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 3
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 Monday at 03:03 PM Posted Monday at 03:03 PM 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 Monday at 07:24 PM Author Posted Monday at 07:24 PM (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 Monday at 07:26 PM by riveth
awdeqqd Posted Tuesday at 10:00 AM Posted Tuesday at 10:00 AM 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 Tuesday at 10:47 AM Posted Tuesday at 10:47 AM 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 Tuesday at 06:10 PM Author Posted Tuesday at 06:10 PM (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 Tuesday at 06:12 PM by riveth
msmfoster Posted Tuesday at 06:44 PM Posted Tuesday at 06:44 PM 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 Tuesday at 07:11 PM Author Posted Tuesday at 07:11 PM (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 Tuesday at 10:19 PM by riveth 1
Mimirue17 Posted 19 hours ago Posted 19 hours ago 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 18 hours ago Author Posted 18 hours ago 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 14 hours ago Posted 14 hours ago 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 13 hours ago Author Posted 13 hours ago 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
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