remove the old mod, load the game, save and exit, install the new version, load the game, and test. I make no guarantees that will work, because I start from a clean save point for script testing.

 

I am currently on game version 1.10.984, F4SE 0.7.2, DD RC8, AAF 1.71 beta, LL_FourPlay v52. I don't know how much troubleshooting I can help with outside of those versions, but I'm willing to help with compatibility if needed. It should be compatible with 1.10.163.

 

Requirements: Devious Devices, Advanced Animation Framework

 

There area few dogs, gorilla, bloatfly, bloodbug, stingwing, (I forgot about the robots) Assaultron, Protectron, and now a Mr. Gutsy... I disabled the deathclaw and behemoth, since they don't fit indoors well. Creatures will spawn, follow the collared character, fuck, and take breaks.

 

MCM Support is coming, but, right now, it's all hardcoded.

EquipCollar.jpg.4d611a2a3e87c33c6424b013cea247be.jpg

EquipCollar2.jpg.1dc31ed916be18dc98a32ec8079a2e1c.jpgUNLESS YOU WANT A WORLD OF TROUBLE, DO NOT PUT THIS ON YOUR PLAYER. It is designed to be non-removable.

UnEquipCollar.png.435d5440b18a99d7008171d00e65b45d.png

 

 

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ZuluSlutCollar.7z

SlutCollar 2024-10-06.7z

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Edited by tzenrick
Updated - 2024-10-06
Posted (edited)

I've already worked in the code to stop initiating encounters, when pregnant, via Family Planning Enhanced.

 

edit: Update is now uploaded on the original post, with the same filename.

 

 

Keep the specifics coming!

Edited by tzenrick
Tell me what you want, to make it better!
Posted

So is this just for bestiality or everything except the deathclaw and behemoth? Would be very cool if this could replace real handcuffs slave collar so that consequence mods might apply it.

Posted
11 hours ago, Olmech said:

So is this just for bestiality or everything except the deathclaw and behemoth? Would be very cool if this could replace real handcuffs slave collar so that consequence mods might apply it.

It's for anything that can fuck. I have some robots in there as well. Protectron, Assaultron, and Gutsy. Just using a gunner or a raider seemed boring, but I'm definitely open to recommendations.

 

Using it as a punishment device for RH might be possible, especially if RH is using a formlist to pull devices from.

Posted
8 hours ago, tzenrick said:

What mod is placing the items that RealHandcuffs is using? What are the consequence mods you're mentioning?

Violate and Sexual Harassment mainly, but there are other mods that can also call for Real Handcuffs collar. Generically replacing the Real Handcuffs collar would make it automatically compliant with any mod that called for it.

 

Might also contact @EgoBallistic to see if he may be interested in applying your collars functionality to Kztid Fetish Toolset since you really cant straight up wear a collar when bound with those.

Posted

What set of animation packs do you use?

 

Would like a variation for humans only...

 

Some followers, like Heather, lose the collar on zoning.

 

Some like Ivy, lose it just standing there.

Posted (edited)
On 6/16/2024 at 11:28 PM, fred200 said:

What set of animation packs do you use?

 

Would like a variation for humans only...

 

Some followers, like Heather, lose the collar on zoning.

 

Some like Ivy, lose it just standing there.

Man... I really don't want to tear into Ivy's code...  But I will. What is this Heather, you mentioned?

 

As far as making it for humans only, any specific humans?

Edited by tzenrick
Posted
On 6/16/2024 at 8:59 PM, Olmech said:

Violate and Sexual Harassment mainly, but there are other mods that can also call for Real Handcuffs collar. Generically replacing the Real Handcuffs collar would make it automatically compliant with any mod that called for it.

 

Might also contact @EgoBallistic to see if he may be interested in applying your collars functionality to Kztid Fetish Toolset since you really cant straight up wear a collar when bound with those.

I'll take a look at violate and SH. I bug Ego enough... I'm not gonna stop, but I do it enough.

Posted

Gave this a try tonight. No matter whether collar is installed on me or others, Females pleasure themselves once, then collar disappears...not even in inventory.

 

  • tzenrick changed the title to [WIP] Slut Collar - Updated 06-Oct-2024
Posted (edited)
On 6/16/2024 at 11:28 PM, fred200 said:

What set of animation packs do you use?

 

Would like a variation for humans only...

 

Some followers, like Heather, lose the collar on zoning.

 

Some like Ivy, lose it just standing there.

 

Animation packs? Uh... All of them? Basically...

 

Partner sets are now selectable.

 

The script applies a magiceffect now, to keep the collar persistent. The closest I've seen to a "glitch," is if I sprint into an area where things are still trying to get spawned, because I've been gone a while, I'll see all the settlers snap out of their clothes and back into their collars.

 

I am just now realizing I need a random number in there, so they don't all do that at once... Next version.

Edited by tzenrick
Posted
On 6/20/2024 at 11:44 PM, Olmech said:

Gave this a try tonight. No matter whether collar is installed on me or others, Females pleasure themselves once, then collar disappears...not even in inventory.

 

 

I noticed that happening with some people, but it wasn't consistent. The problem went away when I switched the script to a magiceffect to make sure the collar stays in place.

Posted

Tried again tonight. Still Not working. Collar does stay equipped now but no scenes progress. Critters and headless humans do spawn in but then they ghost out and reappear nearby constantly spawning untill there are hundreds of them. But no AAF scenes ever play.

Posted
3 hours ago, fred200 said:

Why are there two downloads: ZuluSlutCollar and SlutCollar? They both add item Slut Collar.

Zulu is the old one. I left it for archival purposes.

Posted
18 hours ago, Olmech said:

Tried again tonight. Still Not working. Collar does stay equipped now but no scenes progress. Critters and headless humans do spawn in but then they ghost out and reappear nearby constantly spawning untill there are hundreds of them. But no AAF scenes ever play.

 

It should only be using vanilla NPCs.

image.png.684b5f5b10b3e3152719002b5988f5fd.png

 

What's your load order like? Do you have logging enabled? Wanna put logs on pastebin and drop links?

Posted
1 hour ago, tzenrick said:

What's your load order like? Do you have logging enabled? Wanna put logs on pastebin and drop links?

 

At work right now but it was vanilla NPCs. Installed on a few BOS on the Prydwen. Kinda hilarious as I had about 50 of every kind of critter you can think of on the Prydwen and I had only collared two people. As far as logging, Im sure I dont have it enabled if its something I have to enable. Dont remember doing it. Load order wise...Ill just have to check later tonight.

Posted
18 hours ago, Olmech said:

 

At work right now but it was vanilla NPCs. Installed on a few BOS on the Prydwen. Kinda hilarious as I had about 50 of every kind of critter you can think of on the Prydwen and I had only collared two people. As far as logging, Im sure I dont have it enabled if its something I have to enable. Dont remember doing it. Load order wise...Ill just have to check later tonight.

I specifically tested against all factions, and included synths. I can't think of a good reason for headless NPCs.

Posted
On 10/11/2024 at 10:48 AM, tzenrick said:

I specifically tested against all factions, and included synths. I can't think of a good reason for headless NPCs.

 

I run a lot of mods so there is probably plenty of room for conflict. There is one mod I would suspect called Male Takeover. Have other mods that alter appearances of named NPCs which I dont see being a problem as your mod probably does not call named NPCs.

 

But that wouldnt explain the odd calling, failure of AAF scenes and failure to dismiss called actors leading to 100s of called bugs, animals and headless people to occupy the Prydwen.

 

If nobody else is reporting these issues, I wouldnt worry about it. I just thought it was a neat idea but suppose it does not like my other mods.

Posted
On 6/19/2024 at 12:52 AM, tzenrick said:

Man... I really don't want to tear into Ivy's code...  But I will. What is this Heather, you mentioned?

 

As far as making it for humans only, any specific humans?

 If it is for humans; a MCM option for male raiders only would make sense to me.

But the non human one sounds funny too especially if there are MCM options to exclude some species.

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