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Posted
4 hours ago, Havik79 said:

Well I must have messed up, Luna doesn't move at all.

She should have a move package which starts with her saying something. Walk up to her real close and she might just start walking. Otherwise, try using "moveto player" on her in console to force her to walk again.

Posted

Yeah moveto didn't work either, she still stands there.

 

I also recruited a gunner to go to Oberland for the women with the cow, and it says to there, but when I do nothing is happening.

 

So the 2 brotherhood women, once you done their quest they show up in Nordhangen however its spelt, and show up as settlers, so can they be used as normal settlers?.

Posted
53 minutes ago, moltobenis said:

What's the workshop integration going to be like?

As soon as AAF has a fair number of animals covered (most notably, dogs, Brahmin and maybe Molerats), it's going to be as simple as having a constructible animal in the workshop menu. Assign a female settler to it and voilà, 2 food resource. At least... that's as soon as I figure out how to build the system to scan for the settler being female... let alone a system in which some settlers are breeders and others aren't.

Posted
On 6/17/2018 at 11:25 PM, pepertje said:

By that, I mostly refer to the fact that there aren't any animations for most of the animals. As far as I know, there's humans, dogs and Super Mutants as of yet, and I have added some scripts for initiating sex. But that'll have to wait until I finally get around to reworking the Hornets' Nest quest.

I was reading the log for RSE which mentioned bloodbugs, leading me to believe there were bloodbug animations (despite no other evidence towards that), and for some reason I apparently then decided 'well if there are bloodbugs there must be everything else' - again despite absolutely no evidence?

 

I'd like to blame it on being sleep deprived or something but honestly I'm just an idiot with poor reading comprehension.

 

TLDR; my mistake & I'm sorry for hassling you about it

Posted
7 minutes ago, laylajack said:

I was reading the log for RSE which mentioned bloodbugs, leading me to believe there were bloodbug animations (despite no other evidence towards that), and for some reason I apparently then decided 'well if there are bloodbugs there must be everything else' - again despite absolutely no evidence?

 

I'd like to blame it on being sleep deprived or something but honestly I'm just an idiot with poor reading comprehension.

 

TLDR; my mistake & I'm sorry for hassling you about it

Could be overexcitement if anything else. I know I jump on every little clue that lets me know there's anims for all creatures, but Fallout 4 seems to have an issue with looping animations for a lot of creatures which makes animating them all that much harder.

Posted
8 minutes ago, Kreargh said:

I can't talk to Caesar for some reason. Other quests seem to be fine tho. Any way to fix it?

It's a bug with the quest. Try using the command "SetStage BBM13 30" to force the quest to tell you what to do next.

Posted
4 hours ago, raid777 said:

i cant talk to caesar for some reason

Look at the post above.

Posted
6 hours ago, AkiKay said:

Not sure if i should be askin this because i probably did a million times already but, is this Mod just Quests to help People out ? The only Quest that involved Sex in the Text Messages was Dogmeat´s Heat Problem.  Any other Quests that involve Sex Text Messages ? I surely enjoyed the Normal Quests but im curious if theres more than just that Dogmeat Sex Message.

 

-Aki

I've moved from the sex for sex's sake more to the side of having a story to back it up. I'm guessing that the story took the upper hand once I started working on Boston Breeder due to the then-lack of a sex framework.

 

As for quests with text messages, some of them do have something like that.

-The Lost Children (After completion, both with Sabine and Wodan)

-Lurking In The Dark (Numerous points, with the Deathclaw, the Stingwing and later between the Stingwing and the daughter)

-Twisted Minds (If you side with Zanoth)

-Family Affairs (Numerous points throughout the quest)

-When The Cows Come Home

-A Curious Curie

-The Pied Piper

 

Could be others that slipped my mind. But yet, there are more text boxes.

Posted
3 hours ago, SIX-SH00T3R said:

I'd love to see the actual scenes and then maybe some textbox :) Any idea of updates?

Plenty of ideas, just not enough time and energy to put them in CC. On the plus side, I am working on the final quests of the batch. After that, update time. :)

Posted
On 7/13/2018 at 1:07 PM, pepertje said:

Plenty of ideas, just not enough time and energy to put them in CC. On the plus side, I am working on the final quests of the batch. After that, update time. :)

yay! also: Dutch?

Posted

So, there's now a Deathclaw animation, Which is cool, and Four play has a mod called "Family planning" will you implement these features into the mod, as I'd love to be the one breeding

Posted
Just now, FalloutFan117 said:

So, there's now a Deathclaw animation, Which is cool, and Four play has a mod called "Family planning" will you implement these features into the mod, as I'd love to be the one breeding

Also will there be more Dog stuff, AKA after having sex with dogmeat, have a Permanent option to "Breed Dogmeat"? 

Posted
28 minutes ago, FalloutFan117 said:

Also will there be more Dog stuff, AKA after having sex with dogmeat, have a Permanent option to "Breed Dogmeat"? 

With Fallout 4's 4-choice dialogue system, I can't just add new dialogue options. It would mean having to strip out an existing dialogue option.

Posted
32 minutes ago, LinksSword said:

why not use looksmenu?

How's LooksMenu related? Or are you suggesting something else?

Posted
4 hours ago, FalloutFan117 said:

So, there's now a Deathclaw animation, Which is cool, and Four play has a mod called "Family planning" will you implement these features into the mod, as I'd love to be the one breeding

theres actually 3 deathclaw animations, 1 with mutated lust and 2 with Vadermania

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