Jump to content

What sex mods do you want to see in FO4?


Recommended Posts

Posted
51 minutes ago, EgoBallistic said:

Kind of shooting in the dark here without seeing your script, but a While statement can handle all kinds of conditions and multiple conditions at once.

 

Here is an example.  I have a global variable that is set to true when something happens outside the script.  I want my loop to end either when it has run 10 times or when the global becomes 1.


MyGlobal.SetValueInt(0)
myLoopCounter = 0

While (MyGlobal.GetValueInt() == 0) && (myLoopCounter < 10)
    ; do stuff in here
    myLoopCounter += 1
EndWhile

Anyway the point is that While loops can have complex conditions formed from multiple checks ANDed or ORed together.

sorry, what I mean is to break the loop(while) by unequipping the armor

I think at the moment, it just continues the while statement even while unequipped
 

the Armor has three armor pieces Right Breast(kw_MilkOne), Left Breast(kw_MilkOne) and Both Breasts(kw_MilkTwo)

Milk_Cycle is how many bottles to fill (at this precise moment, I will make a four bottle armor)

Milk_Timing is how long between milkings

 

and if you (or a NPC) are a male then it will automatically unequip itself

Scriptname FPE_Milking extends ObjectReference


Actor target
Armor Property pArmor_Milker Auto Const Mandatory
Keyword Property kw_MilkOne Auto
Keyword Property kw_MilkTwo Auto
Potion Property Milk_Breast Auto Const
int Property Milk_Cycle Auto
int Property Milk_Timing Auto


Event OnEquipped(Actor akActor)
If akActor.GetLeveledActorBase().GetSex() == 1
    int i = 0
    while(i < Milk_Cycle)
    
        Utility.Wait(Milk_Timing)
        If akActor.wornHasKeyword(kw_MilkOne)
            akActor.additem(Milk_Breast)
            i += 1
        Else
        akActor.wornHasKeyword(kw_MilkTwo)
            akActor.additem(Milk_Breast, 2)
            i += 2
        EndIf
    endwhile
    
    akActor.unequipitem(pArmor_Milker,true,false)
    akActor.removeitem(pArmor_Milker,1,true)
else
    akActor.unequipitem(pArmor_Milker,true,false)
endif
EndEvent


Event OnUnequipped(Actor akActor)

EndEvent

edit-> I did a slight change which somewhat improved it by adding

Event OnUnequipped(Actor akActor)
    Milk_Cycle = 0
EndEvent

 

it somewhat works but there are issues with it

ps I read your reply again, and I try that global variable

Posted
2 hours ago, Invictaxe said:

sorry, what I mean is to break the loop(while) by unequipping the armor

I think at the moment, it just continues the while statement even while unequipped

Yes, it looks like that is what it would do.  You could also run into trouble if you unequip it and re-equip it since you will then be running two copies of the event.  I would suggest this:

Scriptname FPE_Milking extends ObjectReference

Actor target
Armor Property pArmor_Milker Auto Const Mandatory
Keyword Property kw_MilkOne Auto
Keyword Property kw_MilkTwo Auto
Potion Property Milk_Breast Auto Const
int Property Milk_Cycle Auto
int Property Milk_Timing Auto

Bool Equipped = False
Bool Cycle_Running = False

Function Do_Milk_Cycle(Actor akActor)
    If !Cycle_Running
        Cycle_Running = True
        
        int i = 0
        while(i < Milk_Cycle) && Equipped

            Utility.Wait(Milk_Timing)
            If akActor.wornHasKeyword(kw_MilkOne)
                akActor.additem(Milk_Breast)
                i += 1
            ElseIf akActor.wornHasKeyword(kw_MilkTwo)
                akActor.additem(Milk_Breast, 2)
                i += 2
            EndIf
        endwhile

        akActor.unequipitem(pArmor_Milker,true,false)
        akActor.removeitem(pArmor_Milker,1,true)
        
        Cycle_Running = False
    EndIf
EndFunction

Event OnEquipped(Actor akActor)
    Equipped = True
    If akActor.GetLeveledActorBase().GetSex() == 1
        Var[] args = new Var[1]
        args[0] = akActor
        Self.CallFunctionNoWait("Do_Milk_Cycle", args)
    else
        akActor.unequipitem(pArmor_Milker,true,false)
    endif
EndEvent
                             

Event OnUnequipped(Actor akActor)
    Equipped = False
EndEvent

I moved the milking cycle into its own function.  The OnEquipped event runs it asynchronously -- it's bad practice to have loops running in events.  The Cycle_Running variable ensures only one copy of the milking cycle function can run at one time.  The cycle will run while the item is equipped and stops when it is unequipped.

Posted
20 minutes ago, EgoBallistic said:

Yes, it looks like that is what it would do.  You could also run into trouble if you unequip it and re-equip it since you will then be running two copies of the event.  I would suggest this:


Scriptname FPE_Milking extends ObjectReference

Actor target
Armor Property pArmor_Milker Auto Const Mandatory
Keyword Property kw_MilkOne Auto
Keyword Property kw_MilkTwo Auto
Potion Property Milk_Breast Auto Const
int Property Milk_Cycle Auto
int Property Milk_Timing Auto

Bool Cycle_Running = False
Bool Equipped = False

Function Do_Milk_Cycle(Actor akActor)
    If !Cycle_Running
        Cycle_Running = True

        int i = 0
        while(i < Milk_Cycle) && Equipped

            Utility.Wait(Milk_Timing)
            If akActor.wornHasKeyword(kw_MilkOne)
                akActor.additem(Milk_Breast)
                i += 1
            ElseIf akActor.wornHasKeyword(kw_MilkTwo)
                akActor.additem(Milk_Breast, 2)
                i += 2
            EndIf
        endwhile

        Cycle_Running = False
        akActor.unequipitem(pArmor_Milker,true,false)
        akActor.removeitem(pArmor_Milker,1,true)
    Endif
EndFunction

Event OnEquipped(Actor akActor)
    Equipped = True
    If akActor.GetLeveledActorBase().GetSex() == 1
        Var[] args = new Var[1]
        args[0] = akActor
        Self.CallFunctionNoWait("Do_Milk_Cycle", args)
    else
        akActor.unequipitem(pArmor_Milker,true,false)
    endif
EndEvent


Event OnUnequipped(Actor akActor)
    Equipped = False
EndEvent

I moved the milking cycle into its own function.  The OnEquipped event runs it asynchronously -- it's bad practice to have loops running in events.  The Cycle_Running variable ensures only one copy of the milking cycle function can run at one time.  The cycle will run while the item is equipped and stops when it is unequipped.

thanks, it works perfectly for the both breasts armors, but the single breast version stays on (but it doesn't generate any more milk)

(I would have never thought about making this script like this)

Posted
Just now, EgoBallistic said:

Check the pArmor_Milker property is correct for the single version?

yep I completely forgot, (the bloody small things)

at least it works

 

also I made a Male version to Milk Males of sperm (but I am not sure which armor I am going to use)

Posted
10 hours ago, Invictaxe said:

I still have a couple of issues to sort out, hopefully someone here can give me good answers

1. Timing - How long should it take to get Breast Milk as a cycle?

2. Numbers - should it be a limited resource? or how many

 

for example

should the breast milk armor take a hour to generate two bottles of breast milk and then disappear

or a minute per two bottles for 10 minutes

 

one of my other issues is finding a way to cancel the while statement because the test mod has generated a massive amount of milk on both the player and the NPC

 

btw I should mention that this script can be used for another piece of armor incase Oppai Milk Pasties is not allowed

Oh shit, you ARE doing a Milk Mod Economy mod.......My bad!

 

Well, we don't have any titty sucking animations that I'm aware of, let alone milking machine animations.

 

:cold_sweat:

 

EDIT: I've been married with children. To pump one human breast is about 10 minutes real time. (1 bottle)

 

:thumbsup:

 

 

Posted
19 hours ago, VonHelton said:

Oh shit, you ARE doing a Milk Mod Economy mod.......My bad!

 

Well, we don't have any titty sucking animations that I'm aware of, let alone milking machine animations.

 

:cold_sweat:

 

EDIT: I've been married with children. To pump one human breast is about 10 minutes real time. (1 bottle)

 

:thumbsup:

 

 

thanks for the timing's (one of the hardest things to sort out in an RPG is what time should something take)

(mind you I should really learn how to script MCM so I don't have to)

 

and I would define it as a basic barebones Milk Mod Economy version (I had a brief look at its mod page)

 

I will be moving my discussion to my baby addon Page -

 

  • 2 weeks later...
Posted

On the subject of an MME mod for FO4, it was brought up earlier that there isn't an animation set for breast milking.  I agree that this is an issue, and while I lack the animation or technical skillset required to remedy this, I did at least come up with a concept earlier today while playing through the main storyline again.  My idea uses assets mostly in game already for minimal production effort.  By taking the glass dome and monitor off of the memory lounger, and replacing them with a set of hoses that uses the targeting application system used for nipple piercings to apply the suction cups to the correct area of the breasts, you could have....wait for it....the mammary lounger.  Add these to the buildable item list for settlements and give them the ability to produce food and increase happiness!  If there's a way to script it, pregnant or lactating NPCs could also use them.  Thoughts?

Posted
2 hours ago, amenshawn said:

On the subject of an MME mod for FO4, it was brought up earlier that there isn't an animation set for breast milking.  I agree that this is an issue, and while I lack the animation or technical skillset required to remedy this, I did at least come up with a concept earlier today while playing through the main storyline again.  My idea uses assets mostly in game already for minimal production effort.  By taking the glass dome and monitor off of the memory lounger, and replacing them with a set of hoses that uses the targeting application system used for nipple piercings to apply the suction cups to the correct area of the breasts, you could have....wait for it....the mammary lounger.  Add these to the buildable item list for settlements and give them the ability to produce food and increase happiness!  If there's a way to script it, pregnant or lactating NPCs could also use them.  Thoughts?

That's fuking ingenious!

 

:thumbsup:

 

 

Posted
3 hours ago, amenshawn said:

On the subject of an MME mod for FO4, it was brought up earlier that there isn't an animation set for breast milking.  I agree that this is an issue, and while I lack the animation or technical skillset required to remedy this, I did at least come up with a concept earlier today while playing through the main storyline again.  My idea uses assets mostly in game already for minimal production effort.  By taking the glass dome and monitor off of the memory lounger, and replacing them with a set of hoses that uses the targeting application system used for nipple piercings to apply the suction cups to the correct area of the breasts, you could have....wait for it....the mammary lounger.  Add these to the buildable item list for settlements and give them the ability to produce food and increase happiness!  If there's a way to script it, pregnant or lactating NPCs could also use them.  Thoughts?

a way to have only pregnant NPC's using it.

is to have a IF statement in a script asking if the NPC belongs to a particular Faction, in this case it would FPFP_Preggo

 

In my thinking about Lactating NPC'S is that with the female player, she recently gave birth(less than one year ago) in the canon story so she would be lactating anyway

 

BTW you are allowed to use my scripts to make your mod

FPE_Milking.psc

Posted
2 hours ago, Invictaxe said:

a way to have only pregnant NPC's using it.

is to have a IF statement in a script asking if the NPC belongs to a particular Faction, in this case it would FPFP_Preggo

 

In my thinking about Lactating NPC'S is that with the female player, she recently gave birth(less than one year ago) in the canon story so she would be lactating anyway

 

BTW you are allowed to use my scripts to make your mod

FPE_Milking.psc 3.03 kB · 0 downloads

While I appreciate the link to the mod files, I have zero experience with doing anything remotely related to this.  I can do concept work, but that's where my ability to actually contribute stops.  I have all the scripting ability of the average freshwater clam.  Unfortunately my talents are all writing related, so I'm waaaay out of my depth.

Posted
1 hour ago, amenshawn said:

While I appreciate the link to the mod files, I have zero experience with doing anything remotely related to this.  I can do concept work, but that's where my ability to actually contribute stops.  I have all the scripting ability of the average freshwater clam.  Unfortunately my talents are all writing related, so I'm waaaay out of my depth.

I have been here a long time.

I have been part of the modding scene for longer... longer than this avatar has been used as well.

 

Now I understand your position and circumstances but... trust me in that you can start to script gaming and such. There are many here that can look over any work you have. Post some scripts and they can make edits and comments and such. Help you learn. SCript writing is not so much unlike writing .. there are rules and patterns and pathways you have to follow. It isn't (usually) complex math shit and other complex scripting etc.. that most regular script writing is.  It is reasonably simple.. I have seen scripts for a number of years and where I don't know how to do it.. I do and can see the patterns and get a pretty good idea of what is going on just by looking.

 

Now for the second part. There are many people here.. that started working on mods and such that couldn't even get their damn mods installed properly. I am not kidding but they tried and had patience and asked questions. They then went on and created many mods.  In fallout NV universe there is pepertje and user29 both that didn't know much but asked questions and kept on working. There are many, many more.

 

best thing to start doing is changing small parts of your game /mods that you want to get desired results. Script some armor changes. ADd some textures, setup up an armor, or copy off the script and try to fix the changes and learn ask questions and such. In the end you might not get all the way there right away but .. you will get closer and closer to having a game you really like. In time most then start sharing their works, learning and developing.. and for some, are surprised that they have mod to distribute.

 

To get there.  Being friendly. Offer support to a mod author (your favorite mods ) help with the support. Ask questions to thoas that are also helping as they often know more than the average person and slowly grow yourself. There are times where grunt work is needed (like changing and working on patches to animation mods to make the males work properly.) simple script editing which is time consuming but easy to direct. You can do some work there.. .:D Learn. In the end you can get support so much easier from many people as your reputation grows.  If I decided to make some changes to an armor or do some other works.. scripts, animations, mesh work whatever. and I posted it somewhere.  I am confident that I would get extensive and excellent support in helping me .. help myself. (key there. you have to do the work in the end but heavy support is available)  in my instance I have created many guides and support documents besides actual hands on support.. (dwindling now with being so busy and not even having a decent game installed and modded)

 

TL;DR your choice. If you want to learn.. now is the time, here is the place. There is loads of support in all matters of modding from animations to scripts. It is up to you to take advantage of the opportunity. If you do, your game experience and options to have the game just the way you want.. is exponentially increased.

Posted
10 hours ago, amenshawn said:

While I appreciate the link to the mod files, I have zero experience with doing anything remotely related to this.  I can do concept work, but that's where my ability to actually contribute stops.  I have all the scripting ability of the average freshwater clam.  Unfortunately my talents are all writing related, so I'm waaaay out of my depth.

 

9 hours ago, RitualClarity said:

I have been here a long time.

I have been part of the modding scene for longer... longer than this avatar has been used as well.

 

Now I understand your position and circumstances but... trust me in that you can start to script gaming and such. There are many here that can look over any work you have. Post some scripts and they can make edits and comments and such. Help you learn. SCript writing is not so much unlike writing .. there are rules and patterns and pathways you have to follow. It isn't (usually) complex math shit and other complex scripting etc.. that most regular script writing is.  It is reasonably simple.. I have seen scripts for a number of years and where I don't know how to do it.. I do and can see the patterns and get a pretty good idea of what is going on just by looking.

 

Now for the second part. There are many people here.. that started working on mods and such that couldn't even get their damn mods installed properly. I am not kidding but they tried and had patience and asked questions. They then went on and created many mods.  In fallout NV universe there is pepertje and user29 both that didn't know much but asked questions and kept on working. There are many, many more.

 

best thing to start doing is changing small parts of your game /mods that you want to get desired results. Script some armor changes. ADd some textures, setup up an armor, or copy off the script and try to fix the changes and learn ask questions and such. In the end you might not get all the way there right away but .. you will get closer and closer to having a game you really like. In time most then start sharing their works, learning and developing.. and for some, are surprised that they have mod to distribute.

 

To get there.  Being friendly. Offer support to a mod author (your favorite mods ) help with the support. Ask questions to thoas that are also helping as they often know more than the average person and slowly grow yourself. There are times where grunt work is needed (like changing and working on patches to animation mods to make the males work properly.) simple script editing which is time consuming but easy to direct. You can do some work there.. .:D Learn. In the end you can get support so much easier from many people as your reputation grows.  If I decided to make some changes to an armor or do some other works.. scripts, animations, mesh work whatever. and I posted it somewhere.  I am confident that I would get extensive and excellent support in helping me .. help myself. (key there. you have to do the work in the end but heavy support is available)  in my instance I have created many guides and support documents besides actual hands on support.. (dwindling now with being so busy and not even having a decent game installed and modded)

 

TL;DR your choice. If you want to learn.. now is the time, here is the place. There is loads of support in all matters of modding from animations to scripts. It is up to you to take advantage of the opportunity. If you do, your game experience and options to have the game just the way you want.. is exponentially increased.

While I did a couple of units in programming (Pascal & C#) a few years ago (2015 I think), I effectively stopped programming(so I can barely remember those languages)

 

so I only really started scripting around a month ago, with my babyholding script being my first successful script.

the basic idea of what I did, is to load up all/most of the editable scripts in Source/User and started searching for familiar terms

the words I searched for "OnEquipped - Keyword -> wornHasKeyword - ChangeAnimFlavor"

The longest part was fixing the Pipboy crashing when equipping the baby too many times and the answer was "Utility.Wait()"

 

my next script was a fairly major one, which was the CumInject script and I based most of that from the already existing "FPE_BloatflyPlayerScript"

it didn't work so I asked EgoBallistic for help and he rewrote it to actually work (so thanks again)

 

"FPE_ALCHadder" was based of a fallout4 script(that creates a bottlecap whenever you drink a nukacola) to create Potions(this took me longer than I can to admit, Elder scrolls reference)

 

"FPE_Milking" I did the basic scripting which mostly worked with the exception of not stopping so EgoBallistic added parts to it(again, thanks again)

Posted
16 hours ago, RitualClarity said:

I have been here a long time.

I have been part of the modding scene for longer... longer than this avatar has been used as well.

 

Now I understand your position and circumstances but... trust me in that you can start to script gaming and such. There are many here that can look over any work you have. Post some scripts and they can make edits and comments and such. Help you learn. SCript writing is not so much unlike writing .. there are rules and patterns and pathways you have to follow. It isn't (usually) complex math shit and other complex scripting etc.. that most regular script writing is.  It is reasonably simple.. I have seen scripts for a number of years and where I don't know how to do it.. I do and can see the patterns and get a pretty good idea of what is going on just by looking.

 

Now for the second part. There are many people here.. that started working on mods and such that couldn't even get their damn mods installed properly. I am not kidding but they tried and had patience and asked questions. They then went on and created many mods.  In fallout NV universe there is pepertje and user29 both that didn't know much but asked questions and kept on working. There are many, many more.

 

best thing to start doing is changing small parts of your game /mods that you want to get desired results. Script some armor changes. ADd some textures, setup up an armor, or copy off the script and try to fix the changes and learn ask questions and such. In the end you might not get all the way there right away but .. you will get closer and closer to having a game you really like. In time most then start sharing their works, learning and developing.. and for some, are surprised that they have mod to distribute.

 

To get there.  Being friendly. Offer support to a mod author (your favorite mods ) help with the support. Ask questions to thoas that are also helping as they often know more than the average person and slowly grow yourself. There are times where grunt work is needed (like changing and working on patches to animation mods to make the males work properly.) simple script editing which is time consuming but easy to direct. You can do some work there.. .:D Learn. In the end you can get support so much easier from many people as your reputation grows.  If I decided to make some changes to an armor or do some other works.. scripts, animations, mesh work whatever. and I posted it somewhere.  I am confident that I would get extensive and excellent support in helping me .. help myself. (key there. you have to do the work in the end but heavy support is available)  in my instance I have created many guides and support documents besides actual hands on support.. (dwindling now with being so busy and not even having a decent game installed and modded)

 

TL;DR your choice. If you want to learn.. now is the time, here is the place. There is loads of support in all matters of modding from animations to scripts. It is up to you to take advantage of the opportunity. If you do, your game experience and options to have the game just the way you want.. is exponentially increased.

 

7 hours ago, Invictaxe said:

 

While I did a couple of units in programming (Pascal & C#) a few years ago (2015 I think), I effectively stopped programming(so I can barely remember those languages)

 

so I only really started scripting around a month ago, with my babyholding script being my first successful script.

the basic idea of what I did, is to load up all/most of the editable scripts in Source/User and started searching for familiar terms

the words I searched for "OnEquipped - Keyword -> wornHasKeyword - ChangeAnimFlavor"

The longest part was fixing the Pipboy crashing when equipping the baby too many times and the answer was "Utility.Wait()"

 

my next script was a fairly major one, which was the CumInject script and I based most of that from the already existing "FPE_BloatflyPlayerScript"

it didn't work so I asked EgoBallistic for help and he rewrote it to actually work (so thanks again)

 

"FPE_ALCHadder" was based of a fallout4 script(that creates a bottlecap whenever you drink a nukacola) to create Potions(this took me longer than I can to admit, Elder scrolls reference)

 

"FPE_Milking" I did the basic scripting which mostly worked with the exception of not stopping so EgoBallistic added parts to it(again, thanks again)

Well, I would love to be able to do more and provide some actual content aside from writing projects.  I'll start looking into tutorials later today after my head stops trying to kill me and begin my adventure in learning.  Thanks for the encouragement!

 

I'm thinking of using my laptop as a testing center to keep my 'level zero' attempts from breaking anything beyond a quick reload, at least until I can get some basics down.  That way my desktop will be free of my meddling until I can establish some basic skills.  Any other advice or suggestions for a total noob you guys discovered I should know before opening the proverbial hood?

Posted
56 minutes ago, amenshawn said:

 

Well, I would love to be able to do more and provide some actual content aside from writing projects.  I'll start looking into tutorials later today after my head stops trying to kill me and begin my adventure in learning.  Thanks for the encouragement!

 

I'm thinking of using my laptop as a testing center to keep my 'level zero' attempts from breaking anything beyond a quick reload, at least until I can get some basics down.  That way my desktop will be free of my meddling until I can establish some basic skills.  Any other advice or suggestions for a total noob you guys discovered I should know before opening the proverbial hood?

start simple

 

make a new lounge chair and setup a script to automatically undress everyone who sits in it

then fix the bug when the player sits in it

Posted
3 hours ago, amenshawn said:

 

Well, I would love to be able to do more and provide some actual content aside from writing projects.  I'll start looking into tutorials later today after my head stops trying to kill me and begin my adventure in learning.  Thanks for the encouragement!

 

I'm thinking of using my laptop as a testing center to keep my 'level zero' attempts from breaking anything beyond a quick reload, at least until I can get some basics down.  That way my desktop will be free of my meddling until I can establish some basic skills.  Any other advice or suggestions for a total noob you guys discovered I should know before opening the proverbial hood?

Yep that works. Remember do what you want in your own game as you learn this way you have direct meaningful results. Fix some things (change it) to what you want. Like a different color for a leather armor.. change it.  Think that gun needs more power.. change it.

 

keeping things on a different computer is great. Also check into Mod Organizer. It can act like that to a point and have different profiles and you can ;then install what you want for that profile. I found it great for testing AAF and other mods.

Posted
11 hours ago, Invictaxe said:

 

While I did a couple of units in programming (Pascal & C#) a few years ago (2015 I think), I effectively stopped programming(so I can barely remember those languages)

 

so I only really started scripting around a month ago, with my babyholding script being my first successful script.

the basic idea of what I did, is to load up all/most of the editable scripts in Source/User and started searching for familiar terms

the words I searched for "OnEquipped - Keyword -> wornHasKeyword - ChangeAnimFlavor"

The longest part was fixing the Pipboy crashing when equipping the baby too many times and the answer was "Utility.Wait()"

 

my next script was a fairly major one, which was the CumInject script and I based most of that from the already existing "FPE_BloatflyPlayerScript"

it didn't work so I asked EgoBallistic for help and he rewrote it to actually work (so thanks again)

 

"FPE_ALCHadder" was based of a fallout4 script(that creates a bottlecap whenever you drink a nukacola) to create Potions(this took me longer than I can to admit, Elder scrolls reference)

 

"FPE_Milking" I did the basic scripting which mostly worked with the exception of not stopping so EgoBallistic added parts to it(again, thanks again)

It is all good.  repeating and constantly using the skills is the only way I know to remember it in such a way that you won't forget or at least have a easier time recalling things later if you need it and start a refresher.

 

For both of you get a thread and start working and assk for help and if you feel like it distribute your work (that you can) perhaps help other authors as you learn to help them get their mods done. They have more experience and likely can give you soem info for those tedious jobs. Then you can take that understanding and use it for your own projects. The sky is the limit.

  • 1 year later...
  • 1 month later...
Posted
On 4/8/2017 at 11:56 AM, jxm said:

Personally I always prefer the ones that add a fair bit of story, scenarios, dialogue with NPCs etc. In the end sexscenes are fine and all - but without any proper "context" it is a bit lame (like some random raider fucking you and that's it...)

 

In New Vegas, my favorite mods were Tryout, which added quite some nasy stuff to the Fiends-Vault and the NCR-Prison. Something along those lines would be my thing for FO4 as well. Also from Skyrim mods like Animal Mansion (though less consensual in the Post-Apocalypse) and Slaverun Reloaded (more the theme of extreme slavery, abuese, not so much the sheer scale of that mod)

 

Raider Hell

 

If I had the means to wish a mod: The Player gets a Quest to investigate a new group of Raiders having moved into the region...and of course ends in their hideout (I envision some run-down shanty-town-kinda place, totally fenced in and maybe build upon a forgotten Vault, no hugely super big, but still not just a small building either). Here that boss - a mix of Immortan Joe, Humoungus and Ramsay Bolton - rules with an iron fist and greatly enjoys abusing, mistreating and breaking slaves. There would be other Raiders and Slaves for interaction, and the objective would be to endure the many evil sexual perversions the Raiders have in mind, and hopefully finding a way to flee, become part of their group and exact revenge - or stay their sextoy...featuring all kind of sexual degredation (surely they would breed war dogs and would do what Ramsay Bolton would do that GRR Martin or HBO are not showing us ^^), humiliation and overall nasty stuff...and yeah, I have NO intention to ever experience something like that in real life :dodgy:  The power of fantasy and imagination!

 

Brothel

 

The other big thing I'd love to see is a Brothel. Again preferrably populated by some NPCs with personality as well as quests (and not just a place where you fuck with random soulless NPCs - though that could still be part of this of course)

 

Here I imagine a run-down brothel in Boston that has seen better days - but with the Player fortunes might change? The new big attraction! The unfrozen from the past, she does everything you want, with everyone or everything you desire! Enjoy her undefiled body in the secluded rooms we offer for a small fee, or simply lean back and watch as she puts on a show of pure extravaganza on our main stage! She takes on every thing, no matter how many limbs, legs or cocks it has!

 

Sadly the main whore the brothel had until then is not to pleased by the wannabe new attraction, and happy hijinks will occur as she does her best to sabotage her new rival (I still dream of some kind of Messalina-Conclusion to that ^^)

 

Ah well, one can dream ^^ But seen the first animations and stull rolling really gives me hope for sexualized FO4 - I liked it, I like the postapocalyptic scenario, it has so much room to really let lose the perversions, and it would even feel lorefriendly still ^^ Thanks to the absurd universe it take splace

 

 

Gloryhole would be great tied with either a pimp or a mean Dom. Something like that.

I kind of wished that for my PC player.

Right now i am using mainly Hardship which works very well for my PC story.

I can not imagine how hard it must to write something like that. With all the different outcomes, dialogs etc etc..

 

On Skyrim there are the Billy animations that have gloryhole but only as props that will be shown for that particular sex scene. Not something that is actually available.

 

Posted

some weird story about an institute that transplants the minds of raiders into the bodies of synth chicks and sends them to a digital brothel for re-education. )

  • 3 weeks later...
Posted

the day a male PC or any other male npc can go to pound town on ADA as a bipedal assaultron (NOT SERVITRON) is the day I run 8 miles nonstop

A FO4 ver of sanguines debauchery would be quite nice too

Posted

It would be nice if the crashing alien is not aggressive and really needs your help; so you come closer and decide to prostitute yourself ... and he agrees to fuck you.

 

But it doesn't stop there. He confesses that he must repair his ship, so you engage in prostitution throughout the Commonwealth and buy the necessary components for the alien to repair his ship. In gratitude he takes you to the Moon, where they have a small base, and you prostitute yourself there too. The small base must have a bunch of aliens, with their own economy system, with voice actors speaking an unintelligible language and a ten-hour story mode, just to prove that Bethesda sucks.

 

But on the way back to Earth, an enemy ship from another alien race attacks you and your boyfriend. The alien boyfriend dies, but your ship travels in automatic mode to the original planet of the aliens (I mean the good aliens, not the ones that attacked). The mod would have to recreate a world three times the size of the commonwealth, with its economy, its own language, and even a twenty-hour story just to prove that Bethesda sucks. There you also prostitute yourself.

 

This time, with a lot of money after having fucked two planets already, you buy a ship and you are going to take revenge on the enemy who killed your boyfriend. Here's the fun: when you get to the enemy planet, you crash and lose consciousness. When you open your eyes Skyrim begins and the son of a bitch who murdered your boyfriend is Alduin ...

 

From here on things are simpler because you just have to play Skyrim normally, but from time to time the protagonist must say things like " Alduin, you son of a bitch, this is for my boyfriend" to remind us that there is a story here. Once you defeat Alduin, you can already prostitute yourself in Skryim and also return to the Comonwealth, as well as the moon and the alien planet; at this point you will literally be a galactic prostitute. I can donate 2 bucks if someone wants to make it but It should not have dependencies with AWKCR.

Posted
18 hours ago, JBpy said:

It would be nice if the crashing alien is not aggressive and really needs your help; so you come closer and decide to prostitute yourself ... and he agrees to fuck you.

 

But it doesn't stop there. He confesses that he must repair his ship, so you engage in prostitution throughout the Commonwealth and buy the necessary components for the alien to repair his ship. In gratitude he takes you to the Moon, where they have a small base, and you prostitute yourself there too. The small base must have a bunch of aliens, with their own economy system, with voice actors speaking an unintelligible language and a ten-hour story mode, just to prove that Bethesda sucks.

 

But on the way back to Earth, an enemy ship from another alien race attacks you and your boyfriend. The alien boyfriend dies, but your ship travels in automatic mode to the original planet of the aliens (I mean the good aliens, not the ones that attacked). The mod would have to recreate a world three times the size of the commonwealth, with its economy, its own language, and even a twenty-hour story just to prove that Bethesda sucks. There you also prostitute yourself.

 

This time, with a lot of money after having fucked two planets already, you buy a ship and you are going to take revenge on the enemy who killed your boyfriend. Here's the fun: when you get to the enemy planet, you crash and lose consciousness. When you open your eyes Skyrim begins and the son of a bitch who murdered your boyfriend is Alduin ...

 

From here on things are simpler because you just have to play Skyrim normally, but from time to time the protagonist must say things like " Alduin, you son of a bitch, this is for my boyfriend" to remind us that there is a story here. Once you defeat Alduin, you can already prostitute yourself in Skryim and also return to the Comonwealth, as well as the moon and the alien planet; at this point you will literally be a galactic prostitute. I can donate 2 bucks if someone wants to make it but It should not have dependencies with AWKCR.

https://www.nexusmods.com/fallout4/mods/51273

This mod appeared recently, but as far as I know there is no alien animation, probably because they are bugged like robots

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...