Rhivens_ Posted September 10 Posted September 10 NORA Dangerous Nights View File NORA Dangerous Nights - NAF is a lightweight Fallout 4 mod that adds configurable dangerous wake-up encounters. Despite its historical name, the mod supports two scene-framework configurations: AAF directly; NAF through NAFBridge's AAF-compatible API. The mod was inspired by the general concept of Dangerous Nights 0.38, but it was developed entirely from scratch as an independent implementation. No code, scripts, plugin records or assets from Dangerous Nights 0.38 are included or required. The original Dangerous Nights mod should be disabled because both mods react to player sleep and may trigger competing wake-up events. NORA Dangerous Nights was originally developed and extensively tested on Fallout 4 OldGen 1.10.163 with NAF and NAFBridge. Community testing has also confirmed successful operation on Fallout 4 AE 1.11.240 with AAF. What Happens After Sleeping? After the player wakes up, NORA Dangerous Nights can follow one of two paths: Optionally transfer the event to Pervert – Immersive Prostitution and Harassment. Start its own location-based encounter with one to three randomly selected attackers. For a normal NORA NDN encounter, a short dialogue offers two choices: Submit or Resist. Submit Submit starts an aggressive scene through the compatible AAF:AAF_API: AAF provides the API directly; NAF users receive the compatible API through NAFBridge. All available encounter actors are sent to the scene framework. After the scene ends, NORA NDN waits for actor restoration to complete before beginning its delayed engine-safe cleanup. Resist Resist starts real combat against the entire group. Possible outcomes: Victory: dead attackers are cleaned up safely. Escape: the encounter ends once the remaining attackers are far enough away. Defeat: AAF Violate takes over the defeat sequence. NORA NDN waits for Violate to release the actors before cleaning up the encounter. Main Features Location-based encounter chances after sleeping. Separate configurable chances for: player-owned settlements; towns and NPC settlements; dungeons; outdoor and other locations. Random encounters with one to three attackers. Maximum attacker count configurable through the MCM. Four custom attacker ActorBases selected randomly without duplicates during an encounter. Submit / Resist dialogue flow. Direct AAF support or NAF support through NAFBridge. Automatic approach and emergency repositioning if the dialogue leader is blocked or too far away. Improved player orientation and dialogue-camera handling. Multi-actor scene requests. AAF Violate integration for defeat after resistance. Optional Pervert v0.4.1+ integration. Engine-safe delayed actor cleanup. Debug notifications configurable through the MCM. Fast JSON-based MCM interface using the F4SE MCM framework. ESL-flagged plugin. xEdit Check for Errors: 0. Important Animation Requirement NORA Dangerous Nights does not include any animations. You must install animation packs compatible with your active scene framework: AAF-compatible animation packs when using AAF; NAF-compatible animation packs when using NAF. If encounters are configured with two or three attackers, the animation setup must contain scenes supporting the corresponding number of participants. Without suitable multi-participant animations, the scene framework may be unable to start the requested scene. If necessary, set Maximum Attackers to 1 in the MCM. Optional Pervert Integration Version 1.1.0 adds optional support for: Pervert – Immersive Prostitution and Harassment v0.4.1 or later The integration is disabled by default. The MCM provides a configurable Pervert Abduction Chance ranging from 0% to 100%. The Pervert roll is evaluated before the normal NORA NDN location chances. When the roll succeeds: NORA NDN dynamically calls Pervert's API; Pervert manages the abduction and dungeon selection; Pervert manages its own actors and scenes; Pervert handles return transport and cleanup; NORA NDN does not spawn its own attackers. If Pervert is missing, unavailable or rejects the request, NORA NDN safely continues with its normal location-based evaluation. Technical information: pervert.esp is detected dynamically; Pervert is not added as a master; NORA NDN contains no Pervert assets, scripts or data; the integration only performs an API hand-off; the three narrative messages are stored in Data\F4SE\Plugins\RHI_NDN_messages.ini and can be translated without recompiling the scripts. Leave the Pervert probability at 0% if Pervert is not installed or if you do not want to use this feature. Requirements Common Requirements F4SE matching your Fallout 4 runtime. Mod Configuration Menu / F4SE MCM framework. AAF Violate. AAF Violate is required because the Resist defeat branch uses its Papyrus script and completion event. Scene Framework — Choose One Setup AAF Setup AAF. Compatible AAF animation packs. NAF and NAFBridge are not required when using AAF directly. NAF Setup NAF. NAFBridge. Compatible NAF animation packs. NAFBridge provides the AAF-compatible API used by NORA Dangerous Nights. Optional and Recommended Requirements Pervert – Immersive Prostitution and Harassment v0.4.1+ Required only when the Pervert chance is set above 0%. Multi-participant animation packs. Required for scenes involving more than one attacker. Compatible tattoo or overlay systems such as Captive Tattoos. NORA NDN does not apply tattoos directly. External systems may react to aggressive scenes independently. Fallout 4 Runtime Compatibility Developer Tested Fallout 4 OldGen 1.10.163. F4SE 0.6.23. NAF with NAFBridge. Community Tested Fallout 4 AE 1.11.240. Corresponding F4SE version. AAF. The AE 1.11.240 and AAF configuration was tested by a community member under demanding conditions, including Commonwealth Slavery's Pet Walk quest, custom Slavers animations, standalone NORA NDN encounters and ten consecutive Pervert-controlled AAF scenes. No problems were reported during those tests. Community-tested compatibility does not guarantee compatibility with every possible mod list, but this confirms that OldGen and NAF are not mandatory. Installation Install the common requirements. Install either AAF, or NAF together with NAFBridge. Install animation packs compatible with the selected scene framework. Install NORA Dangerous Nights with your preferred mod manager. Enable RHI_NDN.esp. Place the mod after any older NORA NDN version and let version 1.1.0 win all file conflicts. Configure the encounter chances and maximum attacker count through the MCM. Leave the Pervert chance at 0% unless Pervert v0.4.1+ is installed and you want to use the integration. Disable the original Dangerous Nights mod if it is installed. RHI_NDN.esp is ESL-flagged and does not consume a normal full plugin slot. Updating From Version 1.0.0 Make sure no NORA NDN encounter, framework scene, Violate sequence or Pervert event is active. Create a manual backup save. Replace the previous NORA NDN files with version 1.1.0. Make sure version 1.1.0 wins all file conflicts. Load the game and verify the new MCM options. Keep the backup save until the update has been tested successfully. Version 1.1.0 contains substantial controller, multi-actor and cleanup changes. A backup save is strongly recommended when updating any scripted mod. Do not compact the plugin's FormIDs again. MCM Settings The MCM provides: Mod enabled. Debug mode. Player settlement chance. Town or NPC settlement chance. Dungeon chance. Outdoor or other-location chance. Maximum attackers: 1–3. Pervert abduction chance: 0–100%. Debug notifications and Pervert integration are disabled by default. Compatibility and Known Considerations Dangerous Nights 0.38 The original Dangerous Nights mod is not required and should be disabled. Running both mods creates two independent systems reacting to player sleep and may cause competing wake-up events. Sexual Harassment and Other Wake-Up Systems Sexual Harassment is not strictly incompatible with NORA NDN. However, two mods may interfere if they trigger events at exactly the same time when the player wakes up. If overlapping events occur, temporarily disabling the other wake-up system before sleeping can help identify the conflict. Nuka Ride, MSMA and the WoD NSFW List Version 1.1.0 was tested with the WoD NSFW mod list, including Nuka Ride and MSMA, without identified conflicts. Complex Mod Lists Wake-up handlers, defeat systems, camera controllers and scene managers can overlap. NORA NDN has been stress-tested in a very heavily modded setup, including repeated cold loading of saves created after Submit, Resist and Pervert events. Compatibility with every possible combination of mods cannot be guaranteed. Stability Improvements in Version 1.1.0 Version 1.1.0 substantially reworks actor cleanup after framework scenes. Temporary attackers are no longer deleted immediately after the scene-end event. NORA NDN now: waits for actor restoration to complete; releases the encounter group; checks for any remaining scene association; performs multiple clean verification passes; uses delayed engine-safe deletion; safely rearms pending cleanup after loading a save. These changes were tested with one, two and three attackers and with repeated cold loading of the resulting saves. French Translation A separate French translation is available as an optional download. Install the French translation after the main English file and allow it to overwrite the corresponding ESP, PEX, JSON and narrative-message files. Always use a translation matching the same version of the main mod. Uninstallation Removing scripted mods during a playthrough should always be approached carefully. Recommended procedure: Make sure no NORA NDN encounter, framework scene, Violate sequence or Pervert event is active. Disable NORA NDN through its MCM. Create a manual backup save. Remove the mod. Load the save and wait briefly. Create a new manual save. Keep the pre-uninstallation save as a backup. Returning to a save created before installing the mod remains the safest removal method. Source Code and Documentation Public source code and documentation: https://github.com/Rhivens/Rhivens-Fallout4-Mods/tree/main/NORA-Dangerous-Nights-NAF Technical development notes are maintained separately. Credits Thanks to the authors and maintainers of: AAF; NAF; NAFBridge; AAF Violate; Mod Configuration Menu and the F4SE MCM framework; the Fallout 4 modding community. Special thanks to riveth for Pervert – Immersive Prostitution and Harassment v0.4.1, its public API and its distributed source files: https://www.loverslab.com/profile/8946296-riveth/ NORA NDN only performs a dynamic API hand-off. It contains no Pervert content and does not use pervert.esp as a master. NORA Dangerous Nights was inspired by the general concept of Dangerous Nights 0.38, but it is an independent implementation and does not include or require the original plugin. Changelog Version 1.1.0 Added Random encounters with one to three attackers. Maximum attacker count setting in the MCM. Optional Pervert v0.4.1+ integration. Configurable Pervert abduction probability. External narrative messages in RHI_NDN_messages.ini. MCM debug toggle. Fast JSON-based MCM interface. Improved Attacker approach and emergency repositioning. Player orientation and dialogue-camera handling. Multi-actor Submit and Resist branches. Individual death tracking and group cleanup. English debug and diagnostic messages. French translation coverage. Stability Reworked cleanup after Submit scenes. Added delayed actor retirement and engine-safe deletion. Added multiple clean checks before deleting framework actors. Added safe recovery of pending cleanup after loading a save. Corrected the new GlobalVariable FormIDs for the ESL-flagged plugin. Validated repeated cold loading after encounters involving one to three attackers. xEdit check completed with 58 processed records and 0 errors. Compatibility Confirmed Fallout 4 OldGen 1.10.163 with NAF and NAFBridge. Fallout 4 AE 1.11.240 with AAF, confirmed through community testing. WoD NSFW mod list, Nuka Ride and MSMA. Version 1.0.0 Initial public release. Standalone wake-up encounter system inspired by Dangerous Nights 0.38. Built from scratch for a NAF-based setup. Location-based probability handling. Random selection from four custom attackers. Submit / Resist dialogue flow. Scene launch through NAFBridge. AAF Violate support for defeat handling. MCM configuration. ESL-flagged plugin. Submitter Rhivens_ Submitted 09/10/26 Category Dialog Sex Requirements Fallout 4 OldGen 1.10.163 F4SE 0.6.23 Mod Configuration Menu (MCM) NAF NAFBridge AAF Violate 3
Rhivens_ Posted September 10 Author Posted September 10 (edited) Thanks for the interest! For now, there is no AAF version planned. My entire Fallout 4 setup is built around NAF, and I only develop and publish mods that I personally use and test in my own game. NORA Dangerous Nights was created for my own modpack first, then shared with the community once it was working reliably. Because of that, I don’t plan to maintain a separate AAF version that I wouldn’t personally use or test. However, anyone is welcome to create an AAF patch, adaptation or fork, provided proper credit is given. Edited September 10 by Rhivens_
Samhsay Posted September 11 Posted September 11 16 hours ago, Piyesis said: Any plans on making this for AAF? I’d recommend trying this mod with AAF. After all, the API is the same, and the way scenes are called is identical. Before I found the original AAF API, I compiled my mod using the NAFBridge source code. 1
Cealapa Posted September 11 Posted September 11 (edited) 1 hour ago, Samhsay said: I’d recommend trying this mod with AAF. After all, the API is the same, and the way scenes are called is identical. Before I found the original AAF API, I compiled my mod using the NAFBridge source code. Not only it's working with AAF, it's working on AE .240 and the latest AAF 1.7.6 👍 Ignore rads, come from Get Dirty. Are there only twosome scenes, I mean only one rapist? Merci beaucoup for mod! Spoiler Spoiler Spoiler Edited September 11 by Cealapa
Rhivens_ Posted September 11 Author Posted September 11 Thanks for your interest in this mod. 😉 I develop it directly with NAF and don't test it with just AAF, but yes, it's quite likely that it works well. For now, there's only one rapist, but I might add one or two more in the future. However, there are indeed 4 random NPCs. 1
Shadowslayer 690 Posted September 13 Posted September 13 Any idea why the mod is in french (?) despite downloading the normal version?
Cealapa Posted September 13 Posted September 13 (edited) 1 hour ago, Shadowslayer 690 said: Any idea why the mod is in french (?) despite downloading the normal version? Because the author is a French (I guess) and makes this mod for him/herself initially. Edited September 13 by Cealapa
Shadowslayer 690 Posted September 14 Posted September 14 19 hours ago, Cealapa said: Because the author is a French (I guess) and makes this mod for him/herself initially. But in th escreenshot above, the mod is in english...
Cealapa Posted September 14 Posted September 14 Dialogues are all in English, only messages/notifications are in French, at least for me.
Rhivens_ Posted September 17 Author Posted September 17 (edited) Yes, I am French, and I originally developed this mod for personal use. However, I decided to share it with the community. So, I reworked the mod into English and added a French translation, though I overlooked the debug messages in the scripts. That will be fixed in the next version, which may also include an option—configurable via MCM—to increase the number of attackers from two to three. https://github.com/Rhivens Edited September 21 by Rhivens_ 4
Krixost Posted September 22 Posted September 22 (edited) Thank you for the nice work here. Works well. No issues so far I have experienced. For those who want the MCM portion in English: config.json { "modName": "RHI_NDN", "displayName": "NORA Dangerous Nights - NAF", "minMcmVersion": 3, "pluginRequirements": ["RHI_NDN.esp"], "content": [ { "text": "<font size=\"36\"><p align=\"center\">NORA Dangerous Nights - NAF</p></font>", "type": "text", "html": true }, { "text": "Version 1.0", "type": "text" }, { "type": "spacer" }, { "id": "fEnabled:Global", "text": "Mod Active", "type": "switcher", "help": "Turns wake detection on or off.", "valueOptions": { "sourceType": "ModSettingFloat" } }, { "id": "fDebug:Global", "text": "Debug mode", "type": "switcher", "help": "Displays the test results on the screen and in the Papyrus log.", "valueOptions": { "sourceType": "ModSettingFloat" } } ], "pages": [ { "pageDisplayName": "Chances", "content": [ { "id": "fPlayerSettlement:Chances", "text": "Player's colony", "type": "slider", "help": "Event chance after waking up in a colony owned by the player.", "valueOptions": { "min": 0, "max": 100, "step": 1, "sourceType": "ModSettingFloat" } }, { "id": "fTown:Chances", "text": "NPC town or colony", "type": "slider", "help": "Event chance after waking up in a city or colony you don't own.", "valueOptions": { "min": 0, "max": 100, "step": 1, "sourceType": "ModSettingFloat" } }, { "id": "fDungeon:Chances", "text": "Dungeon", "type": "slider", "help": "Event chance after waking up in a dungeon.", "valueOptions": { "min": 0, "max": 100, "step": 1, "sourceType": "ModSettingFloat" } }, { "id": "fOutdoor:Chances", "text": "Outside or another place", "type": "slider", "help": "Event chance for locations that don't fit into any other category.", "valueOptions": { "min": 0, "max": 100, "step": 1, "sourceType": "ModSettingFloat" } } ] } ] } Edited September 22 by Krixost 2
Rhivens_ Posted September 22 Author Posted September 22 9 hours ago, Krixost said: Thank you for the nice work here. Works well. No issues so far I have experienced. For those who want the MCM portion in English: config.json { "modName": "RHI_NDN", "displayName": "NORA Dangerous Nights - NAF", "minMcmVersion": 3, "pluginRequirements": ["RHI_NDN.esp"], "content": [ { "text": "<font size=\"36\"><p align=\"center\">NORA Dangerous Nights - NAF</p></font>", "type": "text", "html": true }, { "text": "Version 1.0", "type": "text" }, { "type": "spacer" }, { "id": "fEnabled:Global", "text": "Mod Active", "type": "switcher", "help": "Turns wake detection on or off.", "valueOptions": { "sourceType": "ModSettingFloat" } }, { "id": "fDebug:Global", "text": "Debug mode", "type": "switcher", "help": "Displays the test results on the screen and in the Papyrus log.", "valueOptions": { "sourceType": "ModSettingFloat" } } ], "pages": [ { "pageDisplayName": "Chances", "content": [ { "id": "fPlayerSettlement:Chances", "text": "Player's colony", "type": "slider", "help": "Event chance after waking up in a colony owned by the player.", "valueOptions": { "min": 0, "max": 100, "step": 1, "sourceType": "ModSettingFloat" } }, { "id": "fTown:Chances", "text": "NPC town or colony", "type": "slider", "help": "Event chance after waking up in a city or colony you don't own.", "valueOptions": { "min": 0, "max": 100, "step": 1, "sourceType": "ModSettingFloat" } }, { "id": "fDungeon:Chances", "text": "Dungeon", "type": "slider", "help": "Event chance after waking up in a dungeon.", "valueOptions": { "min": 0, "max": 100, "step": 1, "sourceType": "ModSettingFloat" } }, { "id": "fOutdoor:Chances", "text": "Outside or another place", "type": "slider", "help": "Event chance for locations that don't fit into any other category.", "valueOptions": { "min": 0, "max": 100, "step": 1, "sourceType": "ModSettingFloat" } } ] } ] } Okay, thanks; I'll include it in the next update.
Rhivens_ Posted Thursday at 07:20 PM Author Posted Thursday at 07:20 PM Hi, Quick development update While stress-testing the next version of NORA Dangerous Nights, I found a rare issue in the current release: a save created after an NDN/NAF scene may sometimes crash when loaded directly from the main menu. This issue was easy to miss during normal gameplay, but the good news is that the cause has now been identified and the fix has successfully passed several loading tests. I am also working on the next improvement: support for 1 to 3 attackers, with the maximum number configurable through the MCM. Until the update is released, I recommend keeping regular backup saves. If you encounter this loading issue, do not immediately delete the affected save, as it may still load correctly from another save already running in-game. Thanks for your feedback and support! 2
Cealapa Posted Thursday at 08:22 PM Posted Thursday at 08:22 PM 1 hour ago, Rhivens_ said: Hi, Quick development update While stress-testing the next version of NORA Dangerous Nights, I found a rare issue in the current release: a save created after an NDN/NAF scene may sometimes crash when loaded directly from the main menu. This issue was easy to miss during normal gameplay, but the good news is that the cause has now been identified and the fix has successfully passed several loading tests. I am also working on the next improvement: support for 1 to 3 attackers, with the maximum number configurable through the MCM. Until the update is released, I recommend keeping regular backup saves. If you encounter this loading issue, do not immediately delete the affected save, as it may still load correctly from another save already running in-game. Thanks for your feedback and support! Yessss, I like so much this mod! And I have no problem like you say on AAF.
Rhivens_ Posted Friday at 08:24 AM Author Posted Friday at 08:24 AM Hey, I do a huge amount of testing and play the game a lot, which allows me to verify the stability of my mods. I have a massive setup with around 1,800 folders in MO2 and 1,029 plugins. My game is stable overall, thanks to plenty of fixes and patches, haha. So, the bug I described in my previous message is very rare and may be related to the size and complexity of my mod list. Nevertheless, issues like this are useful because they allow me to identify edge cases and improve compatibility as much as possible. 1
Rhivens_ Posted yesterday at 12:01 PM Author Posted yesterday at 12:01 PM Hi everyone, NORA Dangerous Nights - NAF 1.1.0 is now available! This update adds configurable encounters with 1 to 3 attackers, improved positioning and dialogue-camera handling, and much safer delayed cleanup after NAF scenes. It also introduces an optional Pervert v0.4.1+ integration, with a configurable MCM probability. Pervert remains completely optional and the feature is disabled by default. Please note that NORA NDN does not include animations. Multi-attacker encounters require compatible multi-participant NAF animation packs. The English version and the updated French translation are both available. Thank you for your feedback and support! 2
ARose845 Posted yesterday at 12:33 PM Posted yesterday at 12:33 PM great work. I remember when a version of this mod was included in the WOD wabbjack list n I thought it added a lot of fun tension to survival runs. 1
yokito78 Posted 23 hours ago Posted 23 hours ago Hey, can you make it so that when you do a Forge, it uses the QTEs from Wolfe's Struggle Systems 1.0.2?
Cealapa Posted 23 hours ago Posted 23 hours ago (edited) I've tested the new release on AE .240 and AAF and it worked flawlessly. So, IMO, OG .163 and NAF are not mandatory (only if you are using NAF of course). So I tested in "hard" conditions, during Pet Walk quest (Commonwealth Slavery) implying the risk of interruptions, custom Slavers animations etc. I have no problem running mod as a standalone or letting Pervert to take control. Pervert integration tested in Sanctuary, 10 AAF scenes run. Congrats @Rhivens_, your mod is stable like a rock 👍 Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Spoiler Edited 23 hours ago by Cealapa
Rhivens_ Posted 23 hours ago Author Posted 23 hours ago Thank you very much for this detailed test! Testing it on AE .240 with AAF, during the Pet Walk quest, custom Slavers animations, and then running 10 Pervert-controlled AAF scenes is definitely what I would call a proper stress test, haha. Your results also confirm that OldGen .163 and NAF are not mandatory: the mod can use AAF directly, while NAF users need NAFBridge for the compatible API. I will update the requirements and compatibility information to mention AE .240 and AAF as community-tested. Thanks again for putting the mod through such harsh conditions and for reporting the results. I’m really glad to hear that it remained stable! 👍 1
judge007 Posted 22 hours ago Posted 22 hours ago (edited) 22 minutes ago, Rhivens_ said: Thank you very much for this detailed test! Testing it on AE .240 with AAF, during the Pet Walk quest, custom Slavers animations, and then running 10 Pervert-controlled AAF scenes is definitely what I would call a proper stress test, haha. Your results also confirm that OldGen .163 and NAF are not mandatory: the mod can use AAF directly, while NAF users need NAFBridge for the compatible API. I will update the requirements and compatibility information to mention AE .240 and AAF as community-tested. Thanks again for putting the mod through such harsh conditions and for reporting the results. I’m really glad to hear that it remained stable! 👍 I'll confirm @Cealapa's report. I also run 1.1.240 with AAF, and your mod runs well. Edited 22 hours ago by judge007 1
Cealapa Posted 22 hours ago Posted 22 hours ago 16 minutes ago, Rhivens_ said: Thank you very much for this detailed test! Testing it on AE .240 with AAF, during the Pet Walk quest, custom Slavers animations, and then running 10 Pervert-controlled AAF scenes is definitely what I would call a proper stress test, haha. Your results also confirm that OldGen .163 and NAF are not mandatory: the mod can use AAF directly, while NAF users need NAFBridge for the compatible API. I will update the requirements and compatibility information to mention AE .240 and AAF as community-tested. Thanks again for putting the mod through such harsh conditions and for reporting the results. I’m really glad to hear that it remained stable! 👍 Now I have to remember to turn it Off in MCM because I don't need street fights inside Whore House 😄
Samhsay Posted 14 hours ago Posted 14 hours ago NORA Dangerous Nights RUS.rar Cool mod. Translated into Russian. You need the original to work.
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