Popular Post twistedtrebla Posted March 21, 2018 Popular Post Share Posted March 21, 2018 [AAF] Sexual Harassment (11/18/2023) View File Sexual Harassment v1.19.3 (for AAF) > INTRO Nora wakes up in a world that is unrecognizable from the one she left. Not only is the Commonwealth in complete ruins, the everyday toils of living in the harsh wasteland with raider gangs, mutants, and no functioning central government has transformed the human society for the worse. People now live in a crude, masochistic society where the strong prey on the weak, with little to no consequences. Due to a lack of a functioning criminal justice system, it is a common sight for men with no moral compass to be making sexual advances on women, knowing they can get away with it. Bystanders, who are usually too busy and stressed out with their own problems, often turn a blind eye, giving excuses that at least they are not being kidnapped by the Institute, or being eaten alive by feral ghouls. At the end of the day, there is nothing more important than survival for most people in the Commonwealth, and they are willing to concede many things, including decency and justice, in order to hold onto that. Over time, this attitude has resulted in a shift in people's opinion: it is now considered unthinkable and unacceptable to use deadly force to prevent an action that does not threaten one's life, such as sexual harassment and assault. The expectation has become that women should give in and just take it, so as to preserve the little peace that they have and remain focused on the more important problem of surviving in the deadly wasteland. There are much more worse things in the Commonwealth than sharing some bit of pleasure with men who often put in the work to protect the society, or so the sentiment goes. Nora finds herself in this perverted reality where some invisible forces are seemingly constantly trying to find ways to bring her down and turn her into a sex object. Will Nora have what it takes to rise above these challenges and succeed in establishing herself as a strong woman of dignity that should be respected and feared? Or will she succumb to these forces and get sucked into an inescapable hole where her sole purpose in society will become nothing more than being an object of gratification for hungry lustful men? > FEATURES Overview This mod will transform your Commonwealth to a masochistic society where NPCs approach, harass, and demand sex from players! It adds various scenarios where non-hostile NPCs approach the player to start a dialogue. The dialogue is usually about sex, of course, in one form or another. Depending on the player's state at the time (whether intoxicated, or aroused, etc. from Sex Attributes) the dialogue changes. In the beginning of the game, the dialogues will be rather tame, since the player is sort of an unknown identity. However, once the player starts to show any sign of being weak or easily preyed upon, the dialogues will start to become more aggressive and forceful. The overall theme of this mod includes: submission, exploitation, manipulation, coercion, deception, loss of control, brainwashing, and humiliation. It's centered around a female player, although a male player will still work but with reduced functionalities, and NPCs calling the player in female terms. NPC harassers were designed to be men. But they can also be women, per included MCM setting (dialogue will still assume male NPC, however). This mod features several different "types of approaches". Currently, they are the following: Shock collar approach. NPCs will approach the player if the player is wearing a shock collar from Real Handcuffs. The NPC will seek to dominate the player by shocking them until submission, and try to make the player their personal sex toy. Devious Device approach. NPCs will approach the player if the player is wearing Devious Devices, or Real Handcuffs/collars. Some will offer help. Some will offer help for a price. Others will try to take advantage of the defenseless player by force. Sex approach. NPCs will approach the player if the player is naked, or has a sex reputation for being a slut. They will demand sex from the player. Flirt approach. NPCs will approach the player to flirt. Eventually, they ask for sex. Fan approach. NPCs will approach the player to offer a sweet drink they made for the player., as a form of thanks for all the player has done. Some may offer a massage instead. Hypnosis approach. NPCs will approach the player to offer a hypno therapy session for caps. They claim the hypno therapy will rejuvenate them mentally. Blackmail approach. NPCs will approach the player and try to blackmail with incriminating pictures of the player. They will demand the player strip naked, put on devious devices, and have sex with them. Sex Attributes Integration The player's choices and how the NPC reacts to the player is largely based on the player's sex attributes. Here's a brief overview of how each attribute affects the player and the reacting NPC. Willpower. This stat allows the player to resist aggressive NPCs and repel their advances. During an approach, if the player has enough willpower, they will be able to select resist options. The willpower will be deducted afterwards. However, if the player does not have enough willpower, they will not be able to resist, and will need to turn to less reliable measures. Spirit. This stat indicates how suggestible and easily manipulated the player is. If the player has low spirit, some NPCs may try to manipulate the player to get into the player's pants. For hypno approach, lower spirit causes the player to become more susceptible to hypnosis at a faster rate, while higher spirit has the opposite effect. Low spirit will also make it easier for the NPC to persuade the player, while higher spirit means opposite. Dom/sub Orientation. This stat influences how easily or not easily the player can repel NPC advances. Being dominant decreases the willpower cost for resist options, while increasing the success chances for other options that do not cost willpower. On the other hand, being submissive increases the willpower cost for resist options, while decreasing the success chances for other free options. Sex Addiction. Being a slut makes it difficult for the player to refuse sex, requiring willpower just to refuse. When the NPC starts getting aggressive, being a slut will also negatively impact the player's options. It will increase willpower costs for resist options while decreasing success chances for free options. Arousal. Functions similarly to Sex Addiction. High arousal (being desperate for sex) will have similar effects to being a slut. Sex Reputation. Having a bad reputation will increase the likelihood of bad events triggering. If the player has a reputation for being a Prostitue or Slut, the NPC is more likely to be aggressive/demanding Intoxication Level. If the player is too drunk, NPCs are more likely to try to take advantage of the player and do more devious things. Being drunk will also make it easier for the NPC to persuade the player. Also, being drunk adds penalty to your reflexes, making it more difficult to resist NPCs who get physical. SPECIAL Certain SPECIAL stats also have their implications: Strength. This stat helps when things get physical. Some NPCs will try to take the player by force physically. Players with higher strength will require less willpower to resist physical advances, while lower strength will require more willpower. Charisma. When all other options fail, the player may try to use their charm as a last resort. Higher charisma increases the chance for pleads to succed while lower charisma does the opposite. Intelligence. This stat provides the player with protection from NPCs who may try to trick the player. If the player is too stupid, the player may fall victim to NPCs who pretend to help the player, but is really only trying to get into the player's pants. Agility. This stat increases the chance that the player will successfully struggle out of situations where the NPC gets physical. Luck. This stat affects a wide spectrum of chances. Higher luck increases the chance that good scenarios will happen (i.e. an NPC who agrees to unlock all devious devices from player for free) while decreasing the chance that bad scenarios will happen (i.e. an NPC who secretly spikes the player's drink). Lower luck has the opposite effect. NPC Morality Not all NPCs are created equal. Some will be genuinely decent (officially referred to as "decent"). Others will be outright evil (officially "evil). Then there are some who are somewhere in the middle ("questionable"). NPCs will act according to their randomly set morality. There is no way to know an NPC's true morality. The only option is to try to remember their history of actions and make an educated guess. And hopefully, you may be able to build a "circle of trust" of NPCs that you can fully depend on. Be careful, though; evil NPCs will sometimes do good things, to try to get the player to trust them, only to strike when the player is unsuspecting! Morality is assigned randomly and once an NPC has one assigned, they will keep it for the remainder of the save. It will only be assigned a new one upon creating a new game. This means every time you create a game, it's a whole new landscape! NPC Confidence Like Morality, each NPC will be assigned a random confidence level. This will dictate what that NPC is capable of. For example, if the NPC is not confident enough, no matter how evil they are, the nonconfident NPC will never approach the player to aggressively harass her. NPC Impression Of Player How the player responds to various NPC approaches affects how the NPCs start to view the player. If the player repeatedly gives in, or fails to resist, or doesnt stand up for herself, NPCs will start to perceive the player as a pushover, emboldening them and causing even NPCs that would've otherwise not had enough confidence to start being more bold. On the other hand, if the player repeatedly intimidates NPCs, or successfully resists them and often stands up for herself, NPCs will perceive the player as tough/hard to get and even the usually confident ones may have hesitation in approaching the player. Shock Collar Approaches NPCs will approach the player if the player is wearing a shock collar from Real Handcuffs. If the mod is not installed, this approach will not happen. The NPC will try to gain compliance and obedience from the player by repeatedly shocking. The NPC's ultimate objective is to make the player his personal sex toy. Note that only NPCs with evil morality will do this. The player will not be able to gain freedom until they find a way to remove the collar. Rumor has it that there is a resourcful mechanic called Johnny Hacker at the Diamond City Dugout Inn who can remove shock collars for a price. Optional Tattoo After Rape Integration If you have Tattoo After Rape installed, the NPC "master" will sometimes put tattoos on the player for punishment if the player disobeys. Devious Devices Approaches NPCs will approach the player if the player is wearing a devious device or handcuffs from Real Handcuffs. If neither mods are installed, this approach will not happen. Some NPCs will offer help for free - how kind! Some will offer help for caps, or sex. Some of the more evil ones will try to take the player by force! Generally, the chance for the NPC to force rape is lower if the player looks less "slutty", i.e. is not naked, doesn't have too many restrictive devices on, isn't wearing any slutty tattoos, etc. On the other hand, if the player looks outright "slutty", i.e. is naked, is tied up in devious devices, has slutty tattos, and/or has a reputation for being a slut/prostitute, then the chance for forced rape is greatly increased. Details: Spoiler When NPCs approach player for wearing devious devices, the player will initially have 2 options: Ask for help: Kindly ask the NPC to help you out of the devices you are wearing. If the NPC is an evil one, they will ignore you and try to rape you instead. If the NPC is not outright evil, then they will either help you for free, or help you for caps, or help you in exchange for sex. If the player agrees with the sex option, that will count as rape, for Sex Attributes purposes, unless the player is submissive. Dont ask for help: Tell the NPC that you don't need their help. If the player is an evil one, they don't care and will try to rape you. If the NPC wasn't interested in raping you, they will walk away. When the NPC tries to take the player by force, the player will be able to Resist, Plead, or Submit: Plead: Try to appeal to the harasser's humanity and convince him to let you go! You may just get lucky with a harasser who's half decent, who will let you go without trouble. This has a very low chance to succeed. If unsuccessful, the harasser will then start to molest the player Resist: This option is only available if you have at least 5 willpower, and costs 5 willpower to select. If you don't have the willpower for it, it will be replaced with just another "submit" option. This has a baseline success chance of 50% (changeable in MCM). If successful, harasser will leave. If unsuccessful, the harasser start to molest the player. If the player is submissive, they will have a harder time asserting themselves, so this option will cost more willpower. The player's intoxication level, arousal, and whether or not they are a slut will all increase the willpower cost for this option. Submit: If plead, resist, and intimidate all seem like risky options, then submitting may be the only option. Submissive players will get aroused by this option. Choosing this outcome will slightly increase the player's submissive orientation. Devious Device Vulnerability System There are two thresholds for player's vulnerability from wearing too many devious devices: "vulnerable" and "helpless". Each type of devious device increases the player's vulnerability "score" differently. For instance, wrist cuffs increases vulnerability "score" by 5, while boots only increases it by 1. "Vulnerable" threshold is at 5, and "helpless" at 10, by default. That means if the player is wearing wrist cuffs, they will be considered at least "vulnerable" Crossing each threshold increases the likelihood of the NPC attempting to rape the player. Optional Tattoo After Rape Integration If you have Tattoo After Rape installed, and the player has tattoos from it that are visible (player is naked), then the NPC will be more likely to try to rape the player. Sex Approaches NPCs will approach and demand sex from players if they believe the player is a whore. This can happen under the following conditions: the player is caught naked, or the player has slut or prostitute Sexual Reputation Details: Spoiler When NPCs approach player for sex, the player will initially be given 4 options (3 in some cases): Plead, Resist, Intimidate, Submit. Player's dialogue options expanded: Plead: Try to appeal to the harasser's humanity and convince him to let you go! You may just get lucky with a harasser who's half decent, who will let you go without trouble. This has a success chance equal to your charisma, which is quite low. If unsuccessful, the harasser will then start to molest the player. Resist: This option is only available if you have at least 5 willpower, and costs 5 willpower to select. If you don't have the willpower for it, it will be replaced with just another "plead" option. This has a baseline success chance of 50%. If successful, harasser will leave. If unsuccessful, the harasser will then start to molest the player. Intimidate: Dominant (and neutral) players may consider this option instead. The success chance is based on the player's dominance level, plus self-esteem. A self-esteem of 100 will give +25% chance to succeed, while self-esteem of 0 will give -25% chance to succeed. Submissive players can also choose this option, but since they have a much lower chance to succeed, it may not be worth it. If successful, harasser will leave the player. If unsuccessful, harasser will proceed to molest the player. Regardless of the outcome, choosing this option will slightly increase the player's dominant orientation Submit: If plead, resist, and intimidate all seem like risky options, then submitting may be the only option. Submissive players will get aroused by this action. Choosing this outcome will slightly increase the player's submissive orientation. The chances mentioned above are all configurable in MCM. Note that intimidation and NPC persuasion chances are baked into Sex Attributes, so to change that, you need to go to Sex Attributes MCM page. If the player has a low spirit, the NPC may try to manipulate the player into agreeing. Players may try to resist with willpower, but if they do not have enough willpower, will become manipulated and agree to the NPC. If the player has low intelligence and a reputation for being a prostitute/slut, the NPC may try to pretend that they are a doctor, and try to get the player naked for "diagnosis". Eventually, they will bind the player up and try to have sex. Flirt Approaches An NPC will approach the player and flirt. Eventually, they'll ask if the player is interested in sex. The player can refuse, or agree to have consensual sex. If the player is too aroused, refusing will cost willpower. If the player is too aroused and doesnt have the willpower, they will have no other option but to agree! Details: Spoiler When the NPC approaches the player, the player will have 3 dialogue choices: Intimidate, Refuse, Agree. Player's dialogue options expanded: Intimidate: Ask for sex??? Who does the NPC think he/she is? Intimidate the NPC. If successful, the NPC will walk away. If unsuccessful, the NPC may try to persuade the player. Refuse: Refuse the sex. The NPC may walk away, or try to persuade the player. This is a difficult persuasion for the NPC, so most of the time this will fail. But if the player is highly suggestible (low spirit), or drunk, the NPC will have a higher chance to succeed in persuading the player to having a good time! Agree: Doesn't hurt to de-stress every now and then and make love! You agree and have consensual sex. But wait! After agreeing to sex, you may find some NPCs takings things... a bit farther than you agreed to. They will try to put the player in devious devices! You will have the option to 1) do nothing, or 2) ask the NPC to stop (plead), or 3) break things off... forget about making things awkward! If you do nothing, it's all up to the NPC whether he wants to stop there and continue with consensual sex, or do more... devious things. If you ask to stop, the NPC may listen to you and stop, or they may not. Pleading doesn't cost any willpower, but has a low chance to succeed. The chance to succeed is derived from a combination of player's D/s orientation, arousal, whether or not player is a slut, and alcohol level. If you resist, you will succeed always, but this costs willpower, as by now you're already turned on and wanting sex. This can continue, until the NPC stops, or you successfully plead and continue with "normal" consensual sex, or you resist and call off the sex, or the NPC eventually takes things all the day and binds the player's hands. In the worst possible outcome, where the NPC binds the player's hands, they're not interested in consensual sex anymore, and just want to rape you. Be mindful that the cost to resist increases the longer this continues, as the player is getting more and more aroused. So you'll have to decide whether you want to not take any chances and resist early at the slightest sign of things going off course, or take your chances and trust that the NPC is not a bad guy. Fan Approaches Your player has become famous! As a result, some NPCs may want to give players some treat. A fan/admirer will approach player and offer a special drink! Not all NPCs are evil, I suppose. Some NPCs will offer a massage instead. Details: Spoiler You are given 2 choices: Refuse, Accept. Player's dialogue options expanded: Accept: Accept the NPCs kind gesture and drink the special drink he made for you. It will give you a temporary buff! Refuse: Refuse the NPCs drink offer. But sometimes, the NPC will try to persuade the player to take it. This is a medium difficulty persuasion. If NPC persuasion is successful, the player will only be given options to take it. If not, the player can refuse again, or take it this time. Should you take the drink? You'd have to ask yourself how much you trust drinks from a stranger. You can dynamically increase fan approach chance based on players level. Higher level will lead to higher chance for fans to approach. You're famous! (you can disable this and use a flat chance of course) Hypnotist Approaches Post apocalypse Commonwealth is a strange place, and some people have turned to practicing hypnotherapy to ease people's minds, and make some caps. Some NPCs will approach the player and try to sell a hypno therapy session for just 10 caps. They claim that the therapy will make you feel better and heal some of trauma. This hypnotherapy will be more effective the lower the player's spirit is and be less effective the higher the spirit. So this might actually be a decent option for players who fell early and need help getting out of their slump. Details: Spoiler The player can either Accept or Refuse. Player's dialogue options expanded: Accept: Accept the NPCs service. Pay 10 caps and get hypnotized. Follow the hypnotist's instructions, and let him/her take control over your mind. Should you though? Can you trust the hypnotist? Being put in hypnosis will increase the player's Hypnosis Level Refuse: Refuse the NPCs hypno therapy service. But sometimes, the NPC will try to persuade the player to take the bargain. This is a medium difficulty persuasion. If NPC persuasion is successful, the player will only be given options to take it. If not, the player can refuse again, or take it this time. Midway thru the session, the player may decide to snap out of trance, if they dont like the direction that it's heading. But since the player is already tranced at this point, this action will require willpower. If player does not have enough willpower, then they will have no choice but to be in trance and follow along. Hypnosis Level Hypnosis level increases the effectiveness of hypnosis sessions, but also strengthens the conditioning level, making it more difficult (higher willpower cost) for player to snap out of trance. Spoiler Value ranges from 0 - 100 and there are 3 Hypnosis levels: (0 - 29) None: hypnosis isnt very effective, and you can relatively easily wake from trance (30 - 59) Vulnerable to Hypnosis: hypnosis is starting to get very effective, and it requires some more effort to snap out of trance (60+ ) Slave to Hypnosis: hypnosis is very effective, and it's extremely hard to snap out of trance, since by this point you've been hypnotically conditioned & brainwashed. Players will receive a perk that indicates their level. Hypnosis level will gradually decay over time (configurable in MCM). Hypnosis level in and of itself doesn't do anything; no stats change. Just increases the effect of future hypnosis, and makes it harder to resist it. Blackmail Approaches If there are any scandalous materials out there regarding the player, an NPC may use that to try to blackmail the player and make demands. Some demands may be light, like just asking to see the player naked. Some may be more hardcore, like asking the player to tie themselves up with devious devices and/or Real Handcuffs, and then sex afterwards (configurable in MCM). This approach will only trigger if there are any scandalous materials that can be used for blackmail. There are 3 different types of scandalous pictures: Nude pics: pictures of player being naked Sex pics: pictures of player having sex with humans and non-feral ghouls Abomination sex pics: pictures of player having sex with anything that's not human or ghouls (i.e. feral, super mutant, animals, etc) Whenever the player has sex, or is caught being naked and there's an evil NPC nearby, there's a chance that one of them took some pics without the player knowing (you will not see or get notification for this). The chance that this happens per sex act or being naked is configurable in MCM. This also means that if the player never had sex, you'll never get a blackmail approach with sex pics (since no one has any of it). Details: Spoiler The player will have 3 options: Intimidate, Comply, or Refuse. Player's dialogue options expanded: Intimidate: Works similarly to intimidate option for sex approaches. If successful, the NPC will get scared and hand over the scandalous material. If unsuccessful, the NPC will get angry, and make harsher demands. Comply: Agree to do what the blackmailer asks to do. Once this option is chosen, the blackmailer will begin to make demands, like get naked, or put on devious devices. At each step, the player will have the option to further comply, or refuse. If the player complies all the way to the end and meets all the demands, the NPC may hand over the scandalous material. Refuse: Tell the blackmailer to piss off. The blackmailer will then distribute the scandalous material all over the Commonwealth. It takes couple of days (configurable in MCM) for the materials to be distributed, and the amount of distributed materials is also configurable in MCM. Once they are distributed, it will increase player's Sexual Reputation. Sexual Reputation Setting: You can choose to set it so that when the blackmailer distributes the photos, the sexual reputation increases once. Or, you can have it so that while the photos are in circulation, the reputation will not go down, until the photos are taken out of circulation, either by chance (destroyed, lost, etc), or player finding them when looting corpses or containers. When the player finds their own photos, they will suffer a slight damage to their self esteem, out of shame. Each copy of scandalous pics in circulation increases sexual reputation, and different types of pics increases it differently: Nude pics: each copy increases the value by 0.5. And is capped at 30. That means if the only type of pics out there are nude pics, even if there are 100 copies out, your reputation will be no greater than 30 (unless some other mod is increasing your reputation). Sex pics: each copy increases the value by 2. Capped at 70. Similarly, your reputation can only be as high as 70, if only pics you have out are nude and sex pics. Abomination sex pics: each copy increases the value by 8. No cap. > SIDE FEATURES Spoiler Here is a list of side features offered by the mod that are integrated into one or more of the approaches Fraud doctor - some NPCs will pretend to be doctors and ask the player to disrobe. Players with lower intelligence (SPECIAL) will be more susceptible to falling for this. This currently only happens for players that have Sex Reputation of "prostitute" or "slut" Bimbo serum - in scenarios where the player may become incapacitated (during Fan or Hypno approach), evil NPCs may inject a Bimbo serum into the player. The serum causes the player's breasts and butt to swell bigger, while also making it more difficult for the player to resist sex. Chastity belt prevents anal/vaginal sex - if the player is wearing a chastity belt (from Devious Devices), the sex animation that gets played will not be for vaginal/anal sex. Only applicable for sex triggered by this mod Inadvertent hypno trigger word during flirt - the NPC may unintentionally say a trigger word while flirting with the player. If the player already became susceptible to hypnosis, they will fall under trance and mindlessly follow along with the NPC. > REQUIREMENTS AAF and all its requirements, including animations, themes Sex Attributes 2.5.6 or higher F4SE Optional MCM - if you want to be able to change settings Skimpy Armor Keyword Resource - NPCs will react differently based on how skimpy the player is dressed. Otherwise player is always assumed to be either fully naked, or fully clothed. Bound In Public - NPCs may tie player to a furniture in public F4Z RO D-OH - For dialogue lip syncing and ability to skip dialogues. Devious Devices and all its requirements - for devious devices integration (If you're using DD, you need Roggvir's DD Items Manager). Roggvir's DD Items Manager - if you want to use Devious Devices Real Handcuffs - for handcuffs integration Tattoo After Rape - for NPCs to react to player having slave tattoos Recommended: Combat Strip Lite - Introduces chances for enemies to strip your player naked in combat! > INSTALLATION Like you would any other mod, NMM (or equivalent) or manual. > UNINSTALLATION Since this mod doesn't modify player's stats, you should be safe uninstalling it normally. The values that it tracks (such as player's hypnosis level) are global variables and does not change the player's stats in any way. > PERMISSIONS This mod is as open source as it can get. That means you can take source code from this mod and adapt it into your mod. Copy implementation word for word, or just take ideas from it and add your own twist, it doesn't matter! Feel free to use every piece of feature or code in this mod for yourself. If you want, you can even build off of this mod as a starting point and add your own features! If you do though, just call it something else though, to avoid confusion between your mod and this mod. > CREDITS @kziitd for creating animations specifically for this mod @dagobaking for sharing AAF source code for how to play animations in script > FAQ I'm standing naked in the middle of Diamond City and nothing is happening. You might have to wait a little. To improve performance, this mod only scans every once in a while to see if player is nude and there are eligible NPCs around. Also, after an NPC approach, there is a cooldown that prevents more approaches to give players time to figure out her life (and leave the area). The cooldown is configurable in MCM. Can this be used for male players? Yes. But at this time, the dialogue is targeting female players. So it will work, but you will have to get used to being called "girl" or "lady". Also, currently all harassers are male, of ghoul or human race. I may expand that, or I may not. Depends on how much time I have. Can female NPCs be approachers? Yes and sort of. A female NPC can be approachers and there's an MCM option to toggle that. However, due to the sheer size of dialogues, female NPC dialogues haven't been added yet. So as long as you're OK with female NPC's referring to their "cock" (maybe in the Commonwealth people call dildos "cocks"?), the mod should function normally. Can you add more player as dominant content, like players harassing NPCs? No, this mod is intentionally focused on player as victim of harassment. Player's dominant trait (Sex Attributes) merely serves as a defense against NPC harassment. I don't see any dialogues! My player and NPC just stare at each other You need to enable dialogue subtitles from the game's setting menu. The dialogue is too long, and it won't let me skip it Install F4Z RO D-OH, which will let you skip dialogues. Help! My harasser keeps following me! The harasser will keep following you until you respond to him. He will not be ignored! If you keep ignoring and walking away from him, he may just decide to skip the dialogue and rape you on the spot. So, do yourself a favor and have a chat How do I block an NPC from being an approacher? MCM setting doesnt cover it, and I have a custom follower who won't stop annoying me! There may be cases where some particular NPCs aren't covered by the wide net of MCM settings. In such case, you can block one particular NPC, one at a time via console commands. Open console and left click on the NPC. Then type in the following and press enter: setav fpsh_noteligible 1 or If you have the NPC's reference ID: referenceID.setav fpsh_noteligible 1 After that, that NPC will never approach you for anything. Note that doing this will not abort any approaches currently in progress by that NPC. There's an MCM debug option to abort all current approaches. Can I assign a specific morality to an NPC? Open console and left click on the NPC. Then type in the following and press enter: setav fpsh_morality 1 (1 for evil, 2 for questionable, 3 for decent). or If you have the NPC's reference ID: referenceID.setav fpsh_morality 1 Can I assign a specific confidence level to an NPC? Open console and left click on the NPC. Then type in the following and press enter: setav fpsh_confidence 50 (range between 1 - 100. 1: least confident. 100: most confident). or If you have the NPC's reference ID: referenceID.setav fpsh_confidence 50 Can you add a feature to have the harasser follow you to a more private area before starting sex? Unfortunately, no. The dialogues branch off in so many different ways that introducing a "follow me" mechanic to each individual outcome would be a nightmare, and probably very bug prone. You can actually move (just press back) while in a dialogue. Once the NPCs talk to you, they will keep following you, so you can kind of use that to go to a more private place and resume the dialogue. Not the best, but it will still work. But don't take too long, as your harasser might get impatient and just decide to rape you. The NPC says we're going to have sex, but nothing happens and I can't move my character! Your AAF and all its dependencies were not installed correctly. This happens if the mod calls AAF to start an animation, but AAF is broken and can't start the animation, leaving you in the state where you can't move. Try reinstalling AAF and closely following the instructions that are available throughout this site. And ask support questions regarding AAF installation there. How does armor index/slot work? I have armor that's slot 33, but the MCM slider only allows 0 - 28. The game for some reason has 2 systems for armor index/slot. One is between 0 - 29, while the other is 30 - 59. Refer to this page (Biped slot documentation) for how to convert from one to another, and which item index number your intended armor uses. For instance, body armor would be armor index 3, chest armor would be index 11, Left arm armor index 12, Right arm armor index 13, Left leg armor index 14, Right leg armor index 15, and helmet would be index 0. Submitter twistedtrebla Submitted 03/21/2018 Category Misc Sex Requires AAF f4se SexAttributes 48 Link to comment
pihwht Posted March 21, 2018 Share Posted March 21, 2018 Excellent. It works. Synergy with RSE's infamy. 1 Link to comment
Tanglin Posted March 21, 2018 Share Posted March 21, 2018 I installed Harassment and Attributes and the following is what I have observed so far: I tried this in one of my settlements - Starlight Drive-in. I have RSE installed, but changed the setting on that mod such that NPCs would ignore player nudity, so that it wouldn't conflict with Harassment. When I got the message that someone was following me, no one actually approached. After some time, it would say that he was tired of chasing me and decide to just rape, and the NPC would then teleport next to the SS and the animation would start. This would happen every time while I was trying this out in Starlight Drive-In. Then I went to Sanctuary to test. Again, the message that said that someone was approaching showed. This time, I observed that the Armor vendor left his store and walked slowly towards my SS. I waited till he was close enough and finally, the "Hey you!" dialogue appeared. Things proceeded as expected from there. The next 3 approaches were from the same NPC - the Armor vendor. He'd always walk slowly (at the same pace as settlers walking around the settlement) and at times, he'd actually walk away from my SS. Since I knew he was the NPC made to approach the SS, I ran to him and when I got close enough, the "Hey you!" dialogue appeared. So, I think the approaching NPCs need to run instead of walk, or at least, do it in the same manner as RSE's. RSE's NPCs never waver from my SS when they approach and would get to my SS quickly. It is not immersive to see the message say that someone is approaching and no NPC actually does and then when the time is up, he'd just teleport and starting raping. My guess is that the scan is too wide and would pick an NPC that is very far away, who would then walk slowly towards the SS, sometimes getting lost, and when he fails to get to the SS before the time is up, he teleports. Link to comment
Guest Posted March 21, 2018 Share Posted March 21, 2018 3 minutes ago, Tanglin said: I installed Harassment and Attributes and the following is what I have observed so far: I tried this in one of my settlements - Starlight Drive-in. I have RSE installed, but changed the setting on that mod such that NPCs would ignore player nudity, so that it wouldn't conflict with Harassment. When I got the message that someone was following me, no one actually approached. After some time, it would say that he was tired of chasing me and decide to just rape, and the NPC would then teleport next to the SS and the animation would start. This would happen every time while I was trying this out in Starlight Drive-In. Then I went to Sanctuary to test. Again, the message that said that someone was approaching showed. This time, I observed that the Armor vendor left his store and walked slowly towards my SS. I waited till he was close enough and finally, the "Hey you!" dialogue appeared. Things proceeded as expected from there. The next 3 approaches were from the same NPC - the Armor vendor. He'd always walk slowly (at the same pace as settlers walking around the settlement) and at times, he'd actually walk away from my SS. Since I knew he was the NPC made to approach the SS, I ran to him and when I got close enough, the "Hey you!" dialogue appeared. So, I think the approaching NPCs need to run instead of walk, or at least, do it in the same manner as RSE's. RSE's NPCs never waver from my SS when they approach and would get to my SS quickly. It is not immersive to see the message say that someone is approaching and no NPC actually does and then when the time is up, he'd just teleport and starting raping. My guess is that the scan is too wide and would pick an NPC that is very far away, who would then walk slowly towards the SS, sometimes getting lost, and when he fails to get to the SS before the time is up, he teleports. This is easy to fix. Use matched reference (actor) (in loaded cell) closest to player will resolve the distance from player issue for selected NPCs. To resolve the speed, an AI package needs to be added to the ref alias for the NPC that has a walk speed set to RUN - walk fast is not good enough sometimes. BTW, this message is for TwistedTrebla. Link to comment
twistedtrebla Posted March 21, 2018 Author Share Posted March 21, 2018 1 hour ago, Flashy (JoeR) said: This is easy to fix. Use matched reference (actor) (in loaded cell) closest to player will resolve the distance from player issue for selected NPCs. To resolve the speed, an AI package needs to be added to the ref alias for the NPC that has a walk speed set to RUN - walk fast is not good enough sometimes. BTW, this message is for TwistedTrebla. Thanks! Tips much appreciated The NPC approach part is probably the weakest link, and needs a lot of tweaks. I have the NPC package set with jog speed, but I guess I should tell them to run instead. It is currently set to select closest NPC, but I'm going to need to figure out what happens when NPCs get stuck. Also, I've noticed that when the mod selects a stationary NPC, like guards or merchants, the NPC would initially walk to the player, then walk back to their post. I tried to remedy that by adding a loop to force the NPC to approach the player every 3 seconds. But sometimes, what ends up happening is NPC walks to player, walks back to post, 3 sec later walks back to player (because the mod told him to), and then walks back, and so on. So I get this dancing NPC who just walks back and forth lol. Have you encountered anything like that in your experience before? 1 Link to comment
Guest Posted March 21, 2018 Share Posted March 21, 2018 16 minutes ago, twistedtrebla said: Thanks! Tips much appreciated The NPC approach part is probably the weakest link, and needs a lot of tweaks. I have the NPC package set with jog speed, but I guess I should tell them to run instead. It is currently set to select closest NPC, but I'm going to need to figure out what happens when NPCs get stuck. Also, I've noticed that when the mod selects a stationary NPC, like guards or merchants, the NPC would initially walk to the player, then walk back to their post. I tried to remedy that by adding a loop to force the NPC to approach the player every 3 seconds. But sometimes, what ends up happening is NPC walks to player, walks back to post, 3 sec later walks back to player (because the mod told him to), and then walks back, and so on. So I get this dancing NPC who just walks back and forth lol. Have you encountered anything like that in your experience before? The problem with the assigned NPCs is they have a package running already and it is superceding the one you've assigned via the ref alias. You may be able to break that simply by changing the priority of the quest with the ref alias / package on it. I am uncertain if this will actually work, but in theory, priority of quest typically does supercede other items in the game (specifically dialogue for sure). As a tip, RSE typically sets priority to 100 for all dialogue / approach quests to ensure nothing gets in the way of my scripted / scene actions. Also be sure to click the MUST COMPLETE flag in the package. That one is key - with it checked, it forces the assigned NPC to at least reach the target distance before the package will revert to the previously assigned package. Then you can do a fragment on the package if you like, for the Begin/End/Change tab, using On End, you can make the NPC restrained if you like or force them to use another package by changing condition variables (this is super complicated but works amazingly well) and forcing an EvaluatePackage() on them. Link to comment
twistedtrebla Posted March 21, 2018 Author Share Posted March 21, 2018 48 minutes ago, Flashy (JoeR) said: The problem with the assigned NPCs is they have a package running already and it is superceding the one you've assigned via the ref alias. You may be able to break that simply by changing the priority of the quest with the ref alias / package on it. I am uncertain if this will actually work, but in theory, priority of quest typically does supercede other items in the game (specifically dialogue for sure). As a tip, RSE typically sets priority to 100 for all dialogue / approach quests to ensure nothing gets in the way of my scripted / scene actions. Also be sure to click the MUST COMPLETE flag in the package. That one is key - with it checked, it forces the assigned NPC to at least reach the target distance before the package will revert to the previously assigned package. Then you can do a fragment on the package if you like, for the Begin/End/Change tab, using On End, you can make the NPC restrained if you like or force them to use another package by changing condition variables (this is super complicated but works amazingly well) and forcing an EvaluatePackage() on them. Wow, awesome tips, thanks! I definitely haven't tried those yet. My quest priority is actually set to 0, lol. So maybe setting to 100 solves a lot of the issues. I also haven't tried "must complete" flag. Can't wait to try these out and see the results. Thanks again! much appreciated. 1 Link to comment
twistedtrebla Posted March 21, 2018 Author Share Posted March 21, 2018 v0.1.1 Made some tweaks to harasser's approach AI -FIXED: Harassers will now move with a sense of urgency and purpose. He will attempt to run to the player to initiate a dialogue. -FIXED: Harassers will no longer be hesitant, moving back and forth between the player and his previous spot. -FIXED: Harassers no longer have the ability to blink rape. He will still get angry if you ignore him, but will rape you after walking to you, instead of teleporting. -FIXED: Harassers no longer have hawkeyes, and see you and approach you from miles away. Only NPCs within 3000 game units (which I eyeballed as approx 30 yards in real life) are assigned as harassers. -FIXED: Harassers will no longer blame you for being stuck. Their "patience" timer starts after the initial greet, so if they get stuck somewhere and can't get to you, it's not player's fault and harasser will not get angry for it. But once they do make the initial greet with the player, they will get impatient and angry much quicker than before. 1 Link to comment
Tanglin Posted March 22, 2018 Share Posted March 22, 2018 Thanks for the update! The harasser's approach works much better now. I have one suggestion, and one bug report. The bug: The harasser's approach works swimmingly as long as there aren't other stuff going on. I tested this mod with RSE's solicitation. I put on the Solicitation Ring and got my first customer. While they were going at it, the harasser showed up (because of her nakedness while performing her hooker duties). The "Hey you!" forcegreet must have got disrupted since the Four-Play animation was still going on. And then the harasser would just follow my SS around and not use the force-greet anymore. Just passively following. And since he's the armor merchant, I would get the merchant dialogue every time I talked to him. He went away only at in-game 8 PM, when merchants other than food stall vendors got off work. The AI that made him walk away to do other stuff superseded his harasser AI. I have not tested what would happen during RSE's Abduction, but I think it'll be the same. Likewise, I have not tested being naked while in combat and then getting a harasser, for example, during a settlement attack and then getting naked through Combat Strip. On a different note, here's my suggestion: The harasser's offer, the SS' response, and then the harasser's counter-offer is a fun mechanic. What I think would be even better would be having consensual/aggressive animations based on this exchange. For example, Submitting would lead to consensual animations. After all, she agreed to it so there is no need to handcuff her or pin her down. Pleading and then being convinced to have sex by the harasser would lead to consensual animations. Pleading, and then the harasser getting annoyed would lead to aggressive animations. Resisting, and then failing, would lead to aggressive animations, and so on. Link to comment
alima309 Posted March 22, 2018 Share Posted March 22, 2018 feedback: Same, the dialogue speed kinda too slow, and can be interrupted by next event "someone is approaching you" and a loop. Until you take clothes on, to stop the trigger of next event, and the dialogue can proceed. Link to comment
twistedtrebla Posted March 22, 2018 Author Share Posted March 22, 2018 v0.1.2 -CHANGED: Harasser can no longer be of raider (enemy) faction, or gunner faction. -FIXED: Harasser will no longer be assigned when player is already having sex (from another mod) Clean save not required, but make sure harasser isnt active when youre upgrading. Those small changes should make this play better with other mods, like RSE. Since harassers cannot be raider enemy faction, it wont trigger during RSE abducted quest. 1 Link to comment
Tanglin Posted March 22, 2018 Share Posted March 22, 2018 Thanks for making these changes. The Harasser no longer being picked from Raider or Gunner factions would also mean that it would play well with MCG's feature that allows the SS to be naked and offer her body in exchange for free passage. I don't have MCG installed, though, so I could be wrong. Link to comment
Tanglin Posted March 22, 2018 Share Posted March 22, 2018 Ok, two things to report: So I tested by using SEU to start a Four-Play animation with one NPC, and while the SS was naked, another NPC rushed to her. So it seems that a Harasser is still being assigned when Four-Play animations are playing. And when the animation ended, the clothes got put back on, and the Harasser did not say "Hey you!". While it is not game breaking, the Harasser kept pushing the SS out of alignment during the animation, and after that, the Harasser's Ai seemed to be permanently disrupted. He did not perform any idle animations and would just stand at that spot and never moved from there. Saving and reloading or fast travelling would not change it. He'd still be standing at the same spot not doing any idles when you return. Secondly, RSE's Solicitation and Harassers still do not play nice. Here's what happened: I put on a Solicitation ring while naked. Harasser approached. During the long conversation, RSE picked the same NPC as the customer. My SS managed to convince him to go away and the very next thing he did was to solicit her for paid sex. I agreed and after the animation ended, the NPC's Ai also broke. He'd stand at the same spot day and night. Again, not game-breaking, but I like seeing NPCs go about their business - walking, interacting with objects etc. I think it might be best to just state that this mod is incompatible with RSE's Solicitation. While NPCs not moving may not be game-breaking now, I'm not sure that it won't cause problems when the NPC is needed to do something as part of a vanilla quest. Link to comment
Guest Posted March 22, 2018 Share Posted March 22, 2018 12 minutes ago, Tanglin said: I think it might be best to just state that this mod is incompatible with RSE's Solicitation. While NPCs not moving may not be game-breaking now, I'm not sure that it won't cause problems when the NPC is needed to do something as part of a vanilla quest. Or, you know, NOT state such a thing and ask Flashy how HE blocks these sorts of things from happening so that others can do the same sort of thing in their mods. And the answer to this is VERY simple. Keyword. In your main script that starts the quest for the NPC fill and starts sex, add these two events. Obviously, you need to register for them as well. RegisterForCustomEvent(four_play_event, "animation_start") RegisterForCustomEvent(four_play_event, "animation_over") Event four_play:Main.animation_start(four_play:Main akSender, Var[] akArgs) Actor Actor0 = akArgs[0] as Actor Actor Actor1 = akArgs[1] as Actor If Actor0 == PlayerREF || Actor1 == PlayerREF PlayerREF.AddKeyword(Busy_Keyword_Here) Endif EndEvent Event four_play:Main.animation_over(four_play:Main akSender, Var[] akArgs) Actor Actor0 = akArgs[0] as Actor Actor Actor1 = akArgs[1] as Actor If Actor0 == PlayerREF || Actor1 == PlayerREF PlayerREF.RemoveKeyword(Busy_Keyword_Here) Endif EndEvent With that, now you add a condition on the Ref Alias for the approacher that says HasKeyword "Busy_Keyword_Here" == 0.00, with the SUBJECT being the player. Boom, problem solved as now the ref alias will not fill when the player has the BUSY keyword on them and that means there will be NO NPC to approach the player until the script checks again in 60 seconds or whatever the default time is. So as we can see, stating not compatible with RSE is too strong a way to go. Note that this approach will make this mod compatible with EVERY mod that uses four-play for animated sex scenes, not just RSE. Link to comment
Tanglin Posted March 22, 2018 Share Posted March 22, 2018 6 minutes ago, Flashy (JoeR) said: Or, you know, NOT state such a thing and ask Flashy how HE blocks these sorts of things from happening so that others can do the same sort of thing in their mods. And the answer to this is VERY simple. Keyword. In your main script that starts the quest for the NPC fill and starts sex, add these two events. Obviously, you need to register for them as well. RegisterForCustomEvent(four_play_event, "animation_start") RegisterForCustomEvent(four_play_event, "animation_over") Event four_play:Main.animation_start(four_play:Main akSender, Var[] akArgs) Actor Actor0 = akArgs[0] as Actor Actor Actor1 = akArgs[1] as Actor If Actor0 == PlayerREF || Actor1 == PlayerREF PlayerREF.AddKeyword(Busy_Keyword_Here) Endif EndEvent Event four_play:Main.animation_over(four_play:Main akSender, Var[] akArgs) Actor Actor0 = akArgs[0] as Actor Actor Actor1 = akArgs[1] as Actor If Actor0 == PlayerREF || Actor1 == PlayerREF PlayerREF.RemoveKeyword(Busy_Keyword_Here) Endif EndEvent With that, now you add a condition on the Ref Alias for the approacher that says HasKeyword "Busy_Keyword_Here" == 0.00, with the SUBJECT being the player. Boom, problem solved as now the ref alias will not fill when the player has the BUSY keyword on them and that means there will be NO NPC to approach the player until the script checks again in 60 seconds or whatever the default time is. So as we can see, stating not compatible with RSE is too strong a way to go. Note that this approach will make this mod compatible with EVERY mod that uses four-play for animated sex scenes, not just RSE. Based on what I understand of the above, this solves the problem of Harassers being assigned when a Four-play animation is playing or when the player character is interacting with the Harasser, correct? But the problem I faced was that when a Harasser was assigned first, a Solicitation customer was assigned during the Harasser-dialogue, and to the same NPC. I don't know how the code works, but there's nothing that FP Sexual Harassment can do to prevent RSE from assigning a customer while the player character is interacting with the Harasser, unless RSE looks for a certain flag before assigning and FP Sexual Harassment turns on the flag, correct? It'll be wonderful for us if you and Twistedtrebla could coordinate on this, but until then, it's safer for us users to just not turn on both at the same time. Link to comment
Guest Posted March 22, 2018 Share Posted March 22, 2018 What the above does is add a keyword to the player when sex initiates, regardless of which mod calls it. And then once sex is done, removes the keyword. And it is the keyword that stops this mod from assigning a harasser while the player is sexing. An easy way to make this mod block the solicitation mode of RSE is to have a conditional check on the timer reset where the quest is started that fills the reference alias. RSE_Solicit_Ring = Game.GetFormFromFile(0x0026DF,"FP_RSE.esp") as Armor Event OnTimer(int TID) If TID == 0 If !PlayerREF.IsEquipped(RSE_Solicit_Ring) StartHarassement() <-- or whatever name is used as a function to start the ref alias fill quest / sex scene init Endif StartTimer(60,0) Endif EndEvent Which in a nutshell imports the solicitation ring from RSE and then everytime the timer resets, it says if the player is NOT wearing the ring, call for a harasser. If the player is wearing the ring, simply restart the scan timer, without assigning a harasser (either way, the timer restarts technically). Link to comment
Guest Posted March 22, 2018 Share Posted March 22, 2018 So, technically, if TwistedTrebla puts both of these into the source of the harassement script and adds the condition on the ref alias, as outlined in my posts above, it will prevent a harasser from assigning when you are having sex, which solves your knocking out of alignment issue AND it will also prevent the mod from assigning a harasser when the player is actively soliciting via RSE. Link to comment
twistedtrebla Posted March 22, 2018 Author Share Posted March 22, 2018 2 hours ago, Flashy (JoeR) said: So, technically, if TwistedTrebla puts both of these into the source of the harassement script and adds the condition on the ref alias, as outlined in my posts above, it will prevent a harasser from assigning when you are having sex, which solves your knocking out of alignment issue AND it will also prevent the mod from assigning a harasser when the player is actively soliciting via RSE. Thanks again for the tips! And thanks @Tanglin for bug reports and tests I actually did put a very similar logic for sex start and sex end events, where I would keep a boolean local variable that indicates whether or not player is having sex. The quest would only start if the player was not having sex, so it won't even get to the alias condition matching part. The problem is, as I just discovered, I forgot to register for sex start events . So the script always incorrectly determined that player was not having sex. If I correctly register for sex start events, this problem should go away. I'm also going to put a stop quest call to sex start events, to prevent a very rare scenario where harasser is triggered before player starts sex, and player enters sex while harasser is en route. Should rarely happen, since harassers run now, but in case they get stuck somewhere and get delayed. I'll also add a check for solicitation ring, so harassers dont get assigned when player is wearing the ring, for maximum compatibility. 2 Link to comment
alima309 Posted March 22, 2018 Share Posted March 22, 2018 latest version tested. Feedback: 1. It needs to stop the "approaching trigger" once the following dialogue has started. Or the molester status will be reset to the new molester mode and all dialogue has to re-start again. 2.Can the mechanism of nude detection be combined with RSE's nude ring? Link to comment
twistedtrebla Posted March 22, 2018 Author Share Posted March 22, 2018 Update to fix some bugs: v0.1.3 (Clean save required) -CHANGED: Harasser will not be assigned if RSE is installed and when wearing RSE's solicitation ring, for compatibility with that mod -FIXED: Harasser will no longer be assigned when player is already having sex (from another mod) - for real now Remember to update to FP Attributes 1.0.1 if you havent dont so yet. It fixes a bug where NPC persuasion chances werent being set correctly. 2 Link to comment
Tanglin Posted March 23, 2018 Share Posted March 23, 2018 Thanks for the update! Those problems are gone now. I second alima's suggestion about the Nudity Ring from RSE. I know, it is another "compatibility with RSE" thing, but I feel that it will bring a new way of playing this mod. When the Nudity Ring is worn, RSE treats the SS as naked even if she isn't. If FP Sexual Harassment can recognise the Nudity Ring and similarly treats the SS as naked, it opens another way of playing. For example, the Nudity Ring could be worn all the time and Harassers would keep bothering her all day everyday such that it becomes her way of life. It can be roleplayed as the SS being so beautiful and dressed so skimpily, leaving little to the imagination, that men around her are always lusting for her. And since we can adjust the scan frequency, we canset it to once per in-game hour. So every hour, a jerk would come running to her to proposition her. There is already code that checks for the Solicitation Ring to stop Harassers. This would be similar, except that it checks for the Nudity Ring and starts assigning Harassers. i hope you'll consider this, thanks! Edit: Or, perhaps there is a toggle in the MCM that when toggled on, the mod treats the player character as naked all the time. Whichever is easier / more elegant way to do. Link to comment
alain31 Posted March 23, 2018 Share Posted March 23, 2018 hello, very funny mod. i ve got no sound in the dialogues,it is normal? thanks for your answer. 1 Link to comment
twistedtrebla Posted March 23, 2018 Author Share Posted March 23, 2018 11 hours ago, Tanglin said: Thanks for the update! Those problems are gone now. I second alima's suggestion about the Nudity Ring from RSE. I know, it is another "compatibility with RSE" thing, but I feel that it will bring a new way of playing this mod. When the Nudity Ring is worn, RSE treats the SS as naked even if she isn't. If FP Sexual Harassment can recognise the Nudity Ring and similarly treats the SS as naked, it opens another way of playing. For example, the Nudity Ring could be worn all the time and Harassers would keep bothering her all day everyday such that it becomes her way of life. It can be roleplayed as the SS being so beautiful and dressed so skimpily, leaving little to the imagination, that men around her are always lusting for her. And since we can adjust the scan frequency, we canset it to once per in-game hour. So every hour, a jerk would come running to her to proposition her. There is already code that checks for the Solicitation Ring to stop Harassers. This would be similar, except that it checks for the Nudity Ring and starts assigning Harassers. i hope you'll consider this, thanks! Edit: Or, perhaps there is a toggle in the MCM that when toggled on, the mod treats the player character as naked all the time. Whichever is easier / more elegant way to do. I can add an MCM toggle. Should be very easy to do. Might integrate with RSE infamy, so if characters are infamous, they are more likely to get approached when clothed. I'd need @Flashy (JoeR) 's permission if I can use Infamy value for it. 49 minutes ago, alain31 said: hello, very funny mod. i ve got no sound in the dialogues,it is normal? thanks for your answer. Why, you expect me to do voice acting as well? Dialogues are silent because theres no voice files for it. 2 Link to comment
Guest Posted March 23, 2018 Share Posted March 23, 2018 2 minutes ago, twistedtrebla said: I can add an MCM toggle. Should be very easy to do. Might integrate with RSE infamy, so if characters are infamous, they are more likely to get approached when clothed. I'd need @Flashy (JoeR) 's permission if I can use Infamy value for it. Why, you expect me to do voice acting as well? Dialogues are silent because theres no voice files for it. No permission needed! Import the global variable called RSE_InfamyPoints at formid 0x003652 for using GetValueInt() to check point levels. Mind you, the system is a little more complex than using this GV alone, since the user has the ability to alter the threshold at which one would gain a stalker. The threshold GV is RSE_InfamyThreshold at formid 0x006BF8. Or you can use the perk RSE_InfamousPerk at formid 0x0046E1 with a .hasperk() check. This perk is only applied to players when they reach UBER infamous standing (requiring atonement) - when a few points beyond the threshold setting. Not sure how you wish to play with it, but these are three ways I could think of that would assist... Link to comment
Guest Posted March 23, 2018 Share Posted March 23, 2018 Thinking on it, best way is probably to import the infamy points GV and the threshold GV and then do a If RSE_InfamyPoints >= RSE_InfamyThreshold, since this is how RSE does it for assigning a stalker. Link to comment
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