Halifaxwest Posted April 6 Posted April 6 After this latest update. Thieves no longer use stealth and the KFT equip function stopped working for me. Another mod, Sexual harassment, no longer has approaches from npcs. 1
Franco Cozzo Posted April 6 Author Posted April 6 (edited) 2 hours ago, Halifaxwest said: After this latest update. Thieves no longer use stealth and the KFT equip function stopped working for me. Another mod, Sexual harassment, no longer has approaches from npcs. Seems like I ruined those parts sometime before the most recent update. fml, let me fix this. I need to re-make the KFT from scratch and also the "go-invisible" so I hope it's still the same functionality. when im done. Edit: Got Invisible working again + added a feature , KFT giving me grief also your SexHarassment might just need its approaches cleared to work again. It's a setting in that mods MCM. Edited April 6 by Franco Cozzo 1
Cookiemonsta234 Posted April 6 Posted April 6 On 3/6/2026 at 4:14 AM, 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. Nice! looks like this has been added now 1
Franco Cozzo Posted April 6 Author Posted April 6 59 minutes ago, Cookiemonsta234 said: Nice! looks like this has been added now I'll be playing with this feature off myself so if it breaks/anything I won't know unless someone tells me .
Cookiemonsta234 Posted April 6 Posted April 6 1 minute ago, Franco Cozzo said: I'll be playing with this feature off myself so if it breaks/anything I won't know unless someone tells me . Honestly the fade out effect could help with transitions to different idles in perverted mod? Samshay was saying transitions looked weird
Franco Cozzo Posted April 7 Author Posted April 7 (edited) 27 minutes ago, Cookiemonsta234 said: Honestly the fade out effect could help with transitions to different idles in perverted mod? Samshay was saying transitions looked weird I dont know really, when its for equipping/unequipping something it makes sense since you can pretend like it took a second+ to do the thing, but when its for the player just moving their limbs/body it seems a bit much to make the whole screen go black. I did like barry W's ideas but animations and the rest are a whole thing. I dont think the stimpak animation would work since that looks like the player is injecting it themselves, and in 3rd person they 100% do, and the SH struggle animation might be good for if the NPC gives alcohol and maybe some chems but calling that specific one for a specific chem seems like a lot, especially since I know someone will then ask for it to be added to the struggle/resist system. When I first started I was trying to get them to use the reach/grab animation since Im sure I've seen it before in the base game, but most of my focus has been on getting the mod to work correctly since then. Like if someone wants to do anything to expand this or my other mods, they can go ahead provided they share the source/compile it/upload it here so I can steal it, it'd be cool if people actively updated/upgraded the mod (without adding hard-requirements). I'm only one dude who barely knows what he's doing. You can tell because of how many attempts it takes to release a working version of anything and keep it working (SAAH combat arousal (taking/giving hits) is actually still busted after loading or a few hours, I was about to upload a new version saying "its fixed this time believe me" but it isnt). The code for the blackout was Game.FadeOutGame(true, true, 0.4, 1.5, true) < After a 0.4-second delay, the screen goes dark over 1.5 seconds. and then someone could use Game.FadeOutGame(false, true, 0.4, 1.5) < After a 0.4-second delay, the screen will gradually show the game again over 1.5 seconds. There's also a Utility.Wait(0.5) just so the NPC has time to equip the item, if the wait wasnt there they'd likely equip it before the screen went dark. At least I'm pretty sure that's how that code functions. Edited April 7 by Franco Cozzo
Franco Cozzo Posted April 12 Author Posted April 12 (edited) Just working on some things, here's a newer version if anyone was interested, I need to add/test a little more before I do a proper release. (trying to spam the front page less with tiny releases that need fixes soon after) 0.0.6rc2 Sleep Theft: - Sleep theft now should work, you will get a note every time it happens (so if your notifcations are off you'll still know). It still needs a valid NPC in the area to occur so it likely wont happen in "the wild". - Added chance for sleep theft (Ignores the main activation chances, so you can have the mod as "only sleep thefts") - "Ghost" thief option can steal your stuff while you sleep, leave a different note than the standard and you'll never ever know who did it. This doesn't need or use an NPC in the area (you will also lose the items forever). Ghost theives can be used as an option for when there are no valid NPC thieves, or as the default. Additions: - Optional "only while talking to someone" mode, since that's when you're more likely to be distracted and pickpocketable. Any thief called during this time will still be on their way to steal from you when the conversation ends if they haven't done their actions yet. The person you're in conversation with is always ineligible to be the current thief (at least I think they are). Using this mode you'll want to lower the timers or increase the chances for it to actually be more likely to happen. - Yes, you can do "Only Sleep and Only when talking to someone" as the only times the mod will fire. I'm having issues with tagging the thief using the recoverable quest, if you have it enabled in this version it will probably just make multiple versions of the quest that never disappear as each new thief steals things at the current moment. Or it could have been the save game I was using. Anyway if I can't get it to work I'm not too stressed, it just seemed like a neat extra (when it was working). HotPockets0.0.6rc2.7z Edit: Newest version is rc2 + tattoo support added. Edit Edit: This version is now "old". Edited April 16 by Franco Cozzo 1
Franco Cozzo Posted April 14 Author Posted April 14 35 minutes ago, bondfan86 said: The sleeping thing is very cool, works great! Cheers dude, I wanted to have it working on first release but couldn't figure it out. Glad its working as intended. 1
SheogorathTheInsane Posted April 15 Posted April 15 Not sure if this has already been implemented or suggested, NPCs equipping restraints while you sleep. It would also give them the opportunity to put anything on the player. Also maybe adding real handcuffs support. 1
Franco Cozzo Posted April 16 Author Posted April 16 (edited) 13 hours ago, SheogorathTheInsane said: Not sure if this has already been implemented or suggested, NPCs equipping restraints while you sleep. It would also give them the opportunity to put anything on the player. Also maybe adding real handcuffs support. Yes I added support for the current DD + KFT to be used on the player while they sleep recently, all the pickpocket options are also sleep options if Sleep Theft is enabled. At some point I could probably expand it to cover more of DDs items. I didn't even think of real handcuffs, I forgot they have cuffs and collars as well. Good idea. Edited April 16 by Franco Cozzo
SheogorathTheInsane Posted April 16 Posted April 16 9 hours ago, Franco Cozzo said: Yes I added support for the current DD + KFT to be used on the player while they sleep recently, all the pickpocket options are also sleep options if Sleep Theft is enabled. At some point I could probably expand it to cover more of DDs items. I didn't even think of real handcuffs, I forgot they have cuffs and collars as well. Good idea. Nice! I haven’t had the opportunity to play with this mod yet, so I didn’t know that feature had already been added. 1
Franco Cozzo Posted April 16 Author Posted April 16 14 minutes ago, SheogorathTheInsane said: Nice! I haven’t had the opportunity to play with this mod yet, so I didn’t know that feature had already been added. The sleep-theft is actually the newer feature haha, I had the DD/KFT stuff first. Newest feature is Commonwealth Mositurizer application (sleep only). I think it's only hitting 3/4 areas at the moment but at least its something.
Barry W. Posted April 16 Posted April 16 5 hours ago, Franco Cozzo said: Have you considered the option of manually assigning a thief when you aim at him? Or alternatively: when in the same room, we can scan all NPCs within a certain distance and assign a thief through the menu? It would be cool if there was a certain thief who was the most insolent. I had an interesting case where a child robbed a character. At the same time, no one raised their hand to attack him, which greatly added to the realism.
Yosh36 Posted April 24 Posted April 24 idk why but whenever i get an approach, they'll sneak up to me but not take anything or they'll get close but not close enough 1
Franco Cozzo Posted April 24 Author Posted April 24 (edited) 2 hours ago, Yosh36 said: idk why but whenever i get an approach, they'll sneak up to me but not take anything or they'll get close but not close enough I rarely use this part of the mod so I didn't see this earlier. I just did a little testing and noticed what you're saying, I'll try fix it, thanks for letting me know. Edit: Seems like its just the newest version that is busted. Edited April 24 by Franco Cozzo
Franco Cozzo Posted April 25 Author Posted April 25 7 hours ago, Yosh36 said: idk why but whenever i get an approach, they'll sneak up to me but not take anything or they'll get close but not close enough Ok pretty sure I got it fixed, sorry for your time wasted. On 4/17/2026 at 12:25 AM, SheogorathTheInsane said: Nice! I haven’t had the opportunity to play with this mod yet, so I didn’t know that feature had already been added. Turns out I didn't have it correctly programmed in, should work from now on + I added the Real Handcuffs support.
sinola Posted April 25 Posted April 25 (edited) Evening i dont want to sound rude, Does this mod work for someone right now ? i dowmloaded the newsted version but somehow i dont get it work right. the only thing works is stealing while sleeping then device are quiped but when not sleeping somehow nobody aproches i think it a me problem and i proably have messed up the settings the blocking eacht other Edited April 25 by sinola 1
Franco Cozzo Posted April 25 Author Posted April 25 11 minutes ago, sinola said: Does this mod work for someone right now ? i dowmloaded the newsted version but somehow i dont get it work right. the only thing works halfway is the stealing in sleep but no equiping of any devices, when not sleeping somehow nobody aproches i think it a me problem and i proably have messed up the settings the blocking eacht other I just posted an update before you sent this, sorry for breaking it between releases. 1
sinola Posted April 25 Posted April 25 3 minutes ago, Franco Cozzo said: I just posted an update before you sent this, sorry for breaking it between releases. thanks for you answer i downloaded your newsted version while sleeping everything works but when not sleeping no one approches etc tc so i think i still messed something up
Franco Cozzo Posted April 25 Author Posted April 25 (edited) 52 minutes ago, sinola said: thanks for you answer i downloaded your newsted version while sleeping everything works but when not sleeping no one approches etc tc so i think i still messed something up It could be the timer or maybe the location settings that are blocking, theres a function at the bottom of the first page you can click to hard-reset the entire mods internals for that stuff. If you put notifications to 1 it'll show the mod is disabled and then again it will enable it, then you can put the notifications back to 0 or 2 (if you didnt want 1, but it's pretty handy to see what the mod is doing or trying to do). If you have all the settings "open" including the activation chance then maybe it's something else. I hope I didn't break something new. The issues I saw/fixed was they would approach but keep their distance to around 3 meters and not steal anything if you got close to them, plus the sleep DD/KFT. Edit: Otherwise try loading a save with the mod removed/disabled then saving it then adding/enabling the mod again. Edited April 25 by Franco Cozzo 1
sinola Posted April 25 Posted April 25 1 hour ago, Franco Cozzo said: It could be the timer or maybe the location settings that are blocking, theres a function at the bottom of the first page you can click to hard-reset the entire mods internals for that stuff. If you put notifications to 1 it'll show the mod is disabled and then again it will enable it, then you can put the notifications back to 0 or 2 (if you didnt want 1, but it's pretty handy to see what the mod is doing or trying to do). If you have all the settings "open" including the activation chance then maybe it's something else. I hope I didn't break something new. The issues I saw/fixed was they would approach but keep their distance to around 3 meters and not steal anything if you got close to them, plus the sleep DD/KFT. thanks i will try it like it said i think its a me problem
Franco Cozzo Posted April 25 Author Posted April 25 (edited) 15 minutes ago, sinola said: thanks i will try it like it said i think its a me problem I was able to get it to steal from me without me triggering the "attempt theft cycle" manually, the location, essential/protected thieves and the activation options + the chance and timers are all things that could be blocking a normal theft. Given that it was busted before theres a chance your current save is still trying to run scripts from the older versions, not really your fault, so if the hard reset doesnt work then a remove/load/save/add of the mod should do the trick. You can also test/play around with the notiifer on 1 and doing attempt theft cycles, it should show you the chance roll + the name of the thief at least, I think the attempt cycle ignores the activation options and the chance %, but it is still limited by the head cooldown timer (you can set this value below the one underneath it). Edited April 25 by Franco Cozzo 1
Tseverin Posted May 3 Posted May 3 (edited) Think this might block provocative perks? I don't recall this listed as an incompatibility in the description. With this enabled, I don't see anything from pp. Otherwise, I'm really enjoying this. Great work. Edited May 3 by Tseverin
Franco Cozzo Posted May 4 Author Posted May 4 (edited) 7 hours ago, Tseverin said: Think this might block provocative perks? I don't recall this listed as an incompatibility in the description. With this enabled, I don't see anything from pp. Otherwise, I'm really enjoying this. Great work. It really shouldn't be blocking anything, I don't really use Provocative Perks outside of the Collar-Code thing though and even then most times I forget that I have it so I'm not sure at all, but there shouldn't really be any crossover, I didn't have anything specific for that mod or from it in mind when making this, but I guess it may be possible somehow even if unlikely? Edited May 4 by Franco Cozzo
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