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Posted

Hello, I have a new FO4 install and using NMM ( with win 10 ). I have added the line in the ini file and I'm only using this addon and it won't work. typing  Help"TD Holoband"0 returns nothing and I have no workbench option.  I have re-installed and re-downloaded the file and still it won't work. I can get the playidle _td_hogtie01 command to work so it's working partially?

 

It's the 1.8 version I'm trying.

 

 

*edit* I re did all the ini files and followed some guides in case I missed something and now it seems to be working.

Posted

Hi guys,

Hey I built myself a... fun little spot inside Bunker Hill - not very big (but big enough).

I put a settler in Institute cuffs/ collar/ leg cuffs and into a wall-lock.

Black Latex blindfold and panel gag. Coupla other things from DD too...

 

Now I know companions will pop in and out of devices at will, not staying bound, right?

But I thought NPCs were supposed to stay locked in the wall-lock!

 

So I popped down to Goodneighbor to see Kimy, leaving her a lot of my caps heheh...

And when I got back this Settler was hopping like a kangaroo all over the place, out the big double front door of Bunker Hill - and into the streets!

I can't command her at all in the streets. So I used "moveto player" to get her back to her wall-lock (which still showed as assigned to her btw).

But she won't take 'settlement' commands at all. I can assign her here or there, and the assignment will change okay, but the point is: she's not interested!

She just wants to get out into the streets and escape...

 

Hey I guess it's 'normal behavior' for some girl who's been bound and wall-locked against her will!

But is this normal - or unusual - NPC behavior?

She's just some farm girl who showed up with nothing, wearing rags, I mean she's nobody special.

Is there any way to get her back and keep her locked up safe & sound? Because she's gonna get killed out in the street (it's a bad neighborhood).

 

I'm not so good with the console commands, having just brought a Player to Level150 on Survival mode with no console.

But I know enough to set her essential... LoLoL! Fleets of unkillable wenches hopping around all over the Commonwealth, heheh.

Not what I had in mind. But y'know, I'm liking the idea more & more!

Wouldn't that be something to see? Some comic relief from some of the more grim business going on in-game...

 

But does anyone know how to "tai" and command her somehow...?

Because I dug out my Institute-siding character for this game and it can use the console no problem.

Help!

Posted

 

Now I know companions will pop in and out of devices at will, not staying bound, right?

But I thought NPCs were supposed to stay locked in the wall-lock!

 

 

Nope.

The TD furnitures aren´t restraining the actor in any way.

I thought too much could go wrong when doing that, but i think i´ll change that.

 

 

But is this normal - or unusual - NPC behavior?

Unusual.

Seems some AI package went nuts, im not sure if DD is using its own AI stuff or if its using the ones from TD.

 

 

But does anyone know how to "tai" and command her somehow...?

 

Not sure if this  really works but it sounds good.

Posted

the mod was installed successfully, when I loaded up a save it said "general functions" and "TD workshop" all enabled but the animations still don't play.

 

Which animations dont play ?

And what are you trying to get an actor to play an animation ?

Posted

Nope. The TD furnitures aren´t restraining the actor in any way.

Huh...? 

 

But is this normal - or unusual - NPC behavior?

 

Unusual.

Seems some AI package went nuts, im not sure if DD is using its own AI stuff or if its using the ones from TD.

Yeah, it's definitely the gag.

When gagged, a bunch of DD NPC animations (and behavior) kicks in...

Apparently including witless panic and escape.

The moment I removed the gag using 'openactorcontainer 1' she meekly walked back inside to her wall-lock.

 

Hey thanks so much for reply - and thanks for all your fine work, Vader! We all appreciate it.

Ideally, moving forward, the restraints would contain NPCs 100% securely.

If it impedes some settler that the game has decided should give you one of those random settlement quests, so be it!

(Might be a good way to 'gag' some of that relentless Minuteman BS anyway , heheh...)

 

I went to the Memory Den already and complained to Kimy about things (photos attached).

Thanks again Vader,

Regards

post-2237588-0-13288000-1503436468_thumb.png

post-2237588-0-50568300-1503436483_thumb.png

Posted

Hi Vader666

 

I might be wrong? it may already support and Im just dumb!, hehe but does this mod allow the devices to be used for sex scenes.. like banging a chick while mounted on a device?

Posted

Just a FYI...

That "How to make any NPC a Companion" link you gave, Vader, is very interesting.

The advice does not however appear to work with generic no-name 'settler' NPCs.

Check it yourself - they apparently have no adjustable confidence, aggression or assistance parameters in their package.

So when you attempt to modify these settings, the console says Huh? and the settings of course fail.

Can anyone confirm that this is so, on no-name settlers spawned in their games?

 

Makes sense I guess, that only high-tier NPCs and Companions etc. have full packages with adjustable AI parameters.

Within the context of the article (turning generic NPCs into Companions) I note any adjustments are to be made AFTER they become companions and their AI has been recycled.

Ideally - since Companions can be commanded directly but generic NPCs must be commanded through Settlement workshops - the devices would work differently for the two groups.

Anyone commanded by Workshop should be held 100% securely. Perhaps a manual 'lock' could be added to the wall-lock, hydro-pillory etc. that would need to be clicked-on to engage.

This would still allow Curie, Piper or Cait to launch into action if combat breaks out or whatever...

(But not a real problem since Piper and the girls seem to like it in bondage heheh - more than the generic NPCs do anyway.)

 

Instead of 'fighting' this, Vader, maybe you should use it (make it work for you)?

Instead of attempting to make NPCs not try to escape, perhaps we should embrace it...?

Just lock 'em up 100% securely - and then their strugglings and incessant determination to escape would become an asset.

Posted

Hi Vader666

 

I might be wrong? it may already support and Im just dumb!, hehe but does this mod allow the devices to be used for sex scenes.. like banging a chick while mounted on a device?

 

Nope not supported.

While this should be possible, it would be a lot of stuff you have to do.

FP would have to check if the Actor that got passed to it is using a TD furniture and handle the animations for this actor differently than normal idles,

it would have to add keywords to the furniture to change the idle animation while the other actor(s) would still have to play idles.

Synchronising that could be plain impossible, but also could work.

Another thing is, while it is possible to dynamically change the animations that are used by a furniture while not beeing used ( adding keywords ) i highly doubt that it is possible to change the animation of an actor while using a furniture without having the actor to exit and re-enter the furniture.

 

On the other side it may be worth a try to see what happen when calling an idle on an actor that is using a furniture.

This could work... or melt your game 

Posted

I haven't found a reliable way (short of making NPCs into companions, which has a number of disadvantages) to make them stay put.  Place someone in restraints, lock him in a cage, and then go away for awhile . . . he respawns somewhere else and may even go wandering across the countryside, restraints and all. The best solution I've found is to use the bunker in West Everett, or even much better, the McGovern Shelter you get with the West Everett mod. This bunker and shelter count as separate settlements, and there is NO WAY OUT.

 

Posted

I love this!!! I downloaded it yesterday so haven't done a great deal of decorating yet, but had a bit of a play around with some of the items. I love that you can toggle on & off the damage & screams, the other settlers have now stopped asking where they're coming from. Thank god for secret book cases and hidden doors. I can't wait to move Marcy here and get her strapped into one..maybe with a ball gag or binky so she shuts that mouth for a while

Posted

Well that's embarrassing :/  SAC is correct, I'd downloaded this and the CRX and was playing around with the both of them. I'll pay a bit more attention next time and read the mod description I'm commenting on. In my defence I'll use my noob status and the fact I get overwhelmed with the cool mods on here.

 

Excusing the toggle comment, everything else still stands about this being awesome an awesome mod....and I know which one I'm talking about now...with the Xcrosses, wall locks etc :D 

Posted

anymore update? like adding new stuff or new color?

 

Well while all this 1.10 update and CC stuff i got the witcher 3 so... it could take some time.

  • 2 weeks later...
Posted

 

ive tried downloading this mod a couple of times now and each time it downloads a solitaire theme, am I missing something?

 

You´re using windows 10 ?

Take a look here

 

worked perfectley thanks for the quick reply

Posted

Great job on this mod ... decorated the top level of Home Base for a future playroom.  Nice interaction and looks wonderful ... can't wait for future updates.

Posted

I saw there was an animation for a bound arms and legs in the concrete slave run mod. How would I get the anims in that mod to play on my character in this?

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