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Posted (edited)

Would it be all right if I share some dialogue tweaks I've made for consideration of implementation into the hypnosis paths? They mainly involve some softer language for things earlier on, and then consistently reinforcing the idea of submission and lack of will as things progress, making things feel more gradual, rather than, "Oh, look how nice this hypnotherapy is," and then suddenly, "you are a mindless hypnoslave," with very little buildup in between.

 

Something I also just thought of, how feasible would it be to have a different branch in which the hypnotist tricks the player character's mind into either not remembering things that have happened, or considering the more aggressive acts done to have been completely consensual, without manipulation?

 

Additional thing, does anyone have a plugin to help with exporting/importing quest dialogue items to/from a csv format? Turns out that that's a stumbling block right now, if I would be able to share these things.

Edited by Whit Carro
Added note, avoiding double posting.
Posted

The Great thing about Dialogue is that you can create an addon that overrides the Master File as it does not rely on changing any of the code or the main file to match your liking. you can even change all of the dialogue to not be gender specific so that it can be used for both Female PC or Male PC. it gets tricky with the Massage though as it would have to be changed up entirely.

Posted

So, SH+ approaches are still clearly not affected by Workshop mode. I looked for a NCM option to enable it but could not find it. 

 

In workshop mode I've been violently knocked out of it for slapping and a molestation approach. Never noticed it before because settlers were off the list. 

Posted
12 hours ago, Whit Carro said:

Would it be all right if I share some dialogue tweaks I've made for consideration of implementation into the hypnosis paths? They mainly involve some softer language for things earlier on, and then consistently reinforcing the idea of submission and lack of will as things progress, making things feel more gradual, rather than, "Oh, look how nice this hypnotherapy is," and then suddenly, "you are a mindless hypnoslave," with very little buildup in between.

 

Something I also just thought of, how feasible would it be to have a different branch in which the hypnotist tricks the player character's mind into either not remembering things that have happened, or considering the more aggressive acts done to have been completely consensual, without manipulation?

Sure, I'd like to see them. But are those only edits of existing lines or did You added new dialogues in between?

I'm asking because dialogues in SH are already quite complicated. They holds script fragments governing a lot of stats changes and so on. It is very difficult to cut into this with new puzzle piece and not to break anything in the process. Same goes for additional branch of dialogue. I prefer to make an entirely new approach than to invest my time in alterning already complicated dialogue tree.

 

Right now I'm working on sh+ and hot pockets bridge. There is proof of concept mod in HP help thread if anyone is interested. I would aprieciate some testing before I put more work into this.

Posted
7 hours ago, msmfoster said:

So, SH+ approaches are still clearly not affected by Workshop mode. I looked for a NCM option to enable it but could not find it. 

 

In workshop mode I've been violently knocked out of it for slapping and a molestation approach. Never noticed it before because settlers were off the list. 

This is strange. There is no option in MCM because I edited ai package itself not the script. Ai package to approach player will not fire up if player is in workshop mode.

 

It looks like ai package started already and then you entered worksop mode. Try resetting approaches in mcm debug menu, then try workshop mode and see if it works.

 

I tested this a lot and I could see harasser was hanging arround but never starting dialogue to take me out of workshop mode.

 

I guess I could add a condition to hellos to check if player is in workshop mode so it would fix this permanently. :)

Posted
23 hours ago, deathmorph said:

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.

Good to hear.

 

If You are using hot pockets please consider testing my plugin that allows player to get her stuff back. Early proof of concept is published in HP help thread.

Posted (edited)
5 hours ago, riveth said:

If You are using hot pockets please consider testing my plugin that allows player to get her stuff back. Early proof of concept is published in HP help thread.

 

Okay. I'm installing Hot Pocket and your plugin now.

 

I installed Hot Pockets and carefully reviewed all the MCM options. I’ve decided not to use the mod in its current state.
I have a very large and complex mod setup (over 800 mods). In this environment, Hot Pockets currently operates too independently; it doesn't sufficiently account for existing systems - such as Violate scenes or NPC reputation/relationships (unlike Sexual Harassment) - which leads to unwanted overlaps and potential conflicts.
The mod definitely has potential, especially when combined with SH+. However, until the integration with existing mods improves, I won't be using it for the time being.

Edited by deathmorph
Posted
5 hours ago, riveth said:

This is strange. There is no option in MCM because I edited ai package itself not the script. Ai package to approach player will not fire up if player is in workshop mode.

 

It looks like ai package started already and then you entered worksop mode. Try resetting approaches in mcm debug menu, then try workshop mode and see if it works.

 

I tested this a lot and I could see harasser was hanging arround but never starting dialogue to take me out of workshop mode.

 

I guess I could add a condition to hellos to check if player is in workshop mode so it would fix this permanently. :)

Speaking was never the issue, they will follow you around like lost puppies, block your path and push you around. Slapping or molestation will pull you right out, and slapping is purely opportunistic. 

 

Approaches should either be paused or cancelled while in workshop mode. An MCM option would allow people to turn it back on.

 

Right now this is no different than what the original mod did. 

 

On a side note the fast travel thing works great! They will still chase you across the map of you walk out normally. Not sure if that's a problem, but I'd argue settlers and city dwellers would prefer not to follow you to a raider camp. 

Posted
6 hours ago, riveth said:

Good to hear.

 

If You are using hot pockets please consider testing my plugin that allows player to get her stuff back. Early proof of concept is published in HP help thread.

 

I happen to have Hot Pockets installed, so I'll take a look. For anyone interest the direct link to the patch is above.

Posted
2 hours ago, msmfoster said:

Speaking was never the issue, they will follow you around like lost puppies, block your path and push you around. Slapping or molestation will pull you right out, and slapping is purely opportunistic. 

 

Approaches should either be paused or cancelled while in workshop mode. An MCM option would allow people to turn it back on.

 

Right now this is no different than what the original mod did. 

 

On a side note the fast travel thing works great! They will still chase you across the map of you walk out normally. Not sure if that's a problem, but I'd argue settlers and city dwellers would prefer not to follow you to a raider camp. 

In normal sh when harasser started dialogue it disabled workshop mode. I never considered buttslap or molestation, my bad. I'll look and see what can be done about it.

 

Commonwealth map is divided in seperate cells. They load to memory when player is in neighbouring cell. When player exit one cell and enters another there is no loading screen, but npc that is following you will act just the same as if you would enter interior or do a fast travel.

 

 

Posted
1 hour ago, riveth said:

In normal sh when harasser started dialogue it disabled workshop mode. I never considered buttslap or molestation, my bad. I'll look and see what can be done about it.

 

Commonwealth map is divided in seperate cells. They load to memory when player is in neighbouring cell. When player exit one cell and enters another there is no loading screen, but npc that is following you will act just the same as if you would enter interior or do a fast travel.

 

 

Like I said, it might be easier to disable approaches while in Workshop mode. Because being constantly blocked by a settler, or pushed out of the way can be annoying when doing fine tuning. 

 

I ran from Zimoja to Starlight and they never disengaged. Pretty sure that's another cell?

Posted
4 hours ago, msmfoster said:

Like I said, it might be easier to disable approaches while in Workshop mode. Because being constantly blocked by a settler, or pushed out of the way can be annoying when doing fine tuning. 

 

I ran from Zimoja to Starlight and they never disengaged. Pretty sure that's another cell?

ok, I edited script so it detects if player is in workshop mode and disables all quests (all aproaches types) and re-enables them when player leave workshop mode.

it happens "on tick" so there might be a slight delay (about 5 sec.), but since dialogues are still blocked, there should be no problems with it.

Script should work out of the box, but if not, just use reinstal option in SH MCM

 

FPSH+v0.85.zip

Posted
4 hours ago, riveth said:

ok, I edited script so it detects if player is in workshop mode and disables all quests (all aproaches types) and re-enables them when player leave workshop mode.

it happens "on tick" so there might be a slight delay (about 5 sec.), but since dialogues are still blocked, there should be no problems with it.

Script should work out of the box, but if not, just use reinstal option in SH MCM

 

FPSH+v0.85.zip 8.57 MB · 1 download

I'll be sure to try it tomorrow!

 

I ended up using and fixing my Skimpy Armour Keyword Editor to create rules for a bunch of clothing mods I've been using.

 

Big ones are Devious Devices and KFT, which will now allows Exhibitionist Streak (Provocative Perla) to trigger if you end up in a chastity belt and bra. Or it kills your Whore of Atom perks (Milking Human Kindness) if you end up clothed. 

Posted
On 6/21/2026 at 12:41 AM, riveth said:

Sure, I'd like to see them. But are those only edits of existing lines or did You added new dialogues in between?

I'm asking because dialogues in SH are already quite complicated. They holds script fragments governing a lot of stats changes and so on. It is very difficult to cut into this with new puzzle piece and not to break anything in the process. Same goes for additional branch of dialogue. I prefer to make an entirely new approach than to invest my time in alterning already complicated dialogue tree.

 

Right now I'm working on sh+ and hot pockets bridge. There is proof of concept mod in HP help thread if anyone is interested. I would aprieciate some testing before I put more work into this.

I edited the dialogue within the mod itself using FO4Edit. It's not at 100%, yet, and I'm trying to figure out how to export it, but for now, I'm going to just zip the folder and send it as is so it can be examined that way. Sorry for the unfortunate news on that front.

 

Just zipped the mod folder with my dialogue adjustments included in it. Used the 0.80 version to build this, as a note, so in FO4Edit, any adjustments will be highlighted against that.

FPSH Hypno Dialogue.zip

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