Jump to content

Recommended Posts

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

Posted

Wouldn't it make sense to add an option for the "struggle" phase that plays the animations in sequence - either until the harasser is pushed back or until the lady is left undressed?

 

2026-06-2310_52_01-Fallout4.png.3106af017807a82d4c6a7188a0b1fa55.png

Posted (edited)
1 hour ago, deathmorph said:

Wouldn't it make sense to add an option for the "struggle" phase that plays the animations in sequence - either until the harasser is pushed back or until the lady is left undressed?

 

2026-06-2310_52_01-Fallout4.png.3106af017807a82d4c6a7188a0b1fa55.png

You mean there is only one popup screen at start and then there is one long strugle or groping animation?

 

But there are different texts and stages on each of those screen and player can make diferent decision when new popup shows up.

For instant player start to struggle but then harasser is fingering her and she decides she will just give up.

Idk, it's ok for me as is and dont feel the need to change it. Or maybe I just misunderstood the idea?

 

Btw how do You feel about new lethal outcome of aim gun option? i didn' receive any feedback on this and it puzzles me how ppl like it. ;)

Edited by riveth
Posted
5 hours ago, riveth said:

You mean there is only one popup screen at start and then there is one long strugle or groping animation?

 

But there are different texts and stages on each of those screen and player can make diferent decision when new popup shows up.

For instant player start to struggle but then harasser is fingering her and she decides she will just give up.

Idk, it's ok for me as is and dont feel the need to change it. Or maybe I just misunderstood the idea?

 

Btw how do You feel about new lethal outcome of aim gun option? i didn' receive any feedback on this and it puzzles me how ppl like it. ;)

Lethal? As in you shoot them, or they shoot you?

 

I've yet to encounter it. 

Posted
7 hours ago, riveth said:

You mean there is only one popup screen at start and then there is one long strugle or groping animation?

 

But there are different texts and stages on each of those screen and player can make diferent decision when new popup shows up.

For instant player start to struggle but then harasser is fingering her and she decides she will just give up.

Idk, it's ok for me as is and dont feel the need to change it. Or maybe I just misunderstood the idea?

 

There is that scenario where the harasser holds the lady from behind and undresses her - piece by piece. You’ve already helpfully handled the option to simply give up (skipping the step-by-step process).
However, I’ve noticed in my own playthroughs that I never switch tactics once the decision regarding her resistance (the "Struggle" phase) has been made. Yes, it’s true that the choice is made anew each time. My idea was to add a counterpart to the "Give up and take all..." option—one that plays out all the way to orgasm and rape, or stops at the point where the lady successfully resists further undressing.
I know, it's a first-world problem. 🙂

 

8 hours ago, riveth said:

Btw how do You feel about new lethal outcome of aim gun option? i didn' receive any feedback on this and it puzzles me how ppl like it. ;)

 

Oh, that's what I meant in "So far everything is working perfectly, even FORCE isn't causing any jams". But you're right, I could have been more specific; there was no way for you to know that.
It’s a fantastic feature. I suddenly had all of Diamond City turning against me when my lady shot a guard. You really have to think carefully about where you use the weapon. It’s not just a mindless mechanic, but a tactical one. Exactly my kind of thing.
The lady has also missed her shots a few times. That’s great. And you really put a lot of effort into the texts.
The rifle even got dropped at one point. Another interesting feature - as long as it doesn't fall under the texture.
Verdict: an all-around great job. Thanks for this!

Posted
1 hour ago, deathmorph said:

 

There is that scenario where the harasser holds the lady from behind and undresses her - piece by piece. You’ve already helpfully handled the option to simply give up (skipping the step-by-step process).
However, I’ve noticed in my own playthroughs that I never switch tactics once the decision regarding her resistance (the "Struggle" phase) has been made. Yes, it’s true that the choice is made anew each time. My idea was to add a counterpart to the "Give up and take all..." option—one that plays out all the way to orgasm and rape, or stops at the point where the lady successfully resists further undressing.
I know, it's a first-world problem. 🙂

 

 

Oh, that's what I meant in "So far everything is working perfectly, even FORCE isn't causing any jams". But you're right, I could have been more specific; there was no way for you to know that.
It’s a fantastic feature. I suddenly had all of Diamond City turning against me when my lady shot a guard. You really have to think carefully about where you use the weapon. It’s not just a mindless mechanic, but a tactical one. Exactly my kind of thing.
The lady has also missed her shots a few times. That’s great. And you really put a lot of effort into the texts.
The rifle even got dropped at one point. Another interesting feature - as long as it doesn't fall under the texture.
Verdict: an all-around great job. Thanks for this!

No kidding! Shoot a settler in a settlement with 2.5K defense and see how good a day you'll have.

Posted (edited)
1 hour ago, deathmorph said:

 

There is that scenario where the harasser holds the lady from behind and undresses her - piece by piece. You’ve already helpfully handled the option to simply give up (skipping the step-by-step process).
However, I’ve noticed in my own playthroughs that I never switch tactics once the decision regarding her resistance (the "Struggle" phase) has been made. Yes, it’s true that the choice is made anew each time. My idea was to add a counterpart to the "Give up and take all..." option—one that plays out all the way to orgasm and rape, or stops at the point where the lady successfully resists further undressing.
I know, it's a first-world problem. 🙂

 

 

Oh, that's what I meant in "So far everything is working perfectly, even FORCE isn't causing any jams". But you're right, I could have been more specific; there was no way for you to know that.
It’s a fantastic feature. I suddenly had all of Diamond City turning against me when my lady shot a guard. You really have to think carefully about where you use the weapon. It’s not just a mindless mechanic, but a tactical one. Exactly my kind of thing.
The lady has also missed her shots a few times. That’s great. And you really put a lot of effort into the texts.
The rifle even got dropped at one point. Another interesting feature - as long as it doesn't fall under the texture.
Verdict: an all-around great job. Thanks for this!

I consider new option to shoot own leg while try to threat a thief in hot pocket bridge ;)

 

if you shoot someone in dc and have Pervert installed hold up 10 seconds in fight and a pop up will show up ;)

 

I'm glad You like it ;)

 

Edit; uh and about that molestation scenario. I'm not even sure it can be done like this. Flankly all that is pure script and I cant see no easy way to make this happen. 

Edited by riveth
Posted (edited)
12 hours ago, riveth said:

if you shoot someone in dc and have Pervert installed

 

I’d love to. And I’m sure I’d be thrilled with it. It’s just that... as long as there’s no PRP patch for it, I unfortunately can’t use Pervert. I’m still hoping someone will make a patch for it.
I use Previsibine’s Repair Pack - Full (1.10.163) 74.30. 🙂 

 

PS: One more thing that comes to mind: in first-person view, the dialogue sometimes doesn't trigger, so I have to approach the NPC multiple times. In third-person view, it works perfectly.
We’ve discussed this before, though, and it’s not really a problem as such. I just wanted to mention it again.

Edited by deathmorph
Posted
12 hours ago, deathmorph said:

 

I’d love to. And I’m sure I’d be thrilled with it. It’s just that... as long as there’s no PRP patch for it, I unfortunately can’t use Pervert. I’m still hoping someone will make a patch for it.
I use Previsibine’s Repair Pack - Full (1.10.163) 74.30. 🙂 

 

PS: One more thing that comes to mind: in first-person view, the dialogue sometimes doesn't trigger, so I have to approach the NPC multiple times. In third-person view, it works perfectly.
We’ve discussed this before, though, and it’s not really a problem as such. I just wanted to mention it again.

I've honestly never encountered this. First or third is never a concern, not if I initiate. In some cases they instigate as you move away (or your on the other side of a wall or floor) requiring you to get close enough and point at them to see the dialogue. 

Posted
On 6/21/2026 at 5:31 PM, 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 · 2 downloads

This change seems to be working nicely. I see a prompt that advances are disabled and the enabled when I exit workshop mode. I've not been bothered while assuming settlers or make changes.

 

One oddity, weapon dialogue seems to be defined prior to contact. If you are not armed when the approach starts, you will get regular dialogue. Even if you are them approach and ready your weapon. 

 

At least, this is what I observed. Realistically dialogue should change if the user pulls out their weapon. It perhaps allow for an extra step to whip out weapon. 

Posted
2 hours ago, msmfoster said:

This change seems to be working nicely. I see a prompt that advances are disabled and the enabled when I exit workshop mode. I've not been bothered while assuming settlers or make changes.

 

One oddity, weapon dialogue seems to be defined prior to contact. If you are not armed when the approach starts, you will get regular dialogue. Even if you are them approach and ready your weapon. 

 

At least, this is what I observed. Realistically dialogue should change if the user pulls out their weapon. It perhaps allow for an extra step to whip out weapon. 

Glad workshop mode is finally fixed.

 

As for weapon state this is by design.

Player need to have weapon ready, because there would be no time to draw it in tight situation. It is also mod mechanic to keep player ankscious about approach and react to popup.

If player is distracted, misses the opportunity for self defense.

 

Theroetically i could add option to draw your weapon but I'm not entirely convinced...

Need to think about this some more and imagine irl situation. Also would be glad to hear some arguments for this option.

Maybe for a player with real high agility?

Just to be clear, due to 4 options dialogue limitation this wont be independent dialogue option but rather version of aim gun or force end with same responses from npc.

 

I plan to add draw weapon option to hot pockets patch, and then there will be a chance that thief draws his weapon first, wich would change the tides of dialogue. Since this would be seperate dialogue entirely design to threat a thief I can make diferent outcomes and scenarios for it.

Posted
15 hours ago, deathmorph said:

 

I’d love to. And I’m sure I’d be thrilled with it. It’s just that... as long as there’s no PRP patch for it, I unfortunately can’t use Pervert. I’m still hoping someone will make a patch for it.
I use Previsibine’s Repair Pack - Full (1.10.163) 74.30. 🙂 

 

PS: One more thing that comes to mind: in first-person view, the dialogue sometimes doesn't trigger, so I have to approach the NPC multiple times. In third-person view, it works perfectly.
We’ve discussed this before, though, and it’s not really a problem as such. I just wanted to mention it again.

Not planning to do prp patch myself. Idk how to do this and it seems a new area to learn ;)

There is a new mod that changes dc entirely and i plan to adjust pervert for this one.

It is called cut and polished or something like that.

 

As for dialogue starts this is just how fo4 works. Mod changes ai packages and they lag to start on heavy script load. 

From technical point of view they are made correctly and was not changed by me (they are as they were in the original) 

 

 

When I was making approach mechanics for pervert, I used different method that locks player in place but that is for different situation and it is also problematic when script lag.

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...