Mimirue17 Posted March 19 Posted March 19 (edited) the latest version of the mod seems to be working well, the SM, Dogs and Tentacles are all using one on one animations so no failures. Gorillas (instantly) and SM (rarely but have seen it) aggro Trashcan Carla and her Brahmin (she is not in the allied faction) but Dogs and aggressive Tentacles seems fine. Is there a way to have it only activate with females? Poor Preston is being worked over by the SM and Dogs spawned in the settlement. would not mind an option (even if its a setting in MCM or ini file) to seperate the tentacles (allow 1-5 per scene), SM and dogs (1-2), cats and ghouls (1-3) and everything else solo scenes. (with Darthroman creature pack all those should be available) Edited March 19 by Mimirue17
skybird Posted March 19 Posted March 19 Was kinda curious about this one so installed it. I didnt try all the objects like insects. I had 1 ctd each time when placing or trying to place the hypnotic tentacle as it agroed me on the spot. After installing animated tentacles 0.9 no more ctd. So maybe put this as requirement? And animations etc work fine for the stuff i tried, only tried tentacles and some monsters. I had a ctd when trying to place (I think was a feral) and while looking where to place it I was attacked by a SM i placed like 15 seconds before. I use NAF btw and saw this message in my log Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF9E14EEA68 NAF.dll+00BEA68.
ninjabes Posted March 19 Author Posted March 19 8 hours ago, skybird said: Was kinda curious about this one so installed it. I didnt try all the objects like insects. I had 1 ctd each time when placing or trying to place the hypnotic tentacle as it agroed me on the spot. After installing animated tentacles 0.9 no more ctd. So maybe put this as requirement? And animations etc work fine for the stuff i tried, only tried tentacles and some monsters. I had a ctd when trying to place (I think was a feral) and while looking where to place it I was attacked by a SM i placed like 15 seconds before. I use NAF btw and saw this message in my log Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF9E14EEA68 NAF.dll+00BEA68. Are you using classic holstered weapons? I don't use NAF but the only reason I was CTD was because the placeable actors need to be in the excluded category in CHW. I have attached a copy of my CHW.ini for reference.
ninjabes Posted March 19 Author Posted March 19 @Mimirue17 Thanks for the report, glad it's working well. As far as getting an MCM menu working I have no clue where I would even start getting one up and running. Ill look into it as I'm running out of ideas creating new tentacle animations.
skybird Posted March 20 Posted March 20 11 hours ago, ninjabes said: Are you using classic holstered weapons? I don't use NAF but the only reason I was CTD was because the placeable actors need to be in the excluded category in CHW. I have attached a copy of my CHW.ini for reference. Nope I dont have any holstered mod. I use NAF as its like 1000x faster for me and usually no issues. Anyway this is a fun mod, I sure hope aswell more animations will be coming There is still a thing I need try more as I noticed that when I place a SM where there are potential followers no issues but if I place a Feral they attack it on the spot and then the SM becomes also a target. When the SM or feral win there is a sex scene but they are both killed afterwards. I only tried it in red rocket as I am restarting game often now after long pause and installing as many upgrades/new mods as possible.
ninjabes Posted March 20 Author Posted March 20 @skybird If you don't use classic holstered weapons then I wouldn't even know where to start troubleshooting the crash issue when you place the actors since I use AAF and not NAF. More animations are on the way, I try to upload a few every week on Saturday if I make any.
Mimirue17 Posted March 20 Posted March 20 6 minutes ago, ninjabes said: @skybird If you don't use classic holstered weapons then I wouldn't even know where to start troubleshooting the crash issue when you place the actors since I use AAF and not NAF. More animations are on the way, I try to upload a few every week on Saturday if I make any. This happens when to me as well when placing tentacles, best practice is to immediately move them as far away as possible in the workshop mode and to save before attempting to place any. You will encounter this with sm also if placed to close to you with no other npc's around for them to pick. Possible solution would be to give a 30-60 second delay before they are looking for nearby targets to assault.
Mimirue17 Posted March 20 Posted March 20 Oh this tentacle starting animation while in workshop mode issue can happen before they are even placed, just calling them up to place. Which can lead to ctd or black screen freezes. 1
ninjabes Posted March 21 Author Posted March 21 9 hours ago, Mimirue17 said: This happens when to me as well when placing tentacles, best practice is to immediately move them as far away as possible in the workshop mode and to save before attempting to place any. You will encounter this with sm also if placed to close to you with no other npc's around for them to pick. Possible solution would be to give a 30-60 second delay before they are looking for nearby targets to assault. Interesting. I typically have items I place in workshop mode pretty far away from me, BUT I may have actually made this worse when I made the collider for the tentacle larger attempting to fix the animation activation for the larger creatures. Also I didnt write the original script for the tentacle assault so I wouldnt have any clue how to go about implementing a delay for placing in workshop mode. On an unrelated note I have spent the last several hours trying to figure out why animations wont call actions in AAF. I know it works because on a M/F animation in my other mod the action call works with no issue but for some reason it doesnt work on the female in this mod.
Mimirue17 Posted March 21 Posted March 21 I have tested SM and Tentacles quite a bit and they work pretty reliably (assuming the tentacles do not activate before you place them). I have placed a Female only Settler beacon from USO and since they are not actually settlers unless you send them somewhere, they will stay in an area if you provide seats - then spawned a couple SM in the middle of that area - they will pretty much have sex all the time, though the SM will wonder off every now and then but usually come back if you leave the settlement and come back. The only odd thing (not this mod it happens with most sex mods when active animations are playing and you Fast Travel away) that happens is sometime the Females will get stuck in an animation if you are leaving the cell and coming back (harassment mod with Pervert installed so you go to cell for sex then come back). There is one more Odd thing about SM, they will not initiate sex with a female Ghoul. They get spawned in with the rest randomly and the only way I could get them to have sex with the SM was to manually trigger it. The standard Aggressive Tentacle (3rd one on the list I think?) has a very small aggro range, like there was a settler farming right next to it and nothing happened. Moved it on top of the plant they use and it triggered every time they went there. The Hypno ones have a huge aggro area and will pull in anyone walking by or even close by. The dogs are weird as they wander off and walk around and have a fairly small aggro range and they do not have animations if you try to manually start it (jake from statefarm anyways) as its a wolf not a dog. Gorillas and Deathclaws aggro, like in attack settlers and any merchants and their Brahmin (they will chase them all over Sanctuary for example) - the other spawns will attack also if these 2 or the Ghouls below start a fight. Poor Trashcan Carla is a punching bag for the aggressive ones. Ghouls are hit or miss, they melee some things and just walk around others and will trigger sex scenes similar to SM just some observations from letting it run in the background while I was building up other areas of the settlement
skybird Posted March 21 Posted March 21 Got a question, I know this mod is called walking dongs but are tentacles supposed to move? I thought they would remain where I placed them but as you can guess they move. Not really moving they change location after they aggroed/sexed someone. I noticed it when 2 tentacles I placed in a door opening (to the sleeping area so I was sure NPC would pass there) were both at a completely different spot like 2h later making it kinda a fun breaker for me. I also placed some dogs and sm and they went to anything that pass close as intended (I even saw an SM having sex with another SM that was kinda funny even when it looked off). One thing and asked already I think is to have the option the PC is not attacked. When I reenter sanctuary where i have now like 10 houses I get jumped by these critters without even seeing em.
ninjabes Posted March 22 Author Posted March 22 8 hours ago, skybird said: Got a question, I know this mod is called walking dongs but are tentacles supposed to move? I thought they would remain where I placed them but as you can guess they move. Not really moving they change location after they aggroed/sexed someone. I noticed it when 2 tentacles I placed in a door opening (to the sleeping area so I was sure NPC would pass there) were both at a completely different spot like 2h later making it kinda a fun breaker for me. I also placed some dogs and sm and they went to anything that pass close as intended (I even saw an SM having sex with another SM that was kinda funny even when it looked off). One thing and asked already I think is to have the option the PC is not attacked. When I reenter sanctuary where i have now like 10 houses I get jumped by these critters without even seeing em. Its called The Walking Dongs because I like to give all of my projects a quirky name reminds me to take time to really think about what Im making, put some effort in. I called it TWD so it would be immediately apparent this isn't some low effort attempt to just take what Snapdragon started sully it by making slop. Also, because the dongs are attached to mutants, and stuff that you know, walk. As far as the tentacles they do not move on their own naturally like a regular NPC. They just return to their idle animation wherever they last boned someone. Im pretty sure they dont have a walking animation. Ive said before im kinda figuring this all out as I go. I dont have in depth knowledge of scripting, MCM menus, AI packages. etc. I just reverse engineer shit, break it and figure out how it works and put it back together. It will come around. All in due time.
ninjabes Posted March 22 Author Posted March 22 19 hours ago, Mimirue17 said: I have tested SM and Tentacles quite a bit and they work pretty reliably (assuming the tentacles do not activate before you place them). I have placed a Female only Settler beacon from USO and since they are not actually settlers unless you send them somewhere, they will stay in an area if you provide seats - then spawned a couple SM in the middle of that area - they will pretty much have sex all the time, though the SM will wonder off every now and then but usually come back if you leave the settlement and come back. The only odd thing (not this mod it happens with most sex mods when active animations are playing and you Fast Travel away) that happens is sometime the Females will get stuck in an animation if you are leaving the cell and coming back (harassment mod with Pervert installed so you go to cell for sex then come back). There is one more Odd thing about SM, they will not initiate sex with a female Ghoul. They get spawned in with the rest randomly and the only way I could get them to have sex with the SM was to manually trigger it. The standard Aggressive Tentacle (3rd one on the list I think?) has a very small aggro range, like there was a settler farming right next to it and nothing happened. Moved it on top of the plant they use and it triggered every time they went there. The Hypno ones have a huge aggro area and will pull in anyone walking by or even close by. The dogs are weird as they wander off and walk around and have a fairly small aggro range and they do not have animations if you try to manually start it (jake from statefarm anyways) as its a wolf not a dog. Gorillas and Deathclaws aggro, like in attack settlers and any merchants and their Brahmin (they will chase them all over Sanctuary for example) - the other spawns will attack also if these 2 or the Ghouls below start a fight. Poor Trashcan Carla is a punching bag for the aggressive ones. Ghouls are hit or miss, they melee some things and just walk around others and will trigger sex scenes similar to SM just some observations from letting it run in the background while I was building up other areas of the settlement This helps a lot. I dont have a lot of time to just play the game and observe what really goes on. I just make something, check if it works, and then work on the next thing. It just takes so much time because if something doesnt work, I gotta restart the game, and that takes like 5 mins even on m.2 SSD. Anyway enough of my rambling. My generic AI package that all of the walking dongs currently use has a radius of something like 10240 in game units. Now I have NO IDEA how large that acutally is, I just needed a range they could wander larger than the default 1024 so weird creatures like the bloatflies and radroach would actually move. The animation thing when you fast travel (or save sometimes) is extremly common. I make sure there are no animations playing if I intend to fast travel or save. (I rarely fast travel anymore as I play on survival now.) Im pretty sure thats because AAF essentially calls a "play idle" console command and when you tell it to stop it does the "stop idle" command. Since the idles are never told to stop they just keep playing, they dont have a built in thing that says "hey dude the animation is over stop" they just all loop. Good notice on the SM and Female Ghoul thing. I havent seen a female ghoul in IDK how long so I had no clue they didnt like to shag. There really shouldnt be a reason they dont want to because IIRC the ghouls are human race with additional tags or something, remember hearing that in a YT video. The Hypno tentacle does a line of sight check, It checks what it can see or see it, fills some global variable for hypnosis which when full forces the actor to move to the tentacles location. You know what happens when the actor gets in the tentacle range. I dont know what the range is as I havent looked into it yet. Mama Murphy said dogmeat is his own man and his evil twin handbanana is too. Joking aside I think the walking off has to do with the AI package but id need to look into those packages to see how to get em to do specific stuff dogs do, like walk around, sniff stuff, eat poop etc. As far as deathclaws and gorillaz go ill take a look at the actor info and see if there is a reason they attack the merchants and brahmin. There may be some kind of flag on those actors that conflict with the AI package or the factions those two are attached to. Lastly ill take a look at the zombies. I dunno where to start but im sure ill figure out something. Once again thanks for your observations @Mimirue17 This has been a big help.
Evikleun Posted March 22 Posted March 22 Hi, really enjoyed your mod so far, but I've been having problems activating the newly placed in the world tentacles. So for example, the Caferteria machine, the HVAC, the red couch, the industrial water dispensers on the yangtze (there is only a passive mechanical tentacle hanging on the pipe doing nothing). I tried sitting on the red couch, interact with the crib, etc but nothing happens. It seems right now the only ones that work are the conveyer belt and the workshop. I hope you can help me clarify how to fix this issue, as this plugin is already at the bottom of my load list already. Thanks!
ninjabes Posted March 22 Author Posted March 22 @Evikleun The passive tentacle is there so you can manually start the animation via AAF. You open AAF (default is the home key) and select your character and the tentacle. On the next page you select the furniture you want the animation to play on. The in world tentacles randomly select the furniture based on your AAF.ini preferences. There is a line in there that sets your preference. I changed mine to 75%.
Evikleun Posted March 23 Posted March 23 20 hours ago, ninjabes said: @Evikleun The passive tentacle is there so you can manually start the animation via AAF. You open AAF (default is the home key) and select your character and the tentacle. On the next page you select the furniture you want the animation to play on. The in world tentacles randomly select the furniture based on your AAF.ini preferences. There is a line in there that sets your preference. I changed mine to 75%. Thank you for your clarification. May I ask if there's any plan for aggressive tentacles to spawn directly on such items & furnitures for a more immersive gameplay? Thank you again.
Mimirue17 Posted March 23 Posted March 23 32 minutes ago, Evikleun said: Thank you for your clarification. May I ask if there's any plan for aggressive tentacles to spawn directly on such items & furnitures for a more immersive gameplay? Thank you again. so technically, the aggressive tentacles will choose the new furniture and will then move to that location until they activate again - possibly in a new furniture. I have the red couches, chemical wash stations, old toilets and washer and dryer set up in location for the settlers and they move from furniture to furniture piece as they activate.
ninjabes Posted March 23 Author Posted March 23 1 hour ago, Evikleun said: Thank you for your clarification. May I ask if there's any plan for aggressive tentacles to spawn directly on such items & furnitures for a more immersive gameplay? Thank you again. Spawn on furniture? Not at the current time. I'm experimenting with ambush ideas that work similar to how mirelurk pop out of the ground, or feral ghoul get up after faking dead. 1
ninjabes Posted March 23 Author Posted March 23 53 minutes ago, Mimirue17 said: so technically, the aggressive tentacles will choose the new furniture and will then move to that location until they activate again - possibly in a new furniture. I have the red couches, chemical wash stations, old toilets and washer and dryer set up in location for the settlers and they move from furniture to furniture piece as they activate. Yes exactly! Normal NPC would walk around after they are done but since tentacle doesn't move it just stays there. 1
Mimirue17 Posted March 23 Posted March 23 here is my new test facility, you can see the tentacles in action or waiting at their new location and use of the furniture. sorry for the slight blur to screenshot - character is a little drunk....
rilieAP Posted March 24 Posted March 24 (edited) Looks like something changed between 1.3 and 1.35 that broke something at least for me with NAF. On 1.35 at least with Tentacle Bait from provocative perks where tentacles pop from corpses they try to start an animation, then release you. In 1.3 they work fine. There are tentacle animations listed in the Naf xmls, so I know they're being seen by NAF. Anything that changed that might cause this? Edit - Looks like it has something to do with the animationdata.xml, if I roll back to the 1.3 NAF XML files I made, they work with either plugin, but something breaks and it looks like there are no animations that work with the 1.35 NAF XML files. I have now tested with tentacle bait and spawning a passive tentacle in workshop, then attempting to start a new animation in NAF. Edit 2 - I figured out the issue, in the 1.35 AnimTentacle_positionData.xml you added tags, but there is no space between the quote and the tags=. When I just add a leading space Naficator parses this file correctly and adds all the positions to the overall Naf positiondata.xml. Without it NAF did not have any valid positions for the tentacles to use. I also noticed an issue in the animtentacle_actiondata.xml. there is a <!-- after the cum leak entry. So the sound actions were not being added to the naf actiondata.xml Here are both files with corrections to make them work with NAF/NAF Bridge/Naficator Edit 3 - Scratch the part about animtentacle_actiondata.xml, removing that stops any of them from being in the associated NAF xml file. Here is just the postiondata.xml AnimTentacle_positionData.7z Edited March 25 by rilieAP 1
ninjabes Posted March 25 Author Posted March 25 16 hours ago, rilieAP said: Looks like something changed between 1.3 and 1.35 that broke something at least for me with NAF. On 1.35 at least with Tentacle Bait from provocative perks where tentacles pop from corpses they try to start an animation, then release you. In 1.3 they work fine. There are tentacle animations listed in the Naf xmls, so I know they're being seen by NAF. Anything that changed that might cause this? Edit - Looks like it has something to do with the animationdata.xml, if I roll back to the 1.3 NAF XML files I made, they work with either plugin, but something breaks and it looks like there are no animations that work with the 1.35 NAF XML files. I have now tested with tentacle bait and spawning a passive tentacle in workshop, then attempting to start a new animation in NAF. Edit 2 - I figured out the issue, in the 1.35 AnimTentacle_positionData.xml you added tags, but there is no space between the quote and the tags=. When I just add a leading space Naficator parses this file correctly and adds all the positions to the overall Naf positiondata.xml. Without it NAF did not have any valid positions for the tentacles to use. I also noticed an issue in the animtentacle_actiondata.xml. there is a <!-- after the cum leak entry. So the sound actions were not being added to the naf actiondata.xml Here are both files with corrections to make them work with NAF/NAF Bridge/Naficator Edit 3 - Scratch the part about animtentacle_actiondata.xml, removing that stops any of them from being in the associated NAF xml file. Here is just the postiondata.xml AnimTentacle_positionData.7z 961 B · 1 download Good work figuring out the problem!
DerpedPerd Posted March 25 Posted March 25 On 3/21/2026 at 6:35 AM, Mimirue17 said: Oh this tentacle starting animation while in workshop mode issue can happen before they are even placed, just calling them up to place. Which can lead to ctd or black screen freezes. true that, i was derping building in sunshine tidings when suddenly i got black screen. then never ending loading screen but i could hear the sex party happening in the darkness.
Mimirue17 Posted March 25 Posted March 25 (edited) Basically if placing tentacles (or any objects from this mod in general) - move them as far away as the workshop allows as quickly as you bring them up in the menu. If they happen to activate before you place them, or one already placed activates do the following immediately to avoid blackscreen loop. Hit enter (or whatever command places the object) then immediately exit workshop mode. This should allow the game to go back to normal (you are up in the sky, broken animation location until you place the object) and the black screen should end. I do not know how long you have to do this, but I have been successful in almost all cases once I figured out what was actually stopping the scene from starting. This also will apply if trying to move on of the objects created from this mod (have had to move ones that wondered off and they will still trigger as you move them) I am looking at ways to make you invisible to the mod so you can walk around unaffected (if possible) so you can observe them to see whats working and what's not or while in workshop mode so they don't grab you for fun while you are trying to work on the settlement. Stealth does not work - though have not tried a stealth boy. Ghost might work, or other states that make you immune to the world. console command tdetect might work - will test that as well as tai if you just want to shut down all the npc's while you are building. testing these options later to see if they work. Edited March 25 by Mimirue17 1
Mimirue17 Posted March 26 Posted March 26 Tested more of the new furniture. Chem showers work Open top Toilets all work Full size sinks work Showers work Institute drink dispensers work, the post war ones did not work for me Fire places work Washers and Dryers work not able to find pool table and HVAC with the USO mod installed Might I suggest the Nuka World Drink Mixer and the smaller chem station?
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