deff. Posted February 20 Posted February 20 6 hours ago, ninjabes said: I plan for the money hole to be autonomous via aaf. I've been looking at how snapdragon did the script for the animated tentacles and was able to apply that script to a craftable gorilla that roams the settlement and bangs anyone who gets too close. That script works on the actor but I don't see why a few lines couldn't be repurposed to detect if someone is in the hole then grab any male actor that gets too close and starts an animation. That is a little later down the pipeline as I'm trying to get other features implemented first to flesh out the mod prior to adding that functionality. As I'm moron in creating mods, I'll drop idea for you, if you can realize it. So, idea is pretty simple - assignable gloryhole furniture for settlers. Several types. I manually created hole in the wall with workshop build mode, but it's little bit tricky, because you need to find different wall types to make this out. Now I'm thinking about how to get actor in this hole. Theoretical it's possible to put assignable guard/slave mat on the other side and then edit she in SAM via adjustments as I did with my character. What I wanted to say with this - I'd love to see a mod with assignable gloryholes. Random furniture type, random animations for them, random positions for woman on the furniture. Spoiler
ninjabes Posted February 20 Author Posted February 20 5 hours ago, deff. said: As I'm moron in creating mods, I'll drop idea for you, if you can realize it. So, idea is pretty simple - assignable gloryhole furniture for settlers. Several types. I manually created hole in the wall with workshop build mode, but it's little bit tricky, because you need to find different wall types to make this out. Now I'm thinking about how to get actor in this hole. Theoretical it's possible to put assignable guard/slave mat on the other side and then edit she in SAM via adjustments as I did with my character. What I wanted to say with this - I'd love to see a mod with assignable gloryholes. Random furniture type, random animations for them, random positions for woman on the furniture. Reveal hidden contents Actually we were thinking the exact same thing. The money hole was just the start, I have a buildable and assignable gloryhole based on a bathroom stall. My original idea was something like your picture you attached, different types some just a straight hole for a guy to stick his dick in, some that the girl stick halfway through etc. I've figured out the process for making the hole itself. I'm currently figuring out the orientation of the marker in relation to the animations that play. Once I figured out a good workflow for that I'm gonna look into the multiple interact marker furniture like the bar uses, that will allow a girl to be assigned to a gloryhole, then a guy to walk up and start using her. Those are all small hurdles I should have figured out soon though. The bulk of the work is actually making the animations. 2
deff. Posted February 20 Posted February 20 1 minute ago, ninjabes said: Actually we were thinking the exact same thing. The money hole was just the start, I have a buildable and assignable gloryhole based on a bathroom stall. My original idea was something like your picture you attached, different types some just a straight hole for a guy to stick his dick in, some that the girl stick halfway through etc. I've figured out the process for making the hole itself. I'm currently figuring out the orientation of the marker in relation to the animations that play. Once I figured out a good workflow for that I'm gonna look into the multiple interact marker furniture like the bar uses, that will allow a girl to be assigned to a gloryhole, then a guy to walk up and start using her. Those are all small hurdles I should have figured out soon though. The bulk of the work is actually making the animations. Nice! I really hope, that you'll sort out this thing. If I can help somehow, let me know
ninjabes Posted February 20 Author Posted February 20 7 hours ago, deff. said: Nice! I really hope, that you'll sort out this thing. If I can help somehow, let me know You already did. Working on something special for tomorrows update 1
Olmech Posted February 21 Posted February 21 22 hours ago, ninjabes said: I plan for the money hole to be autonomous via aaf. I've been looking at how snapdragon did the script for the animated tentacles and was able to apply that script to a craftable gorilla that roams the settlement and bangs anyone who gets too close. We need that gorilla too!
KrustyShackleford Posted February 21 Posted February 21 1 hour ago, Olmech said: We need that gorilla too! Honestly a whole mod where you can just craft/spawn any of the creatures that have that would be awesome but that's getting too far ahead right now I think
katrina.balanchuk Posted February 21 Posted February 21 21 hours ago, deff. said: As I'm moron in creating mods, I'll drop idea for you, if you can realize it. So, idea is pretty simple - assignable gloryhole furniture for settlers. Several types. I manually created hole in the wall with workshop build mode, but it's little bit tricky, because you need to find different wall types to make this out. Now I'm thinking about how to get actor in this hole. Theoretical it's possible to put assignable guard/slave mat on the other side and then edit she in SAM via adjustments as I did with my character. What I wanted to say with this - I'd love to see a mod with assignable gloryholes. Random furniture type, random animations for them, random positions for woman on the furniture. Hide contents I like the creativity. though I thnk 50 caps is too high given thatis the wasteland. Also who gets the caps? if its to the benefit of the settlment does it show up in the workshop?
Franco Cozzo Posted February 21 Posted February 21 The amount of caps could be set in the MCM if it isnt just a hard-coded amount, he would need to create a global value if he isnt already using one, then link that with the formID in the MCM and add it to the script itself, then any value chosen would be that amount of caps (sorry for getting technical). If the dev wanted it to be that way. I was reading the update, @ninjabes I honestly don't think anyone will mind about you using AI at all for the voices, there are very few that exist that arent AI generated as it is already and most use older-generation tools which are practically the same thing. As long as it isn't "real life" people or celebrities I think most people appreciate them existing much more than disliking them being AI.
deff. Posted February 21 Posted February 21 (edited) 1 hour ago, katrina.balanchuk said: I like the creativity. though I thnk 50 caps is too high given thatis the wasteland. Also who gets the caps? if its to the benefit of the settlment does it show up in the workshop? Too high? Hmmm, maybe. My creation is/was just example and when/if real mod will be launched, caps is not like requirement/mandatory. edit: if anyone knows which mod add static craftable tyre, let me know please!!! Edited February 21 by deff.
deff. Posted February 21 Posted February 21 @ninjabes thanks for update! I haven't tested how animations work, but may I suggest something? At first, make this wall static (like walls in other mods). Second - remove support beams from both sides - if wall will be static, you don't need them and it will be easier to assign npc if the wall will be placed, for example, in small buildings My imagination works like I would like to create a sex house where will be different types of assignable furniture, kinda slave/slut house. And these beams kinda takes extra space and npc will struggle to get into workplace. This will be great mod!!!! Thank you! Spoiler
deff. Posted February 21 Posted February 21 I tested mod with captured raider. Unfortunately it's not working. At first - still not impossible to use furniture for sex via AAF (furniture not showing up in AAF menu). Second - I can assign slave for mat and moneyhole. (but slave is not using them as workplace, don't know why. I slept 24 hours, fasttraveled away and back, nothing). Wall is not assignable.
ninjabes Posted February 21 Author Posted February 21 8 hours ago, deff. said: I tested mod with captured raider. Unfortunately it's not working. At first - still not impossible to use furniture for sex via AAF (furniture not showing up in AAF menu). Second - I can assign slave for mat and moneyhole. (but slave is not using them as workplace, don't know why. I slept 24 hours, fasttraveled away and back, nothing). Wall is not assignable. After redownloading my mod it appears when uploading my zip to the lab it takes the AAF xmls out of the folder I put them in before uploading. If you take those Xml files and put them in your AAF folder separately it should work. As far as the money holes they should work unless there is something in the way of the settler pathing to the money hole. The large fun hole wall thing is not assignable by design. And I'm working with making all of the objects static but I have not figured out the magic flags in nifskope to make them static with collision. As far as the legs on the fun hole wall goes they are needed because without them if I build collision in nifskope it will fall over, that is also why the small fun hole has that T shaped pole on the end. Let me know if this helps. 1
ninjabes Posted February 21 Author Posted February 21 17 hours ago, Olmech said: We need that gorilla too! It's currently buried within a personal patch mod and is also dependent on animated tentacles from snapdragon. I reached out to snap to see if I could update animated tentacles but haven't heard back. I'll give you an idea of what my update consists of, all tentacles are buildable in settlements, a dog and a gorilla are buildable and work like the tentacles, fucking anyone who gets too close. If snap doesn't get back to me by the end of the month I might just drop the update anyway and plead my case to the moderators after. 1
ivancherttkov Posted February 22 Posted February 22 Is it possible to make this mod without BarbarousAddon? I don't want to overload the game.
ninjabes Posted February 22 Author Posted February 22 20 minutes ago, ivancherttkov said: Is it possible to make this mod without BarbarousAddon? I don't want to overload the game. The latest upload should have all the barbarous addon files in the ba2 removing dependency on the addon or the barbarous continent. 1
4nln415 Posted February 22 Posted February 22 (edited) I'm understanding correctly as of now for the player to participate they have to manually use AAF to start the animation? I do wonder if there's a mechanic where players can put themselves in a device and npc's would approach (like Harassment or Prostitution) and just engage in sex act only with that device (Been thinking about something like this with Torture device) kinda like what you're doing, and if we pair it with Autonomy... Edited February 22 by 4nln415 1
DerpedPerd Posted February 22 Posted February 22 sucks that the player character can't use this furniture...
Krazyone Posted February 22 Posted February 22 Idea... Can wake up locked in it. MCM Options... Wake up in it ... Y/N Chance 0 ---- 50% Reasons for Locked in it... Let Companion die ... Y/N Settlement very unhappy ... Y/N Failed Settlement Mission ... Y/N Refused Settlement Mission / Y/N Grudge Length... 1 Day ---- 30 Days That uses Player, when locked in it... Humans Y/N Animals Y/N Monsters Y/N That uses NPC's, when locked in it... Humans Y/N Animals Y/N Monsters Y/N Just a possible idea... 3
katrina.balanchuk Posted February 22 Posted February 22 4 hours ago, 4nln415 said: I'm understanding correctly as of now for the player to participate they have to manual use AAF to start the animation? I do wonder if there's a mechanic where players can put themselves in a device and npc's would approach (like Harassment or Prostitution) and just engage in sex act only with that device (Been thinking about something like this with Torture device) kinda like what you're doing, and if we pair it with Autonomy... Like bound in public... 1
Absintheman Posted February 22 Posted February 22 (edited) I think I did something wrong. I've downloaded both files and installed them via Vortex. When I first place an item, the normal colors appear, but shortly after, they turn into the attached pictures. It also happens to the little glory hole, but not the big one. Also, a breeze pushed them over. This is the only mod that's having a graphics issue. Let me know if you need other information. 7800x3D, 5070ti, 32gb RAM. loadorder.txt Edited February 22 by Absintheman Forgot to add the correct loadorder file.
Absintheman Posted February 22 Posted February 22 Well, Now the color is working fine, but they'll still blow over with a breeze. All I did was loaded the game again. Now if I could just get [Beta] Barbarous Continent to work. I install it, but nothing loads. darn.
KrustyShackleford Posted February 23 Posted February 23 25 minutes ago, Blechbeck said: I have the same issue with the colors Are you using ENB?
LarryJD8822 Posted February 23 Posted February 23 @ninjabes @Blechbeck @Absintheman about the textures , a wild combination of 512x512, 1024x1024, 2048x2048, and 4096x4096 textures, some with mipmaps, some without; I think that's the reason. 1
ninjabes Posted February 24 Author Posted February 24 9 hours ago, LarryJD8822 said: @ninjabes @Blechbeck @Absintheman about the textures , a wild combination of 512x512, 1024x1024, 2048x2048, and 4096x4096 textures, some with mipmaps, some without; I think that's the reason. Yeah I'll be honest and tell you aside from assigning textures, doing edits in GIMP, I don't know a whole lot about what makes texture tick in F4. FWIW I use an ENB too and what @absintheman is experiencing only happens when I run the mod with the files packed in a ba2. As far as the items falling over I'm still working on figuring out what flag I need to set when building the collision to make it an actual static object. 1
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