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Posted
6 hours ago, Operand said:

well.. none?

-- it's just that so far with every mod featuring scenes it was happening in at least some of them. but it didn't happen in LP.

 

-- you just subscribe to AAF event that is fired when the scene ends. Refer to the Papyrus event bus and AAF API for details if you want to know the theory of it, or .. just open any other mod doing it, like Sex Harassment/Attributes. MCM is even simpler - it's just a json with direct bindings between vars there and, say, your globals which you then use in scripts to fetch values for what you want. Again, open any mod that does it and it's really simple.

Thanks for the pointer, will have a look into some.

Posted
2 hours ago, Heinz01 said:

Thanks for the pointer, will have a look into some.

 

If you've got AAF as a soft requirement, maybe look at the UC\ProxyAAF.psc in Unhealthy Craving. It's short and to the point, detects the start and end of AAF scenes and then calls functions in UC\Main.psc for accounting purposes (the mod wants to track time spent having sex as a form of exercise, but you could have it call basically anything).

Posted
38 minutes ago, vaultbait said:

 

If you've got AAF as a soft requirement, maybe look at the UC\ProxyAAF.psc in Unhealthy Craving. It's short and to the point, detects the start and end of AAF scenes and then calls functions in UC\Main.psc for accounting purposes (the mod wants to track time spent having sex as a form of exercise, but you could have it call basically anything).

 

Thank you very much. I will take a look at it tomorrow :)

Posted

Compared to other mods (such as NR), this mod seems to have added a small amount of pornographic elements to regular missions, which is also what attracts me to this mod. My suggestion is to extend the last mission and add some plot of Nora being forced to do things by the gunman leader, and then let Nora try to contact the outside world to be rescued. The current ending is a bit hasty,like deus ex machina . However, overall, this is still an excellent mod, thanks to the mod creators of Fallout 4.

Posted
22 minutes ago, amonng said:

Compared to other mods (such as NR), this mod seems to have added a small amount of pornographic elements to regular missions, which is also what attracts me to this mod. My suggestion is to extend the last mission and add some plot of Nora being forced to do things by the gunman leader, and then let Nora try to contact the outside world to be rescued. The current ending is a bit hasty,like deus ex machina . However, overall, this is still an excellent mod, thanks to the mod creators of Fallout 4.

 

Thank you for your feedback and suggestions!

Posted
On 8/3/2024 at 10:48 AM, Heinz01 said:

Ah, that's good to know. I can imagine that this was rather difficult to find.

 

Thanks for the hint.

Hi, Im running the second round and almost done with the mod again, its a lot of fun!

I don't recall that prostitution mod, maybe it has a different public name or something? would be great to take a look at it's files to fix my game

I have savage cabbage's mod updated and made sure that i restored every file from the zip manually, at the time my goal was removing any trace of any patch of that mod, so i believe that every original file of the mod was in place since my first run, and yet... i don't get that specific animation, just that one, but it is fine, @JB.. Nuka Ride is so good and complete that when the animation fails ANYWHERE, a msg is displayed  warning me that the animation has failed and the game will continue wiith the quest, so i just have to wait a few seconds and it continues as if the animation had worked, or... i can activate the animation manually if i wanted to, but you surely know that at some point we skip the animations and play just to follow the stories that the mods gave us

Thanks again to both of you

Posted (edited)
11 hours ago, Gamaramdi said:

Hi, Im running the second round and almost done with the mod again, its a lot of fun!

I don't recall that prostitution mod, maybe it has a different public name or something? would be great to take a look at it's files to fix my game

I have savage cabbage's mod updated and made sure that i restored every file from the zip manually, at the time my goal was removing any trace of any patch of that mod, so i believe that every original file of the mod was in place since my first run, and yet... i don't get that specific animation, just that one, but it is fine, @JB.. Nuka Ride is so good and complete that when the animation fails ANYWHERE, a msg is displayed  warning me that the animation has failed and the game will continue wiith the quest, so i just have to wait a few seconds and it continues as if the animation had worked, or... i can activate the animation manually if i wanted to, but you surely know that at some point we skip the animations and play just to follow the stories that the mods gave us

Thanks again to both of you

 

Hi, if you reinstalled SC it should probably be in order. But if you want to check again:

 

Spoiler

The mentioned mod comes with this file, which has the same name as the original from SavageCabbage Animation Pack

Data/AAF/SavageCabbage_furnitureData.xml

image.jpeg.4b8dd0d73a2b89e60f10efe618c1041b.jpeg

 

It has no reference to the flagpole. If someone installs this, it could overwrite the original file from SavageCabbage depending on the install method and priority (Mod Organizer, manual install etc).

 

I would check the Data/AAF directory for that file. If it is 8kb big, then its probably the one from that or maybe even another mod (if other mods also ship with that file). The original one from SC 1.28 has 18kb and from 1.30 has 19kb.

image.jpeg.53e54fa1191230810ff8f17308ffb145.jpeg

 

If you happen to already use MO2, you could quickly check it that way:

Spoiler

Choose the "Data" tab on the right side and expand the AAF folder

 

sc2b.JPG.58349d87a496c6d0befa4ab754943efa.JPG

 

 

Then scroll down until the file in question is shown. Right next to it you can see from which mod it will be actually pulled from, if you start the game by MO2.

 

sc3.JPG.683ef77fd1fe89d05f48a3c5acb9143d.JPG

 

 

Edited by Heinz01
Posted (edited)
On 8/11/2024 at 12:06 AM, Heinz01 said:

 

Hi, if you reinstalled SC it should probably be in order. But if you want to check again:

 

  Hide contents

The mentioned mod comes with this file, which has the same name as the original from SavageCabbage Animation Pack

Data/AAF/SavageCabbage_furnitureData.xml

image.jpeg.4b8dd0d73a2b89e60f10efe618c1041b.jpeg

 

It has no reference to the flagpole. If someone installs this, it could overwrite the original file from SavageCabbage depending on the install method and priority (Mod Organizer, manual install etc).

 

I would check the Data/AAF directory for that file. If it is 8kb big, then its probably the one from that or maybe even another mod (if other mods also ship with that file). The original one from SC 1.28 has 18kb and from 1.30 has 19kb.

image.jpeg.53e54fa1191230810ff8f17308ffb145.jpeg

 

If you happen to already use MO2, you could quickly check it that way:

  Hide contents

Choose the "Data" tab on the right side and expand the AAF folder

 

sc2b.JPG.58349d87a496c6d0befa4ab754943efa.JPG

 

 

Then scroll down until the file in question is shown. Right next to it you can see from which mod it will be actually pulled from, if you start the game by MO2.

 

sc3.JPG.683ef77fd1fe89d05f48a3c5acb9143d.JPG

 

 

Yeap, thanks, the size is correct, and seems to be ok...

 

Spoiler

image.thumb.png.11768b8b7a204a6997498c65c72012b6.png




 

Edited by Gamaramdi
Posted

Greatmod ! but i need help .which guard will approach me in Goodneighbor.  After Hancock had held his speech there is no one coming . I think There may be a problem with mine 😥

Posted (edited)
44 minutes ago, zhaozihui111 said:

Greatmod ! but i need help .which guard will approach me in Goodneighbor.  After Hancock had held his speech there is no one coming . I think There may be a problem with mine 😥

 

Hi!

That guard here:

 

Spoiler

image.jpeg.690214ea730bbf72893d1e167961ebaf.jpeg

 

He should approach your character in Goodneighbor after Hancock has had his speech on his balcony (to avoid a misunderstanding, i didn't mean the greeting after he killed finn).

 

If the guard doesn't approach, try this:

 

Spoiler

Make a save and type SetStage LP_Startup 50 into the console. This should start the first Quest "A new Neighbor".

 

Edited by Heinz01
Posted

Just finished my first playthrough of this and I must say I really enjoyed it.

I did not have any Bugs, CTD's or problems with progression.

Really, top notch job.

Patiently waiting for more..... 

 

Thank you for your hard work.

Posted
6 hours ago, murf36 said:

Just finished my first playthrough of this and I must say I really enjoyed it.

I did not have any Bugs, CTD's or problems with progression.

Really, top notch job.

Patiently waiting for more..... 

 

Thank you for your hard work.

Thank you for your kind words. I am glad you had fun with this mod :)

Posted (edited)

This mod made me smile. I enjoyed it much. I played the old version many times, but was pleasantly surprised by the changes in the new one. I got caught up in it.

Thank you for a "top-notch" mod. I am eager to follow more.

Edited by Madscout
Posted
3 hours ago, Madscout said:

This mod made me smile. I enjoyed it much. I played the old version many times, but was pleasantly surprised by the changes in the new one. I got caught up in it.

Thank you for a "top-notch" mod. I am eager to follow more.

 

Thank you for your kind words. It's great to hear that you enjoyed the mod! 

 

It was my intention to somehow provide players with an environment they enjoy being in. I'm pleased to know that I've achieved that here.

Posted

Just finished my first playthrough with this version, I just loved every tiny bit of it, thank you so much for your work. 

Simply a great job! Hopefully it will be continued one day.

Posted (edited)
2 hours ago, cosworth said:

Just finished my first playthrough with this version, I just loved every tiny bit of it, thank you so much for your work. 

Simply a great job! Hopefully it will be continued one day.

Thank you very much for your friendly and motivating feedback. I'm glad you enjoyed the mod.

In fact, after quite a long break, I have now started planning the next version (and maybe a little maintenance update first)

Edited by Heinz01
  • 2 weeks later...
Posted

Just wanted to know beforehand, after finishing the current mod and using the holotape you can play through the vanilla content with the shroud and such right?

Posted (edited)
32 minutes ago, Vulgein said:

Just wanted to know beforehand, after finishing the current mod and using the holotape you can play through the vanilla content with the shroud and such right?

Yep, after finishing the Quest "Little Pawn and the Shroud" you can craft the (LP) Maintenance Menu at the ChemStation and choose "Unlock Vanilla Content". Then you can play the original "The Big Dig" and "The Silver Shroud".

 

Only exception is "The Cleaner", which is completed already when finishing my "Cleaning Service".

Edited by Heinz01
Posted

I don't know what i'm doing wrong but i just can't get this mod to work. I have all the requirements. The only mod that could conflict that I have is depravity and that's way above this mod in the loadorder. I don't see a guard and the command SetStage LP_Startup 50  doesn't do a thing.

 

Anyone any suggestions?

Posted
11 minutes ago, Sobere said:

I don't know what i'm doing wrong but i just can't get this mod to work. I have all the requirements. The only mod that could conflict that I have is depravity and that's way above this mod in the loadorder. I don't see a guard and the command SetStage LP_Startup 50  doesn't do a thing.

 

Anyone any suggestions?

 

Please enter SQV LP_Startup and see if it is running or stopped and if the alias REF "LP_Guard_QStartup" has some number and letters inside the brackets (.....) or just a NONE. Or make a screenshot of the result.

 

After that you can also check SQV LP_Smalltalk because thats supposed to start after you set the stage manually.

Posted
17 minutes ago, MrGrey said:

How come so many mods are made to be played as Nora?

 

Probably personal preference and the assumption that the majority play female characters. Adding a male role that plays a bit differently would be nice, but also a lot of extra work.

  • 2 weeks later...
Posted (edited)

I think its time for a little update on this mod.

 

Spoiler

image.jpeg.0e9ee7b5b1d7fa70d78881a2468e7d66.jpeg

 

I was maybe a bit lazy recently but I had to overcome a few hurdles. The next version of Little Pawn has a MCM, I added an AAF Event Handler Script, did fix some few minor problems and some other adjustments. All this is just technical stuff. Before I release it, I want to add at least some new stuff to do. So I am now working on an additional sidequestline which gives you more to do with a version 2.1 or something. This will not too take long, but no ETA now. I am working on it.

 

While I am doing that, I also plan and write for a 3.0 Version.

Edited by Heinz01
Posted

Thank You for an awesome mod ! 

 

I've been enjoying the mod quite a bit and ran into the stripper pole animation problem. I tried replacing savage cabbage animations but it did not work. After seeing the post about file size  (should be 19kb, mine was 1kb). I opened the animation pack in new folder, copy the furniture xml file and replaced the one in data/aaf and it worked for me, and thought I might leave a note here incase it might help someone else.  So back to enjoying the rest of the mod  :) 

 

Thanks again for your time and effort

 

PS: I also have alex stripper pole loaded and the view while using was upside down and messed up, it is now working as it should. 

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