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Posted

 

7 minutes ago, Franco Cozzo said:

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.

 

Ohh, that would be: 

 

If PlayerREF.GetItemCount(StealthBoy)>=1

;do stuff

EndIf 

Posted (edited)
7 minutes ago, JB. said:

 

 

Ohh, that would be: 

 

If PlayerREF.GetItemCount(StealthBoy)>=1

;do stuff

EndIf 

 

I'll get around to it some time, I'm a little burned out right now, seeing the intro screen of Fallout 4 at the moment is giving me trauma. I think when I was attempting it last time the stealth boy didnt function the same on NPCs as the player and it needed some extra work, but that'll maybe be needed since the mods script makes the NPC visible again before it releases them so they aren't invisible forever. 

Edited by Franco Cozzo
Posted
On 3/5/2026 at 1:53 PM, Sobachonuki said:

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

I really like this, but would you be willing to make it a separate mod? Fallout 4 really needs an immersive blackmail mod.

Posted (edited)

Damn this mod could be fun. It's decent right now but I can't help but come up with ideas that will likely not work. Both my ideas require working with other mods, or adding mechanics to your own. Now I know these ideas are likely to much effort to include or mess with, but I just want to write them down so they stop bugging me. 

 

1. Use the 'Wastelander's Storage' mod for extra kinky stuff. It's a mod that adds the womb as a separate inventory. If you could get people to drop stuff into that inventory that could be really fun.

2. Compatibility with 'Plugs of the commonwealth' mod so thieves will leave visible objects in the Character. 

3. Generally anything that interacts with other kinky mods, them leaving semen or other kinky stuff in your inventory. It'd be funny to look in your inventory and finding more suspicious stuff.  

4. Maybe some perks to encourage the rates of people leaving or taking stuff? Maybe a perk for a separate, special inventory? Maybe some other bullshit thing a non-modder can come up with lol.

Edited by Midnight Blues
Posted (edited)

Its pretty fun now and everything works. I had a random NPC from NPC travel mod and they stole items from inventory while traveling. I only knew about because i heard that sound the game makes whenever something leaves your inventory. So instead of using lethaI items just knocked them out with the knockout framework mod non lethal items and got stuff back lol. 

 

Maybe what you could do is instead of a single NPC its multiple ones at the same time? Once they have items they all scatter and run away in different directions. Like make a new thief faction instead of raiders who are not as violent. They would focus on robbing player or companions in real time. 

Edited by Cookiemonsta234
Posted
1 hour ago, Cookiemonsta234 said:

Its pretty fun now and everything works. I had a random NPC from NPC travel mod and they stole items from inventory while traveling. I only knew about because i heard that sound the game makes whenever something leaves your inventory. So instead of using lethaI items just knocked them out with the knockout framework mod non lethal items and got stuff back lol. 

 

Maybe what you could do is instead of a single NPC its multiple ones at the same time? Once they have items they all scatter and run away in different directions. Like make a new thief faction instead of raiders who are not as violent. They would focus on robbing player or companions in real time. 

 

This is a great idea.

several NPC's crowd around the Player, bumping and pushing the player around. One of maybe 2 of them take some items, and then they all run away, and you don't know which one took your stuff.

 

This maybe too much but, If you feel like really building it out, make them a faction as mentioned above. Give them a couple base locations where they take your stuff to, or have them sell it to some Raiders or Gunners. If you can catch one of the thieves, interrogate them to find out what they have done with your stuff is and make a quest to try and get it back.

 

 

 

Posted (edited)
1 hour ago, Holden McGroin said:

 

This is a great idea.

several NPC's crowd around the Player, bumping and pushing the player around. One of maybe 2 of them take some items, and then they all run away, and you don't know which one took your stuff.

 

This maybe too much but, If you feel like really building it out, make them a faction as mentioned above. Give them a couple base locations where they take your stuff to, or have them sell it to some Raiders or Gunners. If you can catch one of the thieves, interrogate them to find out what they have done with your stuff is and make a quest to try and get it back.

 

 

 

 

Yes this is nice. Also I gotta say when NPC's crouch down you immediately can tell that they are going to try to potentially rob you. If there was a way to prevent this it would be harder to determine if they robbed you or not. 

 

I forgot which mod it was but if a companion was kidnapped you could find notes or letters on NPC's that would tell you where they were located. That same principle could apply here but it might be too much to do.

 

 

Edited by Cookiemonsta234
Posted (edited)
5 hours ago, Cookiemonsta234 said:

 

Yes this is nice. Also I gotta say when NPC's crouch down you immediately can tell that they are going to try to potentially rob you. If there was a way to prevent this it would be harder to determine if they robbed you or not. 

 

I forgot which mod it was but if a companion was kidnapped you could find notes or letters on NPC's that would tell you where they were located. That same principle could apply here but it might be too much to do.

 

 

It'll probaly be a bit before I do any work on this (not that I don't like the ideas, I'm just burned out at the moment), if you want to change this specific thing you can open the mod in the construction kit, choose the mod+set it active then load, go to Packages and find the Thief package I think its called, then go to conditions and untick the "always sneak" box then save the mod and load the game and they will stop "sneaking" (they will instead run to you and then walk away casually after). 

 

I was originally able to get them to leave a note if you got robbed but didnt work any deeper than that, I was just trying to get the core functionality down first.

Edited by Franco Cozzo
Posted

@Franco CozzoGreat looking mod so far, I can already see me adding it into my list once its had a few kinks ironed out, at the moment it might be a bit too obstructive in terms of how it handles npcs and items so I would like to offer a few suggestions for the future once you come back.

First would be adding a couple of keywords that can be added to items and npcs to stop things from being stolen and npcs to be not steal, while I can see that you made a big list of non-stealable items, it would be great for people to easily make their own patches by adding something to items like Keyword: HotPocketNoSteal to any item, be it weapons, armour, junk, babies from family planing etc to not being stealable. For npcs it could be Keyword: HotPocketNoThief and when added to an npc they would never be targeted from the mod to become a thief.

Second would be some way for the player to stop the thief before they can steal from you. Example is, I see an npc crouching down walking towards my character, I could do something like target the crosshair over them and aim my weapon at them for a few seconds which would cause the thief npc to stop sneaking, stand up and walk away, essentially canceling the quest/package.

 

Again cool mod and I look forward to it future development.

Posted
1 hour ago, Evelynith said:

@Franco CozzoGreat looking mod so far, I can already see me adding it into my list once its had a few kinks ironed out, at the moment it might be a bit too obstructive in terms of how it handles npcs and items so I would like to offer a few suggestions for the future once you come back.

First would be adding a couple of keywords that can be added to items and npcs to stop things from being stolen and npcs to be not steal, while I can see that you made a big list of non-stealable items, it would be great for people to easily make their own patches by adding something to items like Keyword: HotPocketNoSteal to any item, be it weapons, armour, junk, babies from family planing etc to not being stealable. For npcs it could be Keyword: HotPocketNoThief and when added to an npc they would never be targeted from the mod to become a thief.

Second would be some way for the player to stop the thief before they can steal from you. Example is, I see an npc crouching down walking towards my character, I could do something like target the crosshair over them and aim my weapon at them for a few seconds which would cause the thief npc to stop sneaking, stand up and walk away, essentially canceling the quest/package.

 

Again cool mod and I look forward to it future development.

 

I'll add the pointing-gun stops an approach on the next pass. I don't believe it would be too much work to add. 

 

The keyword item protection I could probably add like the current ones, if you want to add more in the meantime you can load family planning or any mod with this one in the construction kit and find the form list I'm using for protected items and add whatever you want from other mods into that list and save it (either save over it or make a new mod if you didn't set this as active to load after this). A new mod would likely be fine after the next update as well as only the edited formlist would be overwriting the current things (unless you change more). The only issue is if I add more items to the list after (but no one has reported any quest items been taken so far). xEdit may be able to do the same, I don't really use it much so I'm not sure.

 

The sex harassment addon may help you refine/filter out some NPCs (provided you are using SexHarassment) since it uses almost all the same requirements for an NPC to be chosen as that mod, I haven't tested it but doing "setav fpsh_noteligible 1" in the console may make them ineligible while using this mod and SH at the same time, as it is the command for SH to blacklist that NPC, I'm just guessing a 50/50 for that to work. I could probably add an exclusion in their alias to get a similar effect though in the base version.

 

 

Posted

The option "Allow in Goodneighbour, The Fens Area + Diamond City, and Vault 81" stopped saving for me, whenever I change it to 1, it changes back to 0. All other options seem to be fine.

 

Thanks for the mod, incredibly fun to play with, love the reverse pickpocketing!

Posted (edited)
22 minutes ago, bondfan86 said:

The option "Allow in Goodneighbour, The Fens Area + Diamond City, and Vault 81" stopped saving for me, whenever I change it to 1, it changes back to 0. All other options seem to be fine.

 

Thanks for the mod, incredibly fun to play with, love the reverse pickpocketing!

Ah I used the wrong value in the MCM which is why it keeps resetting to 0, it was looking for the wrong address, you can either do a search and replace for 0x10E72 and replace it with 0x0050 in the config.json (mod\mcm\config\hotpockets\config.json) 

or replace/overwrite that file with the one I attached, I havent tested this but it should work. 

config.json

Edited by Franco Cozzo
Posted

I have enjoyed playing with this mod, good work, looking forward to seeing how it develops.

 

One ask, which I believe is a small one, is for a way to see your current 'activation score' so that you can balance the events to your liking. A hot key, or just something in MCM that tells you your current score.

 

Posted
4 hours ago, Holden McGroin said:

I have enjoyed playing with this mod, good work, looking forward to seeing how it develops.

 

One ask, which I believe is a small one, is for a way to see your current 'activation score' so that you can balance the events to your liking. A hot key, or just something in MCM that tells you your current score.

 

 

It may be possible to edit to it check the score on hotkey, MCM I dont think is able to do any math or calculations on its own so I don't think I could put it in there.

Posted

I’m getting very large cooldowns, sometimes 1xxx, sometimes even up to 10k seconds. Is this a bug, or did I set something up wrong? Cooldown in Master Controls is 120 with 50s action timer.

Posted (edited)
1 hour ago, bondfan86 said:

I’m getting very large cooldowns, sometimes 1xxx, sometimes even up to 10k seconds. Is this a bug, or did I set something up wrong? Cooldown in Master Controls is 120 with 50s action timer.

 

I think it's a bug, I'm assuming it probably has something to do with loading a save or maybe sleeping or anything else that could break a timer, I saw it myself a time or two. Try using the restart hotkey/force attempt (even if theres no NPCs close) to restart it back to a normal time. 

Edited by Franco Cozzo
Posted (edited)

Here's the sourcecode if anyone wants to try improve the mod or see how it was done, I don't know when I'll get around to working on it again. All I really ask is that if someone uses it, they do it to make something better and not for their own wealth or whatever, like all my things uploaded here. 

HotPocketsSourceScripts.7z

I was witholding it hoping someone would make something better/different but it's kind of silly to think things like that especially over a shorter time span and a less-modded game (compared to skyrim). 

 

This mod isn't being abandoned but it's also a bit of a jerk move of me to not fix this or update it for a longer period and also not give people the ability to fix it themselves while also leaving the thing up for upload. 

 

If you do a fix or whatever please send it here and I can just patch the main mod with it so everyone can enjoy it.

Edited by Franco Cozzo
Posted (edited)
6 hours ago, MSM_Alice said:

Does the mod have an actor value that we can use on key NPCs who should never be "perpetratos", to make them illegible? 

 

It just picks a random eligible NPC basically, the only thing the mod remembers is the past 3 thieves to make sure it isnt always the same NPC (and the timer which may be busted as referenced in previous posts). 

 

So I guess the answer is that there isn't. I assume I could add a new variable so people could tag NPCs in the console and then add that as an exception to the Thief-Chooser at some point.

 

Below is the current Match Conditions (distance from player and in-combat are cut off at the top):

 

image.png.37f83da38f3e6d94e3994e20057deb52.png

 

A workaround in the meantime could be to put the NPC in the "HasBeenCompanionFaction" which should block it. If you're using the Harassment esp from this mod that wont work though since that one overrides the match conditions specifically, but the harassment esp should technically work using SHarassment's settings rules meaning the setav fpsh_noteligible 1 from that mod may work (but then block them from SH actions too). 

the command

 addtofaction 000A1B85 1 

should be the correct factionID (i got it from googleAI though, I've never used it), but I don't know if this will make them recruitable after, I hope it doesnt. I'm assuming it's less risky than making them a current companion.

Edited by Franco Cozzo
Posted (edited)

If you can add a bespoke flag or even have the mod load and test for the SexualHarassment Actor value validation condition, that would be grand. 
And an external visible global var for the third-party mods so they can temporarily set this to 0 or 1, and that would suppress any such activity during key Scenes/ Story moments,  to avoid them breaking.

This is what I do for SH, whose approaches can be very aggressive and indiscriminate, and break context for some things.

 


 

I asked ChatGPT how safe it is to add an NPC who was not a companion to the HasBeenCompanion faction and what that might cause. It had some thoughts :

 

🧩 What HasBeenCompanionFaction actually does

The faction is used as a boolean memory flag for the player’s relationship with a companion.
Vanilla companions get added to it after they’ve been recruited at least once.

It drives:

  • Affinity dialogue gating (“We’ve traveled together before…”)
  • Some romance checks
  • Certain radiant dialogue conditions
  • A few AI package conditions
  • Some quest conditions in the companion affinity system

It is not used for:

  • Recruitment
  • Command mode
  • Companion AI
  • Dismissal
  • Sandbox packages
  • Combat behavior

Those are controlled by CurrentCompanionFaction, PotentialCompanionFaction, and CommandableFaction.

 

⚠️ What can break if you add random NPCs to it

1. Dialogue conditions misfiring

Many dialogue topics check:

  • GetInFaction HasBeenCompanionFaction == 1
  • GetInFaction HasBeenCompanionFaction AND GetRelationshipRank >= 1

If you add a non‑companion NPC:

  • They may suddenly qualify for companion-only dialogue branches
  • They may block other dialogue because they satisfy conditions they shouldn’t
  • They may trigger romance‑related or affinity‑related lines

This is the most common breakage.

 

2. Affinity system scripts making wrong assumptions

The affinity system expects:

  • Only official companions ever enter this faction
  • Anyone in the faction has a valid affinity quest + script attached

If you add an NPC without those scripts:

  • Some affinity events may try to fire and fail silently
  • The affinity manager may attempt to evaluate them and produce log spam
  • In rare cases, it can stall affinity events for real companions

It won’t crash the game, but it can cause logic dead ends.

 

3. Romance gating becoming inconsistent

Romance checks often use:

  • HasBeenCompanionFaction
  • CA_Affinity >= X
  • IsRomanceable == 1

If you add an NPC:

  • They may appear romance‑eligible in conditions
  • Some romance scenes may try to evaluate them and fail

 

4. Radiant dialogue and scene conditions misbehaving

Some radiant scenes check:

  • “Has this NPC been a companion before?”
  • “Is this NPC someone the player knows well?”

Adding random NPCs can:

  • Make them eligible for scenes they shouldn’t be in
  • Cause scenes to fail because the NPC lacks required packages or aliases

 

5. Quest aliases that expect only companions

A few quests use conditions like:

  • “Fill alias with any actor in HasBeenCompanionFaction”

If your NPC gets pulled into such an alias:

  • The quest may break
  • The alias may fail to fill correctly
  • The real companion may be excluded

 

✔️ What does NOT break

You will not break:

  • The companion system itself
  • Command mode
  • Follower AI
  • Recruitment logic
  • Sandbox behavior
  • Combat behavior

Those rely on other factions and scripts.

 

🧠 The safe rule of thumb

Only add an NPC to HasBeenCompanionFaction if they are a fully scripted custom companion with their own affinity quest and dialogue conditions.

If you just want:

  • The game to treat them as a follower → use CurrentCompanionFaction
  • The game to allow command mode → use CommandableFaction
  • The game to treat them as recruitable → use PotentialCompanionFaction

HasBeenCompanionFaction is a memory flag, not a follower flag

 

Edited by MSM_Alice
Posted

Extremely cool mod and idea! I don't play Fallout, but hopefully one day we'll see something like this for Skyrim. Amazing work Franco

Posted (edited)
50 minutes ago, extraLewd said:

Extremely cool mod and idea! I don't play Fallout, but hopefully one day we'll see something like this for Skyrim. Amazing work Franco

 

Cheers dude, the idea actually came from me playing Skyrim and wanting a mod like this there, hopefully this one inspires someone to make something similar for it since that world has far more NPCs and Towns/Cities and "use" for a mod like this. 

Edited by Franco Cozzo
Posted (edited)

Thank you for the re-release with the compiled scripts :)

I was testing, and even though I was setting the actor value on the HP_NotEligible NPC to 1, the human ones were still pickpocketing me as long as the system was on (even followers).
I took a look at the ESP, and I think I know why (and I should have seen it from the first screenshot you posted, but I glazed over it).



The conditions for the thief and the AND/OR combination I trust, do not work as one might think at first glance. 

This CK behaviour gave me a lot of headaches when evaluating how CK does AND and OR on condition stacks.
In my experience, in a combined condition, the way  CK evaluates that stack is that the last condition is true, then that entire condition is true if or is in the last spot 
 

A AND B AND C AND D OR E ,


I think that one resolves to TRUE if ABC and D are all false, and just E is true  


It does not do
A AND B AND C AND  (D OR E)   - which is what you would have wanted

it does
(((A AND B) AND C) AND D) OR E 


They are just evaluated linearly (with some odd edge case rules around the first one in the chain).

In theory, you could do
D OR E AND A AND B AND C

 

 put the one "OR" condition at the very start. as it translates to 
(((D OR E) AND A) AND B) AND C
and it might be correct ( but still, there could be some edge cases around the first condition in the chain on how the flags need to be set, so don't trust it)

I have learned the hard way not to trust CK conditions mixing AND and OR.
The safest route is to have conditions that either ALL  - AND  or ALL- OR, those work reliably 100%
If you combine AND and OR, you need to test it in a bespoke manner to see PRECISELY how it evaluates in all cases, and there are actually edge cases that give surprising results.  

The way things are configured now, Ghoul thieves would work okay as expected and obey the above rules, , Human thieves would enjoy a free-for-all, with no limits. 

One way of making this more predictable is to have an alias for humans and a different alias for ghouls, each of them with ALL - AND conditions and no OR anywhere, and then pick which one of the two qualifies/you want to use.

Of course independent testing is best, and I might be wrong, but I think this is what is happening right now. 

image.png.fa4e5221b6a2cd3f051f19bb3e1ab90b.png

Edited by MSM_Alice
Posted (edited)

I might also be missing something, but when trying to track down why Actors with that flag set were still getting picked and it seems there is a path by which the tief is picked by another function in thescript HotPocket.psc that has nothing to do with these conditions that fill up the alias, skipping them entirely: 
Should the actor value condition be tested here as well?


 

Actor Function GetValidThief(Actor akPlayer)
    If (!IsLocationValid(akPlayer))
        Return None
    EndIf

    float scanRange = HP_ScanRange.GetValue()
    If (scanRange <= 0.0)
        scanRange = 4000.0
    EndIf
    
    ObjectReference[] Nearby = akPlayer.FindAllReferencesWithKeyword(ActorTypeHuman, scanRange)
    int totalFound = Nearby.Length
    If (totalFound == 0)
        Return None
    EndIf

    int startIndex = Utility.RandomInt(0, totalFound - 1)
    int i = 0

    While (i < totalFound)
        int currentIndex = (startIndex + i) % totalFound
        Actor Candidate = Nearby[currentIndex] as Actor
        
        If (Candidate && Candidate != akPlayer && !Candidate.IsDead())
            If (Candidate.GetCombatState() == 0 && !Candidate.IsHostileToActor(akPlayer))
                ; Check the 3-slot blacklist
                bool isRecent = false
                int r = 0
                While (r < RecentlyUsedThieves.Length)
                    If (RecentlyUsedThieves[r] == Candidate)
                        isRecent = true
                        r = RecentlyUsedThieves.Length 
                    EndIf
                    r = r + 1
                EndWhile

                If (!isRecent)
                    RecentlyUsedThieves[recentIndex] = Candidate
                    recentIndex = (recentIndex + 1) % 3 ; Cycle 0, 1, 2
                    Return Candidate
                EndIf
            EndIf
        EndIf
        i = i + 1
    EndWhile
    Return None
EndFunction

 

 


This actor, FoundNPC, found with this function  is forcefed into that alias after that, but I have no insight into what happens further, if the condition mismatch on the alias itseld causes a rejection of the alias ref being filled or some reselection/overwrite and whatnot, as the AI packages that are set on the alias don't seem to strully "stick" to the "FoundNPC",  at  all potentially being already gone when whenevaluate Package is called on it since  they produceno effects on EvaluatePackage(). 

 

            HP_ThiefAlias.ForceRefTo(FoundNPC)
            HP_IsTheftActive.SetValue(1.0)
            HP_IsThiefEscaping.SetValue(0.0) ; Ensure they aren't escaping yet
            FoundNPC.EvaluatePackage()


The NPC are  not approaching me whenthe above run, even though I am seeing the notification that says they should be approaching (maybe something with the ai package not zeroing in on the target or maybe just not applied to the FoundNPC) 

If I  approach them instead, the event does happen, but the AI package that gets them to me does not seem to ever actually fire/ set them in motion nor to make them run away after the theft.
Maybe because I am testing in sanctuary andthe NPC there have their AI packages forced to their Santuary Sandbox more often thanothers, and somehow take precendence over the packages that are set onthe ThiefAlias in the thief quest

I have no clue why they don't fire, they just don't.
I never see the cool sneaking as they approach for the steal, as it happens on the animated gif on the mod page.
I did not try earlier versions to see if it was working there.
 

 

Edited by MSM_Alice

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