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Posted
On 10/24/2024 at 1:41 PM, housewalker123 said:

Whats the best way to farm positive self-esteem?

 

Main way is gaining experience points. There's a setting in the MCM to set the number of XP required for esteem increase

Posted

I´m getting these errors in Xedit:

 

[06:42] Checking for Errors in [81] FPAttributes.esp
[06:42] FPA_NPCDoctor "Doctor Neura" [NPC_:8100DD5D]
[06:42]     NPC_ \ AIDT - AI Data \ No Slow Approach -> <Unknown: 214>
[06:42] FPA_SexDesperationPotion "Arousal" [ALCH:81019BF0]
[06:42]     ALCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF

Posted (edited)

@twistedtrebla
Thanks so much for creating this, super useful.

I am in the process of building a mod with a story that uses both AAF and Sexual Attributes. As part of that story I want to expand upon some aspects of Sexual Attributes, by adding a corruption mechanic with story arc progression stages,  but in a way that is not intrusive, only additive. 
I do have two questions I hope perhaps you can answer.

The first one is as follows:
I did notice elements of Sex attributes that I can't quite figure out the purpose/advantage of.
Namely, some potions that mirror some of the stat globals. They are equipped based on the mod version (and are even refreshed every 30 days). 

Some examples 
    Player.equipitem(FPA_WearOralPotion, false, true)
    Player.equipitem(FPA_WearVagiPotion, false, true)
    Player.equipitem(FPA_WearAnalPotion, false, true)
    Player.equipitem(FPA_WearBottomPotion, false, true)
    Player.equipitem(FPA_SelfEsteemPotion, false, true)
    Player.equipitem(FPA_WillpowerPotion, false, true)
    Player.equipitem(FPA_SpiritPotion, false, true)
    Player.equipitem(FPA_OrientationPotion, false, true)
They are defined in the Papyrus scripts as properties assuming they link to the actual potion items defined in the ESP.
But there are also numeric global variables for these. 

I can't quite figure out the specific purpose of the potions. 
When showing attributes,  the global variables are the ones questioned, not the potions.
When the values are modified the global variables are modified, not the potions'magic effect. 
When decisions are made the global variables are taken into account, not the potions.

May I inquire why the potions?
I assume there are some advantages to handing these variables as Magic effects caused by these potions, rather than just handling some global variables but can't figure out why.


The second question
I want to figure out more details of a Sex scene that is occurring (or has just wrapped up)
The way you defined what you do on AAF Sex end event was illuminating, but I want to determine even more things about a scene. with higher granularity, not only what races were involved, but specifically which actor was in which slot.
While looping through the participating actors and figuring out what the participating races were is an aspect that can be figured out, I don't know how to figure out which participant was in what position, or where to find documentation on that (assuming should be part of AAF?).

Later edit:  the second question is not that important anymore. 
I figured out finally that the tags you were polling to find out these details come from THEMES.




Thank you ahead of time for reading this!

Edited by MSM_Alice
Posted

has anyone played with the HUD plugin to maybe update it?   Kind of surprised it has gone this long without a patch for arousal.   I have not yet learned how to get into the nuts and bolts of mods to see what they do behind the scenes.

Posted (edited)

Hey i have a question is the new update of the mod for fallout 4 NG update because idk if it is ok to update this mod.

Edited by crimvale
  • 1 month later...
Posted

Love this mod and how others interact with it. One thing I've noted I wish was different was that deathclaws were in their own category. Kinda funny getting a perversion for deathclaws, then a few days later feeling like surrendering to some wild mongrels.

  • 2 weeks later...
  • 2 weeks later...
Posted

@twistedtrebla

Is there a possibility that the "perversions" and "fear" messages are suppressed in combat? And maybe a slight moaning in the case of perversion instead? Fear is already accompanied by breathing sounds, which I find very immersive. However, the message for this is superfluous. Together with the messages for perversion, it's like a sixth sense, which breaks the immersion quite a bit.


Would that be possible?

Posted
On 12/25/2024 at 2:15 PM, 4nln415 said:

is there a way to call out the initial preference menu to reset/change it because I don't usually decide what I'm gonna do until later. 

memory den at goodneighors , but i dont know if ther is a console command for that 

i would like to , because i can't was able to choice anything 
the menu appeared when the screen was blank , just before nate wip off the mirror ... i hate this start 

Posted (edited)
8 hours ago, sgtlev said:

memory den at goodneighors , but i dont know if ther is a console command for that 

i would like to , because i can't was able to choice anything 
the menu appeared when the screen was blank , just before nate wip off the mirror ... i hate this start 

Yeah I ask because if you're just starting out it's not easy to get to Good Neighbor unless you cheat a bit 

and usually we don't decide what we're gonna do with the character until we exit the vault via quick start or what not. 

 

Edited by 4nln415
Posted
On 1/3/2025 at 9:27 AM, 4nln415 said:

Yeah I ask because if you're just starting out it's not easy to get to Good Neighbor unless you cheat a bit 

and usually we don't decide what we're gonna do with the character until we exit the vault via quick start or what not. 

 

i agree ,is not easy and probably not the first area that you want go in
but putting doc neura into the memory den is the logic choice , the other logic option would be the institute xD

and depend , personally i know where i go ( with more that 3000 game hours .... i know the pattern ) and the mod " another life" is usefull for that kind of playthrough RP

 

Posted

Does anyone else have a problem with the HUD plugin of this mod always keeping the values at 0? The values do change internally so they are working as evidenced by me using the hotkey to open the attributes menu but the hud's number themselves dont go up or down.

 

image.png

Posted (edited)
12 minutes ago, muhavaux33 said:

Does anyone else have a problem with the HUD plugin of this mod always keeping the values at 0? The values do change internally so they are working as evidenced by me using the hotkey to open the attributes menu but the hud's number themselves dont go up or down.

 

image.png

Do you have HUD Framework installed? If yes do you have any other mods installed that utilize HUD Framework? The HUD is pretty fragile so if you have more than one mod that uses HUD Framework it can break Sex Attributes HUD. 

Edited by SergeantPuddles2
Posted
21 minutes ago, SergeantPuddles2 said:

Do you have HUD Framework installed? If yes do you have any other mods installed that utilize HUD Framework? The HUD is pretty fragile so if you have more than one mod that uses HUD Framework it can break Sex Attributes HUD. 

 

I had the same issue, for me it turned out the culprit was the GUI from Transfer Settlements.

Posted
5 minutes ago, EgoBallistic said:

 

I had the same issue, for me it turned out the culprit was the GUI from Transfer Settlements.

 

27 minutes ago, SergeantPuddles2 said:

Do you have HUD Framework installed? If yes do you have any other mods installed that utilize HUD Framework? The HUD is pretty fragile so if you have more than one mod that uses HUD Framework it can break Sex Attributes HUD. 

I'm using transfer settlements so that must be the cause. Thank you for the replies.

Posted
1 hour ago, muhavaux33 said:

 

I'm using transfer settlements so that must be the cause. Thank you for the replies.

If this is a new game you should be ok, if it's not a new game you may have to load a save from before you installed Transfer Settlements, I ended up just not using the Sex Attributes HUD because I like having Transfer Settlements and I just use a hotkey instead to check attributes.

Posted
1 hour ago, SergeantPuddles2 said:

If this is a new game you should be ok, if it's not a new game you may have to load a save from before you installed Transfer Settlements, I ended up just not using the Sex Attributes HUD because I like having Transfer Settlements and I just use a hotkey instead to check attributes.

It was a new game and the bug still happened. Either way I need transfer settlements so I'm doing the same thing of simply using the hotkey to open up the attributes menu

Posted
On 4/9/2020 at 9:49 PM, twistedtrebla said:

No if you have the plugin installed (and HUDFramework mod) it should just show when you open the game

can't find the plug in

 

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