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Posted

So, the description says the 3pPole can handle up to 3 actors. But you can only assign one to it. Is there a secret handshake to get the other two to use it?

 

Also, the hydropillory and both the chairs are broken for me. Settlers leave them immediately.

Posted

So, the description says the 3pPole can handle up to 3 actors. But you can only assign one to it. Is there a secret handshake to get the other two to use it?

 

Also, the hydropillory and both the chairs are broken for me. Settlers leave them immediately.

 

True, you cannot assign more than one settler to the 3ppole, but you can direct 3 NPCs to sit in the pole. See my screenshot.

 

Click one NPC in the console, setcommandstate 1, close console and direct the NPC to "sit" in the pole. Repeat with the other 2 NPCs.

 

No idea if it works with all the 3ppole versions, help 3ppole 4 furn returns 4 versions of the pole, I used the AFA one (last one in the list). I don't have this mod in my workshop menu, there must be some conflict with another workshop mod, so I placed the pole by console.

 

You can try the same method with the chairs, I haven't tested it.

post-1591796-0-43435600-1495965423_thumb.png

Posted

So, the description says the 3pPole can handle up to 3 actors. But you can only assign one to it. Is there a secret handshake to get the other two to use it?

 

 

The 3pPole can only handle 1 settler because you can only assign a single settler to any resource object.

With a settler assigned you can still command a follower to it and use it on your own, or get someone else into it.

 

 

Also, the hydropillory and both the chairs are broken for me. Settlers leave them immediately.

 

I thinks thats with settlers too ?

Do follower work ?

The furnitures are set as WorkObject and Work24hours which should result in settlers staying in there until you tell them to do otherwise.

But it seems that stuff like AiPackages are still breaking that...

Posted

I tried SAC's method and it does work... but when you travel away, they go with you. So yeah, that won't work for me.

 

All I wanted was a nice, kinky followers gallery so I don't have to go looking for them all over the settlement when I need them, lol.

 

Any chance we can get the cuffs as a separate part you attach to the pole, so that you can use the assignment system? Or maybe just a single-occupant, more compact version? It just feels wrong when you leave two slots empty :D

 

@Vader It doesn't matter if they're settlers or followers. They just get up immediately.

Posted

Right, I forgot about the fast travel part. You can try setcommandstate 0 after they sat in the furniture, might help you avoid the traveling "feature".

Posted

Any chance we can get the cuffs as a separate part you attach to the pole, so that you can use the assignment system? Or maybe just a single-occupant, more compact version? It just feels wrong when you leave two slots empty :D

 

I´ll take a look at that.

 

 

 

@Vader It doesn't matter if they're settlers or followers. They just get up immediately.

 

Thats weird...

Seems something gone really wrong here.

Posted

Bugfix Patch for 1.7

 

 

 

1.7 bugFix patch
-----------------------------------------------------------------------
- NPCs are actually staying in the HydroPillory / ExtractionChair / RecamationChair instead of leaving them immediately again now.

 

 

 

Updates / Uninstall

 

- The Bugfix Patch has to be installed after TD 1.7 and has to overwrite the .esm

- a clean save is not needed, already build furnitures ( only the new (1.7) ones ) have to be stored in the workshop and build again to apply the changes.

 

 

I forgot to set up some stuff... quite funny that i haven´t seen that while testing and it took that long for someone to notice.

 

Thanks to Koffii !

Posted

I forgot to set up some stuff... quite funny that i haven´t seen that while testing and it took that long for someone to notice.

 

 

May I ask what the fix was / what you forgot to add? I have a similar issue with my own mod, and maybe the fix is the same. I'm away from my computer from now, so I cannot examine the download. Thanks!

Posted

 

I forgot to set up some stuff... quite funny that i haven´t seen that while testing and it took that long for someone to notice.

 

May I ask what the fix was / what you forgot to add? I have a similar issue with my own mod, and maybe the fix is the same. I'm away from my computer from now, so I cannot examine the download. Thanks!

 

 

I forgot to attach the WorkshopObject script to the workshop versions of the furnitures.

Posted

 

How do I get the hogtie animation to work? What do I need to do exactly?

 

Open the Console.

Left click on the Actor you want to pose > type playidle _td_hogtie01 > hit enter.

Close the Console.

 

 

Great work, i slowly understand how everything works. But where can I see the other Console Commands for the other Animations?

Posted

 

 

How do I get the hogtie animation to work? What do I need to do exactly?

 

Open the Console.

Left click on the Actor you want to pose > type playidle _td_hogtie01 > hit enter.

Close the Console.

 

 

Great work, i slowly understand how everything works. But where can I see the other Console Commands for the other Animations?

 

 

Idles:

 

List of current (1.7) Idle-ID´s:

_TD_Xcross01_Pose01

_TD_Xcross01_Pose02

_TD_CageIdle01

_TD_BoundHandsBackStruggle

_TD_ArmbinderStruggle

_TD_DDAroused01

_TD_HogTie01

 

Posted

Great mod! Unfortunately for me, when I updated (as per your instructions) the workshop category disappeared. I tried to use the TD holoband, but it didn't work for me. I can find the furniture items when doing a search, so I know the assets are there, but short of using console commands I cannot place the items via the workshop. Any suggestions would be appreciated. Thanks. 

  • 3 weeks later...
  • 2 weeks later...
Posted

It would be possible to atach facial expressions to the devices?

 

Thanks

Posted

Workshop tab isn't working but I found all the IDs and brought everything in through the console. Pretty good stuff, you can circumvent NPCs going in and out of items by using companion system instead of settler system, i.e. set relationship rank and companion through console and then command to 'sit' in devices. NPCs will stay indefinitely. Now I used a prostitute spawner which worked great with this mod lol, but of course if you do this and then want to fast travel, it's advised that you do it through console.

 

Anyway, I'm looking forward to seeing more!

Posted

I had a closer look and saw the new HydroPillory. While I'm not convinced by the low textures and the object itself, I'd like to congratulate you on getting animated furnitures into the game. Another small step for you, but a large step for all of us! Keep that up...

 

On a related note, I'd like to request that in your next patch you lower the priority of the _TD_GeneralFunctions quest to something reasonable, like 80 or 85. This is one of the highest-level mods in the community right now, which means it's a dependency for half the mods on here - having such a high-level mod at a priority of 100, aka 'the limit', is a bad idea. I'm running into some serious trouble with both the NPC related functions in DD 2.0 as well as F4SS - the packages from TD overwrite things. It's not a problem for F4SS, since I'm tracking all actors involved anyway and thus can use the blocking keywords, yet it's still a good idea to leave some room to breath. Thanks a lot!

 

Said it a million times, gonna say it again: thanks for your work!

Posted

I had a closer look and saw the new HydroPillory. While I'm not convinced by the low textures and the object itself, I'd like to congratulate you on getting animated furnitures into the game. Another small step for you, but a large step for all of us! Keep that up...

 

 

The Wallllock was the first animated furniture which is been around since 1.4 or 1.5 ^^

But yeah there is a lot of stuff you can do with animated furnitures.

 

 

I'd like to request that in your next patch you lower the priority of the _TD_GeneralFunctions quest to something reasonable, like 80 or 85. This is one of the highest-level mods in the community right now, which means it's a dependency for half the mods on here - having such a high-level mod at a priority of 100, aka 'the limit', is a bad idea. I'm running into some serious trouble with both the NPC related functions in DD 2.0 as

 

There are actually people who are using the Ai packages ??

I thought about deleting them entirely for quite some time now, to me it seems they are not needed ( anymore ).

I think DD will have its own Ai Packages ?

Posted

Well, the DD restraints actually added the RefAliases which hold packages. I already fixed that. To this moment I wasn't able to find how that happened, but using the block keywords solves it. Point stands, a high-level mod shouldn't be on maximum priority. The whole idea is that other mods can build upon(!) it.

 

I'm really looking forward to what else you come up with! And, well, I never actually realized that the wall-locks weren't the ones from nukaWorld. Shame on me! I'm soon going to be done with DD 2.0 for Kimy and then I'll finally get around to working on F4SS (unless someone shits on my plate IRL) which means I'll finally get around to making use of that HogTie! NPC bondage system, here we come!

 

Please keep making cool things, will ya? We all appreciate them! :)

Posted

Not compatible with unlimited companions EFF, the system will set the followers (some) to stand still or not attack at all when enemy present. Couldnt figure this one out although I found that by disabling the torture the followers started to attack again. just FYI...

Posted

So I modified this mod a bit for my preferences. It wasn't showing up in workshop at all for me, not sure why, maybe another mod was causing the issue but I ended up swapping out the Constructible Object FNAM category to Resources>Misc and then it worked. This was important because if you don't 'build' in a settlement, some internal script won't recognize the resource as assignable, so it kind of broke it for me, I consoled everything in previously and did some console overrides to get actors into furniture, but it wasn't very stable, and because of the follower overrides to command I would sometimes end up with a legion of prostitutes magically spawning into my elevators...

 

On your furniture, you may need to add FurnitureClassWork on one of your XCrosses, I think that was one of the fixes I did.

 

Also, I swapped out all the furniture script to this:

 

Actor User 

Event OnActivate(ObjectReference akActionRef)  User = (akActionRef as Actor)  If (User != Game.GetPlayer())    User.SetRestrained()  EndIfEndEventEvent OnExitFurniture(ObjectReference akActionRef)  If (User != Game.GetPlayer())    User.SetRestrained(False)  EndIfEndEvent

This I think fits a lot better because it prevents all the annoying sandboxing in and out. It even prevents escaping during combat! Which works nicely for when a settler behaves badly and you want to lock them in a 3pPole in an arena and feed them to mutant hounds... Or you know, if you just don't want them to sandbox..

Posted

Event OnExitFurniture(ObjectReference akActionRef)  If (User != Game.GetPlayer())    User.SetRestrained(False)  EndIfEndEvent

 

Is it really working ?

I always thought when i call SetRestrained() on an actor who is in furniture, there is no way to get the actor out of it unless i SetRestraint(false) first,

and then command the actor out of the furniture.

 

On the other hand the furnitures are set to work24 hours, so sandbox shouldn´t cause an actor to leave the furniture.

At least i haven´t seen that until now.

But sure combat will cause the actor to leave.

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