Samhsay Posted August 27 Author Posted August 27 35 minutes ago, msmfoster said: Seems to be working, I started from a 'Fresh Game.' I did encounter an odd behavior. Selected an item in the console which makes what I select go blue. However, now the player ends up being selected after a couple of seconds over and over and over. You can see the action in the console. Thoughts? Only mod that changed was yours. That’s because it involves forcibly entering commands into the console, and the first command is `prid 14`, which selects the player. I might want to change that to something like `player.morphs 0 0`.
msmfoster Posted August 27 Posted August 27 (edited) 15 hours ago, Samhsay said: That’s because it involves forcibly entering commands into the console, and the first command is `prid 14`, which selects the player. I might want to change that to something like `player.morphs 0 0`. Yeah, it's a somewhat annoying side effect. Especially when you are doing something that needs console objects to say selected. Update: TCL takes extra steps just because of it. It's nothing huge, but I'd say it gets in the way of general gameplay (at least for settlements). Edited August 28 by msmfoster
ItzJustAlvin Posted August 29 Posted August 29 On 8/27/2026 at 1:23 AM, msmfoster said: This is what happens when I started the game. Loops over and over and over in English and Russian. I did try the reset, but didn't help. Going to try a 'clean' save and see how that works for me. Running AE. I get the same problem, but only in russian, even tho I use english sooooo yea....
Samhsay Posted August 29 Author Posted August 29 What's New in Version 0.7.2 - Removed the arousal increase from nudity if the Exhibitionist perk is not present. - Changed the method of sending console commands for maintaining facial morphs so they don't break the console. - The possibility of experiencing an uncontrollable orgasm if one remains on the verge of orgasm for a prolonged period. Not tested. Can be disabled in the MCM. - Visual effects during arousal on the verge of orgasm have been improved. Update from 0.7.0 requires reinitializing the mod. You can use a clean save or test the "Refresh Mod" function in the MCM debug menu.
Langmans Posted August 29 Posted August 29 (edited) Hey, so I'm building a hud for myself using Prisma UI, and I was reading your psc files. Three things from reading CoverScript.psc in 0.7.2: Is it intended that Town Bicycle and Dubcon keep counting while their MCM switch is off? Lines 423 and 429 only guard the perk being awarded, and the counting in OnAnimationStart at 459 and 467 never checks those globals. Exhibitionism behaves differently — gl_isExhibPerk wraps the increment itself, so switching it off really does stop the points. Turning off Town Bicycle in the menu still leaves the player being counted, which is not what I expected from the switch. Any chance arousalPatienceIndex could be made readable from outside? It's the only value in the mod that builds up and drains again instead of just counting, which makes it the interesting one, but a plain script variable can't be reached from another mod. Declaring it as `float Property arousalPatienceIndex Auto` would be enough — no new record in the plugin, and nothing else changes. You mentioned wanting to change how the perks are earned. Would gl_heroineRaped and gl_settlersLovers keep their current meaning, or stop being used? Asking so I know whether to follow the change or leave them alone. Translated to Russian for you lol just in case Spoiler Три вопроса по CoverScript.psc из 0.7.2: 1. Задумано ли, что Town Bicycle и Dubcon продолжают считать, пока их переключатель в MCM выключен? Строки 423 и 429 защищают только выдачу перка, а сам подсчёт в OnAnimationStart на 459 и 467 эти глобальные переменные не проверяет. С эксгибиционизмом иначе — gl_isExhibPerk оборачивает само увеличение, поэтому его выключение действительно останавливает очки. А если выключить Town Bicycle в меню, игрока всё равно продолжают считать, и от переключателя я ожидал другого. 2. Есть ли возможность сделать arousalPatienceIndex доступным снаружи? Это единственное значение в моде, которое накапливается и снова убывает, а не просто считает, поэтому оно самое интересное. Но обычную переменную скрипта из другого мода не прочитать. Достаточно объявить её как `float Property arousalPatienceIndex Auto` — новых записей в плагине не нужно, остальное не меняется. 3. Вы писали, что хотите изменить способ получения перков. Сохранят ли gl_heroineRaped и gl_settlersLovers своё нынешнее значение или перестанут использоваться? Спрашиваю, чтобы понимать, следовать за изменением или оставить их как есть. Edited August 29 by Langmans
Samhsay Posted August 29 Author Posted August 29 9 minutes ago, Langmans said: Is it intended that Town Bicycle and Dubcon keep counting while their MCM switch is off? Lines 423 and 429 only guard the perk being awarded, and the counting in OnAnimationStart at 459 and 467 never checks those globals. Exhibitionism behaves differently: gl_isExhibPerk wraps the increment itself, so switching it off really does stop the points. Turning off Town Bicycle in the menu still leaves the player being counted, which is not what I expected from the switch. Thanks for the note; I’ll add an MCM check to both Bicycle and Dubcon. 10 minutes ago, Langmans said: Any chance arousalPatienceIndex could become a GlobalVariable? It's the only value in the mod that builds up and drains again instead of just counting, which makes it the interesting one, but a script variable has no FormID so nothing outside the script can read it. A setValue next to the two existing lines would be enough. I don't know if this is necessary, but it's an option. I'll add it to the to-do list. 12 minutes ago, Langmans said: You mentioned wanting to change how the perks are earned. Would gl_heroineRaped and gl_settlersLovers keep their current meaning, or stop being used? Asking so I know whether to follow the change or leave them alone. This is the modified method for obtaining perks. It used to be much cruder and more primitive, but then I disabled them and started adding them one by one.
Langmans Posted August 29 Posted August 29 1 hour ago, Samhsay said: I don't know if this is necessary, but it's an option. I'll add it to the to-do list. I was in the middle of editing when you replied, so: float Property arousalPatienceIndex Auto See my edited question.
Samhsay Posted August 29 Author Posted August 29 4 hours ago, Langmans said: I was in the middle of editing when you replied, so: The next update will include a global variable. You never know, someone might actually find it useful.
msmfoster Posted August 29 Posted August 29 I can confirm that the console is usable again. I may have additional noise, but I can keep an NPC or object selected for periods of time without concern. Thanks!
InfernalVortex Posted Monday at 12:54 PM Posted Monday at 12:54 PM (edited) Maybe someone else already fixed this, but I found some minor problems in the implementation after struggling to deal with some other issues in my mod stack. This was my first attempt at really digging into how these things are done in FO4, so no promises. I found a never-ending loop where it couldn't find FPA_Value_Arousal properly and would constantly attempt to fetch it and error. That led me to trying to fix it. To the author, first of all, thanks for making this — it's awesome. That's why I was trying to learn how to make it work. So here are the changes. Maybe you've already fixed them somewhere in the support thread, but I have time to read through the whole thing. Just shotgunning this out in the event it's helpful, if it's not... I apologize. 1. I added a small ESP override for qst_coverQuest to bind the missing FPA_Value_Arousal GlobalVariable property on CoverScript to the corresponding arousal global in FPAttributes.esp. The property was being referenced by the script but was not filled, resulting in constant None/GetValue() Papyrus errors. 2. I added a couple of bookkeeping/safety changes to CoverScript.psc (around lines 45 and 384). The first adds an EnsureFPAArousal() fallback that attempts to resolve FPA_Value_Arousal directly from FPAttributes.esp if the property is None, and the second calls it before the accidental-orgasm arousal checks. This seems to stop the error loop I was getting and allows that section of the 0.7.2 feature to actually read the FPA arousal value reliably. 3. Line 391 is in the section containing all the states where the accidental-orgasm patience-counter dice roll should not happen. Most of those conditions make perfect sense. Buried in there, though, Player.getAnimationVariableBool("bInJumpState") appears without a !, meaning the player actually has to be in a jump state for the roll to happen. I'm assuming that wasn't intended, especially since the surrounding checks are exclusions, so I added the !. Now the roll can happen normally when the other conditions are satisfied, but cannot happen while the player is jumping. The download should patch over the original mod and “fix” these things. Like the author noted about this feature in 0.7.2, I haven't fully confirmed the accidental-orgasm mechanic works end-to-end yet, but I've confirmed that a lot more of it is talking together properly now and the repeating FPA error I was chasing is gone. I may be imagining it but there was some hitching and jitteriness that is now gone as well! Hopefully I didn't miss something obvious by adding these. Just wanted to try to contribute back to the community a little if I could. PM FPA Fix.zip Edited Monday at 01:17 PM by InfernalVortex 3
Samhsay Posted Monday at 02:51 PM Author Posted Monday at 02:51 PM 1 hour ago, InfernalVortex said: Maybe someone else already fixed this, but I found some minor problems in the implementation after struggling to deal with some other issues in my mod stack. This was my first attempt at really digging into how these things are done in FO4, so no promises. I found a never-ending loop where it couldn't find FPA_Value_Arousal properly and would constantly attempt to fetch it and error. That led me to trying to fix it. To the author, first of all, thanks for making this — it's awesome. That's why I was trying to learn how to make it work. So here are the changes. Maybe you've already fixed them somewhere in the support thread, but I have time to read through the whole thing. Just shotgunning this out in the event it's helpful, if it's not... I apologize. 1. I added a small ESP override for qst_coverQuest to bind the missing FPA_Value_Arousal GlobalVariable property on CoverScript to the corresponding arousal global in FPAttributes.esp. The property was being referenced by the script but was not filled, resulting in constant None/GetValue() Papyrus errors. 2. I added a couple of bookkeeping/safety changes to CoverScript.psc (around lines 45 and 384). The first adds an EnsureFPAArousal() fallback that attempts to resolve FPA_Value_Arousal directly from FPAttributes.esp if the property is None, and the second calls it before the accidental-orgasm arousal checks. This seems to stop the error loop I was getting and allows that section of the 0.7.2 feature to actually read the FPA arousal value reliably. 3. Line 391 is in the section containing all the states where the accidental-orgasm patience-counter dice roll should not happen. Most of those conditions make perfect sense. Buried in there, though, Player.getAnimationVariableBool("bInJumpState") appears without a !, meaning the player actually has to be in a jump state for the roll to happen. I'm assuming that wasn't intended, especially since the surrounding checks are exclusions, so I added the !. Now the roll can happen normally when the other conditions are satisfied, but cannot happen while the player is jumping. The download should patch over the original mod and “fix” these things. Like the author noted about this feature in 0.7.2, I haven't fully confirmed the accidental-orgasm mechanic works end-to-end yet, but I've confirmed that a lot more of it is talking together properly now and the repeating FPA error I was chasing is gone. I may be imagining it but there was some hitching and jitteriness that is now gone as well! Hopefully I didn't miss something obvious by adding these. Just wanted to try to contribute back to the community a little if I could. PM FPA Fix.zip 16.54 kB · 0 downloads Thank you. I'll try to fix this in the next update. 2
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