Surfblasted Posted January 11, 2018 Posted January 11, 2018 @orbmace - wherever you place the safe becomes the brothel. Place it in a settlement/building of your choosing @axellslade - I believe there is an option in Vifamy's Control Panel to switch approaches on or off 1
axellslade Posted January 12, 2018 Posted January 12, 2018 On 11/01/2018 at 3:20 PM, Surfblasted said: @axellslade - I believe there is an option in Vifamy's Control Panel to switch approaches on or off Yeah, there is! There's actually an option to choose the time between approaches! Thing is, I never got Vinfamy's item in my inventory, I had to console it in. Would be awesome if vinfamy could integrate it to MCM.
yamayashi Posted January 28, 2018 Posted January 28, 2018 I use a male character and when females approach me, they end up "on top" how do I change it so im not the one getting carried lol
johnwnorton Posted February 1, 2018 Posted February 1, 2018 built a brothel, money in safe, seems to work - somehow the options from the vinfamy´s control panel is also clear, but the ACTORS (incl. my player) are only standing on the bed and do nothing.... whats wrong? i installed all like described (i dont use other sexmods) - i think there´s no FNIS for fallout? thx in advance
johnwnorton Posted February 4, 2018 Posted February 4, 2018 can some1 help me in this case pls? actors are standing on the bed (clothes are off) and i have no animation
Sumskittles Posted February 13, 2018 Posted February 13, 2018 So everything works great but one odd thing, people dont seem to want to put their clothes back on after the job is done? Any words of wisdom on this matter? instructions were followed to the letter! Thank you for this great mod. Edit: Seems this is only a problem with ghoul npcs, which i dont really mind.
baermoon Posted February 14, 2018 Posted February 14, 2018 Thought I'd share my edited esp, hope the author doesn't mind. Thanks for the mod by the way. Edits made: -removed client/john's whistle sound anim(dog whistle) -added flirty face anim to prostitute & brothel greetings -changed the text of prostitute & brothel greetings to be less weird FP_Prostitution.esp
Guest Posted February 14, 2018 Posted February 14, 2018 1 hour ago, baermoon said: Thought I'd share my edited esp, hope the author doesn't mind. Thanks for the mod by the way. Edits made: -removed client/john's whistle sound anim(dog whistle) -added flirty face anim to prostitute & brothel greetings -changed the text of prostitute & brothel greetings to be less weird FP_Prostitution.esp Did you also edit the code (scripts) and recompile it to remove references to what you removed in the ESP, because if not, you just introduced a STACK of papyrus log error messages to anyone who downloads this edit - just saying. Im guessing you did not because there are no scripts to download here...
baermoon Posted February 14, 2018 Posted February 14, 2018 22 minutes ago, Flashy (JoeR) said: Did you also edit the code (scripts) and recompile it to remove references to what you removed in the ESP, because if not, you just introduced a STACK of papyrus log error messages to anyone who downloads this edit - just saying. Im guessing you did not because there are no scripts to download here... hmm...the only entry I "removed" was an [SNAM - Idle Animations: Speaker] in, Quest \ 01000F9E <FPP_Alias> \ 01000FA1 <FPP_ApproachGreeting> \ 01000FA2 using FO4Edit. Unless the scripts do something specifically with that obscure entry, personally don't see how it will result in a STACK of papyrus log error messages...
Guest Posted February 14, 2018 Posted February 14, 2018 3 minutes ago, baermoon said: hmm...the only entry I "removed" was an [SNAM - Idle Animations: Speaker] in, Quest \ 01000F9E <FPP_Alias> \ 01000FA1 <FPP_ApproachGreeting> \ 01000FA2 using FO4Edit. Unless the scripts do something specifically with that obscure entry, personally don't see how it will result in a STACK of papyrus log error messages... Because, if the prostitution script calls that sound descriptor and it is not present in the ESP, it will add an error message to the papyrus log indicating the formID was not found in the ESP. While not CTD causing (we could hope), it will add multiple entries to the log every time it tries to call the formid.
baermoon Posted February 14, 2018 Posted February 14, 2018 4 minutes ago, Flashy (JoeR) said: Because, if the prostitution script calls that sound descriptor and it is not present in the ESP, it will add an error message to the papyrus log indicating the formID was not found in the ESP. While not CTD causing (we could hope), it will add multiple entries to the log every time it tries to call the formid. Went & had a look at my Papyrus logs. Did a quick Find for "FP_", "Prostitution", "dog", "whistle", "FPP_", "Alias", "ApproachGreeting", resulted in no matches & yes, their relevant because I just tested the FP_Prostitute in game. So, anything else I should check to be sure?
Guest Posted February 14, 2018 Posted February 14, 2018 10 minutes ago, baermoon said: Went & had a look at my Papyrus logs. Did a quick Find for "FP_", "Prostitution", "dog", "whistle", "FPP_", "Alias", "ApproachGreeting", resulted in no matches & yes, their relevant because I just tested the FP_Prostitute in game. So, anything else I should check to be sure? Nope, you should be good then. Just wanted to be sure you werent introducing something that would cause issues - that was my only intent. Always good to know these things and test for them before releasing a rework of another person's mod.
baermoon Posted February 14, 2018 Posted February 14, 2018 6 minutes ago, Flashy (JoeR) said: Nope, you should be good then. Just wanted to be sure you werent introducing something that would cause issues - that was my only intent. Always good to know these things and test for them before releasing a rework of another person's mod. Glad you approve, also thanks for creating RSE & sharing it.
Zetajace Posted February 26, 2018 Posted February 26, 2018 The mod is working but after i accept they strip but the animation doesn't go off they just stand thier grunting.
johnwnorton Posted March 13, 2018 Posted March 13, 2018 k, i posted on 4th february if some1 can help me.... can some1 help me in this case pls? actors are standing on the bed (clothes are off) and i have no animation Is no one using this mod?
Guest Posted March 13, 2018 Posted March 13, 2018 2 hours ago, johnwnorton said: k, i posted on 4th february if some1 can help me.... can some1 help me in this case pls? actors are standing on the bed (clothes are off) and i have no animation Is no one using this mod? Animations are not the province of this (or any sex mod on LL). This is related to four-play itself. Do you have the required animation packs installed per the installation guide hosted here on the site?
Stiffon Posted March 13, 2018 Posted March 13, 2018 3 hours ago, johnwnorton said: k, i posted on 4th february if some1 can help me.... can some1 help me in this case pls? actors are standing on the bed (clothes are off) and i have no animation Is no one using this mod? 1 hour ago, Flashy (JoeR) said: Animations are not the province of this (or any sex mod on LL). This is related to four-play itself. Do you have the required animation packs installed per the installation guide hosted here on the site? As Flashy said, animations not firing is most likely an error in your animation installation. Do you have all the FP updates installed? Did you get the initialization message asking which animation packs you want installed?
DaveTheAngryJew Posted March 29, 2018 Posted March 29, 2018 I have a sort of specific question I'm hoping someone can answer for me. What exactly is the bounding box on the Brothel safe? Vin has noted that he reduced the bounding box to 1000 units, but as I don't really use the CK that's meaningless to me. I ask because I want to have a brothel room in vault 88, but brothel activities need to stay inside the brothel room. So I need to make the brothel room big enough to encapsulate the entire bounding box around the safe, but i can't seem to figure out how big that actually is. If I put the save on a standard floor square, how many adjacent squares are considered the brothel? I attempted some internet sleuthery to answer this on my own, and the best info I can gather implies that a normal floor is 256 units, but I might be wrong, I don't actually know. This would imply the brothel is bounded in a 4x4 square. But is that box centered on the safe? I assume so, but that means the safe has to be centered in the brothel room, which is dumb. If I put walls around the brothel safe, will it constrain itself to the area it's inside, or does it simply ignore structures?
Guest Posted March 29, 2018 Posted March 29, 2018 2 hours ago, DaveTheAngryJew said: I have a sort of specific question I'm hoping someone can answer for me. What exactly is the bounding box on the Brothel safe? Vin has noted that he reduced the bounding box to 1000 units, but as I don't really use the CK that's meaningless to me. I ask because I want to have a brothel room in vault 88, but brothel activities need to stay inside the brothel room. So I need to make the brothel room big enough to encapsulate the entire bounding box around the safe, but i can't seem to figure out how big that actually is. If I put the save on a standard floor square, how many adjacent squares are considered the brothel? I attempted some internet sleuthery to answer this on my own, and the best info I can gather implies that a normal floor is 256 units, but I might be wrong, I don't actually know. This would imply the brothel is bounded in a 4x4 square. But is that box centered on the safe? I assume so, but that means the safe has to be centered in the brothel room, which is dumb. If I put walls around the brothel safe, will it constrain itself to the area it's inside, or does it simply ignore structures? The bounding box, to answer the question, is 1000 game units, as you stated. How large is 1000 game units? I would hazard, roughly speaking, it is greater (slightly) than the length of the house in Sanctuary Hills that has the workbench in it - Eastern end of covered garage to western side of the house. Again, roughly speaking, but likely just slightly bigger than this. This will not be occluded by collision with walls.
DaveTheAngryJew Posted March 29, 2018 Posted March 29, 2018 19 hours ago, Flashy (JoeR) said: The bounding box, to answer the question, is 1000 game units, as you stated. How large is 1000 game units? I would hazard, roughly speaking, it is greater (slightly) than the length of the house in Sanctuary Hills that has the workbench in it - Eastern end of covered garage to western side of the house. Again, roughly speaking, but likely just slightly bigger than this. This will not be occluded by collision with walls. Thanks for your answer. Presumably the safe is -centered- in a box 1000x1000? Or would it be 1000 Units from the safe to the edge in all directions? And lastly, would the brothel area have upper bounds (i.e. include floors above or below the safe)? You'd think not but I don't know.
Guest Posted March 30, 2018 Posted March 30, 2018 24 minutes ago, DaveTheAngryJew said: Thanks for your answer. Presumably the safe is -centered- in a box 1000x1000? Or would it be 1000 Units from the safe to the edge in all directions? And lastly, would the brothel area have upper bounds (i.e. include floors above or below the safe)? You'd think not but I don't know. It would be 1000 game units in EVERY direction from the source object, regardless of obstruction objects.
DaveTheAngryJew Posted April 2, 2018 Posted April 2, 2018 Okay, new issue. Piper is currently totally busted. I had her set as a prostitute, and she apparently took one of the female mannequins (from "Functional Displays") as a client. The fact that said mannequins can be johns is weird, but not the fault of this mod (FD has implemented mannequins essentially as a buildable settler with no AI which doesn't move, but they can apparently teleport across the vault to be recruited as a john). In response to this I disabled the mannequins and went to remove Piper as a prostitute and then remove the brothel safe, but Piper cannot be interacted with and is currently in a perpetual state of "this person is busy", presumably because she's still attempting to service the now non-existent mannequin. I have tried toggleAI, resetAI, Recycleactor, disable/enable and she's still stuck standing dead still and AI is busy. EDIT: After much tinkering I solved this. ResetAI and RecycleActor commands did not solve the "this person is busy" hangup, but they -did- allow Piper to be interacted with in the build menu. Reassigning her to a different task did nothing, but -moving- her to a new settlement and then using the in game wait menu to burn a zillion hours of in game time had her relocated and reset, no longer "busy".
Guest Posted April 2, 2018 Posted April 2, 2018 She is stuck as a reference alias on an active quest. Likely has a stuck keyword and faction on her too. Hate to say it, but this game you are playing may be bricked... you can try to deactivate this mod and see if she returns to normal though as a first step.
DerpMaster Posted April 2, 2018 Posted April 2, 2018 On 3/29/2018 at 6:40 PM, DaveTheAngryJew said: Thanks for your answer. Presumably the safe is -centered- in a box 1000x1000? Or would it be 1000 Units from the safe to the edge in all directions? And lastly, would the brothel area have upper bounds (i.e. include floors above or below the safe)? You'd think not but I don't know. On 3/29/2018 at 7:05 PM, Flashy (JoeR) said: It would be 1000 game units in EVERY direction from the source object, regardless of obstruction objects. Importantly though, brothel activities will only occur on beds in that radius, so all you need to do is make sure that there are no beds within that radius except for the ones that you intend to be exploited brothelized
LucidHeart Posted April 5, 2018 Posted April 5, 2018 Hey, I was wondering if it was possible to (when pimping out your character), to have them give instead of take. Anyone know if you can do that? Thanks
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