kziitd Posted January 25, 2025 Posted January 25, 2025 (edited) 6 hours ago, riveth said: 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. Looks like npcreturn is tricky. xedit doesn't have a straightforward way to set new marker. But I might be able to see if there's markers already in the esp that I can use from worldspace. ---------------- Update: I saw some placed NPC in the mod's cell, and some NPCs were using an idle animation reference. After setting this idle animation reference for npcreturn, it worked. After ending AAF and returning to the location before the animation, the NPC walked from that location. Edited January 25, 2025 by kziitd 1
riveth Posted January 25, 2025 Author Posted January 25, 2025 2 hours ago, kziitd said: Looks like npcreturn is tricky. xedit doesn't have a straightforward way to set new marker. But I might be able to see if there's markers already in the esp that I can use from worldspace. ---------------- Update: I saw some placed NPC in the mod's cell, and some NPCs were using an idle animation reference. After setting this idle animation reference for npcreturn, it worked. After ending AAF and returning to the location before the animation, the NPC walked from that location. glad You work this out. I just opened fusionCity in Ck and there is one marker called COCMarkerHeading 01FC2D62 that would be perfect. But if it's working, then better is worse than good 1
Vladel Posted January 25, 2025 Posted January 25, 2025 (edited) AAM.0.logAAM_AM.0.log Hi there, as previously mentioned, i love this mod but at present i have an issue with crashes in the abduction scenario which happen at either the moment where the abduction begins or when AAF changes animation. On occasion i have been lucky enough get through one or two scenarios. I managed three yesterday but the excessive testing has been to make sure that all is working as expected. I've attached the logs which don't seem to indicate there's anything wrong. I've also attached a crash log which might explain a bit however there are some untruths on there. Previs and unofficial FO4 patch are installed and active. crash-2025-01-25-21-59-21-AUTOSCAN.txt crash-2025-01-25-22-11-24-AUTOSCAN.txt Edited January 25, 2025 by Vladel Added additional crash log
awesomeSPAS Posted January 26, 2025 Posted January 26, 2025 7 hours ago, Vladel said: AAM.0.log 467 B · 1 download AAM_AM.0.log 2.42 kB · 2 downloads Hi there, as previously mentioned, i love this mod but at present i have an issue with crashes in the abduction scenario which happen at either the moment where the abduction begins or when AAF changes animation. On occasion i have been lucky enough get through one or two scenarios. I managed three yesterday but the excessive testing has been to make sure that all is working as expected. I've attached the logs which don't seem to indicate there's anything wrong. I've also attached a crash log which might explain a bit however there are some untruths on there. Previs and unofficial FO4 patch are installed and active. crash-2025-01-25-21-59-21-AUTOSCAN.txt 6.51 kB · 2 downloads crash-2025-01-25-22-11-24-AUTOSCAN.txt 6.82 kB · 2 downloads Looks like you are on new game (latest upgrade), which is already uncharted territory. I see LL_fourPlay is crashing for you, which was reported before. Unfortunately i still dont know why or how to fix that, we just use their APIs for few things. Also I saw AAF problems with Curie to the point i removed her from potential actors in Latex Collar Dreams mod.
Vladel Posted January 26, 2025 Posted January 26, 2025 2 hours ago, awesomeSPAS said: Looks like you are on new game (latest upgrade), which is already uncharted territory. I see LL_fourPlay is crashing for you, which was reported before. Unfortunately i still dont know why or how to fix that, we just use their APIs for few things. Also I saw AAF problems with Curie to the point i removed her from potential actors in Latex Collar Dreams mod. No worries, i really appreciate your work. 1
Rumi_Nanase Posted January 26, 2025 Posted January 26, 2025 I really appreciate your detailed reply.😘 Do you have any ideas for having the companion move to a special location with the player and then starting multiple scenes?😎
riveth Posted January 26, 2025 Author Posted January 26, 2025 (edited) 1 hour ago, Rumi_Nanase said: I really appreciate your detailed reply.😘 Do you have any ideas for having the companion move to a special location with the player and then starting multiple scenes?😎 We actually struggled to get rid of companion in the first place Because companion just standing and staring as player get rekt was one of our main concerns. Since there are diferent companions mutant/robot/dog/males/females I think that could be really difficult to do right, so we decide to get rid of them entirely. About your translation, You will get a lot of work when new version is finally released Edited January 26, 2025 by riveth 1
jbezorg Posted January 28, 2025 Posted January 28, 2025 I'm willing to bet that this has already be suggested. This is my +1. An optional bad end were the player remains bound after being returned after a scene. It could be percentage based, reputation based, or a mix of all.
riveth Posted January 28, 2025 Author Posted January 28, 2025 42 minutes ago, jbezorg said: I'm willing to bet that this has already be suggested. This is my +1. An optional bad end were the player remains bound after being returned after a scene. It could be percentage based, reputation based, or a mix of all. At first I thought it was a great idea to leave player bonded after non volountary scenario. But early tests proven it to be a terrible idea. Walking/crawling naked and bonded in dc erodes reputation too rapidly and leads to loop of constant harrasment That's why we decided to release player unbonded. I have other "scenario" in the making that would erode reputation gradually, which I find more pleasing But maybe a slider in MCM to set probability od bondage would do the trick. I will suggest that to AwesomeSPAS, let's see what He thinks 3
Magnum717 Posted January 29, 2025 Posted January 29, 2025 (edited) Which animation is this? Edited January 29, 2025 by Magnum717
riveth Posted January 30, 2025 Author Posted January 30, 2025 On 1/29/2025 at 7:06 AM, Magnum717 said: Which animation is this? Savage cabbage couch facefuck 1
jbezorg Posted January 31, 2025 Posted January 31, 2025 On 1/28/2025 at 3:02 PM, riveth said: But maybe a slider in MCM to set probability od bondage would do the trick. I will suggest that to AwesomeSPAS, let's see what He thinks That sounds like a great compromise. 0% by default. Player chooses how slippery the slope of eroding reputation is. In addition to a chance of being left bound, the slider could also slightly increase how often these new scenario happen. 1
008zulu Posted January 31, 2025 Posted January 31, 2025 I seem to be having an issue with Kziitd's pack with Pervert. If my character is wearing a piece, and is approached causing a scene to trigger, when they are returned to the main game world, the article of restraint clothing they were wearing has been removed from their inventory.
awesomeSPAS Posted January 31, 2025 Posted January 31, 2025 (edited) 2 hours ago, 008zulu said: I seem to be having an issue with Kziitd's pack with Pervert. If my character is wearing a piece, and is approached causing a scene to trigger, when they are returned to the main game world, the article of restraint clothing they were wearing has been removed from their inventory. We unequip and destroy all worn KFT items at the end of pervert scenario, so its by design. Imagine that pervert decided to keep it to use on next victim and took it from you. As jbezorg suggested I will add MCM setting (chance that items will stay equipped). But even then pervert may unequip KFT items you worn and equip new one, if you have KFT rotation on, so you may end up with different items equipped at the end of scenario Edited February 1, 2025 by awesomeSPAS 2
jbezorg Posted February 1, 2025 Posted February 1, 2025 On 1/28/2025 at 3:02 PM, riveth said: At first I thought it was a great idea to leave player bonded after non volountary scenario. But early tests proven it to be a terrible idea. Walking/crawling naked and bonded in dc erodes reputation too rapidly and leads to loop of constant harrasment That's why we decided to release player unbonded. 6 hours ago, awesomeSPAS said: We unequip and destroy all worn KFT items at the end of pervert scenario, so its by design. Imagine that pervert decided to keep it to use on next victim and took it from you. I've made a KFT version of TheKite's Vault-Tec Slave Suit. The player must have a Institute Tri Tool, Vault-Tec admin/lab access card, Vault security key or Vault key card to unlock the suit. The KZEB item scripts for the VTS suit has the OnlyKeyUnlocks property set to "true" meaning the player can't escape by any means except by possessing a key. Maybe this is a flaw w/in KFT but when Pervert tries to strip and equip other KFT items it's an immediate CTD. Most importantly, I'd really like not having the KFT VTS Suit stripped and destroyed. Perhaps if the player enters a Pervert scenario with RH, DD or KFT items already equipped then the whole process of stripping, cycling, destroying, and returning the player w/out items is skipped. 1
jbezorg Posted February 1, 2025 Posted February 1, 2025 14 hours ago, jbezorg said: I've made a KFT version of TheKite's Vault-Tec Slave Suit. The player must have a Institute Tri Tool, Vault-Tec admin/lab access card, Vault security key or Vault key card to unlock the suit. The KZEB item scripts for the VTS suit has the OnlyKeyUnlocks property set to "true" meaning the player can't escape by any means except by possessing a key. Maybe this is a flaw w/in KFT but when Pervert tries to strip and equip other KFT items it's an immediate CTD. Most importantly, I'd really like not having the KFT VTS Suit stripped and destroyed. Perhaps if the player enters a Pervert scenario with RH, DD or KFT items already equipped then the whole process of stripping, cycling, destroying, and returning the player w/out items is skipped. By setting KFT Rotate Chance to 0, I can confirm that when a KFT item has OnlyKeyUnlocks property set to "true" and the items are cycled, there's a CTD. Not a game breaker but when there's 4 or more actors in a AFF animation, the girls are added to the animation.
awesomeSPAS Posted February 1, 2025 Posted February 1, 2025 (edited) 15 hours ago, jbezorg said: I've made a KFT version of TheKite's Vault-Tec Slave Suit. The player must have a Institute Tri Tool, Vault-Tec admin/lab access card, Vault security key or Vault key card to unlock the suit. The KZEB item scripts for the VTS suit has the OnlyKeyUnlocks property set to "true" meaning the player can't escape by any means except by possessing a key. Maybe this is a flaw w/in KFT but when Pervert tries to strip and equip other KFT items it's an immediate CTD. Most importantly, I'd really like not having the KFT VTS Suit stripped and destroyed. Perhaps if the player enters a Pervert scenario with RH, DD or KFT items already equipped then the whole process of stripping, cycling, destroying, and returning the player w/out items is skipped. This is good point. But we cant do KFT rotation then since SH equips KFT before pervert hijacks the scenario. Option 1: I can create a Keyword, e.g Pervert_kw_Protected_Device, then for each conversion we need to create simple patch that adds this keyword to all devices you converted. I'll be checking PlayerRef.WornHasKeyword(Pervert_kw_Protected_Device) before each scenario and if found KFT unequip\rotate\destroy will be skipped Option 2: I can create an API: AddToProtectedDevicesList(keyword akDeviceKeyword). You will need to call it once from each of your conversion if pervert is installed. Then I will be checking PlayerRef.WornHasKeyword(..for each registered keyword...) Option3: Hack. If you add KZEB_DeviceType_Amputation keyword to your devices pervert will NOT rotate\destroy devices, it is already implemented. I doubt this key is used in any mods so likely ok to add (?) and may be easiest way for now Edited February 1, 2025 by awesomeSPAS
awesomeSPAS Posted February 1, 2025 Posted February 1, 2025 13 minutes ago, jbezorg said: By setting KFT Rotate Chance to 0, I can confirm that when a KFT item has OnlyKeyUnlocks property set to "true" and the items are cycled, there's a CTD. Interesting, because i unlock using KFT API, nothing complex: ; KFT Function unequipAllKFT(bool fade = false) if KZEB_API != none if fade Game.FadeOutGame(true, true, 0.0, 1.0, true) Game.ForceFirstPerson() endif var[] vars = new var[3] vars[0] = PlayerRef vars[1] = KZEB_Device as Form vars[2] = true ; destroy Bool success = KZEB_API.CallFunction("UnequipDevice", vars) Utility.Wait(0.5) DTrace("unequip all KFT devices, Result=" + success) if fade Game.FadeOutGame(false, true, 0.0, 1.0) ; turn lights on endif endif endFunction So can't do any simpler than that
awesomeSPAS Posted February 1, 2025 Posted February 1, 2025 (edited) One unplanned but handy benefit of pervert is actually unequiping KFT. Somehow if you hopelessly stuck with KFT you can wait for harasser, knowing that at least you will get rid of devices. Somehow i had 0 luck to struggle out of KFT yoke + rope combo, so it was only escape on my setup. And now it will be MCM so setting it to 25% e.g. means you have 75% chance to get rid of KFT, but not 100% as it is currently, so kind of spicy Edited February 1, 2025 by awesomeSPAS 1
jbezorg Posted February 2, 2025 Posted February 2, 2025 1 hour ago, awesomeSPAS said: One unplanned but handy benefit of pervert is actually unequiping KFT. Somehow if you hopelessly stuck with KFT you can wait for harasser, knowing that at least you will get rid of devices. Somehow i had 0 luck to struggle out of KFT yoke + rope combo, so it was only escape on my setup. And now it will be MCM so setting it to 25% e.g. means you have 75% chance to get rid of KFT, but not 100% as it is currently, so kind of spicy I also ran into the issue of metal devices being unescapable. IIRC the metal device escape items list is empty so I added the hacksaw misc item to it with a patch. There is also DD Armorbench Unlocker. It was updated to unlock KFT devices. To be honest though. I never liked using in as it is because, unlike the Settlement Workbenches that RH uses, there are so many armor workbenches around. It made it too easy to escape. I blocked the unlock option with a timeout for a random number of hours after each use. 2 hours ago, awesomeSPAS said: Option 1: I can create a Keyword, e.g Pervert_kw_Protected_Device, then for each conversion we need to create simple patch that adds this keyword to all devices you converted. I'll be checking PlayerRef.WornHasKeyword(Pervert_kw_Protected_Device) before each scenario and if found KFT unequip\rotate\destroy will be skipped Option 2: I can create an API: AddToProtectedDevicesList(keyword akDeviceKeyword). You will need to call it once from each of your conversion if pervert is installed. Then I will be checking PlayerRef.WornHasKeyword(..for each registered keyword...) Option 1 will be the easiest I think for you and me. I've already created a DD patch with "DD_kw_IsQuestItem [KYWD:04004C5D]" 1
deathmorph Posted February 2, 2025 Posted February 2, 2025 Am I forced to buy the items back? Or can you, for example, pay with sex in DC, steal and if necessary steal or use force to get the things from the raiders?
riveth Posted February 2, 2025 Author Posted February 2, 2025 25 minutes ago, deathmorph said: Am I forced to buy the items back? Or can you, for example, pay with sex in DC, steal and if necessary steal or use force to get the things from the raiders? 1) You can steal from ellie container 2) you can refuse to pay - all items will be send to raiders. Then you can steal it or use mechanics from raider pet or tsex or advanced needs (dress as raider) or just kill them. 1
kazeha9 Posted February 5, 2025 Posted February 5, 2025 dont know if somebody suggest . but it would be nice to add MCM setings to remove containers , or reduce loot . to many item as for me personaly.
riveth Posted February 5, 2025 Author Posted February 5, 2025 3 hours ago, kazeha9 said: dont know if somebody suggest . but it would be nice to add MCM setings to remove containers , or reduce loot . to many item as for me personaly. You mean charity containers? There are just basic items inside. Why do you even take them? It is just a failsafe not to walk naked after violate or robbery. Also when using BRAWL mod, half items you find is broken or in bad shape.
ZI0MATRIX Posted February 5, 2025 Posted February 5, 2025 I am pretty sure someone else also had a similar issue. When I tell vortex to load this mod after PRP some objects have tno collision, like the sanctuary bridge. Scenes work fine. If I do not, the scenes do not work, character get teleported there but nothing happens, after a while I get teleported back but my character doesn't move and I am in free cam mode. Maybe I forgot something...
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