riveth Posted June 1 Author Posted June 1 (edited) On 5/31/2026 at 4:17 AM, Franco Cozzo said: Maybe a new approach type/approacher/alias instead? Like a hybrid between a devious (due to withdrawal being noticable) and whore (since they're offering a fix/cure/taking advantage/making it worse) ? Ok, I nailed it! Logic looks like this: - if player is addicted to anything approacher may offer chems instead of normal prostitution scenario. Chances are random 50/50 but only if player is addicted. - player can: agree - random chem is picked and given to player (player uses drug) - then dialogue loops back to prostitution scene just after payment. In next scenes player can try to refuse sex even if chem is already consummed. disagree - 33% chance of success, 33% chance of failure and start molestation, 33% chance npc wont give up and get back to dialogue player tries to quit - 33% chance for npc to give up, 33% chance of molestation, 33% chance npc will try to convince player to reconsider NPC giving player random drug is more realistic than giving exact drug that player is addicted to and far easier to make I just need to add more drugs and will publish this in a day or 2 Edited June 1 by riveth 4
Franco Cozzo Posted June 1 Posted June 1 (edited) 16 minutes ago, riveth said: Ok, I nailed it! Logic looks like this: - if player is addicted to anything approacher may offer chems instead of normal prostitution scenario. Chances are random 50/50 but only if player is addicted. - player can: agree - random chem is picked and given to player (player uses drug) - then dialogue loops back to prostitution scene just after payment disagree - 33% chance of success, 33% chance of failure and start molestation, 33% chance npc wont give up and get back to dialogue player tries to quit - 33% chance for npc to give up, 33% chance of molestation, 33% chance npc will try to convince player to reconsider NPC giving player random drug is more realistic than giving exact drug that player is addicted to and far easier to make I just need to add more drugs and will publish this in a day or 2 Very cool, no rush for it. I just thought it would be a neat addition. Also it will work well with pervert x deep addictions. Edited June 1 by Franco Cozzo 1
judge007 Posted June 1 Posted June 1 1 hour ago, riveth said: Ok, I nailed it! Logic looks like this: - if player is addicted to anything approacher may offer chems instead of normal prostitution scenario. Chances are random 50/50 but only if player is addicted. - player can: agree - random chem is picked and given to player (player uses drug) - then dialogue loops back to prostitution scene just after payment. In next scenes player can try to refuse sex even if chem is already consummed. disagree - 33% chance of success, 33% chance of failure and start molestation, 33% chance npc wont give up and get back to dialogue player tries to quit - 33% chance for npc to give up, 33% chance of molestation, 33% chance npc will try to convince player to reconsider NPC giving player random drug is more realistic than giving exact drug that player is addicted to and far easier to make I just need to add more drugs and will publish this in a day or 2 Can you add Slavers Jet if CS is active?
riveth Posted June 2 Author Posted June 2 (edited) 6 hours ago, judge007 said: Can you add Slavers Jet if CS is active? Yes, that wont be a problem It will replace normal jet if CS is active in current loadorder. If not player get normal jet. Edited June 2 by riveth 1
Scyla Posted June 8 Posted June 8 Don't know if this has already been posted, in v0.75c pervert isn't working anymore. In v.0.7 it's still working.
riveth Posted June 8 Author Posted June 8 (edited) 4 hours ago, Scyla said: Don't know if this has already been posted, in v0.75c pervert isn't working anymore. In v.0.7 it's still working. You need to change load order, pervert plugin must be after SH+ You probably mixed order upon update. Edited June 8 by riveth
awdeqqd Posted June 9 Posted June 9 This is really a huge improvement to experience with SH, ty for making this. But I do want to mention one most annoying part of the original SH that is not changed here either, that once your harasser has made the resolution, they are so determined to follow you across the whole commonwealth and even beyond just to have a word with you in some sewers full of ghouls or raiders. Like, this is so weird. But come thinking of this, if you can get away with it simply by running away, that seems a little too easy. I don't know. Do you have any thought on this?
msmfoster Posted June 9 Posted June 9 43 minutes ago, awdeqqd said: This is really a huge improvement to experience with SH, ty for making this. But I do want to mention one most annoying part of the original SH that is not changed here either, that once your harasser has made the resolution, they are so determined to follow you across the whole commonwealth and even beyond just to have a word with you in some sewers full of ghouls or raiders. Like, this is so weird. But come thinking of this, if you can get away with it simply by running away, that seems a little too easy. I don't know. Do you have any thought on this? I've noticed that combat seems to help calm them down. If that's not a really true than at the least it should. That said, SH appears broken when your harasser is going from Sanctuary to Warwick and then off to Coastal Cottage. Hence, I'd argue that fast travel should break advances. Just so the code doesn't appear broken. Personally I'd love to see them pop up into the Institute... but that's not much worse that Sargus which has happened.
riveth Posted June 9 Author Posted June 9 (edited) 8 hours ago, awdeqqd said: This is really a huge improvement to experience with SH, ty for making this. But I do want to mention one most annoying part of the original SH that is not changed here either, that once your harasser has made the resolution, they are so determined to follow you across the whole commonwealth and even beyond just to have a word with you in some sewers full of ghouls or raiders. Like, this is so weird. But come thinking of this, if you can get away with it simply by running away, that seems a little too easy. I don't know. Do you have any thought on this? Why not just confront them with your weapon drawn? Or do You mean that you used fast trvel and they teleport after you? Edited June 9 by riveth
msmfoster Posted June 9 Posted June 9 33 minutes ago, riveth said: Why not just confront them with your weapon drawn? Or do You mean that you used fast trvel and they teleport after you? They may have started approaching you as you fast travel out, or head on out. With the former Sexual Harassment stops all advances until this one resolves. So it's actually quiet until they catch up to you . 1
riveth Posted June 9 Author Posted June 9 (edited) 12 hours ago, awdeqqd said: This is really a huge improvement to experience with SH, ty for making this. But I do want to mention one most annoying part of the original SH that is not changed here either, that once your harasser has made the resolution, they are so determined to follow you across the whole commonwealth and even beyond just to have a word with you in some sewers full of ghouls or raiders. Like, this is so weird. But come thinking of this, if you can get away with it simply by running away, that seems a little too easy. I don't know. Do you have any thought on this? hmm I can edit ai package to only follow if player is in same location. So any change would stop npc to follow player. Theoreticaly at least edit: I made those adjustments and it only woked partialy: - when player changed location NPC was not following player, either on location change or entering building. - game sees this situation as active approach so no new approach can happen until player talks to that previous NPC - upon return , that first harasser is not aproaching player anymore. You can talk to him and start dialogue yourself but you need to guess which npc was it. I guess this doesnt fix any problem then... edit2: I think I know how to do this properly. Testing now. edit3: ok it seems to work as designed. Now upon location change harasser gives up the pursuit, quest reset itself and everything seems to work as normal. I'm posting updated version here. Also new version has prostitution for drugs feature, AIM GUN consequences and even a fuckup chance if low agility or inteligence, FPSH+0.8b.zip Edited June 9 by riveth 1
Mimirue17 Posted June 10 Posted June 10 MSMA solved this issue by slapping a timer on the approaches as well as max distance allowed to follow, after which they would return to whatever they were doing before. Not an apples to apples comparison but might work for you as well.
riveth Posted June 10 Author Posted June 10 1 hour ago, Mimirue17 said: MSMA solved this issue by slapping a timer on the approaches as well as max distance allowed to follow, after which they would return to whatever they were doing before. Not an apples to apples comparison but might work for you as well. Seems a bit complicated but it probably looks better in open areas. I wonder does it fix situation when player teleports and npc teleports after (MCM setting to teleport stuck npc) I made it like this because sometimes npc was following player to pervert scenario. now it should fix also this problem.
msmfoster Posted June 10 Posted June 10 3 hours ago, riveth said: Seems a bit complicated but it probably looks better in open areas. I wonder does it fix situation when player teleports and npc teleports after (MCM setting to teleport stuck npc) I made it like this because sometimes npc was following player to pervert scenario. now it should fix also this problem. Exactly, going from Diamond City to Home Plate should not bring in unwanted visitors, nor to Sargus or even Far Harbour. They want to chase me all over Diamond City? Have at it. They want to chase me after I sealed them into a room with no doors (Workshop Mode) have fun. This sounds like a lighter script implementation than what MSMA has. Not in the same location, disengage. This should also prevent cases where a NPC breaks a quest because they are too busy chasing you across the Commonwealth.
riveth Posted June 10 Author Posted June 10 50 minutes ago, msmfoster said: Exactly, going from Diamond City to Home Plate should not bring in unwanted visitors, nor to Sargus or even Far Harbour. They want to chase me all over Diamond City? Have at it. They want to chase me after I sealed them into a room with no doors (Workshop Mode) have fun. This sounds like a lighter script implementation than what MSMA has. Not in the same location, disengage. This should also prevent cases where a NPC breaks a quest because they are too busy chasing you across the Commonwealth. Yep I was anoyed when they follow me while I want to hide in my homeplate. Having all those changes that let player dodge approach by escape or a gun threats I guess it is best to set their cooldown shorter and scans more frequent 1
riveth Posted June 11 Author Posted June 11 1 hour ago, Piyesis said: I don't suppose you have a list of the voices you changed? In most cases I have not change them but added new ones. One exeption is naked/ sex approach where I needed to cut whole dialogue tree to place aim gun option. And yes, I dont have any list I plan to fill those gaps with new audio myself but first I need to finish those dialogues first.
woodrealmelf Posted June 13 Posted June 13 hello a fan went to me and offered a drink. i took it but after pc collapsed to ground nothing happens, need help what to do next or should i just reload to previous save?
woodrealmelf Posted June 13 Posted June 13 Just now, woodrealmelf said: hello a fan went to me and offered a drink. i took it but after pc collapsed to ground nothing happens, need help what to do next or should i just reload to previous save?
riveth Posted June 13 Author Posted June 13 (edited) On 6/13/2026 at 3:05 PM, woodrealmelf said: Try to load previos save, then in MCM, debug menu pick option to reset aproaches. Exit MCM and after w while get back to MCM debug and force start fan approach. Try it so many times that same molestation scenario start. If you are using Pervert, make sure it overwrites SH+ Edit; there is a chance that it can be AAF fault that player cant get to harasser (he's too far away to start animation and your PC is sitting down). to solve such situation press pgup to force start animation. If it helps then edit AAF configuration file to skip walking on scene start. Edited Monday at 09:37 AM by riveth
3dsilverfox Posted Wednesday at 07:29 PM Posted Wednesday at 07:29 PM On 6/13/2026 at 6:05 AM, woodrealmelf said: try changing this line in AAF_settings.ini - it worked for me (if you disable it then nothing will ever happen as I believe the script is looking for the timeout action to proceed) [ADVANCED SETTINGS] walk_timeout = 5 ; After this number of seconds, consider the walking phase failed and skip to animation. -1 to disable.
3dsilverfox Posted Wednesday at 07:44 PM Posted Wednesday at 07:44 PM Since this seems to be an active mod and I request some changes to be made in the Player_Helper script? I am not able to edit this Mod but I can edit the original in CK but I think others would like these changes. The first on has to do with the unequipping or stripping the PC. instead of it going into your inventory it drops to the ground adding that additional (now I have to pick my clothes up after they got stripped off. This also prevents equipped DD from accidently being unequipped which causes them to be bugged forcing you have to manually re-equip and un-equip as the animation and effects still think they are equipped Function StripPlayer(Var AAFVar) int blacklistedSlot = FPSH_Setting_StripBlackListedSlot.GetValueInt() Keyword sakrProtectedItem = Game.GetFormFromFile(0x010026BD, "SkimpyArmorKeywordResource.esm") as keyword Keyword[] protectedEquipmentKeywords If (AAFVar) protectedEquipmentKeywords = Utility.VarToVarArray(AAFVar) as Keyword[] EndIf ; Strips player completely naked Form PPiece = PlayerRef.GetEquippedWeapon() Form PClothes = PlayerRef.GetWornItem(3).Item Form PUnder = PlayerRef.GetWornItem(6).Item Form PTorso = PlayerRef.GetWornItem(11).Item Form PLarm = PlayerRef.GetWornItem(12).Item Form PRarm = PlayerRef.GetWornItem(13).Item Form PLleg = PlayerRef.GetWornItem(14).Item Form PRleg = PlayerRef.GetWornItem(15).Item Form PBackpack = PlayerRef.GetWornItem(24).Item PlayerRef.UnequipItem(PPiece) PlayerRef.DropObject(PBackpack) PlayerRef.DropObject(PLarm) PlayerRef.DropObject(PRarm) PlayerRef.DropObject(PLleg) PlayerRef.DropObject(PRleg) PlayerRef.DropObject(PTorso) PlayerRef.DropObject(PClothes) PlayerRef.DropObject(PUnder) debug.notification("You are completely Naked") EndFunction This other also sections if for tossing your clothes onto the ground in the same Script (Maybe it can be set in MCM whether you want the clothes to be dropped or not) Function UnequipClothedArea() int additionalSlot = FPSH_Setting_NakedCheckChest1.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 Form AddSlot=PlayerRef.GetWornItem(additionalSlot).Item Utility.wait(1) PlayerREF.DropObject(AddSlot) endif additionalSlot = FPSH_Setting_NakedCheckChest2.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 Form AddSlot=PlayerRef.GetWornItem(additionalSlot).Item Utility.wait(1) PlayerREF.DropObject(AddSlot) endif additionalSlot = FPSH_Setting_NakedCheckBottom1.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 Form AddSlot=PlayerRef.GetWornItem(additionalSlot).Item Utility.wait(1) PlayerREF.DropObject(AddSlot) endif additionalSlot = FPSH_Setting_NakedCheckBottom2.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 Form AddSlot=PlayerRef.GetWornItem(additionalSlot).Item Utility.wait(1) PlayerREF.DropObject(AddSlot) endif EndFunction and then for Molest dropping on ground Function UnequipForMolest() int slot = FPSH_Setting_StripMolestSlot1.GetValueInt() if slot > -1 && slot < 29 Form Clothing= PlayerRef.GetWornItem(slot).Item Utility.wait(1) PlayerRef.DropObject(Clothing) endif slot = FPSH_Setting_StripMolestSlot2.GetValueInt() if slot > -1 && slot < 29 Form Clothing= PlayerRef.GetWornItem(slot).Item Utility.wait(1) PlayerRef.DropObject(Clothing) endif slot = FPSH_Setting_StripMolestSlot3.GetValueInt() if slot > -1 && slot < 29 Form Clothing= PlayerRef.GetWornItem(slot).Item Utility.wait(1) PlayerRef.DropObject(Clothing) endif EndFunction
riveth Posted Wednesday at 11:47 PM Author Posted Wednesday at 11:47 PM 4 hours ago, 3dsilverfox said: Since this seems to be an active mod and I request some changes to be made in the Player_Helper script? I am not able to edit this Mod but I can edit the original in CK but I think others would like these changes. The first on has to do with the unequipping or stripping the PC. instead of it going into your inventory it drops to the ground adding that additional (now I have to pick my clothes up after they got stripped off. This also prevents equipped DD from accidently being unequipped which causes them to be bugged forcing you have to manually re-equip and un-equip as the animation and effects still think they are equipped Function StripPlayer(Var AAFVar) int blacklistedSlot = FPSH_Setting_StripBlackListedSlot.GetValueInt() Keyword sakrProtectedItem = Game.GetFormFromFile(0x010026BD, "SkimpyArmorKeywordResource.esm") as keyword Keyword[] protectedEquipmentKeywords If (AAFVar) protectedEquipmentKeywords = Utility.VarToVarArray(AAFVar) as Keyword[] EndIf ; Strips player completely naked Form PPiece = PlayerRef.GetEquippedWeapon() Form PClothes = PlayerRef.GetWornItem(3).Item Form PUnder = PlayerRef.GetWornItem(6).Item Form PTorso = PlayerRef.GetWornItem(11).Item Form PLarm = PlayerRef.GetWornItem(12).Item Form PRarm = PlayerRef.GetWornItem(13).Item Form PLleg = PlayerRef.GetWornItem(14).Item Form PRleg = PlayerRef.GetWornItem(15).Item Form PBackpack = PlayerRef.GetWornItem(24).Item PlayerRef.UnequipItem(PPiece) PlayerRef.DropObject(PBackpack) PlayerRef.DropObject(PLarm) PlayerRef.DropObject(PRarm) PlayerRef.DropObject(PLleg) PlayerRef.DropObject(PRleg) PlayerRef.DropObject(PTorso) PlayerRef.DropObject(PClothes) PlayerRef.DropObject(PUnder) debug.notification("You are completely Naked") EndFunction This other also sections if for tossing your clothes onto the ground in the same Script (Maybe it can be set in MCM whether you want the clothes to be dropped or not) Function UnequipClothedArea() int additionalSlot = FPSH_Setting_NakedCheckChest1.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 Form AddSlot=PlayerRef.GetWornItem(additionalSlot).Item Utility.wait(1) PlayerREF.DropObject(AddSlot) endif additionalSlot = FPSH_Setting_NakedCheckChest2.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 Form AddSlot=PlayerRef.GetWornItem(additionalSlot).Item Utility.wait(1) PlayerREF.DropObject(AddSlot) endif additionalSlot = FPSH_Setting_NakedCheckBottom1.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 Form AddSlot=PlayerRef.GetWornItem(additionalSlot).Item Utility.wait(1) PlayerREF.DropObject(AddSlot) endif additionalSlot = FPSH_Setting_NakedCheckBottom2.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 Form AddSlot=PlayerRef.GetWornItem(additionalSlot).Item Utility.wait(1) PlayerREF.DropObject(AddSlot) endif EndFunction and then for Molest dropping on ground Function UnequipForMolest() int slot = FPSH_Setting_StripMolestSlot1.GetValueInt() if slot > -1 && slot < 29 Form Clothing= PlayerRef.GetWornItem(slot).Item Utility.wait(1) PlayerRef.DropObject(Clothing) endif slot = FPSH_Setting_StripMolestSlot2.GetValueInt() if slot > -1 && slot < 29 Form Clothing= PlayerRef.GetWornItem(slot).Item Utility.wait(1) PlayerRef.DropObject(Clothing) endif slot = FPSH_Setting_StripMolestSlot3.GetValueInt() if slot > -1 && slot < 29 Form Clothing= PlayerRef.GetWornItem(slot).Item Utility.wait(1) PlayerRef.DropObject(Clothing) endif EndFunction Thanks! I will look into this in a day or 2 I'm not a fan of picking my stuff back, but with MCM option, why not ?
deathmorph Posted 1 hour ago Posted 1 hour ago As soon as you're gone for a while, things start to change rapidly. 🙂 So far everything is working perfectly, even FORCE isn't causing any jams.
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