riveth Posted November 25, 2024 Author Posted November 25, 2024 2 hours ago, Olmech said: But this would prevent the equipping of KFT at all. ok, now I see your point. I was only testing it via SH debug, that started blackmail scenario and then KFT was equipped by SH not pervert. Never had time to actually play game with this. Thanks for info I will add this to my notes. 1
riveth Posted November 25, 2024 Author Posted November 25, 2024 3 hours ago, Olmech said: Patrick had followed me from Drumlin back to Sanctuary. He must be in a heat after getting clear of jet, to follow you all the way Checked that feller in CK, he's faction is "drumlin dinner" together with his mother. Also checked all npc set for Santuary scenario - they doesnt have faction set. So it looks like assimilation problem more likely. 1
egonm68 Posted November 25, 2024 Posted November 25, 2024 one compatibility note reg. the cell edits: I am running the PRP Previsibines Repair Pack (V.69.6 - not updated to 74) https://www.nexusmods.com/fallout4/mods/46403?tab=description The cell edits to Valentines and the GN back alley are not a problem. But the one to DC security does not work if you have PRP after this mod - the room expansion (2nd desk and door) are behind the original wall. Of course / as stated in the description, this can simply be solved by putting this mod after PRP. I just try to avoid having to do that. Especially when I see how many cells would be affected - there are a lot of 'copied-but-not-edited' references in this mod that would then override PRP. i.e. Arturos House, Sun's house, Pembrookes..... (small exceprt) (yes, PRP does not do much in these smaller locations, but still....) Might be worth cleaning those references in a future update/release. And reg. DC Security..... I haven't tested the quest, so I cannot say what happens in that cubicle. But if it's 'not that much', maybe moving that desk and door to another place within the DC sec area (that is within the original bounds) would also be an option? PS: I'm not an expert on PRP and CK and such .... I just use stuff, fiddle with FO4edit overrides, and dabble around to make things work So I am just a bit wary of mods with many cell edits.
egonm68 Posted November 25, 2024 Posted November 25, 2024 other notes: after a non-consensual SH act finishes: you get teleported back to the original location two times: - first you are loaded back into the original location, still wearing KFT gear - it fades to black again - loads you in a second time, no longer wearing KFT / naked At least, that keeps happening to me. Is that linked to the SH setting for the DD/KFT unlock chance? (if yes, could simply be bad luck, that 4 out of 4 times they unlocked me after) Also, when persuading the chems vendor to give you 10 "for free": When the last AAF scene has finished, the last text box pops up - but the screen already does the fade-to-black and then loads you back to the original location. It does not wait for you to hit 'ok' on the message box
egonm68 Posted November 25, 2024 Posted November 25, 2024 last but not least: can we get a MCM toggle for each settlement / location, to disable the mod there? I have a few settlements converted to brothels and dungeons (with all the nice playground equipment), so I would not want to be moved to the new locations in those. 1
riveth Posted November 25, 2024 Author Posted November 25, 2024 26 minutes ago, egonm68 said: other notes: after a non-consensual SH act finishes: you get teleported back to the original location two times: - first you are loaded back into the original location, still wearing KFT gear - it fades to black again - loads you in a second time, no longer wearing KFT / naked At least, that keeps happening to me. Is that linked to the SH setting for the DD/KFT unlock chance? (if yes, could simply be bad luck, that 4 out of 4 times they unlocked me after) that was most recent change just before release. Normally player was left in KFT after release, but that quickly led to never ending harassment loop. I will forward this to awesomaSPAS, thanks for info. 29 minutes ago, egonm68 said: Also, when persuading the chems vendor to give you 10 "for free": When the last AAF scene has finished, the last text box pops up - but the screen already does the fade-to-black and then loads you back to the original location. It does not wait for you to hit 'ok' on the message box thats odd, never had happened to me. note it to investigate
egonm68 Posted November 25, 2024 Posted November 25, 2024 40 minutes ago, riveth said: that was most recent change just before release. Normally player was left in KFT after release, but that quickly led to never ending harassment loop. I will forward this to awesomaSPAS, thanks for info. yeah, those loops can be a bit annoying. If you're not using the KFT 'pity' chance, maybe add a separate MCM slider where we can set a percentage. And then remove - or don't remove - the restraints before the player is teleported back. 1
riveth Posted November 25, 2024 Author Posted November 25, 2024 (edited) 2 hours ago, egonm68 said: one compatibility note reg. the cell edits: I am running the PRP Previsibines Repair Pack (V.69.6 - not updated to 74) https://www.nexusmods.com/fallout4/mods/46403?tab=description The cell edits to Valentines and the GN back alley are not a problem. But the one to DC security does not work if you have PRP after this mod - the room expansion (2nd desk and door) are behind the original wall. Of course / as stated in the description, this can simply be solved by putting this mod after PRP. I just try to avoid having to do that. Especially when I see how many cells would be affected - there are a lot of 'copied-but-not-edited' references in this mod that would then override PRP. i.e. Arturos House, Sun's house, Pembrookes..... (small exceprt) (yes, PRP does not do much in these smaller locations, but still....) Might be worth cleaning those references in a future update/release. And reg. DC Security..... I haven't tested the quest, so I cannot say what happens in that cubicle. But if it's 'not that much', maybe moving that desk and door to another place within the DC sec area (that is within the original bounds) would also be an option? PS: I'm not an expert on PRP and CK and such .... I just use stuff, fiddle with FO4edit overrides, and dabble around to make things work So I am just a bit wary of mods with many cell edits. Cleaned file in the attachment Also fixed Mayor McDonut doppelganger and NPC id dcdungeon01 voice set to male (was female by accident) EDIT: removed junk worldspaces pervert.esp Edited November 25, 2024 by riveth changed attachment to updated ver. 3
riveth Posted November 25, 2024 Author Posted November 25, 2024 2 hours ago, egonm68 said: last but not least: can we get a MCM toggle for each settlement / location, to disable the mod there? I have a few settlements converted to brothels and dungeons (with all the nice playground equipment), so I would not want to be moved to the new locations in those. That could be tricky I guess, how about one option to disable all settlements? (not DC, GN v81, and so on) 1
awesomeSPAS Posted November 26, 2024 Posted November 26, 2024 13 hours ago, kazeha9 said: im noob but where that foulder / logging is on .) C:\Users\username\Documents\My Games\Fallout4\Logs\Script\User
awesomeSPAS Posted November 26, 2024 Posted November 26, 2024 2 hours ago, egonm68 said: yeah, those loops can be a bit annoying. If you're not using the KFT 'pity' chance, maybe add a separate MCM slider where we can set a percentage. And then remove - or don't remove - the restraints before the player is teleported back. There is no double teleporting, its just fade out effect. I changed that for next version, so KFT will be removed before teleporting player back and with no fade out effect
Nuka Cherry Posted November 26, 2024 Posted November 26, 2024 What does reputation do (when taking items from the container)? Great idea btw, trying it out now and it plays very well.
katrina.balanchuk Posted November 26, 2024 Posted November 26, 2024 17 hours ago, egonm68 said: last but not least: can we get a MCM toggle for each settlement / location, to disable the mod there? I have a few settlements converted to brothels and dungeons (with all the nice playground equipment), so I would not want to be moved to the new locations in those. Maybe you could publish a Transfer settlement blueprint on any of those?
alima309 Posted November 26, 2024 Posted November 26, 2024 situation report: Im using SH, and there is a non-consensual scene triggered by hypno. place: DC after 2-round of non-con sex, the screen turns dark and never light up back. only loading icon.
riveth Posted November 26, 2024 Author Posted November 26, 2024 1 hour ago, Nuka Cherry said: What does reputation do (when taking items from the container)? Great idea btw, trying it out now and it plays very well. It changes sex reputation from sex attributes. It may look strange at first glance until you check what sex rep impacts
alima309 Posted November 26, 2024 Posted November 26, 2024 Im trying to edit text content of the event happening. but i cannot find the file contains "Your arm still stings after the tranquilizer ..." and "With a blank mind you let them perform your ritual ... " phrase. may i ask where they are?
egonm68 Posted November 26, 2024 Posted November 26, 2024 3 hours ago, katrina.balanchuk said: Maybe you could publish a Transfer settlement blueprint on any of those? nah - too many dependencies, including older versions of rebuild-settlement mods. Plus, I am no designer, often going for better pathing than looks, and not doing "immersive clutter". "Strangely-utilitarian fuck dungeon sheds" is probably a better description than "brothels" XD I've seen a few 'interesting' blueprints here and on nexus, though 😉
egonm68 Posted November 26, 2024 Posted November 26, 2024 18 hours ago, riveth said: That could be tricky I guess, how about one option to disable all settlements? (not DC, GN v81, and so on) If there's a general on/off switch for settlements - yeah, that'd work, too. Then we'd have the option to manually disable/enable it, depending on location/situation. PS: if it's done with an on/off switch in MCM - a hotkey to toggle it would be nice to have. (although I've run out of keyboard space a while ago....)
riveth Posted November 26, 2024 Author Posted November 26, 2024 (edited) 1 hour ago, egonm68 said: If there's a general on/off switch for settlements - yeah, that'd work, too. Then we'd have the option to manually disable/enable it, depending on location/situation. PS: if it's done with an on/off switch in MCM - a hotkey to toggle it would be nice to have. (although I've run out of keyboard space a while ago....) For now this feature is low on to-do list. I don't want to leave you hanging. If you have f4edit I think I can guide you how to disable locations you dont want. run f04edit via mo2 1) open pervert by double clicking 2) expand pervert 3) expand formID list 4) click Player from 5) in right pane click location you want to disable - right click - remove 6) REMEMBER NUMBER OF DELETED LOCATION! 7) click PlayerTo on left pane 😎 on right pane look for same number you deleted in PlayerFrom list (#3 for abernathy) and also remove it 9) save and close. Voila! NOTE: PlayerFrom and PlayerTo need to have corresponding entries , so I reccomend to delete locations on by one. Edited November 26, 2024 by riveth 2
riveth Posted November 26, 2024 Author Posted November 26, 2024 1 hour ago, alima309 said: Im trying to edit text content of the event happening. but i cannot find the file contains "Your arm still stings after the tranquilizer ..." and "With a blank mind you let them perform your ritual ... " phrase. may i ask where they are? F4se\Plugins\AAM_messages.ini I'm curios how you're gonna edit this - can you post your version when it's done? 1
Vladel Posted November 26, 2024 Posted November 26, 2024 (edited) I've tried this out today, it seems to work. Latex collar curse fired up a warning about dreams not working but the collar seems to equip from debug and seems to be functioning. I found issues with the diamond city expansion with bits flashing in and out of the game which seemed to be settled by placing the diamond city expansion esp after the pervert one in the plugin order (Not load order). Don't know much about modding but with this way around, stuff seemed to work. Edited November 26, 2024 by Vladel 1
riveth Posted November 26, 2024 Author Posted November 26, 2024 46 minutes ago, Vladel said: I've tried this out today, it seems to work. Latex collar curse fired up a warning about dreams not working but the collar seems to equip from debug and seems to be functioning. I found issues with the diamond city expansion with bits flashing in and out of the game which seemed to be settled by placing the diamond city expansion esp after the pervert one in the plugin order (Not load order). Don't know much about modding but with this way around, stuff seemed to work. Just for testing, can you download pervert.esp from previous post, replace it in pervert mod and then place pervert.esp plugin after dc expansion ? I plan to edit DC in few places but I like to keep it compatible with DC expansion mod.
riveth Posted November 26, 2024 Author Posted November 26, 2024 1 minute ago, VaunWolfe said: Where is this prostitution scenario mod? There is prostitution approach in SH mod. If player agree, our mod kicks in. For now it's just expansion for SH, but maybe in future other mods can be patched to use those interiors and AMM framework as well.
VaunWolfe Posted November 26, 2024 Posted November 26, 2024 Looking forward to seeing what mods you will include. I know I have 3 I am hoping for.
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