Jump to content

Pervert – Immersive prostitution and harassment


Recommended Posts

Posted
46 minutes ago, kziitd said:

I actually know his reason. He tested my animation in advance and thought that there were few single beds in the hostile areas of the outdoor environment. Hmm, my human animation, SM animation, Normal and Aggressive animation all have a lot of single bed content
image.jpeg.55e311da56f2a8d197bb51bc377cbf60.jpeg
There are also many "Bed Bondage AAF animation" types based on it.

  Reveal hidden contents

36020241209062659032.jpg.c7dcf7fc913ae88c408f011e653e0270.jpg


So he wants to teleport to the unique location with this single bed after violate. The vanilla location is also full of sleeping bags.🤣.
Including the internal locations you have now made, I tested several and found that there are more sleeping bags. Maybe I haven't seen them all, but the best case is of course that both the consent and R scenes have this furniture.

Wow! that looks very promissing!
I'm convinced :) - I will put single beds in all interiors I've made so far.

I can also make several small interiors with single beds and any other furniture you might want for post R violate scenario. You can PM me with details of what do you need.
I really liked the idea, but I need to discuss this with awesomeSPAS if he will find time for this.

BTW your KFT devices was something I was really waiting for and when you released it, I got back to FO4 and came up with idea of this mod :)


 

Posted
1 hour ago, riveth said:

Wow! that looks very promissing!
I'm convinced :) - I will put single beds in all interiors I've made so far.

I can also make several small interiors with single beds and any other furniture you might want for post R violate scenario. You can PM me with details of what do you need.
I really liked the idea, but I need to discuss this with awesomeSPAS if he will find time for this.

BTW your KFT devices was something I was really waiting for and when you released it, I got back to FO4 and came up with idea of this mod :)


 

My personal suggestion for furniture for your location based on the animations that have been completed is that the typical single bed/any furniture with a generic sit down animation is sufficient. If the location space quota is tight, you may consider replacing the sleeping bag furniture with a single bed, because basically any old animation author's version of the sleeping bag furniture, including me, is basically just an offset version of the ground animation, while the bed has something more unique.
Thank you for your support of KFT🥰, KFT is mainly due to Ego.😎

Posted (edited)
10 hours ago, riveth said:

I never planed to add dungeons to raider bases/dungeons, since they are already dungeons... :) I mean what's the point?

4 reasons, if it not only serves SH:
1. In order to compensate for the current deficiency: after the "violate" is triggered, the character will be teleported to the scene of your mod, which is "flat ground", and there will be no "slope" animation from now on. I guess this is something that no mod has achieved so far.
2. In order to make the aaf animation scene more rich, your mod's scene currently includes a lot of furniture (at least a single bed). At present, the furniture in enemy camps is mostly sleeping bags or mattresses. If there really is such a mod, its advantages will be infinitely magnified after kziitd's new animation is released.
3. For more new mods: Think about it, your dungeon will become a new "prison cell", and modders can develop more "imprisonment/escape/enslavement" mods on this basis. Here I quote the text from your homepage:"Pervert is designed for those who like FO4 to be realistic and difficult experience. It aims to fill gaps between some of most popular NSFW mods or to create opportunity to use mechanics from other mods."
4. For the sake of immersion, perhaps not all kidnappers like to show off their butts in front of everyone or under the sun, maybe.

Edited by guliguliradish
Posted (edited)
1 hour ago, guliguliradish said:

4 reasons, if it not only serves SH:
1. In order to compensate for the current deficiency: after the "violate" is triggered, the character will be teleported to the scene of your mod, which is "flat ground", and there will be no "slope" animation from now on. I guess this is something that no mod has achieved so far.
2. In order to make the aaf animation scene more rich, your mod's scene currently includes a lot of furniture (at least a single bed). At present, the furniture in enemy camps is mostly sleeping bags or mattresses. If there really is such a mod, its advantages will be infinitely magnified after kziitd's new animation is released.
3. For more new mods: Think about it, your dungeon will become a new "prison cell", and modders can develop more "imprisonment/escape/enslavement" mods on this basis. Here I quote the text from your homepage:"Pervert is designed for those who like FO4 to be realistic and difficult experience. It aims to fill gaps between some of most popular NSFW mods or to create opportunity to use mechanics from other mods."
4. For the sake of immersion, perhaps not all kidnappers like to show off their butts in front of everyone or under the sun, maybe.

You make some points.
At the same time, maybe we need to consider some factors for riveth.
1. Hostile locations have external/internal distinctions. If the external can use universal internal locations like settlements, when Violate is triggered inside a hostile location, does it also teleport to this universal internal location? Because the hostile interiors brought by vanilla/mod obviously have different styles, ordinary, sewers, caves, Vaults occupied by gunner, and more bloody styles occupied by SM, etc.
2. Violate's mcm setting is that if the pc is not invaded but only followers.
3. Violate's mcm setting is to release you after the AAF animation

 

Edited by kziitd
Posted

Maybe this has already been reported, but your mod conflicts with/overwrites SexHarassment's FPSH_SexManager.pex and FPSH_SexManager.psc files (I realize one of these is a source file and it doesn't matter). I assume it is not only OK to overwrite SH, but desired for Pervert to function properly?

Posted
4 minutes ago, MysticDaedra said:

Maybe this has already been reported, but your mod conflicts with/overwrites SexHarassment's FPSH_SexManager.pex and FPSH_SexManager.psc files (I realize one of these is a source file and it doesn't matter). I assume it is not only OK to overwrite SH, but desired for Pervert to function properly?

Yes, and yes. :) donkt worry just overwrite it.I 

Posted
16 minutes ago, riveth said:

Yes, and yes. :) donkt worry just overwrite it.I 

Sweet, that's what I thought, but I wanted to check. Looking forward to trying this out in... hopefully just a few minutes xD

Posted
3 hours ago, kziitd said:

You make some points.
At the same time, maybe we need to consider some factors for riveth.
1. Hostile locations have external/internal distinctions. If the external can use universal internal locations like settlements, when Violate is triggered inside a hostile location, does it also teleport to this universal internal location? Because the hostile interiors brought by vanilla/mod obviously have different styles, ordinary, sewers, caves, Vaults occupied by gunner, and more bloody styles occupied by SM, etc.
2. Violate's mcm setting is that if the pc is not invaded but only followers.
3. Violate's mcm setting is to release you after the AAF animation

 

Making dedicated interiors for every unique location/faction/setting would be a ton of work. But I think I’ve got an idea:
 

For interiors:
I can edit each enemy location, pick some nice and flat area and put bed and whatnot there. Set up a nice scene and place marker near it.
Violate post R scenario would move player and actors to this marker, so there will be grater chances to use single bed.
Option a) – edit those cells in CK, that would look immersive, but it can conflict if anyone has mods that edits those areas.
Option b) – place bed via script – that would look less immersive, but should not create conflicts.

For exteriors:
prepare some generic basements with furniture, or even use some of interiors made for farms. You can find cellars/underground shelters/root cellars basically everywhere in the commonwealth, so it would be immersive. Just like your assailant drag you to his private space.

For now I need to finish something else about this mod, but I would be gratefull if we brainstorm the idea here, for every pros and cons.
 

Posted
On 12/8/2024 at 11:22 PM, kziitd said:

I actually know his reason. He tested my animation in advance and thought that there were few single beds in the hostile areas of the outdoor environment. Hmm, my human animation, SM animation, Normal and Aggressive animation all have a lot of single bed content
image.jpeg.55e311da56f2a8d197bb51bc377cbf60.jpeg
There are also many "Bed Bondage AAF animation" types based on it.

  Reveal hidden contents

36020241209062659032.jpg.c7dcf7fc913ae88c408f011e653e0270.jpg


So he wants to teleport to the unique location with this single bed after violate. The vanilla location is also full of sleeping bags.🤣.
Including the internal locations you have now made, I tested several and found that there are more sleeping bags. Maybe I haven't seen them all, but the best case is of course that both the consent and R scenes have this furniture.


Technical question

can I use any metal or single bed or it need to be vault version just like on your pictures?


 

obraz_2024-12-09_235729773.png

Posted
5 hours ago, riveth said:


Technical question

can I use any metal or single bed or it need to be vault version just like on your pictures?


 

obraz_2024-12-09_235729773.png

This classic single bed with rails at the head and foot of the bed is a member of the "single bed" in AAF furniture, and it is also the only member of the "Bondage bed" that I set up myself, that is, it can use all single bed animations, as well as my bed bondage animations.
So, yes, its animation pool will be the largest in the future.
The other single beds only meet the animations played by the "single bed", and do not meet my bed bondage animations, because without the rails at the head and foot of the bed, the ropes of the animation objects will not correspond correctly to the appearance of the furniture.

Posted

Another technical detail is that the railing of this single bed is high at the head and low at the foot. Many of my animations correspond to the outside side of the bed, just like these two restraint animations.
So when you place it, it is best to leave space on this side instead of leaning against the wall. Of course, even if you place it the opposite way, users can use "modangle z 180" in the game to change it.
 

Spoiler

image.png.4663a23af54465323088bfebafa51c20.png

 

Posted
On 12/8/2024 at 2:05 PM, kziitd said:

OK, I understand the part about KFT.
Regarding the AAF playback time, do you mean I should talk to awesomeSPAS or will you let him look at this report?
Because the animation will undoubtedly exceed the total duration of 120 seconds after the release, and this is the only mod I have run that will terminate the AAF animation tree for the total animation stage duration in advance.
Of course, the easiest way is to make the maximum time you can set longer. I feel that maybe 300-400 seconds is enough.

 

Hi kziitd,

 

yes I do have a safety mechanisms to control scene duration, if there is a good way to know that it is your animation (e.g. some metadata) I can turn the safety off. I put this to make sure player is not stuck and will be teleported back, because some animations just fail to stop.

Posted
2 hours ago, awesomeSPAS said:

 

Hi kziitd,

 

yes I do have a safety mechanisms to control scene duration, if there is a good way to know that it is your animation (e.g. some metadata) I can turn the safety off. I put this to make sure player is not stuck and will be teleported back, because some animations just fail to stop.

I'm not familiar with what you mean by metadata, the animations I made all have a "kziitd" tag in the animation, I'm not sure that this will work for you.
I've seen many mods with different scene time settings, Violate's is 600 seconds, SEU and the original SH are 120 seconds, Dangerous Night is only 90 seconds, and they all let the animation tree finish automatically (I set the xml to exit AAF when the animation tree ends).
So I think you can keep your processing and just increase the maximum limit of 120 seconds. The longest time I have made is a 7-8 stages animation tree. If you set it to the same 600 second limit as Violate, it will definitely be enough.

Posted
5 hours ago, kziitd said:

This classic single bed with rails at the head and foot of the bed is a member of the "single bed" in AAF furniture, and it is also the only member of the "Bondage bed" that I set up myself, that is, it can use all single bed animations, as well as my bed bondage animations.
So, yes, its animation pool will be the largest in the future.
The other single beds only meet the animations played by the "single bed", and do not meet my bed bondage animations, because without the rails at the head and foot of the bed, the ropes of the animation objects will not correspond correctly to the appearance of the furniture.

Ok but there are two metal bed with railing. Vault version and normal. On you screen was vault version with additional support on legs. Normal bed has straight legs. So does normal metal bed also work for your anims?

 

Could you possibly send me your animation to test it out?

 

I could also make new bed type made of junk and mattres. With spikes in place there legs should be. ( for those ropes) In this case we could get more immersive looking bed for raiders camp.

 

 

Posted
2 hours ago, riveth said:

Ok but there are two metal bed with railing. Vault version and normal. On you screen was vault version with additional support on legs. Normal bed has straight legs. So does normal metal bed also work for your anims?

 

Could you possibly send me your animation to test it out?

 

I could also make new bed type made of junk and mattres. With spikes in place there legs should be. ( for those ropes) In this case we could get more immersive looking bed for raiders camp.

 

 

I sent you the single bed rope animation objects via DM.
Open the single bed with OS and then import them, and you can see how they match the single bed.
You can make any fancy new furniture to make their structure match these animation objects.
Of course, the premise is that you can't change any position/direction/size of these animation objects. Otherwise, the character's movement in the animation will be out of touch with them.

Posted (edited)

Problem... Getting your stuff back... it's not there, despite multiple trips over about 20 Days, and Rape and Robbery Events.

 

Possible cause... Nick is a Follower, and he also has to be rescued from the Vault before you can get your stuff back. Mods clashing with your mod, not sure.

 

Possible remedy... Multiple choices, instead of just goodbye from Ellie. Some bad choices to get your stuff back straight away, and possibly stop future Robberies... they need to be horrible and long lasting choices.

 

Possible's...

Goodbye ... Vanilla response

 

Institute Collar ... Enforced and cannot be removed for 30 Days, stops robberies and scares off Robber Events. Expands Breasts and stops Clothing from being worn over Chest.. Slots 33, and Alt Clothing Slots for Chest Clothing. Bra, Top, Jacket , Jumper, One-Piece.

 

Can't do, if wearing a Devious Collar already.

 

Nick's Bitch ... do as Nick tells you for a Month, with No not being an Option. You could do anything with this... Stops Robberies, and Teleporting to Cells for mass Gangbangs, you are Nicks Bitch, and no one will fuck with you, except him...

 

He could play dress up with you, take all your Caps for the Month, put you in Kinky Bondage Boots, get you Pregnant, fuck you each morning, etc...

 

All your items are returned instantly...

 

A little Cosmetic Surgery ... Nick isn't happy with your looks, and wants to tweak them, making you a curvy, big Breasted Goddess. In return, he'll stop the Robberies, and Rapes for a Month, and get your stuff back.

 

 

Just some possible ideas... 

Edited by Krazyone
Posted

Fallout4Screenshot2024_12.10-21_16_57_27.png.695d03f7269cd2e3d2fb2202195257fd.png

 

The animation objects only fit on the left and the middle ones.
The one on the right needs to be redesigned with animation and animation objects, which requires animation to be added little by little.
I am working on other content now, so the bed restraint animation currently only has one type.

Posted
36 minutes ago, Krazyone said:

Problem... Getting your stuff back... it's not there, despite multiple trips over about 20 Days, and Rape and Robbery Events.

 

Possible cause... Nick is a Follower, and he also has to be rescued from the Vault before you can get your stuff back. Mods clashing with your mod, not sure.

 

Not sure i got this right. If there is no stuff in chest either something is broken or every item was sold to raiders already. If so, ellie will tell you about this after 3 days. 

Check firt message in this thread for debugging.

 

Also nick is not really needed to get your stuff back. Its ellies contacts in the underground that brings your stuff to her if something cames up.

 

As for spicy things with this part of mod. either elly nor nick are perverted enough for this :)

But if you cant afford their services, ellie will give you some jobs.

that part is yet to come, but those will be innocent odd jobs that could turn out very spicy ;)

 

Posted
7 hours ago, Krazyone said:

Problem... Getting your stuff back... it's not there, despite multiple trips over about 20 Days, and Rape and Robbery Events.

 

To debug: Check raiders chests, player.moveto chest_ref

 

chest refs:


 

Spoiler

replace first two numbers (21) to id of pervert mod in your setup (for those who dont know how type e.g. help perv_robb_corvega and take fist two numbers of id it returns)


Raider's container 1 = < (21045A43)>]
Raider's container 2 = < (21045A48)>]
Raider's container 3 = < (21045A49)>]
Raider's container 4 = < (2105B17A)>]
Raider's container 5 = < (2105F6B0)>]
Raider's container 6 = < (2105F6B1)>]
Raider's container 7 = < (2105F6B3)>]
Raider's container 8 = < (2105F6B5)>]
Raider's container 9 = < (21063B2D)>]
Raider's container 10 = < (21063B2E)>]
Raider's container 11 = < (21063B30)>]

 

 

 

Posted
12 hours ago, kziitd said:

I'm not familiar with what you mean by metadata, the animations I made all have a "kziitd" tag in the animation, I'm not sure that this will work for you.
I've seen many mods with different scene time settings, Violate's is 600 seconds, SEU and the original SH are 120 seconds, Dangerous Night is only 90 seconds, and they all let the animation tree finish automatically (I set the xml to exit AAF when the animation tree ends).
So I think you can keep your processing and just increase the maximum limit of 120 seconds. The longest time I have made is a 7-8 stages animation tree. If you set it to the same 600 second limit as Violate, it will definitely be enough.

 

Setting to 600 is not desirable because unlike other mods we are teleporting actor back and forth so we will need to have some safety and 600 seconds is too long...

However if ALL your animations have "kziitd" tag I will add additional processing that will disable safety timers for them

BTW Latex Collar Curse Dreams have same mechanism so i have to update it there too. When do you plan your release?

 

Posted
8 hours ago, awesomeSPAS said:

 

Setting to 600 is not desirable because unlike other mods we are teleporting actor back and forth so we will need to have some safety and 600 seconds is too long...

However if ALL your animations have "kziitd" tag I will add additional processing that will disable safety timers for them

BTW Latex Collar Curse Dreams have same mechanism so i have to update it there too. When do you plan your release?

 

Because the latest version of AAF has some minor issues with the XML function of Equipment, I have to wait for Dago and Ego to be updated again before I can build the final XML suitable for release.
I am also waiting for them, they are busy with family life at the end of the year.
If the Kziitd tag allows you to handle it in a targeted manner, then there is no need to change the time setting.

Posted (edited)
22 hours ago, awesomeSPAS said:

 

To debug: Check raiders chests, player.moveto chest_ref

 

chest refs:


 

  Reveal hidden contents

replace first two numbers (21) to id of pervert mod in your setup (for those who dont know how type e.g. help perv_robb_corvega and take fist two numbers of id it returns)


Raider's container 1 = < (21045A43)>]
Raider's container 2 = < (21045A48)>]
Raider's container 3 = < (21045A49)>]
Raider's container 4 = < (2105B17A)>]
Raider's container 5 = < (2105F6B0)>]
Raider's container 6 = < (2105F6B1)>]
Raider's container 7 = < (2105F6B3)>]
Raider's container 8 = < (2105F6B5)>]
Raider's container 9 = < (21063B2D)>]
Raider's container 10 = < (21063B2E)>]
Raider's container 11 = < (21063B30)>]

 

 

 

 

Thanks for the info... I couldn't get it to work, it only shows Quests in the Help Perv_Robb 4 command.

 

I was only long-term testing the Harassment Perv mod, so I had made a Hard Save. It was 5 Levels back, but that isn't a problem, as I love playing Fallout 4. I switched to that save a few Days ago, with Robberies turned off.

 

I love the Perv mod, but it could do with a new COC Cell with all your stolen loot in a Container, COC Harassed Perv cell. Alternatively, the mod could do it with a GIMME MY STUFF BACK option in the Debug Section of the MCM.

Edited by Krazyone
Posted

What would be neat is, if when transported to various areas there would be a bit of time between sex scenes to walk around a bit! I always find myself wishing I could explore it just a bit! :D

Posted
4 hours ago, Lenore said:

What would be neat is, if when transported to various areas there would be a bit of time between sex scenes to walk around a bit! I always find myself wishing I could explore it just a bit! :D

Those are rather tiny spaces. You can quick survey them in free camera while scene is playing :)
I plan to make more complex scenarios in future, that will require some actions from player between those scenes.
That was actually initial idea of the mod (pervert's lair was original name) but I'm still just learning so I gues you need to be patient :)

Posted (edited)
9 hours ago, Krazyone said:

 

Thanks for the info... I couldn't get it to work, it only shows Quests in the Help Perv_Robb 4 command.

 

I was only long-term testing the Harassment Perv mod, so I had made a Hard Save. It was 5 Levels back, but that isn't a problem, as I love playing Fallout 4. I switched to that save a few Days ago, with Robberies turned off.

 

I love the Perv mod, but it could do with a new COC Cell with all your stolen loot in a Container, COC Harassed Perv cell. Alternatively, the mod could do it with a GIMME MY STUFF BACK option in the Debug Section of the MCM.

 

cheat instead of MCM:

 

Spoiler

cqf aam_main stopStartDebugMode true

 

this should return all items back to player

 

Edited by awesomeSPAS

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...