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Posted
15 hours ago, rkd13a said:

Is there a max number of perversions you can have at one time?

 

There is a limited set of perversions defined, but from what  I can tell it seems to be possible to have them all concurrently.

Posted
30 minutes ago, vaultbait said:

 

There is a limited set of perversions defined, but from what  I can tell it seems to be possible to have them all concurrently.

Thanks ^^

 

I will have to continue experimenting then lol.

Posted (edited)
10 minutes ago, rkd13a said:

Thanks ^^

 

I will have to continue experimenting then lol.

 

What specifically were you trying which was confusing? If you look at the scripts, there's only a handful of perversion categories (animal, feral, raider,, gunner, synth, mutant). If for example you get the wasteland creatures (animal) perversion rank maxed out with a yao guai and then go on to have a bunch of orgasms from a mirelurk, you're not going to see a new perversion for that because they're both in the same category.

 

Edit: Conversely, if you surrender with Violate to a mixed group of super mutants, mutant behemoths and FEV hounds, you can end up with perversions for both mutant and animal from that one encounter (because behemoths and hounds are in the animal category instead of the mutant category).

Edited by vaultbait
Posted

Idea: Increase arousal and orgasm rate during group sex. Currently, the odds of mind break and acquiring perversions during large Violate scenarios seem attenuated by the chance of multiple partner animations. The more threesomes you wind up in, the fewer orgasms total, and so less chance you'll be fucked up from the experience, which seems counterintuitive.

 

Also, the default 200 real-world seconds for regaining composure is a bit short, so I've been maxing it out in the MCM. Otherwise pretty much any delay between sex triggers allows you to recover from multiple orgasms. I haven't looked in the scripts to see what might pause or reset the comedown timer (apart from having another orgasm), but longer seems preferable. Maybe if it were doubled on loss of composure, tripled when hazy, quadrupled once incoherent, and so on...? Ideally it should take progressively longer to get over those conditions.

Posted
1 hour ago, vaultbait said:

 

What specifically were you trying which was confusing? If you look at the scripts, there's only a handful of perversion categories (animal, feral, raider,, gunner, synth, mutant). If for example you get the wasteland creatures (animal) perversion rank maxed out with a yao guai and then go on to have a bunch of orgasms from a mirelurk, you're not going to see a new perversion for that because they're both in the same category.

 

Edit: Conversely, if you surrender with Violate to a mixed group of super mutants, mutant behemoths and FEV hounds, you can end up with perversions for both mutant and animal from that one encounter (because behemoths and hounds are in the animal category instead of the mutant category).

I was not trying for anything specifically really, just testing and experimenting.

 

ghouls an afraid of, mutants and animals, I was just curious if there was a cap at lets say two or something

Posted
18 minutes ago, gooser said:

"Your perversion is tempting you to surrender"

This is just role play right? just messaging?

 

 

Yeah, as this mod doesn't have a mechanism through which you can surrender to hostile NPCs. You'll need Violate by EgoBallistic to do that.

Posted
42 minutes ago, gooser said:

"Your perversion is tempting you to surrender"

This is just role play right? just messaging?

 

2.6.1 added an event emitter:

 

Quote

(For modders) Added a custom event that fires when player is in combat while having active perversion effects. Meant for 3rd party mod integration.

 

The hope is that Violate could catch this and check a Willpower slider from MCM against the global value to determine whether to force you to surrender.

Posted
15 hours ago, vaultbait said:

 

2.6.1 added an event emitter:

 

 

The hope is that Violate could catch this and check a Willpower slider from MCM against the global value to determine whether to force you to surrender.

 

I'm not sure if it's working atm. I've had the perversion surrender message a number of times for Raiders but so far it hasn't triggered Violate. I assume it's randomised somewhat so I can't think of a way to test definitively.

Posted
2 hours ago, Slorm said:

I'm not sure if it's working atm.

It's not implemented yet in Violate. The next update Ego does "should" have the feature. Maybe... fingers crossed. ;)

 

Posted
6 hours ago, Slorm said:

 

I'm not sure if it's working atm. I've had the perversion surrender message a number of times for Raiders but so far it hasn't triggered Violate. I assume it's randomised somewhat so I can't think of a way to test definitively.

 

Yes, sorry if I was confusing, that's why I called it a "hope" (I didn't mean to imply the Violate end of things was implemented yet, I merely hope it will be).

Posted

Hmm so it seems the raider/gunner perversion doesn't work well with third party mods that spawn them. For instance, turns out gunner enemies spawned by SKK Combat Stalkers actually aren't in the gunner faction.. so the mod will never trigger gunner perversion for it. Wondering what I can do about these NPCs that dont have the faction properly assigned to them..

Posted
2 hours ago, twistedtrebla said:

Hmm so it seems the raider/gunner perversion doesn't work well with third party mods that spawn them. For instance, turns out gunner enemies spawned by SKK Combat Stalkers actually aren't in the gunner faction.. so the mod will never trigger gunner perversion for it. Wondering what I can do about these NPCs that dont have the faction properly assigned to them..

Could you just add them to their own perversion "if" the mod is installed?

I know it's a keyword but just as an example.. (I'm no code monkey!)


If Game.IsPluginInstalled("SKK476OpenWorld.esp") == TRUE
        SKK_476NoDisable = Game.GetFormFromFile(0x00019bcb, "SKK476OpenWorld.esp") as Keyword
    Else
        SKK_476NoDisable = None
    EndIf

Posted
8 hours ago, twistedtrebla said:

Hmm so it seems the raider/gunner perversion doesn't work well with third party mods that spawn them. For instance, turns out gunner enemies spawned by SKK Combat Stalkers actually aren't in the gunner faction.. so the mod will never trigger gunner perversion for it. Wondering what I can do about these NPCs that dont have the faction properly assigned to them..

 

I tested this with the Nexus version of SKK CS (not sure if another version works differently).  The Gunners that spawned were still in the Gunner faction but at rank -1 instead of 0 (or higher).  The CK wiki says this about faction ranks:

  • -2 if the Actor is not in the faction.
  • -1 if the Actor is in the faction, with a rank set to -1. By convention, this means they may eventually become a member of this faction.

So for your purposes, maybe it's enough to check if the enemy faction rank is higher than -2?

Posted

I recently started to experience weird things in Fallout 4; and I think it's because of SA.

 

Allow me to explain (spoiler since it's a bit long)...

Spoiler

[TL;DR]

After numerous non-consensual events including the player, 3rd-person animations got changed. Loading a save prior to the events, as well as starting a new save/loading the older one, reverts 3rd person animations to the correct ones.

 

[Detailed description]

My character's spirit dropped to 0, experienced Mind Break and developed Perversion towards Raider faction. I did it on purpose since I wanted to check out the newly added features (Mind Break and Perversion).

 

The way I did it is pretty standard and includes other mods:

Firstly, character surrendered to Raiders (AAF: Violate). After a few scenes during the surrendering event in Violate (assaults - psychological stats got really low), my character got abducted (RSE2: CSA). During the abduction phase (I configured it to be 2 in-game days long) my character kept getting violated every game hour, with the exception being sleeping for 6 hours. In those 2 in-game days my character developed Perversion and PTSD.

 

Now here's the interesting part:

Upon getting released (when abductors dump the player somewhere on the map if the player didn't escape) I noticed that my 3rd person animations were different. Especially when holding the weapon and running with it. It is worth mentioning that I have different 3rd person animations installed, but nothing should conflict with it.

 

I reloaded the save prior to all the events described above and I got my old 3rd person animations back (the ones I used prior to getting abducted/violated).

What's more, I even started a new save and loaded entirely different save (when character's orientation was either dominant or mildly dominant) and 3rd person animations were expected - the same ones I 'had' prior to the already mentioned events.

 

I suspect it has to do with the perks SA gives the player - upon getting released by abductors, my character was extremely submissive and that gained +3 points in Endurance.

 

With that said, I still haven't tested this out 100%. I'm currently playing the game earning as much XP as possible since I want to bring the spirit to 100 and make my character either neutral or mildly dominant. Also, I lowered the perversion length from 60 in-game days to 27, and at the same time I'm waiting for my character to lose perversion.

 

3rd-person animation packs I have installed (MO2 load order):

3rd Person Tactical ADS

Better 3rd Person Animations - New Rifle Sneaking Animations

Girly Animation v4.3.1

Just New Female Animations - LOOSE FILES*

Better Female Walk (Extra Jiggle)

 

* - JNFA is overwritten by Better Female Walk, but overwrites 3rd Person Tactical ADS

 

Is all this expected...? I genuinely have no idea what's going on since it's my first time encountering such issue. The issue is minor, and SA works perfectly fine, but I'm curious what caused it to misbehave, in a way.

 

Did anyone experience similar issue? What are the known causes and fixes for it?

 

Any help is much appreciated; thanks in advance!

Posted
5 hours ago, spicydoritos said:

 

I tested this with the Nexus version of SKK CS (not sure if another version works differently).  The Gunners that spawned were still in the Gunner faction but at rank -1 instead of 0 (or higher).  The CK wiki says this about faction ranks:

  • -2 if the Actor is not in the faction.
  • -1 if the Actor is in the faction, with a rank set to -1. By convention, this means they may eventually become a member of this faction.

So for your purposes, maybe it's enough to check if the enemy faction rank is higher than -2?

 

Hmm weird. I'm using the IsInFaction function for the faction check. https://www.creationkit.com/fallout4/index.php?title=IsInFaction_-_Actor

I guess that returns false unless their faction rank is 0 or higher? It is rather strange that these NPCs are being spawned with faction rank -1. Wonder why that is.

Posted
2 hours ago, rubber_duck said:

I recently started to experience weird things in Fallout 4; and I think it's because of SA.

 

Allow me to explain (spoiler since it's a bit long)...

  Reveal hidden contents

[TL;DR]

After numerous non-consensual events including the player, 3rd-person animations got changed. Loading a save prior to the events, as well as starting a new save/loading the older one, reverts 3rd person animations to the correct ones.

 

[Detailed description]

My character's spirit dropped to 0, experienced Mind Break and developed Perversion towards Raider faction. I did it on purpose since I wanted to check out the newly added features (Mind Break and Perversion).

 

The way I did it is pretty standard and includes other mods:

Firstly, character surrendered to Raiders (AAF: Violate). After a few scenes during the surrendering event in Violate (assaults - psychological stats got really low), my character got abducted (RSE2: CSA). During the abduction phase (I configured it to be 2 in-game days long) my character kept getting violated every game hour, with the exception being sleeping for 6 hours. In those 2 in-game days my character developed Perversion and PTSD.

 

Now here's the interesting part:

Upon getting released (when abductors dump the player somewhere on the map if the player didn't escape) I noticed that my 3rd person animations were different. Especially when holding the weapon and running with it. It is worth mentioning that I have different 3rd person animations installed, but nothing should conflict with it.

 

I reloaded the save prior to all the events described above and I got my old 3rd person animations back (the ones I used prior to getting abducted/violated).

What's more, I even started a new save and loaded entirely different save (when character's orientation was either dominant or mildly dominant) and 3rd person animations were expected - the same ones I 'had' prior to the already mentioned events.

 

I suspect it has to do with the perks SA gives the player - upon getting released by abductors, my character was extremely submissive and that gained +3 points in Endurance.

 

With that said, I still haven't tested this out 100%. I'm currently playing the game earning as much XP as possible since I want to bring the spirit to 100 and make my character either neutral or mildly dominant. Also, I lowered the perversion length from 60 in-game days to 27, and at the same time I'm waiting for my character to lose perversion.

 

3rd-person animation packs I have installed (MO2 load order):

3rd Person Tactical ADS

Better 3rd Person Animations - New Rifle Sneaking Animations

Girly Animation v4.3.1

Just New Female Animations - LOOSE FILES*

Better Female Walk (Extra Jiggle)

 

* - JNFA is overwritten by Better Female Walk, but overwrites 3rd Person Tactical ADS

 

Is all this expected...? I genuinely have no idea what's going on since it's my first time encountering such issue. The issue is minor, and SA works perfectly fine, but I'm curious what caused it to misbehave, in a way.

 

Did anyone experience similar issue? What are the known causes and fixes for it?

 

Any help is much appreciated; thanks in advance!

If youre having animation problems It's probably not this mod. This mod doesn't add or edit any animations 

Posted
11 hours ago, izzyknows said:

Could you just add them to their own perversion "if" the mod is installed?

I know it's a keyword but just as an example.. (I'm no code monkey!)

 

If Game.IsPluginInstalled("SKK476OpenWorld.esp") == TRUE
        SKK_476NoDisable = Game.GetFormFromFile(0x00019bcb, "SKK476OpenWorld.esp") as Keyword
    Else
        SKK_476NoDisable = None
    EndIf

 

What keyword is that? Is that the keyword that all enemies spawned by SKK Combat Stalkers have?

Posted
1 hour ago, twistedtrebla said:

What keyword is that? Is that the keyword that all enemies spawned by SKK Combat Stalkers have?

It's modified code from Commonwealth Captives for SKK 4-76 Open World.... "SKK476OpenWorld.esp" to protect NPC's from removal.

I used a tweaked version to add a keyword from Hardship to captives when they are converted to settlers so they are always ready for some "fun". LOL

As for Combat Stalkers.. you'd have to check their code to see what they got going.

Posted
2 hours ago, twistedtrebla said:

 

Hmm weird. I'm using the IsInFaction function for the faction check. https://www.creationkit.com/fallout4/index.php?title=IsInFaction_-_Actor

I guess that returns false unless their faction rank is 0 or higher? It is rather strange that these NPCs are being spawned with faction rank -1. Wonder why that is.

 

Seems like a logical conclusion based on the results.  One alternative function is GetFactionRank.  That will return an int value instead of a bool.

 

I agree it's strange that SKK actors spawn with rank -1.  The spawning formlists in the esp are populated with vanilla leveled NPCs with faction rank 0.  Perhaps their ranks are downgraded in the scripts for some internal compatibility or AI package reasons? 

Posted (edited)
17 hours ago, rubber_duck said:

I recently started to experience weird things in Fallout 4; and I think it's because of SA.

 

Allow me to explain (spoiler since it's a bit long)...

  Reveal hidden contents

[TL;DR]

After numerous non-consensual events including the player, 3rd-person animations got changed. Loading a save prior to the events, as well as starting a new save/loading the older one, reverts 3rd person animations to the correct ones.

 

[Detailed description]

My character's spirit dropped to 0, experienced Mind Break and developed Perversion towards Raider faction. I did it on purpose since I wanted to check out the newly added features (Mind Break and Perversion).

 

The way I did it is pretty standard and includes other mods:

Firstly, character surrendered to Raiders (AAF: Violate). After a few scenes during the surrendering event in Violate (assaults - psychological stats got really low), my character got abducted (RSE2: CSA). During the abduction phase (I configured it to be 2 in-game days long) my character kept getting violated every game hour, with the exception being sleeping for 6 hours. In those 2 in-game days my character developed Perversion and PTSD.

 

Now here's the interesting part:

Upon getting released (when abductors dump the player somewhere on the map if the player didn't escape) I noticed that my 3rd person animations were different. Especially when holding the weapon and running with it. It is worth mentioning that I have different 3rd person animations installed, but nothing should conflict with it.

 

I reloaded the save prior to all the events described above and I got my old 3rd person animations back (the ones I used prior to getting abducted/violated).

What's more, I even started a new save and loaded entirely different save (when character's orientation was either dominant or mildly dominant) and 3rd person animations were expected - the same ones I 'had' prior to the already mentioned events.

 

I suspect it has to do with the perks SA gives the player - upon getting released by abductors, my character was extremely submissive and that gained +3 points in Endurance.

 

With that said, I still haven't tested this out 100%. I'm currently playing the game earning as much XP as possible since I want to bring the spirit to 100 and make my character either neutral or mildly dominant. Also, I lowered the perversion length from 60 in-game days to 27, and at the same time I'm waiting for my character to lose perversion.

 

3rd-person animation packs I have installed (MO2 load order):

3rd Person Tactical ADS

Better 3rd Person Animations - New Rifle Sneaking Animations

Girly Animation v4.3.1

Just New Female Animations - LOOSE FILES*

Better Female Walk (Extra Jiggle)

 

* - JNFA is overwritten by Better Female Walk, but overwrites 3rd Person Tactical ADS

 

Is all this expected...? I genuinely have no idea what's going on since it's my first time encountering such issue. The issue is minor, and SA works perfectly fine, but I'm curious what caused it to misbehave, in a way.

 

Did anyone experience similar issue? What are the known causes and fixes for it?

 

Any help is much appreciated; thanks in advance!

 

I've had this happen on rare occasions, instead of being in the normal 3rd person pose looking ahead the pc's head looks to the left at rest and there are other oddities. As far as I can tell (and this is anecdotal as there's not an easy way to test) it's caused if an animation (or the script running it) gets interrupted so the pc is not returned to the standard pose.

 

There is a console command to reset the pose back to normal but I can't for the life of me remember what it is off the top of my head. I may have it written down somewhere, I'll post it if I can find it, but someone here may know what it is.

 

EDIT: Rustling of ancient bits of dog eared notes with various beer stains

 

I think this is it

 

player.caa animarchetypeplayer

 

 

Edited by Slorm
Posted
43 minutes ago, Slorm said:

I think this is it

 

player.caa animarchetypeplayer

 

A good thing to do is to add it to a one off batch file. I have all sorts of batchfiles in my install directory. Like one for enableplayercontrols, one to fix the Curie bug when I encounter it (resetquest comcurie; setstage comcurie 83) various other setstage bat files to fix bugs with other quests...some bat files for fixing terminal issues. You get the idea.

 

When I make a new one, I also add it to my backup folder, where my backed up exe lives. It's a good little habit to get into. ;)

 

Cheers!

Posted

Some tweaks:

 

2.6.4

  • MCM option to set stimulation increase multiplier if sex is a gang bang
  • MCM option to enable/disable stimulation block during sex if player is wearing Devious Device chastity belt. (was previously always enabled)
  • Updated raider and gunner faction check (for perversion and PTSD) to work better with third party mods spawning them, like SKK Combat Stalker
Posted

Suggestion for future update (hopefully just a small tweak)

 

Would it be possible to have the Trauma icon disappear when the pc has taken sufficient chems/alcohol to block it and then return when the effects have worn off. It'll just make it a bit easier to keep track of Trauma, if it's straightforward to do

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