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Posted

Me too (slut #2....hahaha....sorry Kat ;) ). I will add it an try it out on a new save and give a little feedback after this weekend.

 

Just an FYI on this sort of idea....

- You may want to take these into consideration of your idea. They work very well together for a similar thing but very nice to see all the interesting visitors and all the stuff these peeps are doing. lol  I just found these recently too.....using these as part of my ON and FP play for extra money and selling cigs.

- Think of a very nice modern RSE II Shenanigans and RSE II Brothels wrapped into one....and works reliably and more. LOL

 

Floozy Furniture - Assignable Brothel and Hooker Furniture For Your Settlement :: https://www.nexusmods.com/fallout4/mods/95008

Visitors - Dynamically Creates Visitors To Your Settlements :: https://www.nexusmods.com/fallout4/mods/92845

Vulgar Visitors :: https://www.nexusmods.com/fallout4/mods/93924

 

*hugs* K.

Posted (edited)
15 hours ago, Heinzelman said:

 

It only works as a female character. The male character as a pimp was planned but not implemented.

 

So i ran the brothel Alpha, for a couple hours.

But early on I hit a snag were with one of the men, I got a "failure to initae scene from another mod" 

Then I could not complete my task with this NPC.

 

And no other NPCs wpuld talk to me except raiders outside.

 

Which created thier own problem, since my original client even though I could not talk to him or service him. kept following.

so the raiders killed him, then the raiders got killed by DC security.

big mess.

 

No one inside the brothel would talk to me to start another quest.

I cheated msyelf lots of money to see where the upgrades would  lead and i kept doing them.

Brilliant!

 

Then two girls showed up Rose and Corvega, but could not talk to them too, just got the same generic NPC responses from them as form the men.

So I saw no way of putting them to work.

 

Then Piper showed up (yaay!) and she agreed to work, but never worked with anyone.

 

Thats where I am right now.

Edited by katrina.balanchuk
Posted
17 minutes ago, katrina.balanchuk said:

 

So i ran it for a couple hours.

But early on I hit a snag were with one of the men, I got a "failure to initae scene from another mod" 

Then I could not complete my task with this NPC.

 

And no other NPCs wpuld talk to me except raiders outside.

 

Which created thier own problem, since my original client even though I could not talk to him or service him. kept following.

so the raiders killed him, then the raiders got killed by DC security.

big mess.

 

No one inside the brothel would talk to me to start another quest.

I cheated msyelf lots of money to see where the upgrades would  lead and i kept doing them.

Brilliant!

 

Then two girls showed up Rose and Corvega, but could not talk to them too, just got the same generic NPC responses from them as form the men.

So I saw no way of putting them to work.

 

Then Piper showed up (yaay!) and she agreed to work, but never worked with anyone.

 

Thats where I am right now.

its the blowjob - none of the furniture there but a few couches have animations for blowjobs.   You need to start a scene with you and the client manually - select at the ground of your character and select a BJ scene - at the end it will complete and you can move to next client

Posted
31 minutes ago, Mimirue17 said:

its the blowjob - none of the furniture there but a few couches have animations for blowjobs.   You need to start a scene with you and the client manually - select at the ground of your character and select a BJ scene - at the end it will complete and you can move to next client

 

Are you referrig to the Bordello Alpha file?

That currently only has one download, me :)

 

I apologize I was not clear in which file I was reviewing, I edited my post.

Posted (edited)
1 hour ago, katrina.balanchuk said:

 

So i ran it for a couple hours.

But early on I hit a snag were with one of the men, I got a "failure to initae scene from another mod" 

Then I could not complete my task with this NPC.

 

And no other NPCs wpuld talk to me except raiders outside.

 

Which created thier own problem, since my original client even though I could not talk to him or service him. kept following.

so the raiders killed him, then the raiders got killed by DC security.

big mess.

 

No one inside the brothel would talk to me to start another quest.

I cheated msyelf lots of money to see where the upgrades would  lead and i kept doing them.

Brilliant!

 

Then two girls showed up Rose and Corvega, but could not talk to them too, just got the same generic NPC responses from them as form the men.

So I saw no way of putting them to work.

 

Then Piper showed up (yaay!) and she agreed to work, but never worked with anyone.

 

Thats where I am right now.

 

The female coworkers arent fully implemented. With Piper being there you can try this:

Setstage BT_NPCHookerQuest 200

Then talk to her and choose "Working hard?". then wait a while, the mod does a roll and if the roll is below the threshold, it will start an NPC/NPC Scene

But as mentioned before, their work isnt fully done, like the mod itself. 

 

Mimirues solution should clear the client. As long as he is alive. Otherwise:

 

Spoiler

SetStage BT_VisitorsQuest 10

SetStage BT_ServingQuest 99

Stopquest BT_ServingQuest

 

But its better to go back to a save before he was killed and use mimirues suggestion.

 

49 minutes ago, Mimirue17 said:

its the blowjob - none of the furniture there but a few couches have animations for blowjobs.   You need to start a scene with you and the client manually - select at the ground of your character and select a BJ scene - at the end it will complete and you can move to next client

 

I was just going to post a bunch of console commands, but your trick is pretty clever :) 

Edited by Heinzelman
Posted

Well the one client who wouldnt talk or AAF, was killed by raiders when he followed me outside and the last client after him that was standing in the brothel( before I bought enough imrpovements to get next level and more people cam in ) never talking to me.

So to clear this hold up and get clear to talk to the next clients  it I ~markfordelete him.

So the workarounds listed wont work for me :)

 

I understand its an Alpha

Posted
44 minutes ago, katrina.balanchuk said:

Well the one client who wouldnt talk or AAF, was killed by raiders when he followed me outside and the last client after him that was standing in the brothel( before I bought enough imrpovements to get next level and more people cam in ) never talking to me.

So to clear this hold up and get clear to talk to the next clients  it I ~markfordelete him.

So the workarounds listed wont work for me :)

 

I understand its an Alpha

 

If even the console commands above wont work, you can only go back to an earlier save. To be clear, its not really for actual playing, it was just an unfinished mod with limited functionality i stopped working on last year. I have removed it already to avoid confusion.

Posted

Same notes as Kat (I was download #2 :) ). No need to add anything. I like the direction though. I also got stuck with no option to manually bypass except a console code. I am very good at console (I shouldn't be? but I love FO4. *shrugs* lol).

 

Some helpful info on completing sex scenes for stuff.

One of the advantages....maybe the only one.....with AAF is when running a scene manually it does feed backwards (bi-directional). NAF did not build in some of the bi-directional stuff so when creating a manual scene, it is only a NAF scene and none of the AAF stuff (ie orgasms and Sex Attributes) does not know that a scene started. For me I can start a scene, but nothing feeds back into what is requiring a scene to be done.....example is your intro with Santiago. Works great but he initiates it and any number of BJs succeed. I prefer the amazing stability of NAF.

 

Maybe in these cases you can use the built in BGS trigger boxes to set stages. BGS uses them all over the place. This makes is super easy to do something like....after done head to 'this place' to clean up or something and place the triggerbox there. A lot of interesting immersive options.

 

I can see The Old Neighborhood at the heart of this. I think this Bordello is something else now. I like it. One you are further along I would be happy to test it again.

*hugs* K.

Posted
4 hours ago, Heinzelman said:

 

The female coworkers arent fully implemented. With Piper being there you can try this:

Setstage BT_NPCHookerQuest 200

Then talk to her and choose "Working hard?". then wait a while, the mod does a roll and if the roll is below the threshold, it will start an NPC/NPC Scene

But as mentioned before, their work isnt fully done, like the mod itself. 

 

Mimirues solution should clear the client. As long as he is alive. Otherwise:

 

  Reveal hidden contents

SetStage BT_VisitorsQuest 10

SetStage BT_ServingQuest 99

Stopquest BT_ServingQuest

 

But its better to go back to a save before he was killed and use mimirues suggestion.

 

 

I was just going to post a bunch of console commands, but your trick is pretty clever :) 

yes its for the Alpha :)  to be clear if you try to run the scene anywhere but at the characters location or the one couch that allows BJ animations it will hang as gathering as the client is under a follow routine.   I used atomic BJ and it worked each time to clear the client after the error.

Posted (edited)
6 hours ago, Heinzelman said:

 

If even the console commands above wont work, you can only go back to an earlier save. To be clear, its not really for actual playing, it was just an unfinished mod with limited functionality i stopped working on last year. I have removed it already to avoid confusion.

 

Yes Sir,

 

I understand. I was not complaning just giving user feedback on what works for me in case you do decide to polish it up and publish.

It seems like 90% done to me. :)

Edited by katrina.balanchuk
Posted
8 minutes ago, katrina.balanchuk said:

 

Yes Sir,

 

I understand. I was not complaning just giving user feedback on what works for me in case you do decide to polish it up and publish.

It seems like 90% done to me. :)

Everything is fine. I just realised it was not a good idea to post an old unfinished mod inside my Triggerwoman support thread. And as it was a bit older I wasn't aware of some problems with it.

  • 2 weeks later...
Posted
8 hours ago, MrSorrowMage said:

any idea or timeframe when the mod will be updated with more quests or decisions or stuff?  i simply adore this mode and i would love to see some more of it ! 😊

I am glad you like this mod. I hope to be able to start with an update next year, but I can't give an exact time frame.

Posted

Final notes from me on this stuff. Maybe some ideas while you maybe start in next year on this. I very much like how this has turned out to be honest.

 

Little Pawn integrated to TWR:

  • I got it all working but ended up making Hancock more like Santiago. Works great.
  • This all works differently than the original LP but all in all the end result is the same.
  • I added an apartment with a key from Hancock. I tested both fully furnished and a transfer settlements version. I think I liked the TS version better since I could deco it and make it personal.
  • I did console codes and trigger boxes and skipped a lot of the custom stuff.
  • I only did some of the nice dialogues you do but this was only a test to see it possible.

The Old Neighborhood:

  • As stated in the other posting I made 20 zero value objects and placed them around in the CK. I set the respawn of them in the CK to 1800 seconds. The value plays well and is easy to adjust in the CK if needed. Can even adjust some things to respawn faster like empty bottles of beer.
  • So what happens is when arriving the bar has a lot of clutter that needs to be picked up. Can sell off to the bar keep OR even better something like the Vendor Trunk from (Auto-sell Everything :: https://www.nexusmods.com/fallout4/mods/20547) which I simply did a PlaceAtMe behind the bar for testing. Works flawlessly.
  •  This keeps all the objects mod specific and easy to prefix for sorting. Super easy and very effective.
  • I copied the drier and made the cigs available more often to go sell. I made the drier fill itself. This forces the player to keep an eye on this and must empty it to go sell cigs. Things to do and forced as part of the job. 
  • I also made some spawn changes and packages. Working time for the bar is 4pm to 2am. Easily adjustable. All the bar NPCs go into personal time which enables some needy time with the 'Working Girl'. Even the bosses get needy. 😃
  • I added bonus pay when pole dancing without being in the client quest. Need to dance for 300 seconds to receive the pay. 😃 
  • I tried to add some trigger boxes and markers out in the CW for specific missions and worked but I was already getting in far too deep modifying this for testing. I roleplayed this in any case so all good. Easy to add this sort of thing with your nifty ideas.

The Fenway Patrons:

  • Did the same as above with 20 new (copied) objects specifically for FP. All clutter respawning when picked up. Worked great with the current orders list that surfaces in the box.
  • I left the FP much as you have them except the cigs part. I made this happen like above in ON. Works great.

Brothel Manager:

  • Would be super easy to integrate into TWR. Basic testing with it I easily made it options for a business for Hancock, ON, and FP.
  • I used this mod called Simple Prostitutes (mod author deleted it and the account) but the premise is that a few different workshop objects could have settlers assigned to them. They would add caps to the workshop. To build them they needed some supplies and drugs. There were no animations happening, but it was clear what was going on. Super simple and effective.
  • Easy to tie this method into making profits for the bosses. No need for the complicated animation (AAF/NAF) for NPCs to 'Show' what is going on. A nice way to build a working brothel with no bugs.

In any case. I hope that helps with some ideas and firms up that all of your mods can be rolled into one for super easy future support.

*hugs* K.

 

Posted
1 hour ago, Krixost said:

Final notes from me on this stuff. Maybe some ideas while you maybe start in next year on this. I very much like how this has turned out to be honest.

 

Little Pawn integrated to TWR:

  • I got it all working but ended up making Hancock more like Santiago. Works great.
  • This all works differently than the original LP but all in all the end result is the same.
  • I added an apartment with a key from Hancock. I tested both fully furnished and a transfer settlements version. I think I liked the TS version better since I could deco it and make it personal.
  • I did console codes and trigger boxes and skipped a lot of the custom stuff.
  • I only did some of the nice dialogues you do but this was only a test to see it possible.

The Old Neighborhood:

  • As stated in the other posting I made 20 zero value objects and placed them around in the CK. I set the respawn of them in the CK to 1800 seconds. The value plays well and is easy to adjust in the CK if needed. Can even adjust some things to respawn faster like empty bottles of beer.
  • So what happens is when arriving the bar has a lot of clutter that needs to be picked up. Can sell off to the bar keep OR even better something like the Vendor Trunk from (Auto-sell Everything :: https://www.nexusmods.com/fallout4/mods/20547) which I simply did a PlaceAtMe behind the bar for testing. Works flawlessly.
  •  This keeps all the objects mod specific and easy to prefix for sorting. Super easy and very effective.
  • I copied the drier and made the cigs available more often to go sell. I made the drier fill itself. This forces the player to keep an eye on this and must empty it to go sell cigs. Things to do and forced as part of the job. 
  • I also made some spawn changes and packages. Working time for the bar is 4pm to 2am. Easily adjustable. All the bar NPCs go into personal time which enables some needy time with the 'Working Girl'. Even the bosses get needy. 😃
  • I added bonus pay when pole dancing without being in the client quest. Need to dance for 300 seconds to receive the pay. 😃 
  • I tried to add some trigger boxes and markers out in the CW for specific missions and worked but I was already getting in far too deep modifying this for testing. I roleplayed this in any case so all good. Easy to add this sort of thing with your nifty ideas.

The Fenway Patrons:

  • Did the same as above with 20 new (copied) objects specifically for FP. All clutter respawning when picked up. Worked great with the current orders list that surfaces in the box.
  • I left the FP much as you have them except the cigs part. I made this happen like above in ON. Works great.

Brothel Manager:

  • Would be super easy to integrate into TWR. Basic testing with it I easily made it options for a business for Hancock, ON, and FP.
  • I used this mod called Simple Prostitutes (mod author deleted it and the account) but the premise is that a few different workshop objects could have settlers assigned to them. They would add caps to the workshop. To build them they needed some supplies and drugs. There were no animations happening, but it was clear what was going on. Super simple and effective.
  • Easy to tie this method into making profits for the bosses. No need for the complicated animation (AAF/NAF) for NPCs to 'Show' what is going on. A nice way to build a working brothel with no bugs.

In any case. I hope that helps with some ideas and firms up that all of your mods can be rolled into one for super easy future support.

*hugs* K.

 

Thank you very much for your ideas. Other users had already suggested merging LP and Triggerwoman. But from my point of view these mods are different. LP is replacing a lot vanilla stuff and "rewriting" the Goodneighbor quests, while Triggerwoman is its own thing and tries to be as compatible as possible with the vanilla game. So I think its better to keep them separated with only optional integration (like Fahrenheit calling the player "Little Pawn" in Triggerwoman if both are installed). 

 

I am currently working on my little sideproject and when this is done, I'll make a new plan for the continuation of Triggerwoman :)

Posted

Both of these quest mods are GREAT! Great work Heinzelman! I recently purged and reinstalled all my mods , the older version of Triggerwoman had a permanent place in my LO. If I read this correctly , Triggerwoman Reborn is still in development, right?  Is the older version available anywhere ? The version that end with being rewarded the apartment ?

Posted
38 minutes ago, xXxMikeyxXx said:

Both of these quest mods are GREAT! Great work Heinzelman! I recently purged and reinstalled all my mods , the older version of Triggerwoman had a permanent place in my LO. If I read this correctly , Triggerwoman Reborn is still in development, right?  Is the older version available anywhere ? The version that end with being rewarded the apartment ?

Thank you very much for your kind words. Yes, Triggerwoman Reborn will be continued. The old mod can be found here. But keep in mind it isn't compatible with the new one, because the old neighborhood doors of both mods would conflict with each other :)

 

Posted
On 7/29/2025 at 4:57 PM, Heinzelman said:

Unfortunately, uploading the voices file always fails. I'll see if I can find a temporary host for these voice files in the meantime and post a link here.

 

The Voice file is now available too :)

 

hOW TO GET START FOR THE FENWAY LINE, WHERE IS THE LOCATION

 

Posted

The mod holotape shows up in my inventory, i can see the mod in my MCM but it seems like the mod isnt loading in. Ive googled around and it says that the mod doesnt contain the "scripts" needed to load in the quest mod. 

Posted
3 hours ago, 22yuzhang said:

hOW TO GET START FOR THE FENWAY LINE, WHERE IS THE LOCATION

 

 

Go to the busstop at the CIT. A NPC named Jefferson will approach you there.

Spoiler

image.jpeg.19ed2a960b703035654f10ad1cdeb877.jpeg

 

Posted
3 hours ago, dyidet said:

The mod holotape shows up in my inventory, i can see the mod in my MCM but it seems like the mod isnt loading in. Ive googled around and it says that the mod doesnt contain the "scripts" needed to load in the quest mod. 

The scripts are included in the Main file. They should be in order, if you got the holotape through the MCM, because that function is handled by a script. You could also check the holotape and click "Highscore and Progress" > "Junk Collection - My current record". If you get a message in the upper left, it confirms the scripts are running. Please tell me if that doesnt work.

 

The mod should normally start when you approach the bus stop like the picture in the comment before. If not, then please enter this in the console and post a screenshot of the result:
sqv TRW_MQ01_Intro

Posted

(i tried to avoid spoilers as much as possible so some things are labeled ats that guy , that thing etc , i hope it's not confusing )i must say , i jsut played the first triggerwoman now , and wow , both mods , even though that one is technically absolute , that mod was soooo good , the interiors for the secret club , and the  bar you meet with skinny , i think those were so nice , i would love to have them in triggerwoman reborn , and the repeatable dance/"work "quest of the secret club is so good as it works into continuous replay ability of the side quest , but i do think reborn does the story a lot better , i feel like in the original the mc is more like every other mod where is already is a slut and she just fuckes everyone because she a slut , and it's not that like. Immersive , i like how triggerwoman reborn has that quest with the  news business  thing where she either choses to give in to the raider or she would need to fight her way out , something that realistically , would be almost impossible to start killing a room full of people and your only choice would to give in and walk out of there alive , the hard choice but safe , also in the first one with the skinny quest would have been cool if when you went to the bathroom , the guy would follow you and tell you that he has a gun pointed to your ally and if you don't comply , he gets shot , so again , the hard but safe choice , you are not just a idiotic bimbo slut fucking everything that moves but more like you got to give in into the hard decisions , maybe the final quest for triggerwoman reborn you can make it so the guys in there start touching you and you can either say something and put the mission in trouble or , let them and keep listening in , i love to see those realistic kind of choices , anyhow , both mods very awesome , can't wait to see more ! ❤️ thank you for an amazing mod ! (ps forgot to say this , but the voice files , game chancer , is so  much more immersive thx for the guy with the voicefiles too , maybe triggerwoman 1 to? wink wink ❤️ )

Posted
7 hours ago, MrSorrowMage said:

(i tried to avoid spoilers as much as possible so some things are labeled ats that guy , that thing etc , i hope it's not confusing )i must say , i jsut played the first triggerwoman now , and wow , both mods , even though that one is technically absolute , that mod was soooo good , the interiors for the secret club , and the  bar you meet with skinny , i think those were so nice , i would love to have them in triggerwoman reborn , and the repeatable dance/"work "quest of the secret club is so good as it works into continuous replay ability of the side quest , but i do think reborn does the story a lot better , i feel like in the original the mc is more like every other mod where is already is a slut and she just fuckes everyone because she a slut , and it's not that like. Immersive , i like how triggerwoman reborn has that quest with the  news business  thing where she either choses to give in to the raider or she would need to fight her way out , something that realistically , would be almost impossible to start killing a room full of people and your only choice would to give in and walk out of there alive , the hard choice but safe , also in the first one with the skinny quest would have been cool if when you went to the bathroom , the guy would follow you and tell you that he has a gun pointed to your ally and if you don't comply , he gets shot , so again , the hard but safe choice , you are not just a idiotic bimbo slut fucking everything that moves but more like you got to give in into the hard decisions , maybe the final quest for triggerwoman reborn you can make it so the guys in there start touching you and you can either say something and put the mission in trouble or , let them and keep listening in , i love to see those realistic kind of choices , anyhow , both mods very awesome , can't wait to see more ! ❤️ thank you for an amazing mod ! (ps forgot to say this , but the voice files , game chancer , is so  much more immersive thx for the guy with the voicefiles too , maybe triggerwoman 1 to? wink wink ❤️ )

Thank you very much for your nice feedback ❤️. As you speak of the raider and the hard choice, my original idea was to have a third way - get disarmed and locked in the brewery. But it felt wrong as I also want to do more with that Raider in the future (if the player lets him alive). 

 

I totally agree about the voicefiles from JB, it has so much quality. I am still grateful for his present.

 

I will continue working on this mod at the beginning of next year. And very soon, I will release my other little project.

Spoiler

image.jpeg.5dbeaf29c3f1afec7f4d653d90571a03.jpeg

 

Posted
13 hours ago, Heinzelman said:

Thank you very much for your nice feedback ❤️. As you speak of the raider and the hard choice, my original idea was to have a third way - get disarmed and locked in the brewery. But it felt wrong as I also want to do more with that Raider in the future (if the player lets him alive). 

 

I totally agree about the voicefiles from JB, it has so much quality. I am still grateful for his present.

 

I will continue working on this mod at the beginning of next year. And very soon, I will release my other little project.

  Hide contents

image.jpeg.5dbeaf29c3f1afec7f4d653d90571a03.jpeg

 

that would be soo coooll , maybe the 3rd option get locked in like a basement or smth , and the quest is to escape and take back your stuff , and report back to the boss , and the building would be inaccessible, till later when you decide to bring back the raider and the story  , that way you would not let the player kill him , could be  lore frendly by having the boss tell you to not get near there untill he deals with them , and hands you another different job

Posted
2 hours ago, MrSorrowMage said:

that would be soo coooll , maybe the 3rd option get locked in like a basement or smth , and the quest is to escape and take back your stuff , and report back to the boss , and the building would be inaccessible, till later when you decide to bring back the raider and the story  , that way you would not let the player kill him , could be  lore frendly by having the boss tell you to not get near there untill he deals with them , and hands you another different job

 

I like this. no avenging girlboss theme but a plausible plot.

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