riveth Posted May 14 Author Posted May 14 15 hours ago, Steak Barbare said: Hey, great mod but it's possible to hide the slap event message ? You mean a popup? I'm not even sure there is any Why it is a problem ?
Steak Barbare Posted May 14 Posted May 14 (edited) 54 minutes ago, riveth said: You mean a popup? I'm not even sure there is any Why it is a problem ? Yes, in the top left corner of the screen that says "someone slap you in the butt," I thought it might be possible to disable this message, which I find useless, like some of the messages that can be disabled in the MCM menu regarding approaching npcs. Ps: translate by google, I don't speak english. Edited May 14 by Steak Barbare
JohnyBurner Posted May 16 Posted May 16 I have a question: how can I remove a faction not on the options from engaging the player? I'm using Commonwealth Slavers, and wanted to use this for extra flavour and to allow me to ask people to help remove restraints. But the slaves from that mod engage in dialogue with the player. I tried adding the mod's slave faction to the conditions in the quests using FO4Edit with an "Equal to 0" but they continue to engage. These slaves are also in the regular "Captive" faction, which should already work to remove them from this dialogue, but they still do. Any idea what might be the issue?
riveth Posted May 16 Author Posted May 16 7 minutes ago, jlab7788 said: Is there any disadvantage to point gun to npc? For both options consequences are same as rude reply from original SH. But I'm working on dire consequences right now for aim option. i think I will post an update in 2-3 days since it require some further work
jlab7788 Posted May 16 Posted May 16 15 minutes ago, riveth said: 두 선택지 모두 결과는 원래 SH의 무례한 답변과 동일합니다. 하지만 저는 현재 목표 설정 선택지에 대한 더욱 심각한 결과를 구상 중입니다. 추가 작업이 필요해서 2~3일 후에 업데이트를 올리겠습니다. Damn that makes me expection🥵🥵🥵🥵🥵
Franco Cozzo Posted May 16 Posted May 16 (edited) 23 minutes ago, riveth said: For both options consequences are same as rude reply from original SH. But I'm working on dire consequences right now for aim option. i think I will post an update in 2-3 days since it require some further work LIke the NPC stealing your gun that you're pointing at them because they know how to disarm you and you failed an AGI + maybe PER +(maybe) Luck check? So now they're annoyed AND have your gun. Edited May 16 by Franco Cozzo
riveth Posted May 16 Author Posted May 16 (edited) 5 hours ago, JohnyBurner said: I have a question: how can I remove a faction not on the options from engaging the player? I'm using Commonwealth Slavers, and wanted to use this for extra flavour and to allow me to ask people to help remove restraints. But the slaves from that mod engage in dialogue with the player. I tried adding the mod's slave faction to the conditions in the quests using FO4Edit with an "Equal to 0" but they continue to engage. These slaves are also in the regular "Captive" faction, which should already work to remove them from this dialogue, but they still do. Any idea what might be the issue? I need to think about it... My previos reply wont work. Edited May 16 by riveth 1
riveth Posted May 16 Author Posted May 16 16 minutes ago, Franco Cozzo said: LIke the NPC stealing your gun that you're pointing at them because they know how to disarm you and you failed an AGI + maybe PER +(maybe) Luck check? So now they're annoyed AND have your gun. Close... 2
JohnyBurner Posted May 16 Posted May 16 2 hours ago, riveth said: I need to think about it... My previos reply wont work. I think my solution (as brutish as it was ) actually is working. I remembered that the message that I was being followed had already appeared in that save file before I made the changes. Since the harrassment had already triggered for the NPC, the changes I made wouldn't prevent that. After allowing the event to go through, a few hours in game haven't triggered another, and all the other NPCs in the area are in the raider faction, so they don't trigger either. I only get the comments and random slaps now. I'll see if I stumble upon more issues. 1
sen4mi Posted May 17 Posted May 17 On 5/13/2026 at 10:25 PM, msmfoster said: I have in Skyrim. Basically the character is like a love sick NPC. This would be triggered when the hasasser accidentally uses the word SLEEP and is not aware that the player is brainwashed. This is core functionality for Skyrim's "Prison Overhaul Patched" mod. Basically, you slap an AI package on the player, making the player character an NPC (until you revert that change).
riveth Posted May 17 Author Posted May 17 On 5/16/2026 at 3:38 PM, JohnyBurner said: I think my solution (as brutish as it was ) actually is working. I remembered that the message that I was being followed had already appeared in that save file before I made the changes. Since the harrassment had already triggered for the NPC, the changes I made wouldn't prevent that. After allowing the event to go through, a few hours in game haven't triggered another, and all the other NPCs in the area are in the raider faction, so they don't trigger either. I only get the comments and random slaps now. I'll see if I stumble upon more issues. I looked inside FPSH_NPCHelper script and there is a line: if a0.isInFaction(CaptiveFaction) return false endif which should exclude captive faction from approaches...
JohnyBurner Posted May 17 Posted May 17 4 hours ago, riveth said: I looked inside FPSH_NPCHelper script and there is a line: if a0.isInFaction(CaptiveFaction) return false endif which should exclude captive faction from approaches... I'll make a check for the slave's factions in-game tonight. They are slated to belong to the captive faction, but maybe an event changes that. Of note is that only one specific npc does this, one that can start dialogue umprompted. I wonder if that is important?
riveth Posted May 17 Author Posted May 17 1 hour ago, JohnyBurner said: I'll make a check for the slave's factions in-game tonight. They are slated to belong to the captive faction, but maybe an event changes that. Of note is that only one specific npc does this, one that can start dialogue umprompted. I wonder if that is important? you mean only one of captives is starting approach scenario? Could it be this npc is not in captive faction then? Might be just overlooked by mod author.
3DLove Posted May 17 Posted May 17 On 5/14/2026 at 1:52 PM, Franco Cozzo said: You can just disable all the other approaches if you *only* want butt slaps to occur, you don't need to turn the whole mod off and on. I know, but I do use other approaches on the fly as well, I just thought maybe butt slaps could be separated and always On, as apposed to approaches, which are partially On, cuz I smash the On/Off shortcut more often than I'd like just to simulate a slap. It's all cool, no worries, thank for taking the time to reply, I have the shortcut set as C so it's not that much of a stretch.
JohnyBurner Posted May 20 Posted May 20 On 5/17/2026 at 9:10 PM, riveth said: you mean only one of captives is starting approach scenario? Could it be this npc is not in captive faction then? Might be just overlooked by mod author. The NPC was indeed not in the captive faction. Either an oversight by the author, or needed for some reason (the NPC has its own slave faction added by the mod.) Adding the faction via console made the comments stop. I want to thank you for the mod. It adds a lot of flavour when playing a raider sex slave (I also put a like on the original mod, I'm not a savage). If I can make a comment, I wish some more inocuous things like comments and butt slaps could have their own selection of who could trigger them, instead of turning all features on/off.
Franco Cozzo Posted May 20 Posted May 20 23 minutes ago, JohnyBurner said: The NPC was indeed not in the captive faction. Either an oversight by the author, or needed for some reason (the NPC has its own slave faction added by the mod.) Adding the faction via console made the comments stop. I want to thank you for the mod. It adds a lot of flavour when playing a raider sex slave (I also put a like on the original mod, I'm not a savage). If I can make a comment, I wish some more inocuous things like comments and butt slaps could have their own selection of who could trigger them, instead of turning all features on/off. You can select the NPC in the console and do " setav fpsh_noteligible 1 " to any NPC you want to exclude from any Harassment options at all if that helps.
JohnyBurner Posted May 21 Posted May 21 4 hours ago, Franco Cozzo said: You can select the NPC in the console and do " setav fpsh_noteligible 1 " to any NPC you want to exclude from any Harassment options at all if that helps. Kind of. But using as an example a mod where your character is a sex worker/sex slave for raiders, you might like for the random comments to be there, but not the sex scenes, which could interfere with that mod, or the immersion. Doing that for all the members of a faction individually would be a pointless exercise. Creating that option for all the mod's events would be a bit too much (and create too many options in MCM), but separating the events into sex scenes and molesting scenes so you could decide which factions would do each would give more granularity and improve interactions with other mods. That way you could,for example, have your character be molested and accosted by anyone, but if they wanted action, they would need to use another mod's sex worker interaction. 1
Franco Cozzo Posted May 21 Posted May 21 11 minutes ago, JohnyBurner said: Kind of. But using as an example a mod where your character is a sex worker/sex slave for raiders, you might like for the random comments to be there, but not the sex scenes, which could interfere with that mod, or the immersion. Doing that for all the members of a faction individually would be a pointless exercise. Creating that option for all the mod's events would be a bit too much (and create too many options in MCM), but separating the events into sex scenes and molesting scenes so you could decide which factions would do each would give more granularity and improve interactions with other mods. That way you could,for example, have your character be molested and accosted by anyone, but if they wanted action, they would need to use another mod's sex worker interaction. It would be a lot of work building and then playtesting something like that as well but it would be cool to be able to pick and choose what faction is allowed to attempt/do what. Riveth is in a difficult (work-wise) position taking this over as well since it's a huge mod with heaps of scripts and since it's an inherited/expansion more than a from scratch thing its a lot more difficult to figure it all out and change things, it does help that Twisted Trebla was pretty good at leaving comments in the code though (at least I think they were, my memory is a little shot at this hour). I am pretty sure it can be done as well but it all comes down to time and effort really, and we can't expect either from someone else. Personally I'd want to be able to put molest attacks up for raiders/gunners and down for inside diamond city/minutemen but that's even more work on top of just having factions for each and more testing again lol. 1
JohnyBurner Posted May 21 Posted May 21 7 hours ago, Franco Cozzo said: It would be a lot of work building and then playtesting something like that as well but it would be cool to be able to pick and choose what faction is allowed to attempt/do what. Riveth is in a difficult (work-wise) position taking this over as well since it's a huge mod with heaps of scripts and since it's an inherited/expansion more than a from scratch thing its a lot more difficult to figure it all out and change things, it does help that Twisted Trebla was pretty good at leaving comments in the code though (at least I think they were, my memory is a little shot at this hour). I am pretty sure it can be done as well but it all comes down to time and effort really, and we can't expect either from someone else. Personally I'd want to be able to put molest attacks up for raiders/gunners and down for inside diamond city/minutemen but that's even more work on top of just having factions for each and more testing again lol. Yeah, you get it. That kind of control would be amazing. It would also be a lot of work. I'll count my blessings, though. The mod is working good enough as is.
riveth Posted May 24 Author Posted May 24 Alright, so after some struggle with CK, I finally managed to make AIM option "risky". I always wanted to threat NPC with gun but also eventually kill those suckers in cinematic style. Now we can For now I only changed sex approach - it is called naked/sex approach in SH debug menu, so You can easy test it using that option. What was changed: - draw weapon animation happens after playes says dialogue (it was buggy previosly) - after player pick [aim gun] option, and then pick a line to get rid of harasser (not [FORCE END] option - this one works with 100% chance for harasser to back off), there is 50% chance for harasser to back off, and 50% that he is not affraid of player. If harasser is not affraid we can have random outcomes: - harasser back off (only for player above 20 lvl) - player panic and drop gun (only for player with agility <= 5) - this scenario lead to molest scenario (better with Pervert mod) - player shoot harasser but misses (only for player perception <= 5) - this scenario lead to molest scenario (better with Pervert mod) - player hesitates to kill NPC - this scenario lead to molest scenario (better with Pervert mod) - player shoot and kill harasser - this scenario allarms all neraby friendly NPC's in the line of sight. So either pick "harasser waits for player to be alone" option in SH or have violate to handle surrender in city. If you have Pervert mod and you kill an NPC inside DC, after 5 seconds in fight pop-up will show that let you surrender and start jail scenario. (Don't mind to kill NPC, they will respawn safe and sound after 24hrs) Those outcomes are picked randomly but every option is only avaible when it's rquirements are met (listed above), so high lvl player have 33% chances to convince stubborn harasser to back off whille low lvl addicts will have no chance to to get rid of harasser and only 20% to actually kill the bastard. I need to figure out how to boost player self esteem after kill, but first I'd like to ask all of you to test those changes FPSH+v0.75.zip 2
Franco Cozzo Posted May 24 Posted May 24 (edited) 1 hour ago, riveth said: Alright, so after some struggle with CK, I finally managed to make AIM option "risky". I always wanted to threat NPC with gun but also eventually kill those suckers in cinematic style. Now we can For now I only changed sex approach - it is called naked/sex approach in SH debug menu, so You can easy test it using that option. What was changed: - draw weapon animation happens after playes says dialogue (it was buggy previosly) - after player pick [aim gun] option, and then pick a line to get rid of harasser (not [FORCE END] option - this one works with 100% chance for harasser to back off), there is 50% chance for harasser to back off, and 50% that he is not affraid of player. If harasser is not affraid we can have random outcomes: - harasser back off (only for player above 20 lvl) - player panic and drop gun (only for player with agility <= 5) - this scenario lead to molest scenario (better with Pervert mod) - player shoot harasser but misses (only for player perception <= 5) - this scenario lead to molest scenario (better with Pervert mod) - player hesitates to kill NPC - this scenario lead to molest scenario (better with Pervert mod) - player shoot and kill harasser - this scenario allarms all neraby friendly NPC's in the line of sight. So either pick "harasser waits for player to be alone" option in SH or have violate to handle surrender in city. If you have Pervert mod and you kill an NPC inside DC, after 5 seconds in fight pop-up will show that let you surrender and start jail scenario. (Don't mind to kill NPC, they will respawn safe and sound after 24hrs) Those outcomes are picked randomly but every option is only avaible when it's rquirements are met (listed above), so high lvl player have 33% chances to convince stubborn harasser to back off whille low lvl addicts will have no chance to to get rid of harasser and only 20% to actually kill the bastard. I need to figure out how to boost player self esteem after kill, but first I'd like to ask all of you to test those changes FPSH+v0.75.zip 8.49 MB · 0 downloads Im pretty sure SH assigns an Alias to the Harasser and the Global for SA's self esteem is FPA_Value_SelfEsteem so you could look for the death of whoever is in the Alias and then if enabled give X self esteem, you'd probably want it inside the block for the aim approaches (I havent looked how you've done them) instead of as a general bonus since otherwise any NPC with the same alias killed would give self esteem instead of ones in that moment. I haven't looked at the mod in a hot minute but I think most approaches had their own Aliases, just to complicate things. Edited May 24 by Franco Cozzo
riveth Posted May 24 Author Posted May 24 (edited) 11 minutes ago, Franco Cozzo said: Im pretty sure SH assigns an Alias to the Harasser and the Global for SA's self esteem is FPA_Value_SelfEsteem so you could look for the death of whoever is in the Alias and then if enabled give X self esteem, you'd probably want it inside the block for the aim approaches (I havent looked how you've done them) instead of as a general bonus since otherwise any NPC with the same alias killed would give self esteem instead of ones in that moment. I haven't looked at the mod in a hot minute but I think most approaches had their own Aliases, just to complicate things. thanks but I think I figured that out, testing just now. I had special script for kill animation inside dialogue (250 lines and hooked that bonus there. Have You tried the update yet ? Edited May 24 by riveth 1
Franco Cozzo Posted May 24 Posted May 24 (edited) 11 minutes ago, riveth said: thanks but I think I figured that out, testing just now. I had special script for kill animation inside dialogue (250 lines and hooked that bonus there. Have You tried the update yet ? I'll grab it but I only just started a new game (after meaning to actually play and not fix/make a mod) and still haven't tried the Aim stuff out at all yet so I don't think I'll be good for giving feedback at the moment haha.... Edited May 24 by Franco Cozzo
Default1911 Posted May 25 Posted May 25 Hey man, how's it going... I'd like to ask you something—if it's not too much trouble—what gun are you carrying in the first picture where you're in first-person view?
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