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Hot Pockets

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Now *you* can be pickpocketed, and more!

Strip-Pocketing, "Driveby" DD/KFT/RH Equipping, Chems/Alcohol/Arousal force-applying and Instant Tattoos + Cummed on (while sleeping)! 

Now can affect you while you're sleeping or awake! 

 

Beta version in the support thread.

 

Backstory/Lore/The TL-of-DR:

 

Wait, you think you're the only one who can steal? The wasteland is full of poor and desperate people, many of them can't even survive a few steps away from their own beds, some are a day from becoming a raider, few used to be, so what do you think will happen when some oddball smartass who seems to have infinite wealth comes to town, handing over what seems like endless amounts of valuables to anyone with enough caps to take it from them? You'd better keep your eyes open, your weapon ready and your pockets closed. Better sleep light, since they can also get you while you rest!

 

This mod adds NPC pickpocketing the Player-Character to Fallout 4, NPCs will target Caps, Food, Drink, Guns, Armor*, Chems+Health items (yes both in the same group), Ammo, Misc (default off) or Junk. They can also reverse pickpocket, slipping you some chems, or some booze, an arousal potion maybe, maybe they'll just slip a collar on you instead? How about a tattoo? If you are dressed like you're asking for it, you're more than likely to get it taken from you. Adjust your item groups and chances of things happening to your liking or playstyle, want them to take a handful of 0.1 weight items when they steal? Or just one because they're expensive and precious to you? It's your loot buddy, you can lose it however you see fit.

armor means anything your character can equip typically (across this entre page)

 

If you want an even more lore-like reason, the NPC knows you're pickpocking from them in those games, come on they can see you when you're right next to them, they're not allowed to move at all, thats against the rules. How about these thief NPCs? Maybe they have a little CHIM of their own? Maybe they know one of the rules you need to follow is that if you attack them, you're not getting your stuff back since all their friends will attack you and you'll die or load the game, and you both know it. 

 

It isn't very fleshed out at the moment and needs a lot of work and additions. Right now the only way to get your loot back after it has been taken is killing the NPC, pickpocketing them back or other classic methods. If anyone was curious as to why? I was playing Skyrim with its own Devious Devices forever ago and wondered why no one had done similar in regards to being reverse-pickpocketed DD or having clothing stolen by people who want to sneak a peek?  Anyway, now its done, on Fallout 4 at least. As far as I know this is the first mod of this type that has been created for Fallout 4 or Skyrim.

 

Base features:


-Get stolen from from most/all item types by NPCs, from 1 item per steal to a lot of things stolen from you, eventually making your Hot Pockets, no pockets at all.
-Get chems/alcohol/tattoos/restraints etc applied by NPCs instead of/alongside being pickpocketed (mostly social/"bad" drugs). 

-Get stolen from and/or chems/drugs/tattoo's etc applied while you sleep. NPCs can be real (so you have a chance of recovering what was stolen) or just take your stuff and vanish forever.

-If you have your weapon out and are looking at them approaching you, they will reconsider.

-"Only in conversation" optional mode, so no thief will be chosen to do anything unless you are talking to someone else, the thief can still steal after you left conversation however if they haven't already. 
-Sex Attributes Support: NPCs may apply bonus arousal (+20) to the player if they are sub-90, Arousal Level is one of the possible modifiers for if the mod fires.
-Equipped items, 0-Weight items, "Below X-Value" items can all be disabled as theft targets; Bobbypins, base-game magazines, holotapes, notes and *most* quest items are hard-protected by a formlist. (If you find any from the base game+base DLC that are not, let me know, none of the DLC Community Content quest items are currently protected and I play old-gen so I don't know if new ones were added)
-Devious Devices : Collars, Wristcuffs, Vibrators, Plugs, Hoods, Gags < all equal chance, other groups didn't make sense to be able to just casually put on someone before they're aware what's happening. Can probably be expanded to have different weights to each group later, likely won't be "cleaned" to remove specific items from any group. DD items shouldn't be stolen or double stacked.

-KFT : Arm bindings, Gags/Hoods, "Anything from the mod". Can be used with the DD chances at the same time but not recommended.

-Real Handcuffs : Collars/Handcuffs 80-20 chance for the normal/harder levellists from the mod, so 80% chance of normal handcuffs 20% hinged/high security. 80% chance of a normal/mk2-3 collar, 20% chance of a throbbing mk2-3. Watch out for overlap, also this is more "dangerous" than most DD/KFT.

-Tattoos After Rape basic support : NPCs can apply a tattoo as a reverse action.

-Commonwealth Moisturizer basic support: Can wake up a little gooey....
-SAKR (original) support (Exposed or Skimpy Detection) and 2 player-chosen slots that should work if you don't use SAKR for nudity (untested)

-Thief can (chance) go invisible (good at sneaking!)
-Lower weight items are typically taken in stacks/groups, the scaling can be altered
-Some basic location support
-Activation based off certan states of your character, wealth, health, equipement, armed. Can become compoundingly difficult/frequent.
-Small knocked effect on-action (can be disabled but is very non-offensive)
-Timers; one to call a new Thief/timeout the old one, one to delay the call

-Optional "Fade-to-Black" when the NPC "uses/equips" something on the player. 

-Gamble+Option heavy: Chance of occurance with modifiers and chance modifiers for each group, many things to choose from.
-Simple debug notifier enable/disable via MCM

 

 

It is meant to be played with Sex Attributes for the base Arousal increase effect + my Arousal Helper mod for the Forced-Chems/Alcohol to be more effective, Devious Devices and/or Kziitd Fetish Toolset and/or Real Handcuffs for the force-equipping and SAKR for skimpy/nudity detection and Tattoos after rape for tattoo handling and finally Commonwealth Moisturizer for cum when you wake up, using this with Sex Harassment may cause a lot more butt-smacks so adjust your frequencies as NPCs will get right up into you sometimes and may end up behind you. If the mod doesnt function right away just disable/enable it from the MCM/Hotkey and it should work.

 

Extra stuff that may be nice to know but you could find out later yourself without reading:

 

Spoiler

On the chances for Pickpocketing/Reverse categories on the 2nd page, they are typically weights, not percentages, so if you have multiple higher figures and one at a low figure it will be much much less likely to ever happen at all unless other categories are empty.

 

Currently only 1 set of "reverse" actions (DD+Chem-Alch Apply+Arousal+Tattoo) can happen per thief roll at most, what this means is you will get at most per-successful thief one DD applied + one chem or booze applied + one Arousal bonus of 20 applied, plus whatever items they stole. Sometimes the script would be too fast for the engine and do multiple actions from the same category, its more "ok" for theft than applying effects in my eyes so this was the most reasonable method I could think of in the meantime other than making a sometimes slow/stuck process slower.

 

Sleep Ghosts Thieves leave a different note than NPC Theives.

Cum application is a sleep-only action and "costs" nothing to the thief.

Sleep ignores the standard activation settings and exclusively uses its own. 

 

Using the console or other methods, tagging an NPC with : " setav HP_NotEligible 1 " should make them ineligible to become a thief.  

 

If you have the "Extra action chance reducer" too low with a high maximum and higher minimum, you will more than likely experience issues/lag with the notifier as it tries to feed you all the information, it may be too low right now on the default settings for the notifier on 1. You may have better luck increasing the Bulk Multiplier instead.

 

The minimum and maximum budget are not real minimums and maximums, the NPC can take less if the category only has less to take and the last action can take a single item or stack worth infinitely more than any number you set, it exists more as a Budget-limiter, since sometimes you blow your budget, sometimes you're under budget. 

 

Everything in the Armour and Weapons categories are both are seen as 0-weight and both categories bypass the "0 weight protection" that the other categories get.

A flat figure also means your actual weapons can get stolen instead of endless pipe rifles, come on dude, what thief wants to take a pipe rifle or board when theres a legendary assault rifle fully modded with a custom paintjob are you serious.

 

"Equipped Protection" also includes the equipped weapon and grenade, so you could theoretically *stash* value in caltrops/armed gear or grenades as a cheat or super hardcore run.

 

I know it looks a little goofy with them sneaking directly at you, before this they were Sex-Harassment running at you at staring you in the face while they stole. At least they can go invisible now.

I hope the mod works well enough that I don't need to fix anything too soon (bottom of the first MCM page has a few little tools) and that you enjoy it. :)

 

 

Known/Possible Issues+Bugs: (Most possibles are assumptions based off how it is made/from testing/guesses), bugs will hopefully get fixed:

 

Spoiler

K=Known P=Possible

 

New:

K: If you use any mod to change the default "sneak" animation, say to a crawl for example, the NPCs will also use that animation as well. This can change their movement behaviour as they may get stuck on things and the speed may be affected as well. You should probably increase their chance to go "invisible" to counteract the goofyness. 

 

K: Settlers in Settlements (typically anywhere that can be built in) will not actively move towards the player. This can also include some Caravan Guards. It may extend to any NPC that is "working". If you pass by one that has been assigned as a Thief, they will still be able to perform the actions. There may be a workaround to this in a later version. 

K: Theft is jank looking (the NPC just tries to get close then stares at you for a while) - put the invisible thieves chance higher up to counteract this.
K: Notifier latency/steal lag - only really happens with high budgets and lots of steals

K: AAF is not currently being detected by this mod so theres a fair chance you will be stolen from while in a scene or other effects, also NPCs may be selected to be a thief while in a scene meaning you wont get stolen from until that scene ends / a new thief is chosen (this actually happens semi often in Diamond City). I suggest setting up the hotkey in the MCM at the bottom of page 1 for a fast stop/start if you suspect this has happened.
K: The equipped effects from Zaz packs (like used in my other mod SAAH) will be counted as stealable like all other armour, this includes the covering hands equip, (my SAAH mod will re-equip it on-timer by default) but this mod will count that item piece toward the budget used (provided you have allowed the Thief to steal "equipped" items, by default equipped are protected, otherwise they will only be able to take it if it is unequipped).
K: Invisible thieves can be assigned, most wont do anything (theres one named bruce in the fens), some will steal (one in diamond city) - many in Bunker Hill (but those ones may just be underground) - may have been fixed in a previous patch/version

K: If you use Sex Harassment or other mods that will "take over" an NPC, this may steal the NPC, or the NPC may be stolen from this mod by that one at times. Will likely occur more often if you also use the extra included .esp for Sex Harassment as both have the same settings for choosing an NPC (timers should be different but may clash at times as well, both mods should be fine running at the same time typically aside from this)
P: Possibly not targeting every item available in game (should also get mod-items as-is)
P: Combat Strip Lite possibly may have script issues due to unequipped broken/damaged armour being stolen (I don't play damaged/broken armour, just unequip+timer mode and havent looked at this part of the script so I won't know, but it still is possible), this isnt un-fixable 
P: Combat itself may not snap the NPC out of their desire to grab that sweet booty
K: NPC with scripts that are meant to fire the first time you meet them will also happen, if they are a thief this may cause them to stick around to talk instead of being released. There are a lot of NPCs out there that do this especially in Diamond City. This isn't a huge issue, just annoying if your "thief" wants to sell your Meat or something.
P: NPCs will typically beeline toward you and there is no danger/threat awareness on their side so using it in hostile areas isnt a good idea, or maybe it is.
K: If you attempt to use a category from a mod that you dont have, you may break those rolls if they would have won (most of the reverse actions)
K: MCM always needs work
K: Probably heaps of other issues, I've never done anything like this before and this took longer than I had hoped

P: Tattoos after rape may not always apply a tattoo, may replace a tattoo, may use a random tattoo or tattoo over an existing one. 

P/K:If a quest item/actually important item gets stolen let me know so I can build a list of protected items, the current list is likely missing some things, only base-game+DLC items can be added, if you want to add to this list for a specific mod you will need to make a mod for this list or use robco patcher (maybe). 

K/P: I only play old-gen ( v1.10.163 ) so I have no idea if it works on newer versions.


Ok cool have you thought about??: (In the mystical future)

 

Spoiler

-What about if you didnt need to only pickpocket or kill them to get your loot back?
     Maybe in the future this will be expanded on since it seems natural (or another mod/modder can do it) as of now the only thing is an option to tag the last thief who has your stuff, the rest is still in the inventory of the other thieves. 
-Guards stopping the thieves and bribing them to get your stuff back: really this just seems like far too much work since theres only like 30 NPCs in the biggest settlement and guards only exist there
-Of course all the issues I would like to fix at some point, a lot of it comes down to time + effort and neither is infinite.

-Considering making extension-mods to counter zero-dependency with other mods so its easier + more overall control, still intend to keep the core-mod free from requiring more than it already does which should hopefully be nothing, provided the user who has none sets all the sliders to 0 to help the inventory/roll searcher.

-Wow yes you can help me, thanks for asking. You can also make extensions and bug fixes and improvements and post them here, it's much better than me needing to do it alone plus you probably use mods that I don't or can do things I cannot. I'm not very skilled at quest-building or dialogues or AI routines any of that side so if someone who is wants to try build the "get your loot back" side of the mod, please do so. Or just make your own extension to this so it's wholly yours.

My personal take on adding new things is "if the player doesn't like it, can they just disable it/ignore it" which goes along side my "it's an optional mod so why limit the players options" thoughts. 

 

Using the hard reset (near the bottom of page 1) in the MCM usually is enough to shut down/restart the mod for updated versions instead of needing to clean a save, not always though. Turn notifications to 1 before clicking to see the state of the mod (on/off). Otherwise load your save without the mod, save, load with the mod.

 

@riveth Has a beta for a newer version with expanded features available for download in the support forum for this mod.


  • Submitter
  • Submitted
    03/06/26
  • Category
  • Requirements
    Core DLC, Maybe F4SE, hopefully nothing else.
    If you dont use DD/SAKR/SAttributes/TatsAfterRape etc etc set their sliders to 0/dead in the MCM.

 

Posted

Nice... looks like a great mod.

 

Possible Ideas...

- SAKR Clothes Swap, swap your worn clothing for something slutty. Panties and Bra.

- Glued on clothing... can't remove the clothing, until a set time, or glue remover found.

- Sleep events.

- Animal Pheromone... spray you with animal pheromone, making you attractive to animals.

- Swimsuit... dressed up in a Swimsuit, in your sleep. SAKR Tagged.

- Drugged... find yourself in random location.

- Haircut... sleep and wake up with New Haircut.

- Make-over... wake up with new slutty look, after sleeping.

- Retribution... NPC's you've accidentally shot, or Provisioners, or Companions... have a grudge, and wait for you to sleep.

Posted (edited)

I'd love to be able to get sleep events working, there's so many options there. Dangerous Nights has a little covered re:sleep creep and someone needs to patch it since I dont think the dev is coming back but I was originally thinking of tattoos on sleep as well and cum from commonwealth moisturiser. I had a few stabs at it but like with my other mod I couldn't figure out how to detect when the character actually went to sleep or woke up with the backend, the other mod was more to get the WellRested perk to be a modifier but I kind of gave up for the amount of time I was spending vs the eventual payoff.

 

I do like most of those ideas as well, have you seen the Random Doors mod? I went looking on nexus but couldn't find it, it's basically a location/door randomiser, since a door could just drop you in the middle of a cell as well as another doorway, it may have had an on-sleep option I don't remember digging too deep.

Edited by Franco Cozzo
Posted
33 minutes ago, Franco Cozzo said:

I'd love to be able to get sleep events working, there's so many options there. Dangerous Nights has a little covered re:sleep creep and someone needs to patch it since I dont think the dev is coming back but I was originally thinking of tattoos on sleep as well and cum from commonwealth moisturiser. I had a few stabs at it but like with my other mod I couldn't figure out how to detect when the character actually went to sleep or woke up with the backend, the other mod was more to get the WellRested perk to be a modifier but I kind of gave up for the amount of time I was spending vs the eventual payoff.

 

I do like most of those ideas as well, have you seen the Random Doors mod? I went looking on nexus but couldn't find it, it's basically a location/door randomiser, since a door could just drop you in the middle of a cell as well as another doorway, it may have had an on-sleep option I don't remember digging too deep.

 

Why build something that's already built... just make a patch for Dangerous Nights sleep rapes, to add your characters to it, along with what they add. Currently using Sleepless Nights which spawns NPC's, that are really tough.

 

Sleepless Nights... Thief Spawn attack.

Dangerous Nights... Wake up to be drugged, and pass out.

 

Another idea...

- People who steal your Clothes, can be spotted, as they wear them, and parade around in them.

- Stolen Weapons can be seen being openly carried by Thieves.

 

I just tried your mod, and Strong Hypnotised Nora and had his way with her. I have Theft Notifications turned off, and check my Settlers at my Settlement, and they'd had my stolen stuff on them.

 

A lot of fun... 😁

Posted

I know that Latex Collar has a working way to detect sleep. Maybe that can be useful as a guide. 

 

As for a request: 

Support for KFT devices as a DD alternative. 

Posted (edited)
16 minutes ago, Lokikun said:

I know that Latex Collar has a working way to detect sleep. Maybe that can be useful as a guide. 

 

As for a request: 

Support for KFT devices as a DD alternative. 

KFT just seems against the idea of being at least semi subtle doesnt it? Its mostly one big list of full body restraints? I did know it was coming though, it will happen at some point since it will hopefully be less work that DD was. I'll check latex collar curse as well thanks.

 

18 minutes ago, Krazyone said:

 

Why build something that's already built... just make a patch for Dangerous Nights sleep rapes, to add your characters to it, along with what they add. Currently using Sleepless Nights which spawns NPC's, that are really tough.

 

Sleepless Nights... Thief Spawn attack.

Dangerous Nights... Wake up to be drugged, and pass out.

 

Another idea...

- People who steal your Clothes, can be spotted, as they wear them, and parade around in them.

- Stolen Weapons can be seen being openly carried by Thieves.

 

I just tried your mod, and Strong Hypnotised Nora and had his way with her. I have Theft Notifications turned off, and check my Settlers at my Settlement, and they'd had my stolen stuff on them.

 

A lot of fun... 😁

I should probably figure out how to detect AAF scenes so thieves wont be in scenes and the player wont be robbed while in them either, I think it's even documented haha.......

also I'm not spawning in characters, it's just picking random non-companions locally that are human+maybe ghoul/non hostile and stuff I forgot. try turning on that quest thats around the bottom of page 1 on the MCM, it will show you the last thief (or should, hopefully), its an old part of the mod lol.

Edited by Franco Cozzo
Posted (edited)
8 minutes ago, Franco Cozzo said:

KFT just seems against the idea of being at least semi subtle doesnt it? Its mostly one big list of full body restraints? I did know it was coming though, it will happen at some point since it will hopefully be less work that DD was. I'll check latex collar curse as well thanks.

 

I should probably figure out how to detect AAF scenes so thieves wont be in scenes and the player wont be robbed while in them either, I think it's even documented haha.......

also I'm not spawning in characters, it's just picking random non-companions locally that are human+maybe ghoul/non hostile and stuff I forgot. 

 

The Settlers weren't actually in the sex scenes, they were watching, as I have it set so a crowd gathers around sex scenes.

 

I'm using my own Beast Girl Brahmin mod, I'm wondering if they are going to join in, along with the Settlers. I thought I'd turned off Settlement Robberies, they're robbing me blind... LoL

Edited by Krazyone
Posted (edited)

The "safe places" are currently DiamondCityLocation GoodneighborLocation  Vault81Location HasKeyword(LocTypeTown)HasKeyword(LocTypeSettlement) || HasKeyword(LocTypeWorkshop)) . Also the mod needs to have updated itself with your current location, if it doesnt have one I think it uses the inside/outside as fallbacks. 

I haven't really playtested it yet so I'm not sure what good rates were, was trying to think of defaults that were at least realisti enough that a thief would want to steal and an amount that wouldn't destroy the player but wouldn't be nothing. 

Not sure of the timings, but its probably best to bind the on/off button in the meantime to something

 

btw dangerous areas are currently listed as :
LocTypeDungeon, LocTypeDungeonGlowingSea, LocEncBugs, LocEncDeathclaw, LocEncGhouls, LocEncGunners, LocEncMirelurks, LocEncRaiders, 

LocEncSuperMutants. I don't even know if these work either, its one of the things that need to be refined and expanded. 

Edited by Franco Cozzo
Posted

Super! Thank you so much! Now someone can steal some legendary item from Nora, and then discreetly slip a note into her pocket. "If you want this item back, you'll do as we tell you!"
  The problem of the incriminating photos from the blackmailer in "Sexual Harassment" could also be solved. It's not very immersive when Nora finds explicit photos of herself on the bodies of her dead enemies. I think it would have been more realistic if the blackmailer had slipped the photos into Nora's pocket without her noticing.
  You can create photos in advance of a young woman with smeared makeup and lipstick, as well as semen-covered hair and face. In certain lighting, it's unclear whether it's Nora or not. For example, in my game, I add photos like these to all the bulletin boards. It's very immersive.

XS.JPG

Posted
33 minutes ago, Franco Cozzo said:

KFT just seems against the idea of being at least semi subtle doesnt it? Its mostly one big list of full body restraints? I did know it was coming though, it will happen at some point since it will hopefully be less work that DD was. I'll check latex collar curse as well thanks.

I know it has a lot of big devices, but it does have some smaller tape and leather devices in it. 

At least the tape devices could be quick for a harasser to use. 

 

Glad to know it is being considered

Posted
1 minute ago, Cookiemonsta234 said:

Awesome stuff! Can the NPC's use stealth boy to hide so player can't detect them afterwards?

That was actually one of the original plans + for them to target stealth boys when stealing to use but it turned out way more complicated than I thought but I still want to do that at some point, right now its difficult to make them less obvious than they are now and actually finish a full cycle and detach quickly.

Posted

Makes think of the Sexual Harassment Mod Approaches. Makes me wonder if it could be linked in to sexual harassment to work on the approach timer and/or NPC Morality and NPC Confidence.

Posted
3 minutes ago, Spaceguest991 said:

Makes think of the Sexual Harassment Mod Approaches. Makes me wonder if it could be linked in to sexual harassment to work on the approach timer and/or NPC Morality and NPC Confidence.

I was looking at that system for inspiration on how to handle the approach since I couldn't figure it out to begin with. I don't know if I would want to use the SH timer since it would either turn the harasser into the thief or make a thief (Attempt) and Harasser happen at the same time every time, but the Morality and confidence may be possible with a few changes from how I make the mod. 

Posted
9 minutes ago, Franco Cozzo said:

I was looking at that system for inspiration on how to handle the approach since I couldn't figure it out to begin with. I don't know if I would want to use the SH timer since it would either turn the harasser into the thief or make a thief (Attempt) and Harasser happen at the same time every time, but the Morality and confidence may be possible with a few changes from how I make the mod. 

Fair enough, It is your mod after all. Another thought I had if you do decide to have sexual harassment NPC morality and confidence is that NPC Impression of Player could affect how likely npcs are to try and Reverse pickpocket things on the player. So it starts with them just trying to steal things but once the players reputation is low enough they might move more on to trying to reverse pickpocket arousal items on to the player.

 

I'm tempted to say if after a reverse pickpocket that add something like arousal it triggers a sexual harassment approach like flirt or demanding sex but that might be overly complex to get to work correctly.

Posted (edited)
33 minutes ago, Spaceguest991 said:

Fair enough, It is your mod after all. Another thought I had if you do decide to have sexual harassment NPC morality and confidence is that NPC Impression of Player could affect how likely npcs are to try and Reverse pickpocket things on the player. So it starts with them just trying to steal things but once the players reputation is low enough they might move more on to trying to reverse pickpocket arousal items on to the player.

 

I'm tempted to say if after a reverse pickpocket that add something like arousal it triggers a sexual harassment approach like flirt or demanding sex but that might be overly complex to get to work correctly.

 

I just threw this together but I dont know how well it will work, I just replaced the alias rules used with the rules from Sexual Harrasment so it should follow/respect the settings for raiders, settlers, companions etc the same way that mod does but I also have a setting in the script for "human" plus the script has its own stuff so it may not work with other races. You can use "sqv hp_thiefquest" and it should be running and (if there is a thief active) it should have I think a baseID in the reference ID (not the player which is 000014 i think usually) that you can access via the console.

It loads after the current mod. Im not sure if it will need a new save or if using the reset hotkey will be enough either which doesnt help haha......I guess you could check morality and etc of the thieves from the 2nd robbery onward? I dont think this mod "remembers" the thief inbetween saves but just to be sure. Also make a save before trying this too I guess.

 

HotPockets-SHarassmentthieves.esp

Edited by Franco Cozzo
Posted
4 hours ago, Franco Cozzo said:

 

I just threw this together but I dont know how well it will work, I just replaced the alias rules used with the rules from Sexual Harrasment so it should follow/respect the settings for raiders, settlers, companions etc the same way that mod does but I also have a setting in the script for "human" plus the script has its own stuff so it may not work with other races. You can use "sqv hp_thiefquest" and it should be running and (if there is a thief active) it should have I think a baseID in the reference ID (not the player which is 000014 i think usually) that you can access via the console.

It loads after the current mod. Im not sure if it will need a new save or if using the reset hotkey will be enough either which doesnt help haha......I guess you could check morality and etc of the thieves from the 2nd robbery onward? I dont think this mod "remembers" the thief inbetween saves but just to be sure. Also make a save before trying this too I guess.

 

HotPockets-SHarassmentthieves.esp 2.23 kB · 0 downloads

oh cool, I'll have to try this once I have free time!

Posted (edited)

Personally, I feel this mod shouldn't show someone actually getting close to you and then you suddenly change your equipment, become naked, or are dressed in something else. That's too strange. If this effect is necessary, then a black screen scene similar to the one in PP where you're suddenly attacked from behind is required.

 

Alternatively, different scenarios could be used depending on the outcome.

If it's just about stolen items, a person approaching in a GIF is fine; you could even play an animation of pc searching she/his pockets a few seconds later to show that you realize you've been robbed.

However, if it's about being dressed up or turned naked, I personally think there might be a better way to represent it, like a black screen appearing. But regardless, if someone is just standing there and suddenly dressed in different clothes or naked, there needs to be a more believable way to depict the process, or some method to conceal it.

Edited by kziitd
Posted
24 minutes ago, kziitd said:

non-adult mod category?😮

Man I dont know how to organise the categories in this site. The mod by default has no animations or nudity and should work without anything from LL so at its core its "clean". I'm not fussed if it gets moved to adult though. 

Posted
Just now, kziitd said:

Personally, I feel this mod shouldn't show someone actually getting close to you and then you suddenly change your equipment, become naked, or are dressed in something else. That's too strange. If this effect is necessary, then a black screen scene similar to the one in PP where you're suddenly attacked from behind is required.

 

Alternatively, different scenarios could be used depending on the outcome.

If it's just about stolen items, a person approaching in a GIF is fine; you could even play an animation of someone searching their pockets a few seconds later to show that you realize you've been robbed.

However, if it's about being dressed up or turned naked, I personally think there might be a better way to represent it, like a black screen appearing. But regardless, if someone is just standing there and suddenly dressed in different clothes or naked, there needs to be a more believable way to depict the process, or some method to conceal it.

 

There probably is a nicer way of handling it but for me those screen fades etc break immersion as well. I'm a bigger fan of DCW's auto-equip devices over the stun/freeze/blackscreen fade one from DD Enchantings since the player loses 0 control. The gif is basicaly a "best case" approach as well since the bump timing can be off a lot of the times and the NPC approaches from any angle.  

 

I could see someone being collared or hooded in a second or two and the shock stunning them so someone could slip something on them, and some clothing does come off bodies easier than others. But regardless its a fresh mod, heaps can change down the line and theres no harm adding more options for people to toggle on/off like fades and the rest. 

Posted (edited)
17 hours ago, Franco Cozzo said:

That was actually one of the original plans + for them to target stealth boys when stealing to use but it turned out way more complicated than I thought but I still want to do that at some point, right now its difficult to make them less obvious than they are now and actually finish a full cycle and detach quickly.

 

Here you go: 

 

NPC.GetActorRef().SetAlpha(0.0, true); invisible

 

NPC.GetActorRef().SetAlpha(1.0, true); visible again

 

I love the idea behind the mod, and some of the user ideas are great too. I hope it continues to grow!

Edited by JB.
Posted

if going along with the sexualharassment ideas or maybe the kidnapping idea with dangerous nights, could have it so that an enemy faction will take you to their hideout (internal cell preferred) slap on a collar or cuffs or even some DD/KFT restraints then you'll have to escape and get your stuff back from 3+ different enemies in the room, could make it that you could kill them or they could want something in particular for the items, then if its raiders they will try to steal your stuff again after you just got recovered them

Posted (edited)

Alright I added some KFT support, I hope it's what you guys wanted. I don't really use KFT so I wasn't sure but i probably will use it more after this, I didn't go into a lot of testing to be sure that every category worked, just that it was working with a little variance at least, the arms bindings should cover all types from tape through to metal and the gags should have all the available types as well. The 3rd option is just anything from rope/tape trees which may/will conflict (equip-over while unequipping the last) with itself and DD, the other categories shouldn't overwrite this one when applying, but this one may overwrite the others (probably not DD though due to how to protects equipped items). 

@kziitd cool mod. 

also @JB. thanks for the stealth/invis code, I added a slider for now that will give it a chance to happen (only on approach), haven't gotten around to doing the "if they have a stealth boy" etc code but this should be good enough for now.

 

The rope/tape options made "sense" from a "what would someone reasonably be able to quickly carry and put on someone", I know KFT are much more complex than simple DD in this respect and its not really as easy to do complex bindings in under a second but whatever, I still need to add the *fade to black* + wait timer as an option as well for all who want it. 

Edited by Franco Cozzo

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