EgoBallistic Posted May 21, 2022 Posted May 21, 2022 8 minutes ago, vaultbait said: Edit: @EgoBallisticWhat do you think about an MCM option to configure an SAF WIllpower value threshold for auto-surrender? Like surrender when Willpower drops to 0, or 20, or whatever. This idea gets more complicated I guess if you also want to only auto-surrender for low Willpower when one of the attackers matches an existing perversion. It wouldn't be difficult to implement. I would need to think about the specific-perversion part, I don't want it to get too performance hungry. 1
twistedtrebla Posted May 21, 2022 Author Posted May 21, 2022 43 minutes ago, vaultbait said: Edit: @EgoBallisticWhat do you think about an MCM option to configure an SAF WIllpower value threshold for auto-surrender? Like surrender when Willpower drops to 0, or 20, or whatever. This idea gets more complicated I guess if you also want to only auto-surrender for low Willpower when one of the attackers matches an existing perversion. For the most performance friendly version this mod can probably fire an event when the player is engaged in a combat with enemies with perversion. Other mods can listen for the event and trigger off of that. 3
EgoBallistic Posted May 21, 2022 Posted May 21, 2022 4 minutes ago, twistedtrebla said: For the most performance friendly version this mod can probably fire an event when the player is engaged in a combat with enemies with perversion. Other mods can listen for the event and trigger off of that. That would be perfect. If you can put that in I can just add a listener in Violate and force surrender when the event is received. So much less work for me. 1
rubber_duck Posted May 21, 2022 Posted May 21, 2022 First of all, thanks for another update and implementing new features! Your hard work is much appreciated! That being said, I'm experiencing some issues with the latest version. I started a new save and I can't seem to get the information box to appear. I assigned the hotkey and whenever I press it the information box doesn't appear. I configured the mod how I always do, and I even assigned the same key for it ('.'). Also, going to the mod's MCM page under Debug and clicking on the button also doesn't work. At least on my end. Any help on this?
twistedtrebla Posted May 21, 2022 Author Posted May 21, 2022 14 minutes ago, rubber_duck said: First of all, thanks for another update and implementing new features! Your hard work is much appreciated! That being said, I'm experiencing some issues with the latest version. I started a new save and I can't seem to get the information box to appear. I assigned the hotkey and whenever I press it the information box doesn't appear. I configured the mod how I always do, and I even assigned the same key for it ('.'). Also, going to the mod's MCM page under Debug and clicking on the button also doesn't work. At least on my end. Any help on this? It's a known issue. All the MCM handles broke in the new version. I'll fix it soon
Guest Posted May 21, 2022 Posted May 21, 2022 38 minutes ago, twistedtrebla said: It's a known issue. All the MCM handles broke in the new version. I'll fix it soon Thank you! And thank you for the mod, if I've never said it before.
Church the Cat Posted May 21, 2022 Posted May 21, 2022 42 minutes ago, dovahnurse said: Thank you! And thank you for the mod, if I've never said it before. Glad to hear, I was just about to mention the same issue. No big deal. Thanks, for all the updates. This mod is great. ?
rubber_duck Posted May 21, 2022 Posted May 21, 2022 1 hour ago, twistedtrebla said: It's a known issue. All the MCM handles broke in the new version. I'll fix it soon Thanks for replying! What do you mean by 'all the MCM handles broke'? Does that mean that no matter how I configure the mod in MCM it won't save those settings and will instead use the default ones? Just curious. Keep up the great work!
twistedtrebla Posted May 21, 2022 Author Posted May 21, 2022 35 minutes ago, rubber_duck said: Thanks for replying! What do you mean by 'all the MCM handles broke'? Does that mean that no matter how I configure the mod in MCM it won't save those settings and will instead use the default ones? Just curious. Keep up the great work! The MCM settings work. Just not the MCM hotkeys 1
rubber_duck Posted May 21, 2022 Posted May 21, 2022 2 hours ago, twistedtrebla said: The MCM settings work. Just not the MCM hotkeys Are you sure about that? I've started yet another new save, and in my 3 hours of playing the hotkey worked as expected. I think something went wrong when I assigned a hotkey for Hunter of the Commonwealth, since I already have some issues with the said mod (MCM hotkey resets each time I restart the game). Either way, I'll mess around with it a bit more later. Will report other issues should there be any. As always, take care and keep up the great work!
Daewrythe Posted May 22, 2022 Posted May 22, 2022 2 hours ago, rubber_duck said: Are you sure about that? I've started yet another new save, and in my 3 hours of playing the hotkey worked as expected. I think something went wrong when I assigned a hotkey for Hunter of the Commonwealth, since I already have some issues with the said mod (MCM hotkey resets each time I restart the game). Either way, I'll mess around with it a bit more later. Will report other issues should there be any. As always, take care and keep up the great work! Maybe it's only for existing saves that updated mid game?
twistedtrebla Posted May 22, 2022 Author Posted May 22, 2022 Uploaded 2.6.1 Fixed bug where MCM hotkeys would sometimes not work (hotkeys for showing current attributes, showing restraint escape menu, etc) (For modders) Added a custom event that fires when player is in combat while having active perversion effects. Meant for 3rd party mod integration. @EgoBallistic here's the info on the custom event: ; Register for event Quest Main = Game.GetFormFromFile(0x00000F99, "FPAttributes.esp") as quest FPA:FPA_Main fpaMain = Main as FPA:FPA_Main RegisterForCustomEvent(fpaMain, "OnCombatWithPerversionEnemy") ; Listen for event ; Event that fires when the player is in combat with enemy(ies) with whom the player has active perversion effects (or perversion craving). ; Note that it only fires if the player is having *cravings* from perversion (hasn't had orgasm for couple of days with those NPCs), ; and wont fire if the player has perversion but isnt having cravings. ; First arg is a float that indicate's the player's current willpower (after it drained a bit) ; Second arg is the highest level of perversion (range 1 - 3) from player's current combat targets. ; Example: Say the player is fighting both Raider and Gunner, and has perversion cravings for both. ; If perversion level for raider is 1, while gunner is 3. This will return 3. ; This event will typically fire once every 15 seconds while the player is in combat. ; Will stop firing if player leaves combat, or isn't fighting enemies anymore with whom the player has perversion cravings. Event FPA:FPA_Main.OnCombatWithPerversionEnemy(FPA:FPA_Main akSender, Var[] akArgs) float currentWillpower = akArgs[0] as float int highestActivePerversionLevel = akArgs[1] as int EndEvent 5
JonX67 Posted May 22, 2022 Posted May 22, 2022 2 hours ago, twistedtrebla said: Uploaded 2.6.1 Fixed bug where MCM hotkeys would sometimes not work (hotkeys for showing current attributes, showing restraint escape menu, etc) (For modders) Added a custom event that fires when player is in combat while having active perversion effects. Meant for 3rd party mod integration. Thanks for the fix, and for the recent updates anyway that are a great addition to a great mod!
rubber_duck Posted May 22, 2022 Posted May 22, 2022 6 hours ago, Daewrythe said: Maybe it's only for existing saves that updated mid game? Could very well be, though I started a new save just after I updated to 2.6.0. Whatever the case, the author updated the mod and the issue should be fixed.
Operand Posted May 22, 2022 Posted May 22, 2022 (edited) 14 hours ago, twistedtrebla said: The MCM settings work. Just not the MCM hotkeys Couple of things: 1. A looooong time wish of mine is for the mod to have the .ini config storing the settings. With more and more features the mod setup via MCM becomes ever more tedious It'd be great if during new game start the mod picked up the settings stored in the config and restored them. 2. The HUD plugin seems to be somewhat forgotten. It'd be great if new attributes and states (like being perverted) are added there. 3. The new sounds are out of balance. They're just too loud compared to everything else. Can be easily fixed by adjusting the volume (I've set the "Gain" to -20 in Audacity, works like a charm) 4. I'd like to use events for other (secondary) attributes changes too, for example hypno-related states - when PC gets different traits of mind related to the hypno vulnerabilities. Those are somewhat missing - not a big issue in itself since it's possible to passively read that state from the Actor record just by checking related perks. Still would be cool to have. 5. Adding an MCM option to remove HH height when molested would be a boon. This is a cheap way of making it work while PC wears heels (I personally don't like this way but it's better than nothing) Thanks for the updates - and new events too! Edited May 22, 2022 by Operand 2
WandererZero Posted May 22, 2022 Posted May 22, 2022 1 hour ago, Operand said: 1. A looooong time wish of mine is for the mod to have the .ini config storing the settings. With more and more features the mod setup via MCM becomes ever more tedious It'd be great if during new game start the mod picked up the settings stored in the config and restored them. No need for this, because this exists. Unlike other MCM mods I've seen for other beth games...this one actually works, and works well. I've been using it for some time now. It's stable, and like I said...actually works. I've used similar mods for Skyrim, etc...all of which were janky af, or riddled with various issues depending on the mod it was saving/recording for. MCM Settings Manager is the real deal. Install it. Use it. Love it. Rub it all over your body. 2
izzyknows Posted May 22, 2022 Posted May 22, 2022 35 minutes ago, WandererZero said: No need for this, because this exists. Unlike other MCM mods I've seen for other beth games...this one actually works, and works well. I've been using it for some time now. It's stable, and like I said...actually works. I've used similar mods for Skyrim, etc...all of which were janky af, or riddled with various issues depending on the mod it was saving/recording for. MCM Settings Manager is the real deal. Install it. Use it. Love it. Rub it all over your body. That is a hell of a time saving mod! Used it since January.
Operand Posted May 22, 2022 Posted May 22, 2022 57 minutes ago, WandererZero said: No need for this, because this exists. Unlike other MCM mods I've seen for other beth games...this one actually works, and works well. I've been using it for some time now. It's stable, and like I said...actually works. I've used similar mods for Skyrim, etc...all of which were janky af, or riddled with various issues depending on the mod it was saving/recording for. MCM Settings Manager is the real deal. Install it. Use it. Love it. Rub it all over your body. This sounds interesting. I likely will not worship it till same degree but it's worth a try, thanks!
WandererZero Posted May 22, 2022 Posted May 22, 2022 32 minutes ago, izzyknows said: That is a hell of a time saving mod! Used it since January. I know. It's a hell of a well done mod. Considering that m8r98a4f2 is also responsible for the FallUI mod suite, it's nice to know he took a swing at the MCM setting retention problem and hit one out of the park. I simply can't imagine going back to the dark times... Honestly, I wish he would make a version for SSE; because if there's one game that needs sane MCM setting management...it's Skyrim. 1
vaultbait Posted May 22, 2022 Posted May 22, 2022 5 hours ago, Operand said: The new sounds are out of balance. They're just too loud compared to everything else. Can be easily fixed by adjusting the volume (I've set the "Gain" to -20 in Audacity, works like a charm) @dosfox may no longer be active (hard to be sure), but if so then including SAF in an update to QUAAF might be an option, or someone could try to continue that effort. Unfortunately, sound effects included in mods tend not to be normalized to any standard amplitude window, so mixing mods means jarring differences in apparent sound effect volumes.
asdfer1234 Posted May 22, 2022 Posted May 22, 2022 (edited) Not sure what I am doing wrong. But I don't think I am managing to get the HUD thing to work properly. I got the file from here and the thing from Nexus. plug-ins enabled. adjusted and applied setting in MCM to maybe refresh it. Am I missing something (obvious)? Edit: after some rudimentary testing the problem seems to be more save-file dependant as opposed to mod-list/load-order issue. Same profile but with two different saves - test save-file it works (to be expected) but my actual-game save-file no dice. Wondering what could be the cause and if anybody more knowledgeable could help out? Altho it's no real big cause I could easily just hotkey to have the attributes pop up or just look in the pip-boy. BUT IT WOULD BE NICE TO HAVE THE HUD please advise & thank you. Edited May 22, 2022 by asdfer1234
Operand Posted May 22, 2022 Posted May 22, 2022 (edited) 44 minutes ago, vaultbait said: Unfortunately, sound effects included in mods tend not to be normalized to any standard amplitude window, so mixing mods means jarring differences in apparent sound effect volumes. I'm just pointing the issue out. It's not a big deal to fix (took me ~10 minutes for all sounds) so I figured in next mod updates it can be addressed. 16 minutes ago, asdfer1234 said: Not sure what I am doing wrong. But I don't think I am managing to get the HUD thing to work properly. I got the file from here and the thing from Nexus. plug-ins enabled. adjusted and applied setting in MCM to maybe refresh it. Am I missing something (obvious)? It doesn't work for me either. I know it's most likely my setup because HUD framework has a lot of issues and heavily depends on some load order conditions (which exactly - I have no idea, each time it fails it's like a new one pulled out of aether). Bottom line - HUD Framework is quite old, buggy and overall not a good piece of software. The only problem is that it's the only one thing currently available for creating HUG plugins - unless one can do it raw via UI calls which likely involves same level of difficulty as creating an F4SE plugin. Edited May 22, 2022 by Operand
deathmorph Posted May 22, 2022 Posted May 22, 2022 I've found HUD to be available immediately when I start a new game. Installed into a running game, it doesn't come right away, but... sometime. But it works.
Operand Posted May 22, 2022 Posted May 22, 2022 (edited) Found another issue - molesters are slapping PC during the molestation animation sending the flow completely out of wack. The scene still works though but it looks very jarring. Curios thing is - the mod actually has a check for NPC's availability during the "bump" quest - and even more, it checks for the "busy" keyword that's within the very same mod (i.e. not just simply AAF one). It seems that the keyword is just never attached to an actor during the molestation sequence. I fixed that and stared to mark the actor with that keyword and it all works out nicely, no more slaps during the sequence. EDIT: Just realized this belongs to FPSH, not FPA. But oh well. Luckily these have the same author Edited May 22, 2022 by Operand
Sthan Dust Posted May 22, 2022 Posted May 22, 2022 I Love these new additions in both SA and Harrassment! ❤️
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