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Animated Tentacles: The Walking Dongs: Cheaper by the dozen


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Posted
20 hours ago, MasterYoda3351 said:

Would you consider adding animations involving oviposition? I'm not the type of person who usually suggests content for mods, but Tentacles are my absolute favorite. ❤️

 

iirc this should be available now, but you have to build the right creaatures (and have animations for them)

radrooach, bloatfly, and bloodbug i think have those type animations.

 

Posted (edited)

Great mod so far have only had a few issues, first every once in a while the hypnosis tentacles will not remove the green overlay showing that you're hypnotized after the aaf scene. i found a console command that removes it--> setpqv AT_TentacleInterfaceQuest WasOpen False

also there doesn't seem to be a set time to not "catch" the player by aggressive tentacles after aaf scene so sometimes the tentacle kind of soft locks you into multi sex scenes because the player is set next to them after the scene ends and they get caught again.

Edited by dannzzy
Posted

Is there any chance we could get a toggle for the hypno enemies in the wild, or a version without them/replacing them with non-hypno? I love the idea in theory but in practice it's been more frustrating than hot to get hypno'd while out exploring and getting detoured or pulled into a combat situation with supermutants.

 

To be clear, not talking about the ones that sprout up from enemies (which I'm not sure this mod even implements, could just be the sanity framework one), just the ones placed statically around the Commonwealth.

Posted

Creatures you can add in the settlement build mode were attacking and being attacked by settlers, i solved this issue by adding the tamed faction (DLC02WorkshopTamedCreatureFaction [FACT:02000859]). You can trigger a scene while selecting one creature or tentacle on settlement building mode (just selecting and walking around with it), and when this happen, a CTD may occur.

Posted
On 3/15/2026 at 11:22 AM, ninjabes said:

@Darkflip95 PM me, I'd like to know where you are thinking of putting them. I'm experimenting with placing them in some locations myself and would appreciate your insight and could save you the trouble and put them in there for the next update.

I know this wasn't directed at me, but I had an idea. The stage in Diamond City springs to mind, if you don't mind me saying so. Also, ty for all your hard work.

  • 3 weeks later...
Posted
On 5/11/2026 at 1:10 AM, ar15toaster said:

does this work with companions. like if they get to close will it get them?

 

yes and it also works on settlers in settlements

 

Posted
On 4/22/2026 at 10:16 PM, Brserk1 said:

I know this wasn't directed at me, but I had an idea. The stage in Diamond City springs to mind, if you don't mind me saying so. Also, ty for all your hard work.

The stage is a good idea, I might put a regular tentacle there because I think there is a quest tied to that where the mayor stands up there and has a speech.

Posted

This is absolutely the best, loving the Tentacle action! And reading that this is Vol 1, I'm wondering to how many Volumes and what type of animations related to tentacles will be added? Loving the tentacle animation related to the lamp, wishing there are more suspended animations by the tentacles.

 

 wishing there'll be more! Love this!

Posted

just wanted to comment the tentacle that you placed in the player home at Sanctuary (on the toilet in the bathroom) is listed as a training tentacle I believe and doesn't actually do anything, you basically have to target it and disable it as its just there.

On 5/11/2026 at 10:32 PM, valcon767 said:

 

yes and it also works on settlers in settlements

 

and any female can get pregnant from them as well if you have Mods installed to handle that of course.   You have children the same race as the Mother, in case you were curious :)

Posted

Sorry, I'm not sure if this is the same issue, but when you import the files, do you use any specific software? I created a QuickTime event in Adobe Animate and want to import it into Kid Fetish Toolset. I'd appreciate any information you can provide.

Posted

Have you not completed the quest in Research Division 67B inside the Science Center Gift Shop? (You cannot proceed.)

Posted
15 hours ago, Mimirue17 said:

just wanted to comment the tentacle that you placed in the player home at Sanctuary (on the toilet in the bathroom) is listed as a training tentacle I believe and doesn't actually do anything, you basically have to target it and disable it as its just there.

and any female can get pregnant from them as well if you have Mods installed to handle that of course.   You have children the same race as the Mother, in case you were curious :)

That tentacle is a part of an initiation quest I still need to start working on.

Posted
5 hours ago, woodrealmelf said:

image.png.7d527e89e581368ef74221115f77dfa5.png

stuck with the green screen thingy how to remove it?

@dannzzy found the solution put this in the console.

 setpqv AT_TentacleInterfaceQuest WasOpen False

Posted

The idea may not seem bad, but I haven't seen so many crashes in a long time. Not to mention that even a tentacle at the other end of the village keeps the hero busy every 2 minutes. Playing with this mod is practically impossible.

Posted (edited)

I have all animations, but get a (upper left corner) warning right before a ctd, that it is trying to find an animation, then a null set. Is this just me? What am I missing?

This consistently occurs at the spot where the raider sits at the grave, just west of Corvega, in the proximity of the overpass. (a couple of overpass spots actually)

It seems to me, that actions are being called on the raiders/gunners on the bridge. I removed the Commonwealth Captives mod thinking it could be a conflict. There is a follow-on mod that has animation calls called "In-Cap".

I will say that the handcuffs being removed/added to the player seemed to be a part of the problem. I installed the "fix for handcuff removal" patch.

 

So what I did is delete all saves to a point right before I put this mod in (because it effected earlier saves if I did not delete all those saves) I know this trick thanks to @riveth

I have everything back in except this mod and I get no ctd.

 

This is not me complaining, but asking is this just me? It only happens in areas with the overpass in proximity.

As to animations, I have all required. Could the "patch" for the cuffs be at issue?

 

Edit: I guess I am asking if it could be related to animations or the cuff removal/add issue. Removing Commonwealth Captives did not help.

Edited by Madscout
Posted

So let me get this straight, this mod works like Estrus Chaurus in that after a creature "spit" attack. You get an AAF scene with one of the tentacle types? Any struggle bar?

Posted (edited)
11 hours ago, Madscout said:

I have all animations, but get a (upper left corner) warning right before a ctd, that it is trying to find an animation, then a null set. Is this just me? What am I missing?

This consistently occurs at the spot where the raider sits at the grave, just west of Corvega, in the proximity of the overpass. (a couple of overpass spots actually)

It seems to me, that actions are being called on the raiders/gunners on the bridge. I removed the Commonwealth Captives mod thinking it could be a conflict. There is a follow-on mod that has animation calls called "In-Cap".

I will say that the handcuffs being removed/added to the player seemed to be a part of the problem. I installed the "fix for handcuff removal" patch.

 

So what I did is delete all saves to a point right before I put this mod in (because it effected earlier saves if I did not delete all those saves) I know this trick thanks to @riveth

I have everything back in except this mod and I get no ctd.

 

This is not me complaining, but asking is this just me? It only happens in areas with the overpass in proximity.

As to animations, I have all required. Could the "patch" for the cuffs be at issue?

 

Edit: I guess I am asking if it could be related to animations or the cuff removal/add issue. Removing Commonwealth Captives did not help.

I believe I do not have any tentacles near Corvega's raider grave. Let me check. If you could post or PM me your buffout crash log that might help. I had issues crashing using this mod with Classic Holstered Weapons. There was a conflict when you would build an NPC in the settlement menu the game did not know how to handle their skeletons with CHW. I included a crash fix file in the download as an example of how you need to configure your .ini file for this. I do not know how Commonwealth captives handles adding and removing cuffs but I also have this mod running with CCaptives and have no crashing issues.

 

EDIT: checked near the raider grave near corvega. I do not have any modified assets there. The nearest tentacle placement is at Walden pond.

Edited by ninjabes
Posted
5 hours ago, Dojo_dude said:

So let me get this straight, this mod works like Estrus Chaurus in that after a creature "spit" attack. You get an AAF scene with one of the tentacle types? Any struggle bar?

There are three types. Passive which do nothing, you start an animation with it via AAF manually. Aggressive which will start an animation when you get close enough to trigger their collision bubble, and Hypnotic which start a countdown when the player orients the camera toward the tentacle or character in question. The craftable versions of the NPCs all fit into the "aggressive" category and should start animations when the player or an appropriate NPC gets too close.

Posted

hello dude, how are you, what animation mod do you use for the tentacles? I installed some animations (I think), but they aren't working, and I don't have any animations for the tentacles... If it's not too much trouble, I'd love to know which ones you use. Thanks!

Posted
19 hours ago, ninjabes said:

I believe I do not have any tentacles near Corvega's raider grave. Let me check. If you could post or PM me your buffout crash log that might help. I had issues crashing using this mod with Classic Holstered Weapons. There was a conflict when you would build an NPC in the settlement menu the game did not know how to handle their skeletons with CHW. I included a crash fix file in the download as an example of how you need to configure your .ini file for this. I do not know how Commonwealth captives handles adding and removing cuffs but I also have this mod running with CCaptives and have no crashing issues.

 

EDIT: checked near the raider grave near corvega. I do not have any modified assets there. The nearest tentacle placement is at Walden pond.

This is the latest crash file. I cannot read them.

crash-2026-05-31-03-34-57.log

Posted
On 5/31/2026 at 7:01 PM, ninjabes said:

There are three types. Passive which do nothing, you start an animation with it via AAF manually. Aggressive which will start an animation when you get close enough to trigger their collision bubble, and Hypnotic which start a countdown when the player orients the camera toward the tentacle or character in question. The craftable versions of the NPCs all fit into the "aggressive" category and should start animations when the player or an appropriate NPC gets too close.

Okay. So where do the creatures listed come in? Tentacle spawn on hit?

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