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Pervert – Immersive prostitution and harassment


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Posted
13 hours ago, Olmech said:

 

The one with Ingram and cross is all I have experienced. I have experienced it 4 times, all with same result.

 

Sex scenes did not play. There was the first message, fade to black and then the second message. After that I was stuck kind of between worlds looking through the ground at Prydwen above, but nothing happened. Just stuck.


odd, can you sens aam log?

  a) turn on Verbose logging ON in MCM menu
  b) go to  C:\Users\username\Documents\My Games\Fallout4\Logs\Script\User
  c) post AAM.log and AAM_AM. log with descrition of your issue.

Posted
On 1/9/2025 at 10:15 AM, riveth said:

odd, can you sens aam log?

  a) turn on Verbose logging ON in MCM menu
  b) go to  C:\Users\username\Documents\My Games\Fallout4\Logs\Script\User
  c) post AAM.log and AAM_AM. log with descrition of your issue.

 

Next time Im at Prydwen, Ill do this.

Posted
7 hours ago, Olmech said:

 

Next time Im at Prydwen, Ill do this.

I rechecked teleportation markers and tried to replicate this problem but everything seems fine on my end. This log would be the only clue here.

Posted
On 1/9/2025 at 5:02 PM, riveth said:

this is strange, we will need aam log:

  a) turn on Verbose logging ON in MCM menu in Pervert tab
  b) go to  C:\Users\username\Documents\My Games\Fallout4\Logs\Script\User
  c) post AAM.log and AAM_AM. log with descrition of your issue.

 

I am sorry.

 

 I do a), then play a little until i have a violation at the "i give you a massage" from SH, then go to b) follow the path until Fallout4, and i cannot see a "Logs" folder. I try find "AAM.log" file at my hard disk but not success.

 

Really if i am the only one with this problem this is not a problem for me.

 

Greetings.

Posted
56 minutes ago, Hober9 said:

 

I am sorry.

 

 I do a), then play a little until i have a violation at the "i give you a massage" from SH, then go to b) follow the path until Fallout4, and i cannot see a "Logs" folder. I try find "AAM.log" file at my hard disk but not success.

 

Really if i am the only one with this problem this is not a problem for me.

 

Greetings.

It's a bit hard for me to understand, but if you do not have logs there, you need to:

1) turn on papirus logs, if you used bethini to optimize ini files, run it again and pick option to store all logs

2) run game, go to mcm settings, then debug and turn on verbose logging

 

Then you can go to sh settings in mcm, debug, start blackmail approach

Posted (edited)

Hello. Im having an issue where I cant get the involuntary abduction to happen again. It has happened when I first got to diamond city but i couldn't get it to trigger in goodneighbor. I enabled the debug logs and the AAM log said "Player is already abducted, exiting". Not sure what happened, if i'm somehow stuck in an abduct state or something. IT plays the standard SH animation, but the special pervert abduction wont happen no matter what, even if i repeated force blackmail abductions in the MCM. Thanks

Edited by nfzodd
Posted
1 hour ago, nfzodd said:

Hello. Im having an issue where I cant get the involuntary abduction to happen again. It has happened when I first got to diamond city but i couldn't get it to trigger in goodneighbor. I enabled the debug logs and the AAM log said "Player is already abducted, exiting". Not sure what happened, if i'm somehow stuck in an abduct state or something. IT plays the standard SH animation, but the special pervert abduction wont happen no matter what, even if i repeated force blackmail abductions in the MCM. Thanks

For a quick fix go to abandoned cafeteria next to bobbys place in GooD Neighbor. There is a chem dealing bum. Ask him to work for jet. It will start special scenario.
Lets hope it will take you out of this state. 

Other than that I have no clue, we would need to wait for AwesomeSPAS response :)

Posted
On 1/19/2025 at 3:42 PM, nfzodd said:

Hello. Im having an issue where I cant get the involuntary abduction to happen again. It has happened when I first got to diamond city but i couldn't get it to trigger in goodneighbor. I enabled the debug logs and the AAM log said "Player is already abducted, exiting". Not sure what happened, if i'm somehow stuck in an abduct state or something. IT plays the standard SH animation, but the special pervert abduction wont happen no matter what, even if i repeated force blackmail abductions in the MCM. Thanks

 

You can try this command:

 

cqf AAM_Main stopAbduction

 

Posted
On 1/9/2025 at 8:02 AM, riveth said:

I try some more times and now i have a message "You going to your client place", then another message "You feel normal now".

 

This means Abduction failed to start. If this is happening likely mod did not initialize properly = setup problems

Posted
On 1/7/2025 at 8:31 PM, spicydoritos said:

Happy New Year!

 

I'm continuing to playtest this mod in depth with an eye to integration (my initial impression stands: this is excellent work).

 

I encountered a small issue, to which I also bring a cause and solution.  I noticed that my non-con dungeon scenes would always hit my max scene setting, even with the chance of next scene set at 60%.  After some digging, I think the issue is this function from AAM_Main:

 

int Function getNumberOfScenes()
	int toReturn = 1
	while toReturn < fMCM_maxNumberOfScenes
		if Utility.RandomInt() < fMCM_chanceForNextScene
			toReturn += 1
		endif
	endwhile
	DTrace("Rolled scenes = " + toReturn)
	return toReturn
endFunction

 

The While loop rolls randomly to see whether it should add another scene to the count... but if the random roll fails, that doesn't change anything.  It simply rolls again and again until it succeeds enough times to make toReturn equal or exceed the max scene setting.  The loop just needs to check some independent count of random roll attempts versus fMCM_maxNumberOfScenes instead.

 

Anyways, carry on.  Thank you for putting this mod out in the wild.  🙂

 

Thank you @spicydoritos I am not sure what i was drinking when i wrote this function :)

 

You can use this code and recompile till we release next update

 

int Function getNumberOfScenes()
    int toReturn = 1
    bool keepRolling = true
    while (toReturn < fMCM_maxNumberOfScenes) && keepRolling
        if Utility.RandomInt() < fMCM_chanceForNextScene
            toReturn += 1
        else
            keepRolling = false ; exit
        endif
    endwhile
    DTrace("Rolled scenes = " + toReturn)
    return toReturn
endFunction

 

Posted

Thank you for the wonderful mod that enhances the immersive experience.😘

I am using “ESP/ESM Translator” to work on the translation of this mod.
What kind of ID (EDID) is set for the message that appears when the player moves to a special location?

Posted

Is there a simple tutorial that allows users to make their own designated locations to trigger SH to enter a designated special internal location.
I mean, many DLC-level Quest mods have their own non-vanilla locations, such as Fusion City, and I can make SH's AAF scene go to the special interior of Good Neighbors/Vault.

Posted

A lot of great work here. If it's ok, I've made a pair of sub-mods that mostly (Perv_Fem) or fully (Perv_FemFull) replace the human male NPCs with women. Some are taken from the game but most are the ones seen in Commonwealth Captives (the faces come from RayV12 and veter75n on Nexus, who state they are ok with their assets being used if credited). Commonwealth Captives is still a requirement because head parts are pulled via that mod. This would be most useful if your XML files are already set up to be gender neutral. Two of the DC guards are still male, regardless of whether you use the regular or full conversion sub-mod, because women aren't allowed to participate in that scene. I'm assuming that's because of the controlled way the scene starts, whereas the other scenes could be initiated by a female harasser, depending on your SH settings. Lastly, plugins are marked light, and I think I also changed the 3 sentient ghouls into humans.

Perv_Fem.rar Perv_FemFull.rar

Posted
On 1/23/2025 at 9:58 AM, Rumi_Nanase said:

Thank you for the wonderful mod that enhances the immersive experience.😘

I am using “ESP/ESM Translator” to work on the translation of this mod.
What kind of ID (EDID) is set for the message that appears when the player moves to a special location?

Hi, thanks for good word and your work with translation. :)
Those messages are stored in seperate file under:
pervert\F4se\plugins\AAM_messages.ini

 

You can edit this in any text editor

Posted (edited)
17 hours ago, kziitd said:

Is there a simple tutorial that allows users to make their own designated locations to trigger SH to enter a designated special internal location.
I mean, many DLC-level Quest mods have their own non-vanilla locations, such as Fusion City, and I can make SH's AAF scene go to the special interior of Good Neighbors/Vault.

There is no tutorial but this is really simple thing to do. :)
 

1) You need to create a form list of places you want to be transfer to.
To do this, in CK cretae a formlist, name it fusiondungeons.

Then open cell you want to put on this list and find it's coc marker (or any toher marker) and drag it into your list.

Save your list when it's filled with those markers you want.

 

2) put fusiondungeons list int playerto formlist
Open playerto formlist and drag your fusiondungeons formlist on last slot

 

Playerto formlist contains locanions for non volountary scenarios.
If You want to include volontary scenarios you need to make another formlist: fusionrooms,
with list of markers for volontary scenario. Then put this fusionrooms into playertonormal list, on last slot
 

3) find proper place for your companion to be put after harrasment
You need to open fusion city cell in editor and find proper marker where you think it will be good to put your followers after scenario.
You can even put your own marker if cant find any good spot.
Put this marker ref number into npcreturn formlist on last slot

 

4) find fusion city location refnumber and put this number into playerfrom formlist, on last slot.

Key thing to remember is that Playerfrom, playerto, playertonormal, npcreturn formlists need to have the same order. So if you add something to them, just place it last. :)


If something is unclear PM me, I can even walk You through this via discord. :)

Edited by riveth
Posted
9 hours ago, idkmanyolo said:

A lot of great work here. If it's ok, I've made a pair of sub-mods that mostly (Perv_Fem) or fully (Perv_FemFull) replace the human male NPCs with women. Some are taken from the game but most are the ones seen in Commonwealth Captives (the faces come from RayV12 and veter75n on Nexus, who state they are ok with their assets being used if credited). Commonwealth Captives is still a requirement because head parts are pulled via that mod. This would be most useful if your XML files are already set up to be gender neutral. Two of the DC guards are still male, regardless of whether you use the regular or full conversion sub-mod, because women aren't allowed to participate in that scene. I'm assuming that's because of the controlled way the scene starts, whereas the other scenes could be initiated by a female harasser, depending on your SH settings. Lastly, plugins are marked light, and I think I also changed the 3 sentient ghouls into humans.

Perv_Fem.rar 41.91 kB · 0 downloads Perv_FemFull.rar 58.07 kB · 0 downloads

Wow, thank for this. I belive some ppl would really appreciate this. Shall I put this into downloads or you want to make your own page ?

Posted
2 hours ago, riveth said:

Wow, thank for this. I belive some ppl would really appreciate this. Shall I put this into downloads or you want to make your own page ?

I don't intend to make a page. I think if EgoBallistic, RayV12, veter75n and the CC requirement are mentioned, then it should be ok to put it in downloads? 

Posted
31 minutes ago, idkmanyolo said:

I don't intend to make a page. I think if EgoBallistic, RayV12, veter75n and the CC requirement are mentioned, then it should be ok to put it in downloads? 

Could You write exact text I shall put into description? 
- that this patches do
- requiremnt
- credits

Posted (edited)
4 hours ago, riveth said:

Could You write exact text I shall put into description? 
- that this patches do
- requiremnt
- credits

Female Conversion Patches:
-Two optional light plugins available if you want to convert most, or all of Pervert's human male NPCs into women. Best experienced with gender-neutral XML files, for variety. 


Options:
-Perv_Fem: most human males are now women. Sapient ghouls are turned into human men and women.
-Perv_FemFull: Virtually all human males, with the exception of two DC guards in the interrogation room, are now women. Sapient ghouls are also human women.

 

Requirements: 
-Pervert and all its requirements

-Commonwealth Captives


Credits: 
-EgoBallistic for head parts from CC and for collecting faces
-RayV12 and veter75n for appearance data

Edited by idkmanyolo
Posted
9 hours ago, riveth said:

There is no tutorial but this is really simple thing to do. :)
 

1) You need to create a form list of places you want to be transfer to.
To do this, in CK cretae a formlist, name it fusiondungeons.

Then open cell you want to put on this list and find it's coc marker (or any toher marker) and drag it into your list.

Save your list when it's filled with those markers you want.

 

2) put fusiondungeons list int playerto formlist
Open playerto formlist and drag your fusiondungeons formlist on last slot

 

Playerto formlist contains locanions for non volountary scenarios.
If You want to include volontary scenarios you need to make another formlist: fusionrooms,
with list of markers for volontary scenario. Then put this fusionrooms into playertonormal list, on last slot
 

3) find proper place for your companion to be put after harrasment
You need to open fusion city cell in editor and find proper marker where you think it will be good to put your followers after scenario.
You can even put your own marker if cant find any good spot.
Put this marker ref number into npcreturn formlist on last slot

 

4) find fusion city location refnumber and put this number into playerfrom formlist, on last slot.

Key thing to remember is that Playerfrom, playerto, playertonormal, npcreturn formlists need to have the same order. So if you add something to them, just place it last. :)


If something is unclear PM me, I can even walk You through this via discord. :)

 

 

Just one addition @kziitd - it is mandatory to add corresponding lists to all those formlists: Playerfrom, playerto, playertonormal, npcreturn because we are using formlist index to sync data. So those lists should be always same size\length. Other than that yes it could be just simple patch. No DLC are covered so it is also good to-do for future

Posted

Question regarding the Light plugins to make the males female, are the female NPCs that the Males turn into based of the female vanilla Npcs or did you base them of custom female NPCs? because I am using a race mod that turns all females Npcs into  a custom race and I worry that the females that were changed from males will be the default human race rather than the Custom Race they are suppose to be

Posted

Thanks to the two authors for their guidance.
I roughly understand it.
I don't use CK, IoI, because it's too troublesome.
I think xedit can also do it.
So I saw the FormID List of the 4 parts in xedit.
All I have to do is copy the location ID of the FusionCity (It will be the master of patches) to the PlayerFrom list.
Then copy the existing one (such as V81's or GN‘s) for the PlayerTo/NPCReturn/PlayerTONormal Lists.
Is it done?
36020250125174200044.jpg.a42500056780a3efb7598ee53e1b4524.jpg

Posted (edited)
11 hours ago, MochiRosu said:

Question regarding the Light plugins to make the males female, are the female NPCs that the Males turn into based of the female vanilla Npcs or did you base them of custom female NPCs? because I am using a race mod that turns all females Npcs into  a custom race and I worry that the females that were changed from males will be the default human race rather than the Custom Race they are suppose to be

The new female pervert npcs all use the default human race. Their voices and appearances are copied from both custom and vanilla females. None of the actual vanilla characters that they are based on, like Desdemona for example, are altered by the conversion, so those will still be your custom race.

 

If you use FO4Edit, you can load the mod with the custom race, alongside the patch, and make it a master and change the race of each new pervert female into the custom race, then save and deploy. This assumes there aren't other requirements like different head parts and stuff to go along with the custom race. I've never used one before.

 

Keep in mind that except for the ghoul captive, all the female captives in pervert have always been human race as well, and in most scenes, AAF is capable of adding them all to animations if you have positionData* XMLs that support the combination of charactors.

*I meant animationData

Edited by idkmanyolo
Posted
3 hours ago, kziitd said:

Thanks to the two authors for their guidance.
I roughly understand it.
I don't use CK, IoI, because it's too troublesome.
I think xedit can also do it.
So I saw the FormID List of the 4 parts in xedit.
All I have to do is copy the location ID of the FusionCity (It will be the master of patches) to the PlayerFrom list.
Then copy the existing one (such as V81's or GN‘s) for the PlayerTo/NPCReturn/PlayerTONormal Lists.
Is it done?
36020250125174200044.jpg.a42500056780a3efb7598ee53e1b4524.jpg

Basically yes, apart of npcreturn. If you copy them from other place, your harraser would end there after scenario. So if you take npcreturn from GN, harrasers from fusion city would end up in GN walking their way back to their ai packages location. You need to find or place a proper marker in fusion city, idk if you could do this in xedit.

Also you would need to create a formlist of dungeons and place that formlist into playerto. And rooms formlist into playertonormal. This way you could add many rooms and dungeons to same fusion city location. Remember that all main formlist need to be exact the same in lenght.

Posted
1 hour ago, idkmanyolo said:

The new female pervert npcs all use the default human race. Their voices and appearances are copied from both custom and vanilla females. None of the actual vanilla characters that they are based on, like Desdemona for example, are altered by the conversion, so those will still be your custom race.

 

If you use FO4Edit, you can load the mod with the custom race, alongside the patch, and make it a master and change the race of each new pervert female into the custom race, then save and deploy. This assumes there aren't other requirements like different head parts and stuff to go along with the custom race. I've never used one before.

 

Keep in mind that except for the ghoul captive, all the female captives in pervert have always been human race as well, and in most scenes, AAF is capable of adding them all to animations if you have positionData XMLs that support the combination of charactors.

Thank you, You legend

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