FieryVortessence Posted October 5 Posted October 5 (edited) Kick - A Chem for the barely dressed hoarders! View File The chem that makes you want to wear skimpy clothes! Have you ever wanted a lore-friendly justification for being a bikini-clad war maiden? Have you ever wanted a little extra survival challenge without just making enemies bullet sponges? I'm still frequently updating as I find issues and to make it a full-featured, reliable mod. If you update to a new version, be sure to take a "Kickoff" to reset all effects first. Bonus: SAKR tags for Ice Storm heels through Robco Patcher! What is Kick? Kick is built around a simple idea: Have a real, useful perk that meaningfully changes how you play, then attach enough drawbacks to make taking it a real strategic tradeoff. Kick makes you stronger as a scavenger and pack mule, but more vulnerable in combat. It pushes you into lightweight, skimpy clothing, limits how much conventional armor you can wear without sacrificing mobility, and interacts naturally with other systems that care about clothing, sex attributes, or vulnerability. The goal is not to make the player more powerful, or to make the game harder. It is meant to make things more fun, more dangerous, and more interesting. Most importantly, it gives your character a Fallout-style excuse for wandering the Commonwealth dressed like a lingerie-clad pack mule. Kick Lore! Lore: Kick began as a HalluciGen military performance enhancer: Power Enhancing Anabolic Kinetics (PEAK), developed to give ordinary soldiers some of the strength, endurance, and load-bearing benefits of powered support without relying on power armor or fusion cores during wartime shortages and rationing. It worked a little too well. By suppressing the body’s normal force-limiting reflexes, particularly the Golgi tendon reflex, PEAK let test subjects push themselves far beyond normal limits. Unfortunately, many users also developed severe tactile intolerance while the chem was active. Targeting the nervous system in this way often created increased sensitivity elsewhere, usually in the skin. Armor, uniforms, and restrictive clothing became unbearable for some users, leading subjects to strip down to whatever they could tolerate. In testing, it wasn’t unusual to find teams of soldiers wearing little more than long johns and boots. HalluciGen had produced a remarkably effective combat drug with a side effect absurd enough to make it nearly useless for its intended purpose, and PEAK never saw widespread release. Test personnel began calling it “Kick” because subjects had a habit of “kicking off” much of their clothing. The drug later escaped into civilian circulation after the war. Should you explore you may find a terminal entry regarding Kick in Sanctuary and at Hallucigen... Side note: Kick’s side effects do not affect ALL test subjects. They affect women more intensely than men because Kick is formulated to be used by men. Additionally, for the purposes of the mod’s canon, Nora/PC is 100% of the time affected in this way by Kick. How it works Upon taking Kick: Dose 1: +10 Carry Dose 2: +20 Carry Dose 3: +30 Carry Dose 4: +30 Carry, +1 STR Dose 5: +30 Carry, +2 STR Kick is more or less intended for survival mode, where choosing between armor and carry weight is a real decision. I use AN76 these days, but I still build it like survival mode. Wearing conventional clothing or armor in protected torso/head slots causes a mobility penalty: you can still walk, but you cannot run or sprint. Arm and leg armor remain usable. Kick does not lock leg and arm armor slots. Kick Generator mode: This is now the novelty/fun mode, not the baseline or canonical Kick experience. Your character becomes unable to tolerate normal full-coverage clothing and Kick automatically assembles a lightweight [K] outfit from compatible, SAKR-tagged clothing mods. Use it when you want Kick to throw together weird, fun, semi-random outfits for you. A Kick outfit contains up to four core garments plus three accessories. [K] items cannot be dropped or transferred, but they can be unequipped. When Kick ends, its generated clothing is destroyed. Redosing replaces the current Kick outfit with a newly generated one. If you unequip a core Kick item, drinking alcohol will cause your character to scrounge up a replacement for the missing piece. This does not replace the entire outfit. It only attempts to replace core pieces that are currently missing. So if Kick gives you an outfit you mostly like but one piece clips horribly, looks ridiculous, or simply does not fit the character, you can unequip that piece, have a drink, and let Kick take another shot at filling the gap. This is intended as an immersive alternative to repeatedly redosing just to fish for a better random outfit. Theoretically you can re-roll the entire core outfit this way, or just one piece. There is no Kick-imposed limit to how many times you can do this. Unequipped/replaced items disappear. Pick mode: Your character becomes unable to tolerate full-coverage clothing, you must put together an outfit that reaches a minimum skimpy score threshold. I recommend this for advanced players or players who want a survival challenge, or basically palyers who already have a wardrobe collection in their saves they want to use. SAKR TAGGED CLOTHES REQUIRED! The penalty for violating skimpiness in Pick mode or replacing Kick items with non kick items OR applying torso armor is reduce mobility - you cannot run Sex Attributes Tie-ins This is an LL mod, after all. I have tried to modularize the scripts and quests so that Sex Attributes is probably not explicitly required. I modularized the mod into two ESP’s just in case, but as it is currently packaged, it’s PROBABLY required. Skimpy Armor Keyword Resource and Sexual Harassment are also really needed to fulfill the full scope of what this does to gameplay. Standard Kick effects give you capability in exchange for vulnerability while questing in the wild. The Sex Attributes tie-ins are meant to apply a similar capability/vulnerability balance to life in settlements and cities. Upon Kick dose: Kick makes you feel strong and confident. Willpower gets momentarily re-floored at 45. If your Willpower is 5, it goes to 45. If it’s 70, it doesn’t change at all. This makes Kick useful for players who are “in a rut,” so to speak. Kick is canonically based on an anabolic steroid intended for men, and is formulated to balance strength gains and virilization in a male physiological symptom. If a male character takes Kick, it's just like buffout. Due to this, as far as lore goes, it has strong aromatization side effects in some test subjects. It causes breast and butt growth as Kick concentration builds in the body. The ceiling for this effect is approximately five doses. Doses stack, and several doses taken close together will build their effects simultaneously. I tried to tune this so that the change is noticeable, but not absurd. The growth happens over the duration of the dose. Peaks at 36 hours. Morph does not decay completely for 72 hours after dose, morph does not decay during a second kick dosage. Decay can only happen when sober. Basically, take a kick once every 36 hours, and 5*36 hours later, you’re at max morph/growth. Take 5 kicks at once, youre at max growth in 36 hours. Growth does not reverse until you are sober, and from there it takes time. Hypersensitivity - Kick’s hypersensitivity affects orgasm/arousal interaction. As Kick concentration in the body increases, the ability to orgasm decreases. a. Orgasm failure chance scales with Kick bio-accumulation. At maximum, ordinary orgasm attempts are about half as likely to succeed because intense oversensitivity interferes. If an orgasm attempt fails, arousal resets to 50. The greater the kick concentration at the time, the more likely that orgasms fail. b. Orgasms that do occur have a chance to turn into random-length chains of multiple orgasms in quick succession. The continuation chance uses the same Kick-concentration value as the failed-orgasm chance. A multiple-orgasm chain resets arousal to 85 until the chain ends, at which point arousal resets to zero. Vulnerability - The intent of Kick is to force a relatively skimpy outfit on the PC, which should increase the frequency of Sexual Harassment events, while the bump in Willpower is meant to somewhat balance that vulnerability. The elevated arousal is meant to make giving in more tempting, and the orgasm frustration is meant to make it… just a little more interesting. Withdrawal - During withdrawal, because Kick is addictive, willpower is capped at 10. Thirst Trap - Anabolic steroids affect endocrine systems and have effects on libido. Dosing kick will increase your sex drive and you will need to orgasm on a regular basis to prevent your willpower from dropping to ZERO. Should you violate the kick “thirst” mechanic by not orgasming often enough, you will receive a message Kick: Thirst overwhelms your willpower.”. it wont ruin anyone’s day, and at max dosage the orgasm rate required is once per in game day. This can be toggled OFF. Episodes Kick can now produce occasional, brief Episodes as bio-accumulation builds. Episodes are optional and can be toggled OFF in MCM. They are intended to be short-lived complications rather than another permanent layer of punishment. While Kick is active, the mod gets one episode opportunity per eligible in-game hour. There are no catch-up rolls for sleeping, waiting, fast travel, or other large time jumps. The probability is derived from your current Kick bio-accumulation so that, across 24 eligible hours, the intended chance of seeing an episode is BioAccumulation / 2. At maximum accumulation (0.50), that works out to a 25% chance across a full 24 eligible hours, not a 25% roll every hour. If an episode successfully rolls, Kick then chooses 50/50 between the two episode types. Free the Boobies / Sensitive Nipples: Kick’s tactile hypersensitivity briefly gets worse. Your upper-body SAKR skimpy score must reach 100 for the duration. If it falls below 100, Kick applies its normal mobility restriction until you uncover enough again. Roid Rage: A short anabolic surge gives +10 STR and +10 END, but -5 INT, -5 CHR, and -5 AGI for the episode. These are temporary spell effects and are removed when the episode ends. After an episode occurs, there is a hard 72 in-game-hour cooldown before another one can occur. Both current episode types last only one in-game hour: Turning Episodes OFF while one is active terminates it. Ending Kick also terminates an active episode. Kickoff remains the nuclear reset: if an episode, stat effect, mobility restriction, morph, withdrawal state, or anything else Kick-related ever gets stuck or your save gets fubar, take Kickoff and let it clear the whole system. These are meant to be temporary fun little flavor effects. Not punishments. One in-game hour is ~3 minutes real time. Addiction/Withdrawal Doses last 36 hours Doses do not decay until ‘sober’. If you take one dose, wait 6 hours, then take another. , your dose will be somewhere about .83 of a full dose. After 36 hours from there, your dose is 1.83 doses. If you slam 4 kicks in a row, you’ll just jump to 5 over the 36 hours and hang out at the 5 dose cap Full addiction perks must be maintained, they are gradually lost, and they are gradually regained if lost. Kickoff will reset/clear ALL Kick status effects, morphs, withdrawals, Episodes, temporary stat effects, mobility restrictions, etc. It is deliberately the nuclear reset if anything Kick-related ever gets stuck sometimes overall stat effects seem to get out of sync, I am working on making this more reliable, apologies to anyone this happens to Withdrawal willpower capped at 10. How do you get it? Kick is a chem, crafted at a chem station with Antiseptic, Glowing Fungus, and Buffout. To brew a Kick, you’ll have to burn a buffout. It is therefore, technically, in the buffout family. Since this is a WIP, I recommend taking advantage of the console and just giving yourself 10-20 of them and playing with it a bit. (“help kick 4 alch” in the console to get the formID, then player.additem [kick formID] 20") But if you get a bad garment roll, the alcohol reset for unequipped items should be helpful. I hope to get it better and better at fun, zany outfits on the vast majority of rolls How do you get rid of it? Kick also has an antidote/reset chem: Kickoff. It can be crafted at a chemistry station using Addictol, Stimpak, Purified Water, and Asbestos. If you need to get clearheaded before a major quest or simply want to end the current Kick session early, that’s the legitimate in-game way out. If you’re only preparing to uninstall the mod, you can instead open the mod config manager and give yourself a kickoff, and use as needed to clear kick effects. How to Install Kick.esp - Main ESP KickSX.esp - Has all the sex attributes tie ins and a bunch of other stuff. Robco patcher - is to apply kick to in-game levelled lists and help with garment combinations, exclusions, and to apply the DR cap for all of the garments. ADDITION: V1.0.1+ attempts to remove the robco patcher requirement for Kick, it is UNTESTED. DR Cap Files are captured in separate zip folder, when you install them, install for each vtaw set you have, as needed or preferred. This way while using kick you can have the DR cap enforced, but if you want to just have 150 armor for wearing lingerie and a nose ring, you can still do that if you want Levelled list injection is now done through papyrus scripting SAKR Tagged Ice Storm Heels (Robco)- Because anything in the torso slot MUST be sakr tagged to appease Kick's requirements, and shoes are almost always torso slots, I wanted to make sure tags for these were available, so I made them, here they are. Give it a minute to scan any wardrobe sets you have. It takes my setup about 2 minutes. It’ll give you a HUD update when its done, but I have progress updates visible in the console so you can see it working there. Kick Modes Kick now has two wardrobe modes: Pick and Kick Generator. Pick is now the default experience. Kick imposes its clothing-tolerance and SAKR skimpiness rules, but you choose what to wear from your own SAKR-tagged wardrobe. As bio-accumulation rises, the required skimpy threshold rises with it. Conventional torso/head coverage can still trigger Kick’s mobility penalty, while arm and leg armor remain usable under the existing rules. Kick Generator is the novelty/fun mode. It keeps the original generated-[K]-outfit system for players who enjoy letting Kick assemble strange or entertaining combinations from supported wardrobe packs. Generated [K] items follow the same existing ownership, replacement, alcohol-scrounging, cleanup, and mobility rules described above. Mode changes are enacted on the next fresh Kick cycle, not as an instant wardrobe conversion in the middle of an active cycle. If you want to change modes cleanly while Kick is already active, use Kickoff first. I currently have NO plans to expand Kick generator mode. I think it's super fun, but it's exhausting to curate. If you would like expansions here let me know! I am willing to add them if people want them! Hard Requirements: F4SE AAF – KickSX uses AAF to detect active animation scenes for its orgasm/arousal mechanics. LL_FourPlay - (Usually bundled with AAF these days I believe, but this is a hard dependency) Skimpy Armor Keyword Resource – Absolutely required to generate valid wardrobes Robco Patcher – used for levelled list injection, wardrobe filtering and exclusions, and wardrobe DR capping in a less invasive, less permanent way Sex Attributes – Not technically a hard requirement if we disable all sex effects, but as packaged it is a hard requirement SAKR Tagged wardrobes - Kick can now take advantage of any of your sakr tagged outfits and clothing, but it MUST be SAKR tagged. But you are no longer limited to VTAW 5-9/10 VTAW Wardrobe sets - ONLY FOR KICK-GENERATED OUTFIT MODE! (5-9 are validated so far, recommend choosing from those for now) SAKR tags for VTAW wardrobe sets - (See the repositories on here, without SAKR tags no valid outfits will be found, I’d attach them or include them but they are real work to create and other people authored them) LooksMenu/BodyGen + compatible morph-enabled body – Required for KickSX’s breast/butt morph effects. Developed and tested with Fusion Girl. I believe it would be trivial to support CBBE, just need to rename the morphs to the CBBE sliders if someone wants to do that. If you play with CBBE, probably turn morphs to off in menu. Soft Requirements (HIGHLY recommended): Mod Configuration Menu - Not required, defaults are tolerable. But recommended. Perverted Mechanics - just a really cool mod, currently being actively managed and updated as I release this, and it adds some fun audio-visual-character effects to make hung high arousal states a little more impactful and motivating. Hard Blush – Optional soft integration. If SA Blush.esp is installed, every successful Kick dose or redose explicitly fires a short Hard Blush rush: full staged blush, breath/gasp and vignette, subject to Hard Blush’s own MCM settings. Kick does not require Hard Blush and does not make it a master; if it is absent, Kick simply skips the call. Hard Blush can also continue reacting normally to Sex Attributes arousal changes independently of Kick. Sexual Harassment or TSex – Without this the sex attributes tie ins don’t really have any major consequences unless you have some alternate mods that create emergent outcomes from skimpy attire, high arousal, and willpower levels. Honorable Mention: Shtick (my other mod) makes the orgasm mechanics much more interactive and fun. Special Thanks and Credit to @AwesomeSPAS and Latex Collar Curse for inspiring me and giving me a baseline model to follow. I tried to do everything my own way but LCC is honestly brilliant and solved a ton of hard problems that I couldn’t find new solutions for. AwesomeSPAS gave me the clear to proceed using their work as a foundation. If you enjoy Kick, AwesomeSPAS deserves credit. If you hate it, it’s mostly my fault. @Riveth for an incredible mod and a GREAT idea! A note from the author Kick is something I originally made for myself, because I wanted a particular kind of gameplay experience in Fallout 4 and couldn't quite find it elsewhere. I'm sharing it because I figured other people might enjoy the same thing. I'm not trying to build a reputation as a mod author, replace anyone else's work, or turn this into a big ongoing development project. It's a personal project that I'm happy to share. I've put a lot of time into getting it to work the way I want, but I'm still learning the technical side of modding. There may be rough edges, and I'm happy to hear about bugs or compatibility problems. Ultimately, I just hope somebody else has as much fun with it as I do. Known Bugs/Problems 1. Duplicate items/stats weirdness If you already own ordinary copies of clothing that Kick later generates as [K] items, Kick may not always distinguish those copies perfectly. For example, your existing Top 3 and a generated [K] Top 3 share the same underlying armor record. This is intentional to some extent. Also, sometimes the stat baselines will change at inopportune times between saves, during other status effects, while doses wear off and other things happen, this is occasionally causing kick to remove its buffs twice. Let me know how common this is. In the meantime see changelog entry V1.0.2 for how to fix it. I hope this becomes super uncommon. 2. Armor cap Because the core mechanic of Kick is trading security/safety for a perk, and some wardrobe sets have very high DR clothing, wearing a full set of several items, even lingerie, can result in the PC being an absolute tank, part of the mod is a VTAW5-10 clothing patch that reduces the maximum DR of all candidate Kick garments to 3 DR per item. If you use your own clothing mods in Pick mode, just be aware. 3. Small wardrobe pools can produce poor or incomplete results Kick has fairly specific outfit requirements, including footwear and outfit type constraints. If you have only a small number of supported garments installed, Kick may have trouble finding a combination that satisfies all of its preferred rules. The larger the valid wardrobe pool, the more variety and flexibility it has. 4. Changing wardrobe mods may require a rescan If you install, remove, update, or retag supported wardrobe mods during an existing playthrough, Kick may continue using its cached wardrobe pool. To rebuild it, open MCM and select force rescan and give it a few minutes to complete. You MAY need to “kickoff” first to reset, but it should work after that. Open the console to see it working in real time. 5. Do not uninstall while Kick is active Hot-uninstalling while Kick is active is not recommended. Kickoff exists specifically to completely terminate Kick’s active state and clean up its effects. Take Kickoff first, save the game, exit Fallout 4, and then uninstall the mod. 6. Kick touches a LOT of systems Kickoff is intended to be the nuclear reset for all Kick effects. It should clear EVERYTHING: active Kick state, morph handling, withdrawal, mobility restrictions, Episodes, temporary Episode stat effects, and other Kick-owned state. If anything behaves in a way that looks stuck or unintended—or your save simply gets fubar—use Kickoff. It is deliberately written as the emergency cleanup path and should leave the save clear of Kick consequences. Should. If you run into anything that gets stuck somehow, let me know. This is VERY important to me that Kick can NEVER add a bunch of stupid garbage to anyone's save that can't be undone. Submitter FieryVortessence Submitted 10/05/26 Category Other Requirements SAKR Fusion Girl or CBBE(Untested) SA Hard Blush Looksmenu/MBodygen + Morph enabled body and wardrobe Sex Attributes AAF LL Fourplay Edited October 7 by FieryVortessence 1
FieryVortessence Posted October 5 Author Posted October 5 @fivefingerdeathpunch1998 I have added tentative CBBE support. I got everything in basically the same as it works with FG, in theory. Make sure you set the MCM selector to CBBE. Take 5 in a row, wait 18 hours, and see if the morphs are visible or not. There are also these ocnsole commands if you want to test: cqf KickControllerQuest DebugReadMorphs cqf KickControllerQuest DebugForceMorphTest Read morphs should tell you what the current morph amount is (should go from 0 to 0.5 over time) Forcemorph test will force max morph, should. I havent tested any of this with CBBE yet so I was hoping you coudl tell me if it works okay!
msmfoster Posted October 10 Posted October 10 Is RobCo Patcher a hard requirement if you go the 'Pick' route? Or does Kick show up naturally in the system?
FieryVortessence Posted October 10 Author Posted October 10 (edited) 10 hours ago, msmfoster said: Is RobCo Patcher a hard requirement if you go the 'Pick' route? Or does Kick show up naturally in the system? I think technically you dont need it, but I still highly recommend it. 1. It adds the terminal entries 2. It adds Kick to levelled lists so it'll spawn in the wild 3. It applies a DR cap to the VTAW clothing sets 5-10, which to me is the spirit of the mod. I didnt want to just make you an overpowered berserker pack mule. It seems silly to me that earrings have +25 DR. 4. The other one has all the SAKR tags for Ice storm heels, and that's critical because heels/footwear are often set on the torso or full outfit slot, like the stock vault suit, and as part of the enforcement process, anything you wear in that, and a handful of other 'core' slots, MUST be sakr tagged to allow mobility to work normally. 5. The big sakr tag sets are robco patches - which is why I decided to leverage it to make all the changes I did in game, because that gives me a way to inject stuff into things like levelled lists without being quite so invasive about it. There may be a little more in it. I have a feeling it would mostly work without it, but it's not really 'complete'. You're welcome to experiment. Do you mind if I ask why? Just in case I might want to change my approach in the future with how I do some of this. Edited October 10 by FieryVortessence
msmfoster Posted October 10 Posted October 10 3 hours ago, FieryVortessence said: I think technically you dont need it, but I still highly recommend it. 1. It adds the terminal entries 2. It adds Kick to levelled lists so it'll spawn in the wild 3. It applies a DR cap to the VTAW clothing sets 5-10, which to me is the spirit of the mod. I didnt want to just make you an overpowered berserker pack mule. It seems silly to me that earrings have +25 DR. 4. The other one has all the SAKR tags for Ice storm heels, and that's critical because heels/footwear are often set on the torso or full outfit slot, like the stock vault suit, and as part of the enforcement process, anything you wear in that, and a handful of other 'core' slots, MUST be sakr tagged to allow mobility to work normally. 5. The big sakr tag sets are robco patches - which is why I decided to leverage it to make all the changes I did in game, because that gives me a way to inject stuff into things like levelled lists without being quite so invasive about it. There may be a little more in it. I have a feeling it would mostly work without it, but it's not really 'complete'. You're welcome to experiment. Do you mind if I ask why? Just in case I might want to change my approach in the future with how I do some of this. RobCo Patcher has a long history, since NG, of being well behind in support. Which is why I built my SAKR Injector script and rid myself of that element. I know other mods that add items into the wild and terminal entries without needed anything special. No idea how, mind you, but it seems possible. Grok said the: AddForm() call in Papyrus. And yes I completely get why that makes it desirable. I just don't trust something that stays alpha for years and can randomly crash. Might have gotten better, but doesn't make me trust it more now.
FieryVortessence Posted October 10 Author Posted October 10 (edited) 26 minutes ago, msmfoster said: RobCo Patcher has a long history, since NG, of being well behind in support. Which is why I built my SAKR Injector script and rid myself of that element. I know other mods that add items into the wild and terminal entries without needed anything special. No idea how, mind you, but it seems possible. Grok said the: AddForm() call in Papyrus. And yes I completely get why that makes it desirable. I just don't trust something that stays alpha for years and can randomly crash. Might have gotten better, but doesn't make me trust it more now. That's helpful. I've not had any problems with it so long as i got the right version for my game version, so I wasnt even aware it had issues historically. But the list of requirements I gave you is all that it's doing. So you can decide whether you want to give up some or all of those and replace them with your own solutions. Hopefully I got you enough information to get there. Edited October 10 by FieryVortessence
msmfoster Posted October 10 Posted October 10 14 minutes ago, FieryVortessence said: That's helpful. I've not had any problems with it so long as i got the right version for my game version, so I wasnt even aware it had issues historically. But the list of requirements I gave you is all that it's doing. So you can decide whether you want to give up some or all of those and replace them with your own solutions. Hopefully I got you enough information to get there. I'll have to test it, I just need to adjust my xEdit script to target an outside path for SAKR entries. In the case of SAKR, one user reported dropping load times from 10 minutes to under 1 when switching to a thin override (my injector). That many clothing .ini apparently take a while to parse.
dav42 Posted October 10 Posted October 10 1 hour ago, msmfoster said: Might have gotten better, but doesn't make me trust it more now. Nope, it's a slop mod. The code is terrible, it's probably why he doesn't release source code (even though it is against the F4SE terms of use). He even went so far to fork CommonLibF4 since it changed to a GPL-3 license which forces open source. I stopped using anything Zzyxzz produces and the pattern/frequency of updates suggests he is an AI slopper now.
FieryVortessence Posted October 10 Author Posted October 10 Hmm, I'll put that on the list to try to get rid of the robco dependencies then. SHouldnt be too difficult, just a little time. Thanks!
FieryVortessence Posted October 10 Author Posted October 10 26 minutes ago, dav42 said: Nope, it's a slop mod. The code is terrible, it's probably why he doesn't release source code (even though it is against the F4SE terms of use). He even went so far to fork CommonLibF4 since it changed to a GPL-3 license which forces open source. I stopped using anything Zzyxzz produces and the pattern/frequency of updates suggests he is an AI slopper now. https://github.com/Zzyxz/RobCo-Patcher https://github.com/Zzyxz/CommonLibF4RD Source code appears published... am I missing something?
dav42 Posted October 10 Posted October 10 5 minutes ago, FieryVortessence said: Source code appears published... am I missing something? That's about the only source code he has published. And he was guilted into it. His 200 other slop mods all violate the terms of F4SE or SKSE64, and probably GPLv3. 1
Samhsay Posted October 10 Posted October 10 (edited) 3 hours ago, msmfoster said: In the case of SAKR, one user reported dropping load times from 10 minutes to under 1 That was me. Yes, the game's loading speed has increased significantly for me. 1 hour ago, dav42 said: That's about the only source code he has published. And he was guilted into it. His 200 other slop mods all violate the terms of F4SE or SKSE64, and probably GPLv3. Thay have one good mod: a first-person body. Edited October 10 by Samhsay
dav42 Posted October 10 Posted October 10 13 minutes ago, Samhsay said: Thay have one good mod: a first-person body. Yeah every AI slopper has one of those, that's how you identify them.
msmfoster Posted October 10 Posted October 10 2 hours ago, dav42 said: Nope, it's a slop mod. The code is terrible, it's probably why he doesn't release source code (even though it is against the F4SE terms of use). He even went so far to fork CommonLibF4 since it changed to a GPL-3 license which forces open source. I stopped using anything Zzyxzz produces and the pattern/frequency of updates suggests he is an AI slopper now. They hold or were holding four of the top five mods on Nexus for a while now....
FieryVortessence Posted October 11 Author Posted October 11 So I was persuaded, fairly easily, by that discussion, so I've gone ahead and attempted to remove the robco dependency. I had forgotten, but I already had the terminal entries in the base kick.esp, so Robco was just needed for levelled list injection, ice storm shoes tagging which is obviously totally optional, and the DR cap on vtaw sets. The vtaw cap was easy to implement because I already had a pascal script for it, I just had to tweak it a bit to make it create individual override files for each set. Hopefully it's easy for everyone. The levelled list was the fun part, I had to go figure out how to use the addform() scripting, and then do all the FO4Edit manual tweaking in the esp. As far as I know I think I got everything done. But it's not tested, yet.
msmfoster Posted Monday at 04:51 AM Posted Monday at 04:51 AM 14 hours ago, FieryVortessence said: So I was persuaded, fairly easily, by that discussion, so I've gone ahead and attempted to remove the robco dependency. I had forgotten, but I already had the terminal entries in the base kick.esp, so Robco was just needed for levelled list injection, ice storm shoes tagging which is obviously totally optional, and the DR cap on vtaw sets. The vtaw cap was easy to implement because I already had a pascal script for it, I just had to tweak it a bit to make it create individual override files for each set. Hopefully it's easy for everyone. The levelled list was the fun part, I had to go figure out how to use the addform() scripting, and then do all the FO4Edit manual tweaking in the esp. As far as I know I think I got everything done. But it's not tested, yet. I'm running it right now. Terminal entries in Sanctuary certainly work. Drug itself works as well. Have yet to really do more than that because I was prepping Sanctuary for a Transfer Settlements import. I did not notice any entry for Kick under Stat / Effects. Normally you'd find alcohol there and the such. Is there a stash in Sanctuary? The bunker is likely a good candidate because it has no effect on the settlement itself. Will keep playing and let you know if it shows up in the wild.
FieryVortessence Posted Monday at 04:56 AM Author Posted Monday at 04:56 AM (edited) 7 minutes ago, msmfoster said: I'm running it right now. Terminal entries in Sanctuary certainly work. Drug itself works as well. Have yet to really do more than that because I was prepping Sanctuary for a Transfer Settlements import. I did not notice any entry for Kick under Stat / Effects. Normally you'd find alcohol there and the such. Is there a stash in Sanctuary? The bunker is likely a good candidate because it has no effect on the settlement itself. Will keep playing and let you know if it shows up in the wild. You just reminded me, I BELIEVE the game just treats it like buffout in terms of stat effect labels. I updated a lot of stuff to prevent jank, but I dont remember ever updating the name of the stat effect, so it may still just say buffout. But you should have STR + 2 and +20 carry weight somewhere. (One thing I had issues with from time to time was the carry weight doubling and stats doubling on redose. I think that's fixed, but with saves that carry over old scripting sometimes it's hard to know for sure what's happening. And it should just be randomly awarded in levelled list just as often as any other chem. It doesnt seem to show up quite as often as I think it should, so I think there may be some other things going on with the levelled lists. But it shows up often enough that I know it's there. I didnt consdier trying to put it specifically in a container! Edited Monday at 04:59 AM by FieryVortessence
Madscout Posted Monday at 10:20 PM Posted Monday at 10:20 PM Is AAF V1.7.4 sufficient or do I need standalone LL Fourplay file?
msmfoster Posted Tuesday at 02:20 AM Posted Tuesday at 02:20 AM 4 hours ago, Madscout said: Is AAF V1.7.4 sufficient or do I need standalone LL Fourplay file? Working fine for me. 1
msmfoster Posted Tuesday at 02:22 AM Posted Tuesday at 02:22 AM 21 hours ago, FieryVortessence said: You just reminded me, I BELIEVE the game just treats it like buffout in terms of stat effect labels. I updated a lot of stuff to prevent jank, but I dont remember ever updating the name of the stat effect, so it may still just say buffout. But you should have STR + 2 and +20 carry weight somewhere. (One thing I had issues with from time to time was the carry weight doubling and stats doubling on redose. I think that's fixed, but with saves that carry over old scripting sometimes it's hard to know for sure what's happening. And it should just be randomly awarded in levelled list just as often as any other chem. It doesnt seem to show up quite as often as I think it should, so I think there may be some other things going on with the levelled lists. But it shows up often enough that I know it's there. I didnt consdier trying to put it specifically in a container! Confirmed there is no information display when I trigger Kick. Other than the visual and update effects. As a test I took some buff out and got the following. Feels like an amalgamation?
FieryVortessence Posted Tuesday at 12:38 PM Author Posted Tuesday at 12:38 PM 10 hours ago, msmfoster said: Confirmed there is no information display when I trigger Kick. Other than the visual and update effects. As a test I took some buff out and got the following. Feels like an amalgamation? This is already on my list of improvements. It's taking a little longer because I want to move the stat buffs to a magic spell effect, and then link the pip boy display to the same effect. But it should prevent any funny business with stat buffs being double applied our double-removed... I hope. Im learning as I go here.
FieryVortessence Posted Tuesday at 03:30 PM Author Posted Tuesday at 03:30 PM (edited) I got it all rewired in FO4Edit - PIp Boy has stat effects in it as of 1.0.5 If you update, make sure you take a "kickoff" first (you can console yourself one or I think I have an option to give yourself some in MCM), and then that will reset the process, but I think the new way is better so long as I dotted all my i's and crossed all my t's. I think we're okay, but this has become a much bigger, lumbering beast of an interconnected web of effects than I ever anticipated. It should be otherwise functionally the same as 1.0.2 from the player point of view, but less likely to get crossed up calculating current and target stat buffs. I'm 75% confident it works fine from my testing so far. Edited Tuesday at 03:30 PM by FieryVortessence
judge007 Posted Tuesday at 06:40 PM Posted Tuesday at 06:40 PM 3 hours ago, FieryVortessence said: I got it all rewired in FO4Edit - PIp Boy has stat effects in it as of 1.0.5 If you update, make sure you take a "kickoff" first (you can console yourself one or I think I have an option to give yourself some in MCM), and then that will reset the process, but I think the new way is better so long as I dotted all my i's and crossed all my t's. I think we're okay, but this has become a much bigger, lumbering beast of an interconnected web of effects than I ever anticipated. It should be otherwise functionally the same as 1.0.2 from the player point of view, but less likely to get crossed up calculating current and target stat buffs. I'm 75% confident it works fine from my testing so far. Version 1.05 Untested. Works as provided. Compacted FormIDs with FO4Edit, both plugins, and eslified them. They both load and they start doing their work on VTAW Wardrobes, no issues. My question is, are you referencing the clothing armor mods by FormID or an alias of the FormID? Lots of us out here eslify our clothing/armor/footwear mods. Not an issue for large mods like ASA, VTAW Wardrobes 5 thru 10 (possibly 11 when it is released), as they are too large to eslify. But for smaller mods, this may break your mod. Other than that, good work!
FieryVortessence Posted Tuesday at 07:33 PM Author Posted Tuesday at 07:33 PM (edited) 1 hour ago, judge007 said: Version 1.05 Untested. Works as provided. Compacted FormIDs with FO4Edit, both plugins, and eslified them. They both load and they start doing their work on VTAW Wardrobes, no issues. My question is, are you referencing the clothing armor mods by FormID or an alias of the FormID? Lots of us out here eslify our clothing/armor/footwear mods. Not an issue for large mods like ASA, VTAW Wardrobes 5 thru 10 (possibly 11 when it is released), as they are too large to eslify. But for smaller mods, this may break your mod. Other than that, good work! The scanner for hte kick-generated mode probably doesnt work with ESL'ified mods if they change the formIDs. I dont know what exactly it's doing, but basicaly, if the formID's dont change, it'll work fine for the ones I have listed. But the scanner looks at a specific formID range, it was the best i could come up with at the time. I am telling it to look for each vtaw set I have the formID's for, and start the scan and end the scan within a certain formID range. The main mechanic of the "pick" mode would be unchanged but you'd lose some sets from your randomly generated pools if youre letting Kick pick them. I actually had a scanner that would find EVERYTHING in a given set of plugins, but it took something like 45 minutes to go through all of mine that way. I thought that was completely unacceptable so thats why I limited it to known ranges. There are FAR better scan approaches. The one used in Latex Collar Curse is pretty much perfect for this, but I didnt want to steal it and I didnt fully understand how it worked to first principles rebuild that process. As the mod grew and developed I just felt like the kick-generated mode was too much work, too failure prone, and too hard to make reliable. I think it actually works stunningly well for what it is, but at this point IM afraid to touch it in case I break it somehow. But I've been doing this a little longer now. I might revisit it soon. I do have LCC's scanner in a kick script somewhere that I used during earlier development to get the rest of it right, so I know it's feasible and could work way better. Edited Tuesday at 07:45 PM by FieryVortessence 1
msmfoster Posted Wednesday at 02:18 AM Posted Wednesday at 02:18 AM Now shows up in Status. Kickoff and Kick did the trick. Of note, even after multiple doses, I've never seen any value other than the original?
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now