Jump to content

Recommended Posts

1 hour ago, deathmorph said:

Cumflation has certainly been a topic before, sorry. I'm just wondering if I have a problem with that. My actress has been level 2 for days, unfortunately nothing changes. Neither on the stomach nor in the Pipboy ad. I use the default setting.
Do I just need more patience now or could there be an error?

If you use FPE Redux it also has cumflation, be sure it is off in your setting if you want to us SA version.  You can also fine tune the effects in SA, such as duration, morph and how much morph is added per sex.   

Link to comment
14 hours ago, Boceifus said:

If you use FPE Redux it also has cumflation

 

I am using FPE from Ego, but my actress is not pregnant.
Good, then I will be patient. In the last playthrough, I also had a phase with cumflation level 1 that felt like it lasted forever. Only this time I'm extra careful because sex resets the timer (according to the instructions).

 

edit//

cause found. My setting was 0.01 per tick, i.e. 0.25 days. I could have waited a long time. I set it to 0.1 per tick, so you could already see a result after the first longer sleep. I think I'll put it back to 0.01 but shorten the time period.

Edited by deathmorph
Link to comment

Just an idea, take it as no more than that.

There is a number of motion and idle animations available that cover a wide range of personalities.

Now this should be considered as an add-on, but wouldn't it be interesting that as you travel the range of character from one end to the other, that your walk and idles reflect your dom/sub, spirit, and your sex-addiction factor?

 

I have no idea if it can be done, so I just toss this out as something to mull over.

 

Thanks for your time

Link to comment
  • 2 weeks later...

Small update for something I've been wanting, screen effects for better visual aid. And some tweaks:

 

2.7.1

  • Cnanged: You will now gain arousal when having active perversion effect (being in combat with an enemy when having cravings), up to 80; stronger depending on how deep your perversion is. When your arousal is below 30, you dont lose willpower. But willpower starts to drain depending on how aroused you are. Intended to provide one way to keep your perversion in check, by keeping your arousal low.
  • Chnaged: Mind fortitude (which leads to mind break upon breaking) no longer resets while player is having sex. The timer gets "snoozed" during sex
  • Added: Mind break screen effect. When your player is in a mind broken state, there will be a pulsing screen effect. Intended to provide visual aid to indicate player's overwhelmed and vulnerable state. Can be turned off or effect strength configurable in MCM.
  • Added: Alcohol screen effect. When your player is in various intoxicated states, there will be a blur and double vision screen effect. Also intended to provide visual aid. At Buzzed/Tipsy/Intoxicated, the effect is barely noticeable. But it becomes exponentially greater at Drunk & Hammered states. Can be turned off or effect strength configurable in MCM.
Link to comment
6 hours ago, supernipsu said:

A question regarding the "Self-esteem" system.

 

Why does my character suffer trauma for *committing* the assault? (Done through Sex Em Up & Human Resources triggers).

 

Is there no way of distinguishing between the assaulter and the victim or something?

 

Thanks!

 

It's probably because the animations are tagged as "Aggressive". If there is a reliable way for the mod to distinguish between player as aggressor vs victim, I'd be happy to add it. 

Link to comment
31 minutes ago, twistedtrebla said:
  • Chnaged: Mind fortitude (which leads to mind break upon breaking) no longer resets while player is having sex. The timer gets "snoozed" during sex

 

Thanks! With this change, I can probably go back to using the default decay time for it rather than cranking it up to maximum.

 

31 minutes ago, twistedtrebla said:
  • Added: Alcohol screen effect. When your player is in various intoxicated states, there will be a blur and double vision screen effect. Also intended to provide visual aid. At Buzzed/Tipsy/Intoxicated, the effect is barely noticeable. But it becomes exponentially greater at Drunk & Hammered states. Can be turned off or effect strength configurable in MCM.

 

Very cool, I can probably stop using the Alcohol Effects mod now too!

Link to comment
5 hours ago, twistedtrebla said:

 

It's probably because the animations are tagged as "Aggressive". If there is a reliable way for the mod to distinguish between player as aggressor vs victim, I'd be happy to add it. 

 

Is it not possible to determine that from the order which the character(s) are placed into a scene?

 

As in, the assaulter is always added first, and is in the first slot in the AAF of a scene, or is this some runtime data that can't be actually accessed? In threesome animations the victim is in the 3rd slot, but, as far as I can tell, the initiator should still be in the first.

 

Anyway, thanks for the reply!

Link to comment
7 hours ago, twistedtrebla said:

 

It's probably because the animations are tagged as "Aggressive". If there is a reliable way for the mod to distinguish between player as aggressor vs victim, I'd be happy to add it. 

 

2 hours ago, supernipsu said:

 

Is it not possible to determine that from the order which the character(s) are placed into a scene?

 

As in, the assaulter is always added first, and is in the first slot in the AAF of a scene, or is this some runtime data that can't be actually accessed? In threesome animations the victim is in the 3rd slot, but, as far as I can tell, the initiator should still be in the first.

 

Anyway, thanks for the reply!

 

Only AAF scenes that include the "PlayerRapist" meta string are guaranteed to be player aggressor.  Not every mod sends that meta string with their scene call, so it's not a guaranteed solution.  Violate and SEU send it for sure.

 

Most animations have the receiver at position 0.  Usually that means the victim is at position 0 too.  There are rare exceptions, like the BP70 Love Triangle sequence.  It's also possible for the receiver to still be aggressor depending on settings/patches that swap gender roles, etc.  Generally speaking, though, an aggressive-tagged animation with player at 0 means the player is a victim, and in any other position they're the aggressor.

 

Bottom line there's no perfect way to check.  Just methods to distinguish most of the occurrences.

Link to comment

"Permanent Player Traits" menu pops up too early, and is blocked by the white screen. I've no idea what I'm choosing since all words are covered by the "mist". Wouldn't be a huge issue, if we were allowed to change the traits in the MCM later. I'm also surprised that nobody (that a quick Google search could find) has created a mod that removes the white mist blocking the screen when starting a new character.

Edited by Church the Cat
Grammar and spelling corrections.
Link to comment
7 minutes ago, Church the Cat said:

"Permanent Player Traits" menu pops up too early, and is blocked by the white screen. I've no idea what I choosing since all words are covered by the "mist". Wouldn't be a huge issue, if you would allow us to change the traits in the MCM later. I'm also surprised that nobody (that a quick Google search could find) has created a mod that removes the white mist blocking the screen when starting a new character.

 

One possible solution when initialized while the player location is pre-war Sanctuary may be to have SA perform a RegisterForMenuOpenCloseEvent for SPECIALMenu, then in the function catching that event on close for the menu have it deregister and show the trait selection at that point. By that point you're out of the bathroom since you've just taken the Vault-Tec rep's survey. I don't use any quickstart mods though, so I have no clue how they might interfere, but presumably they all still show the SPECIALMenu to the player at some point?

 

Of course, if initializing somewhere other than pre-war sanctuary (for example, installing/upgrading the mod on an existing save), immediately presenting the trait menu like it does now is probably still fine.

Link to comment
17 hours ago, twistedtrebla said:
  • Added: Alcohol screen effect. When your player is in various intoxicated states, there will be a blur and double vision screen effect. Also intended to provide visual aid. At Buzzed/Tipsy/Intoxicated, the effect is barely noticeable. But it becomes exponentially greater at Drunk & Hammered states. Can be turned off or effect strength configurable in MCM.

 

Tried the alcohol effect. Bravo! Very subtle, definitely noticeable at higher levels, but not to the point that you can't play anymore. And above all long and not just shortly after drinking.
One more reason for my request that you also take on the pleasure of chem :)

Link to comment

Hello.

I turned off my character's reputation buffs as I figured my character was suffering enough and I needed building supplies, however after I turned it off in the MCM I still seem to be getting the sale debuff.

How would I check to make sure, one way or the other?  Is there a console command to check a particular value?

Link to comment
12 hours ago, Church the Cat said:

"Permanent Player Traits" menu pops up too early, and is blocked by the white screen. I've no idea what I'm choosing since all words are covered by the "mist". Wouldn't be a huge issue, if we were allowed to change the traits in the MCM later. I'm also surprised that nobody (that a quick Google search could find) has created a mod that removes the white mist blocking the screen when starting a new character.

You can also try spamming your skip button when the cinematic starts.

Link to comment
12 hours ago, Church the Cat said:

"Permanent Player Traits" menu pops up too early, and is blocked by the white screen.

hi @twistedtrebla

I've handled this problem in my mod in following way

Quest MQ101 = Game.GetFormFromFile(0x0001ED86, "Fallout4.esm") as Quest
if MQ101.GetStage() < 15 ; mirror scene. do not show message box
  ; postpone attempt to display popup
  ; timer can be used
endif

 

Link to comment

@twistedtrebla

Idea:

it will be more realistic mind break and perversion only can developed under the condition the character have been druged or alchol . I dont think player will become perverted only because by being raped and raped and raped agian. Even in the porn movie character most become perverted after rape by using drugs. 

Please add an option of this!

And in my opion drugs should have a effect that increase arousal.

Link to comment
14 hours ago, deathmorph said:

Tried the alcohol effect. Bravo! Very subtle, definitely noticeable at higher levels, but not to the point that you can't play anymore. And above all long and not just shortly after drinking.

 

Comparing to the Alcohol Effects mod I was using up to now, definitely more subtle but sticks around longer. AE would make your vision blurry after one drink and then add increasingly worse double-vision the more drinks you had, but it only did it for a minute or so before your vision would clear back up.

 

I definitely like the new additions to alcohol consumption, though wouldn't mind stronger visual effects for a short period (the double-vision in AE is pretty cool) slowly fading to a mild blur over time, maybe based on how much gets consumed. The other thing I'm missing from AE is the drunk blackouts where you wake up in some random part of the Commonwealth if you have too much (Provocative Perks has a drunk blackout mechanic but doesn't do the teleporting).

 

The only real bug I had with AE was that if you saved the game while your vision was impared and then loaded from that save the effect would get stuck until the next time you got drunk. I haven't played around with the drunk blur in SA enough yet to be able to tell whether it suffers from the same issue.

 

14 hours ago, deathmorph said:

One more reason for my request that you also take on the pleasure of chem :)

 

Having it provide different visual effects based on the kind of chem taken, similar to how Chem Visuals works, would be great yes.

Link to comment
1 hour ago, gooser said:

Hi, great mod. I think the Perversion category for animals is too broad. Deathclaws, Yao Guoi, giant insects, etc should be in separate categories. $0.02.

 

I get that it's hard to decide how to split them up, and every additional category means yet another set of perks. Still, if the author is up for rearranging some I wouldn't mind seeing super mutants, FEV hounds and behemoths share a category since they're often found together in groups. Right now if you get assaulted by a large group consisting of a mix of those, you're likely to end up broken or perverted by two different categories. Then again, you could also make that argument about raiders and dogs since they're often found together, so maybe it's not ideal criteria for making that decision after all.

Link to comment
5 hours ago, vaultbait said:

 

I get that it's hard to decide how to split them up, and every additional category means yet another set of perks. Still, if the author is up for rearranging some I wouldn't mind seeing super mutants, FEV hounds and behemoths share a category since they're often found together in groups. Right now if you get assaulted by a large group consisting of a mix of those, you're likely to end up broken or perverted by two different categories. Then again, you could also make that argument about raiders and dogs since they're often found together, so maybe it's not ideal criteria for making that decision after all.

Yeah, that makes complete sense. 

It makes no sense for a perversion to be shared between a Deathclaw and a bloatfly.

Link to comment

I'm having a few CTDs entering random cells. Unfortunately one of them is Diamond City. The last few entries on my Papyrus log show some FPA entries. It sometimes means nothing, but other times it points to the trouble. Check it out if you are interested. 

Quote

    [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
    [FPA_Main (22000F99)].FPA:FPA_Main.OnArousalTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 1347
    [FPA_Main (22000F99)].FPA:FPA_Main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 770
    [FPA_Main (22000F99)].FPA:FPA_Main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 268
[11/29/2022 - 08:09:20PM] VM is freezing...
[11/29/2022 - 08:09:20PM] VM is frozen
[11/29/2022 - 08:09:20PM] Saving game...
[11/29/2022 - 08:09:22PM] VM is thawing...
[11/29/2022 - 08:10:22PM] error: Cannot check worn items against a None keyword
stack:
    [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
    [FPA_Main (22000F99)].FPA:FPA_Main.OnArousalTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 1347
    [FPA_Main (22000F99)].FPA:FPA_Main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 770
    [FPA_Main (22000F99)].FPA:FPA_Main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 268
[11/29/2022 - 08:10:22PM] error: Cannot check worn items against a None keyword
stack:
    [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
    [FPA_Main (22000F99)].FPA:FPA_Main.OnArousalTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 1347
    [FPA_Main (22000F99)].FPA:FPA_Main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 770
    [FPA_Main (22000F99)].FPA:FPA_Main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 268
[11/29/2022 - 08:10:22PM] error: Cannot check worn items against a None keyword
stack:
    [ (00000014)].Actor.WornHasKeyword() - "<native>" Line ?
    [FPA_Main (22000F99)].FPA:FPA_Main.OnArousalTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 1347
    [FPA_Main (22000F99)].FPA:FPA_Main.OnTick() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 770
    [FPA_Main (22000F99)].FPA:FPA_Main.OnTimerGameTime() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPA\FPA_Main.psc" Line 268

 

Link to comment

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
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use