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Pervert – Immersive prostitution and harassment


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Posted
1 hour ago, riveth said:

This is actually a briliant idea! 

 

If player create account but dont take any loan in X days there will be % chance to lockout.

 

Durning this lockout atm wil display message about malfunction. Player cant withraw any cash and is advised to visit bank.

 

bank will apologize for technicall issues and offer loan if player needs cash while they investigate this issue.

 

If player take a loan atm will be operational instantly. If not it resumes its function after 3 days. In that case the might be some caps missing I gues ;)

Thats just quick idea for now, but I really like the general idea.

 

Downright evil but it works!

 

Right now I have enough caps in my account to buy Diamond city (over 700K caps). That's a lot of 1000 cap deposits! So Ivan and his friend better be Essential or there will be two looted bodies. Just saying. 

Posted
13 hours ago, riveth said:

If player take a loan atm will be operational instantly. If not it resumes its function after 3 days. In that case the might be some caps missing I gues ;)

Thats just quick idea for now, but I really like the general idea.

Yes, it's all a good idea but the player might be able to repay the loan instantly.  I think a 3 day wait might be a good thing.  Maybe Ivan needs to recall the loan after 2 days due to financial issues related to the breakdown.  Oh my...I don't have the money.  Whatever will I do?

 

But, as mentioned earlier, a frozen account can lead into any number of debaucherous, dangerous, and/or illicit shenanigans.

 

Remember, the original idea....true story.  Down-right evil is an apt assessment.

Posted

What is the 'TSEX-perv-DEV' file on the author's Mega drive? Is this an updated version of the TSEX compatibility patch? Seems like it overwrites TSEX Hardship Alpha completely.

 

Should we be using this or stick to the v2.1 TSEX patch that's available in the main post?

Posted
4 hours ago, noctred said:

What is the 'TSEX-perv-DEV' file on the author's Mega drive? Is this an updated version of the TSEX compatibility patch? Seems like it overwrites TSEX Hardship Alpha completely.

 

Should we be using this or stick to the v2.1 TSEX patch that's available in the main post?

Yes this is my new version of same patch. I tested different sending back mechanism but it's prooven buggy as hell. Better stick to posted version.:)

Posted
4 hours ago, Slip0213 said:

Yes, it's all a good idea but the player might be able to repay the loan instantly.  I think a 3 day wait might be a good thing.  Maybe Ivan needs to recall the loan after 2 days due to financial issues related to the breakdown.  Oh my...I don't have the money.  Whatever will I do?

 

But, as mentioned earlier, a frozen account can lead into any number of debaucherous, dangerous, and/or illicit shenanigans.

 

Remember, the original idea....true story.  Down-right evil is an apt assessment.

- loans can't be repayed instantly :)

this leads to possible training and work scenario.

 

- mechanis are already done but I stil dont have proper dialogues for this.

- making new scenarios is out of my scope for now, but mod itself is made like a tree with places for future/posibble branches.

Posted
On 6/27/2025 at 6:14 PM, riveth said:

Hi, 
I modified Diamond city expansion esp, now collar shouldn't shock you while in those locations. Just download stm_DiamondCityExpansion.esp from this link:
https://mega.nz/folder/WCZGhZSA#VKGUm6hN0dkYym4ehXmA1A

and replace it in diamond city expansions mod (make backup of original file just in case)

 

Let me know if it helped :)

 

This patch appears to be incompatible with Red Seat Slavery. With the patch enabled, the shock collar from RSS does not zap the player when she leaves the Red Seat area. With the patch disabled, the RSS collar works as expected.

 

Additionally, the stripper and prostitute NPCs in the Red Seat (maybe other areas too) lose their dialogue with this patch enabled. If you try to talk to them, they just spit out a random line but no actual dialogue occurs. Disabling this patch immediately restores the dialogue for those NPCs.

 

Posted
21 hours ago, Slip0213 said:

Yes, it's all a good idea but the player might be able to repay the loan instantly.  I think a 3 day wait might be a good thing.  Maybe Ivan needs to recall the loan after 2 days due to financial issues related to the breakdown.  Oh my...I don't have the money.  Whatever will I do?

 

But, as mentioned earlier, a frozen account can lead into any number of debaucherous, dangerous, and/or illicit shenanigans.

 

Remember, the original idea....true story.  Down-right evil is an apt assessment.

Ok it's ready. Just download pervert205.zip from here

https://mega.nz/folder/WCZGhZSA#VKGUm6hN0dkYym4ehXmA1A


Short description:
- when creating an account at Ivan's bank malfunction timer starts. Timar is random value from 24-240 hrs. It means malfunction will happen between 1 to 10 days. 
- when malfunction happens debug information is dispayed (it will be removed in future)
- then player need to use ATM. ATM apears non functional and there is message to go to bank. Quest marker should point to Ivan.
- Ivian will try to convince you to take a loan:
1 - if you take a loan, ATM will resume it's function after 3hrs (so it won look too sus)
Then malfunction timer stops for a time of loan quest duration. 
After compleating loan quest, malfunction timer restarts. 
2 - if you refuse to take a loan it will resume its function after 1 to 5 days (random)
Then malfunction timer restarts.

For those who don't like this new feature, there is a holotape somewhere at ivans bank. It is a program used by staff to lock or unlock ATMs, so you can use it in your pipboy to re enable your account.

I forgot to add a note where Ivan instructs James whose accounts need to be locked, giving a hint to player this is all an evil setup. I wil add it later. :)

If you already have an account and dont want to reload old save, just type in console

setstage perv_atm_malfunction 10

 

Have fun!
 

Posted
10 minutes ago, noctred said:

 

This patch appears to be incompatible with Red Seat Slavery. With the patch enabled, the shock collar from RSS does not zap the player when she leaves the Red Seat area. With the patch disabled, the RSS collar works as expected.

 

Additionally, the stripper and prostitute NPCs in the Red Seat (maybe other areas too) lose their dialogue with this patch enabled. If you try to talk to them, they just spit out a random line but no actual dialogue occurs. Disabling this patch immediately restores the dialogue for those NPCs.

 

Yes, but pervert itself doesnt work well with RSS because both mods uses collars. If I find solution for this I will think how to make them run same time. For now it's confirmedincompatibility.

Posted

- All farms and settlements (they share the same dungeons)

 

However, upon testing, I found that settlements not configurable via MCM did not move to this mod's cells.

(e.g.,  Warwick Homestead and settlements added by the mod)

 

Is this a bug? Or is it intended to be added later?

 

------

Personally, I'd be thrilled if it reacted everywhere and allowed moving to individual cells.

Having sex in public with followers or unrelated NPCs, then having vanilla conversations start as if nothing happened afterward feels incredibly jarring.

Also, is it possible to have a feature that automatically toggles sexual harassment on/off only in locations where this mod reacts?

------

Thank you for this wonderful mod. I plan to keep using it for a long time.

Posted
3 hours ago, leileifou said:

- All farms and settlements (they share the same dungeons)

 

However, upon testing, I found that settlements not configurable via MCM did not move to this mod's cells.

(e.g.,  Warwick Homestead and settlements added by the mod)

 

Is this a bug? Or is it intended to be added later?

 

------

Personally, I'd be thrilled if it reacted everywhere and allowed moving to individual cells.

Having sex in public with followers or unrelated NPCs, then having vanilla conversations start as if nothing happened afterward feels incredibly jarring.

Also, is it possible to have a feature that automatically toggles sexual harassment on/off only in locations where this mod reacts?

------

Thank you for this wonderful mod. I plan to keep using it for a long time.

Thnx for good words.

 

I could add more settlements to pervert but i need to know the names of locations. I simply took most popular ones. I would be gratefull for any suggestions what to add.

 

But in the wildernes and dungeons pervert will not act (not move to interiors) because there is almost no witneses.

 

I'm not sure about SH. AwesomeSPAS made parvert hook into SH  but we dont change SH itself to keep compatibility in case of SH update. i think this needs SH author to update his mod or someone to make external patch for it.

 

For not supported places (institute) I simply disable institute faction in SH in its MCM menu

Posted

Thank you for your reply.

 

----------------

As expected, the vanilla settlements currently not supported as shared locations include Warwick Homestead (I haven't checked all of them. Sorry).

Institute, Crater of Atom (without radiation...)

 

Nuka-World DLC: Nuka-Town U.S.A., Nuka-Town Market, Hubologist's Camp

If possible, post-clearance flagged areas

 

Far Harbor DLC: Acadia, Nucleus, Far Harbor, all settlements

 

For mods, I primarily use Author:Tenhats' Nuka-World settlements

------------------

 

I'd like to see vanilla and DLC settlements matched up, even if they're the same dungeon.

-------------------

 

Sorry for the long message.

Again, thank you for this amazing mod.

This is a truly great mod for me. Even in Skyrim, there wasn't a mod that moved you to a dedicated cell during sex.

 

Thanks to this, I'm finally free from the unnaturalness that plagues sex mods—like having your upper body clip into slopes during sex, or having followers stare at you during sex yet remain completely unresponsive. Thank you so much.

 

Posted
8 hours ago, riveth said:

Thnx for good words.

 

I could add more settlements to pervert but i need to know the names of locations. I simply took most popular ones. I would be gratefull for any suggestions what to add.

 

But in the wildernes and dungeons pervert will not act (not move to interiors) because there is almost no witneses.

 

I'm not sure about SH. AwesomeSPAS made parvert hook into SH  but we dont change SH itself to keep compatibility in case of SH update. i think this needs SH author to update his mod or someone to make external patch for it.

 

For not supported places (institute) I simply disable institute faction in SH in its MCM menu

Ideally any Vanilla settlement should be on the list. I always expand to every location. 

 

Any chances you could make the ATM machine a build able object. For one we could add them where desired, and this allows you to remove the ones in Bunker Hill and Sanctuary that get in the way when you get creative. 

Posted

Sorry, sorry for all the requests again.

---------

This time, Ivan's prostitution quest was truly excellent. Personally, I thought the reasoning behind him reluctantly turning to prostitution was exceptionally well done.

 

Vanilla settlements and villages, wealthy influential figures in DLC regions

(For example, named NPCs from settlements hire Ivan to satisfy settlers' sexual desires; inn and tavern owners offer it as a service to customers; wealthy merchants like general traders or doctors use it for sex; Institute researchers use it for pregnancy tests with pre-war female synths; Shank, influential in both Nuka-World and the Commonwealth, uses it to satisfy slaves' sexual desires; etc. – named NPCs closely tied to the Cap would hire Ivan).

I found myself thinking it might be good to expand this further.

 

Having Ivan Bank extensively involved in such businesses would also heighten his villainous nature.

------------- --

Sorry for the long post.

 

Thanks for the awesome mod!

Posted
12 hours ago, leileifou said:

Thank you for your reply.

 

----------------

As expected, the vanilla settlements currently not supported as shared locations include Warwick Homestead (I haven't checked all of them. Sorry).

Institute, Crater of Atom (without radiation...)

 

Nuka-World DLC: Nuka-Town U.S.A., Nuka-Town Market, Hubologist's Camp

If possible, post-clearance flagged areas

 

Far Harbor DLC: Acadia, Nucleus, Far Harbor, all settlements

 

For mods, I primarily use Author:Tenhats' Nuka-World settlements

------------------

 

I'd like to see vanilla and DLC settlements matched up, even if they're the same dungeon.

-------------------

 

Sorry for the long message.

Again, thank you for this amazing mod.

This is a truly great mod for me. Even in Skyrim, there wasn't a mod that moved you to a dedicated cell during sex.

 

Thanks to this, I'm finally free from the unnaturalness that plagues sex mods—like having your upper body clip into slopes during sex, or having followers stare at you during sex yet remain completely unresponsive. Thank you so much.

 

You can create your own patches to allow the mod to recognize locations from any mod and teleport your character to your desired location.
For example, I made the mod recognize locations from Outcasts and Remnants and teleport to the Brotherhood's interior, as they share the same style.

 

Posted
13 hours ago, kziitd said:

You can create your own patches to allow the mod to recognize locations from any mod and teleport your character to your desired location.
For example, I made the mod recognize locations from Outcasts and Remnants and teleport to the Brotherhood's interior, as they share the same style.

 

Thank you very much.

 

Thanks to you,

I was able to map the locations for

Far Harbor's three factions,

Nuka-Town in Nuka-World + the locations for the four parks,

Vault 88,

The Institute + the Railroad + The Castle.

 

However, I'm using FO4Edit,

and in that case, I don't know where to find the [REFR] marker replacement for settlements in the exterior, which is written in “FormID List > NPCReturn”.

(For the locations I managed to handle above, I used the animation reference for npcreturn from nearby interior cells, as mentioned in a previous comment).

 

Would you kindly tell me?

I would be grateful if you could provide an example.

 

Thank you in advance.

Posted
On 10/13/2025 at 4:54 PM, msmfoster said:

Ideally any Vanilla settlement should be on the list. I always expand to every location. 

 

Any chances you could make the ATM machine a build able object. For one we could add them where desired, and this allows you to remove the ones in Bunker Hill and Sanctuary that get in the way when you get creative. 

Chances are high, I just made it :)

https://mega.nz/folder/WCZGhZSA#VKGUm6hN0dkYym4ehXmA1A
 

also removed ATM from Bunker Hill

Pervert has its own workshop menu with atm and charity containers now. Charity containers doesnt work just yet. I need to ask AS how he register those.
ATM's are fully funtional

If you want to remove pervert and wish to remove those menus in workshop, you can craft pervert menu uninstall, under utility at chem station.


 


 

Posted
4 hours ago, leileifou said:

Thank you very much.

 

Thanks to you,

I was able to map the locations for

Far Harbor's three factions,

Nuka-Town in Nuka-World + the locations for the four parks,

Vault 88,

The Institute + the Railroad + The Castle.

 

However, I'm using FO4Edit,

and in that case, I don't know where to find the [REFR] marker replacement for settlements in the exterior, which is written in “FormID List > NPCReturn”.

(For the locations I managed to handle above, I used the animation reference for npcreturn from nearby interior cells, as mentioned in a previous comment).

 

Would you kindly tell me?

I would be grateful if you could provide an example.

 

Thank you in advance.

look for COC marker in any of those locations. This is maker used for fast travel to those locations.
 

Posted
2 hours ago, riveth said:

look for COC marker in any of those locations. This is maker used for fast travel to those locations.
 

The Fallout 4 Wiki will have that information under Technical. 

Posted (edited)
12 hours ago, leileifou said:

 

 

Thank you in advance.

In your patch, you expand PlayerFrom first36020251015140918553.jpg.2a17d77c3e846bb1a22d57bad62acd28.jpg

 

The image uses the main bunker location from OAR, meaning the patch adds a valid location when you are at that location in the game.

36020251015141037928.jpg.3aa194dabc74d57ab3e34bf2a1cf55e0.jpg

 

https://www.nexusmods.com/fallout4/mods/26582

"Better Console" will let you click on yourself, an NPC, or an item in a location to display "Where is this" so you can record it and add it to your patch.

 

Next, add the corresponding information in the PlayerTo field. Here, I've duplicated the PrydwenRooms information and deleted the location inside the airship, rather than the room itself, since OAR won't go directly into the airship to emphasize immersion. I've named it PrydwenRooms2.

36020251015141106329.jpg.815ce18f7c643d91c6fdb5090b7e1e22.jpg

 

36020251015141512574.jpg.dff6acac88d1bab3d914b1e50740ca70.jpg

 

36020251015144425542.jpg.b9a024a2c02598a6bfccda9a56149dd8.jpg

 

Next is the NPCReturn item. I used COCMarkerHeading 106C in OAR's cell 0F9A (still using the console for better cell information). This means that after the animation ends, the NPC should at least be teleported to the COC marker at that location, rather than walking back (which would likely kill them along the way if they were unprotected).

36020251015141707496.jpg.d337cf97d09c7cb670dcc862a5a98ee1.jpg

 

36020251015142105208.jpg.ce984024f3e3ff0f9ea2ad9b2aabf9c1.jpg

 

36020251015142141183.jpg.42d42146c57d090a874bb8870ca461f6.jpg

 

 

Finally, there is the PlayerToNormal item. I am still using the PrydwenRooms2 that I added because this is my main purpose, the location to be teleported to when consenting to sex. In addition, the location that PlayerTo is teleported to is the location where non-consenting sex occurs. You can directly select the internal locations of the mod because they are added NPCs.

36020251015143003054.jpg.c39c7bd13e07224be79049bafdcc70ca.jpg

----------------------------------

 

That's basically it. If you're in the OAR bunker and someone harasses you, the mod will recognize your location and teleport you to the location you added to begin the animation. After the animation ends, the NPC will teleport back to the bunker's teleport point, allowing you to continue working on other things.
You'll see that the content added by the patch is listed first among the four items, meaning they're grouped together. Any new content you add should be listed in the same order within each item.

Edited by kziitd
Posted
On 10/14/2025 at 10:06 AM, kziitd said:

You can create your own patches to allow the mod to recognize locations from any mod and teleport your character to your desired location.
For example, I made the mod recognize locations from Outcasts and Remnants and teleport to the Brotherhood's interior, as they share the same style.

 

Everyone, thank you so much for your advice.

 

Thanks to you all, I was able to make almost all settlements and towns compatible with this mod, except for locations without specific coordinates.

The final list ended up being #57...

 

Ultimately, searching for WorldSpace in FO4Edit proved too difficult for my skill level, so I modified the REFR for LocationCenterMarker in the [Location] tab I wanted to adapt for this mod. If a building stood at the center, I substituted the REFR for LocationEdgeMarker.

 

For now, I've checked all regions and it's running smoothly, so I plan to keep it as-is until I have more time.

 

I plan to implement future updates using kziitd's suggested method.

Thank you.

------------------------------------------

I'm thrilled. Thanks to you, I can now enjoy AAF almost exactly as I envisioned!

Posted
7 hours ago, spicydoritos said:

 

Welcome to modding.  Try not to get hooked.  😁

the chances of that are slim... :)

Posted
On 10/13/2025 at 6:19 PM, leileifou said:

Sorry, sorry for all the requests again.

---------

This time, Ivan's prostitution quest was truly excellent. Personally, I thought the reasoning behind him reluctantly turning to prostitution was exceptionally well done.

 

 

How does one get Ivan's prostitution quest? :)

Posted
1 hour ago, katrina.balanchuk said:

 

How does one get Ivan's prostitution quest? :)


I recomend to use todays update. Pervert207.zip from this link:

https://mega.nz/folder/WCZGhZSA#VKGUm6hN0dkYym4ehXmA1A

You need to take opportunity loan or mortgage loan from Ivan, then ask him for some job.
When he asks what can you do, say you don't know, maybe he's got some ideas.
This is shortest way. 

But I reccoment to take quick loan first, overdue it. Wait for James to show up. He will take you for a chat. Depending how this "chat" went, there will be diferent dialogues with Ivan.
Then follow his advice to take opportunity loan to pay overdue quick loan. Then ask for job.

also if you created bank account earlier, type this in console
setstage perv_atm_malfunction 10
 

this will activate new functionality with atm. Try to look around Ivans bank for special note from Ivan and holotape with program. 
Won't tell you more to not spoil fun.

Dialogues with Ivan are improved a bit, so they should feel more natural.

Now you can build Ivans ATM at any worshop.

 

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