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Posted
1 minute ago, Slorm said:

The sexual conservative/liberal perks are from Provocative Perks mod so may be better to ask for a patch in that thread

 

It's new functionality added in Sex Attributes actually:

 

Quote

2.7.0

  • New mechanic: permanent player traits. When loading the mod or during character creation, you can customize 9 different traits that give your character a bit of a personality. These traits don't give any buffs/debuffs but instead affect how attributes gains/loss are calculated. Each trait is supposed to have its benefits and penalties:
    • Sexually conservative vs sexually liberal vs neutral
      • Convervative: You are more reserved about expressing sexual desires. Gain less stimulation from sex and more self esteem lost from being raped. But if you are a slut and have sex while being drunk or drugged, you let go and release all the pent up desires, and gain a massive increase to stimulation gained. In other words, alcohol/drug brings down your guard and unleashes your pent up desires.
      • Liberal: You have no problem with casual sex. Sex is merely for pleasure. Gain more stimulation from sex and less self esteem lost from being raped.
      • neutral: no changes

 

Posted (edited)
14 hours ago, vaultbait said:

 

It's new functionality added in Sex Attributes actually:

 

 

 

Oops, you're quite right. Must be old age setting in

 

I'll delete my comment

Edited by Slorm
Posted (edited)

I ran into a problem today that should probably eventually be fixed:

 

If the player character already has a DD collar locked on, this mod will play a scene which supposedly locks on a shock collar. This of course fails, leaving an unequipped shock collar in inventory.

 

Edit: another problem is if an npc like mother isolde is used for an approach, since her dialog does not allow the approach to complete.  Probably someone should build a blacklist of npcs who should never be used in an approach, for blacklist purposes... But until then, maybe an mcm option to blacklist the current approacher would be even better.

Edited by sen4mi
Posted

sorry if this has already been post in the 100+ pages, but two feature that I feel would be nice the have are.

 

1. a hot key for DD approaches. I have almost all the encounters set low as it can be annoying when the game locks into approach dialogue, but when my pc get locked into handcuff/gear they can't handle themselves. I have to open MCM to start a dd approach.

 

2. hotkeying the blacklist. I've used the cmd line provided, but actually scrapped that loser patrick at drumlin diner and later scrapped the drug dealer. Overly persistance bastards and couldn't out right kill him and lose the trader trudy.

 

3. under nice to have. actually visual blackmail photos like the mags/letters. universal images where we could replace with our own.

 

anyway, cool mod...cheers

 

 

 

 

 

 

 

 

 

 

 

 

Posted
1 hour ago, Joe_Oni said:

sorry if this has already been post in the 100+ pages, but two feature that I feel would be nice the have are.

 

1. a hot key for DD approaches. I have almost all the encounters set low as it can be annoying when the game locks into approach dialogue, but when my pc get locked into handcuff/gear they can't handle themselves. I have to open MCM to start a dd approach.

 

Alternatively, you can have that now. FO4 Hotkeys can bind arbitrary console commands to hotkeys. You could have it execute this command:

 

cqf fpsh_player startdeviousapproach

 

1 hour ago, Joe_Oni said:

2. hotkeying the blacklist. I've used the cmd line provided, but actually scrapped that loser patrick at drumlin diner and later scrapped the drug dealer. Overly persistance bastards and couldn't out right kill him and lose the trader trudy.

 

Similarly, just add that command line into FO4 Hotkeys.

 

1 hour ago, Joe_Oni said:

3. under nice to have. actually visual blackmail photos like the mags/letters. universal images where we could replace with our own.

 

This has come up before. it's possible to embed images from disk into notes, but it's not really doable dynamically (as in having a script auto-capture a screenshot during a sex scene and then have that show up in-game in a note object). There is a function in SUP F4SE to take screenshots, but automatically positioning the camera to have a view of the sex act is an unsolved problem. Also, the game reads and caches textures and embedded images, so you'd at least need a save/load cycle (or more likely a complete game engine exit and restart) in order to have the previously captured images used by the game engine.

Posted

Cool, just dl'd the hotkey mod.

 

on the photos. I already imagined that any "player" photos would have to added after screen capping the various poses before hand. If the foundation was there, then replacing the stock photos would up to the user.

 

anyway, thanks for the response. gonna try out the hotkey mod on my overmodded and unstable build...?

 

Posted

Could the butt slap event be extended to female followers as well? Its a bit unimmersive how the player continually gets harassed but female followers are left alone.

 

Sorry if this has been asked before, I didn't read through all 100+ pages of comments.

Posted (edited)
On 1/3/2023 at 3:53 PM, Joe_Oni said:

sorry if this has already been post in the 100+ pages, but two feature that I feel would be nice the have are.

 

1. a hot key for DD approaches. I have almost all the encounters set low as it can be annoying when the game locks into approach dialogue, but when my pc get locked into handcuff/gear they can't handle themselves. I have to open MCM to start a dd approach.

 

2. hotkeying the blacklist. I've used the cmd line provided, but actually scrapped that loser patrick at drumlin diner and later scrapped the drug dealer. Overly persistance bastards and couldn't out right kill him and lose the trader trudy.

 

...

 

I suspect there would be a lot of room for "increased gameplay" or "better game balance" here.

 

Currently, especially with the default config, the early harrassment game is too sparse and the late game is too heavy if DD is active (the late game can be "too light" otherwise).

 

Personally, I much prefer how Real Handcuffs handles restraints over how DD does it.  But I think this mod could also use some additional minigames. The struggle minigame is, I think, a step in the right direction (though it could use some better animations, or maybe I have something installed wrong). But there's a lot that could be done.

 

(For example: imagine if we could have a rotating spiral screen effect for the beginning of the hypnosis minigame which fades to proxy avatar setup analogous to a VR scene where gear represents mental state and actions represent the hypnosis struggle -- maybe a mini tower defense game, for example, since that might lead to retaining some capability while bound and gagged, which is how high hypnosis levels might be represented, though the initial levels would maybe mostly be resource gathering and base setup -- and the outcome of the struggle selects available dialog options -- dialog would be completed before returning to the "real world" so that the scene would skirt limitations of the game engine where approaches and combat do not mesh very well. (This would be a big project...))

Edited by sen4mi
Posted (edited)

Some of these suggestions... there is only one person that works on this mod near as I can tell, perhaps people should start working on optional add on packs, making some of these suggestions features of the mod just keeps adding and adding things to it that could break it, some ideas are way out there and could be made into a addon pack for optional download instead of putting them in the main mod.  

Edited by Boceifus
Posted
On 1/6/2023 at 5:25 AM, Boceifus said:

Some of these suggestions... there is only one person that works on this mod near as I can tell, perhaps people should start working on optional add on packs, making some of these suggestions features of the mod just keeps adding and adding things to it that could break it, some ideas are way out there and could be made into a addon pack for optional download instead of putting them in the main mod.  

We may have to rely on some external frameworks for what we want to do, like Extended Dialogue Interface and Knock-Out Framework.  (Honestly I don't know why we're not already using them on the site here.)

Posted

I'm sure in hindsight this will be obvious but where do I turn off being handcuffed? It's so immersion breaking to have EVERY single person handcuff my character. 

Posted
14 hours ago, Bloodrager said:

I'm sure in hindsight this will be obvious but where do I turn off being handcuffed? It's so immersion breaking to have EVERY single person handcuff my character. 

 

Check the different approach settings in the MCM, you can set the chance of Devious Devices (and other things as well) of being applied

Posted

For me, this mod does not work. I stand in Diamond City and nothing happens. Sometimes NPCs speak to me, but unfortunately nothing starts. All mods that were required are installed, so what's the problem? :(

Posted
4 hours ago, Rakky00 said:

For me, this mod does not work. I stand in Diamond City and nothing happens. Sometimes NPCs speak to me, but unfortunately nothing starts. All mods that were required are installed, so what's the problem? :(

Is AAF working correctly? ie: you can manually play animations.

Posted
3 hours ago, izzyknows said:

Is AAF working correctly? ie: you can manually play animations.

Yes AAF works normally and other AAF related things. In MCC I also tried to manually enable the option to make anything work, but unfortunately nothing. How can I manually enable approching or enable animations?

Posted
2 hours ago, Rakky00 said:

Yes AAF works normally and other AAF related things. In MCC I also tried to manually enable the option to make anything work, but unfortunately nothing. How can I manually enable approching or enable animations?

If you used the MCM option to force an approach (you have to wait for the cool down timer to run out & trigger the approach) and it didn't work, you have something blocking animations or SH from starting.

Also, for the best chance of things working correctly, make sure your PC is female and human, and you have Sex Attributes 2.5.6 or higher

Then... start a new run & test things out.

Posted
13 hours ago, izzyknows said:

If you used the MCM option to force an approach (you have to wait for the cool down timer to run out & trigger the approach) and it didn't work, you have something blocking animations or SH from starting.

Also, for the best chance of things working correctly, make sure your PC is female and human, and you have Sex Attributes 2.5.6 or higher

Then... start a new run & test things out.

I see that after manually activating the mod npc's approach me, but no one tries to hook me. I have no idea what mod could be causing the blockage. :(

Posted (edited)

Is there an option to only apply it to NPCs that are aware of me being there, rather than scan a radius of everything around me, regardless of their position in relation to me? More often than not, I have some random schmuck from halfway across the map detect me for an approach (or even quest NPCs that aren't even supposed to know that I am there and that I'm not supposed to interact with from where I'm at), rush to my location and then do their thing, It would be a lot more immersive if only NPCs that could see me could also approach me, with a more direct approach upon detecting the player (à la metal gear).

Edited by GalaxySeraph
Posted
On 5/23/2022 at 1:13 PM, Operand said:

This is also the way you can remove HH effect during the molestation scenes, the corresponding API call is "StopHeight_HHS" if I'm not mistaken.

I was wondering if a fix has been posted for this issue - not necessarily in the molestation scene but in the struggle scenes.  With high heels, my PC is way out of line with where she's being groped.
 

Amazing mod, of course.  Just running down the pickies.

Posted (edited)
20 hours ago, Dez65 said:

I was wondering if a fix has been posted for this issue - not necessarily in the molestation scene but in the struggle scenes.  With high heels, my PC is way out of line with where she's being groped.

 

I don't know if there's any patch for it. But I'm okay with sharing what I did locally to fix this problem:


 

Spoiler

In the FPSH_Main script, the start of the animation:

Function startMolestAnimation(Actor a0)
	DisableControls()
	float px = playerref.getPositionX()
	float py = playerref.getPositionY()
	float pz = playerref.getPositionZ()

	float ax = playerref.getAngleX()
	float ay = playerref.getAngleY()
	float az = playerref.getAngleZ()

	a0.SetAnimationVariableBool("bHumanoidFootIKDisable", True)
	playerref.SetAnimationVariableBool("bHumanoidFootIKDisable", True)

	a0.SetAngle(ax, ay, az)
	a0.SetPosition(px, py, pz)

	a0.TranslateTo(px + 0.0001, py + 0.0001, pz, 0.0, 0.0, ax+0.01, 500.0, 0.00000001)
	playerref.TranslateTo(px + 0.0001, py + 0.0001, pz, 0.0, 0.0, ax+0.01, 500.0, 0.00000001)

	playerref.playidle(FPSH_Molest_F)
	a0.playidle(FPSH_Molest_M)
	; This is the HHS part
	float currentHHS = GetFloatHeight_HHS(PlayerREF)
	if currentHHS > 0
		SetHHSSafe(a0, currentHHS)
		StartHeight_HHS(a0)
	endif
EndFunction

 

 

stop of the animation:

Function StopMolestAnimation(Actor a0, bool knockaway, bool pushback)
	Molester = none
	; HHS part:
	float currentHHS = GetFloatHeight_HHS(PlayerREF)
	if currentHHS > 0
		RemoveHeight_HHS(a0)
		StopHeight_HHS(a0)
	endif

	if pushback 
		; Player "gentle" struggle success 
		a0.playIdle(FPSH_Molest_03_M)
		playerref.playIdle(FPSH_Molest_03_F)
		Utility.wait(2)
	endif

	a0.SetAnimationVariableBool("bHumanoidFootIKDisable", false)
	playerref.SetAnimationVariableBool("bHumanoidFootIKDisable", false)

	playerref.playidle(LooseIdleStop)
	a0.playidle(LooseIdleStop)

	playerref.StopTranslation()
	a0.StopTranslation()

	if knockaway
		playerref.pushActorAway(a0, 5)
	endif

	EnableControls()
EndFunction 

 

 

some service bits:

Function SetHHSSafe(Actor a0, float height)
	int limit   = 10
	int current = 0
	while (SetFloatHeight_HHS(a0, height) < 0) && (current < limit)
		current += 1
	endwhile
EndFunction

 

also don't forget to add the import:

import HHS

(for instance, top of the script) if you already don't have it there.

 

My version of the mod is not the latest and I don't bother to update mods every time the new version comes out unless there's some new feature I want, mostly because of exactly the local edits I usually do - so I don't want to merge them back after every update. So keep in mind that the code above might be pertaining to older version of the mod, but if those part didn't change it should work just fine.

 

What it does is - sets the HHS height to a "molester", it's exactly equal to the HHS of the PC. It will lift the male actor as if he has invisible heels. Not the most immersive way of doing it but I hate it less than having HHS removed from PC and resulting in her legs going straight into the ground. The only way to properly fix it is to create a custom animation but that's a tall order because HHS height might be different on different heels.

 

To use the fixes I did before you'd need to recompile your FPSH_Main script and also have HHS with the native papyrus script installed (I don't remember if it's bundled with it by default)

Edited by Operand
Posted
13 minutes ago, Operand said:

have HHS with the native papyrus script installed (I don't remember if it's bundled with it be default)

 

There's a FOMOD installer menu option for HHS script source code, but most (all?) of the function declarations are global so depending on what you need you could probably just use Utility.CallGlobalFunction() and then you don't need to actually compile against it (just remember to cast your var array elements to the exact types the function parameters need).

Posted
1 hour ago, vaultbait said:

 

Well, I'm not a big fan of dynamic resolution and was always wary of reflection - what can I say. On the other hand, it's all inside a VM anyways so native calls versus API calls won't make any difference, apart from maybe difficulties to debug stuff when things go south.

Posted (edited)
2 hours ago, Operand said:

Well, I'm not a big fan of dynamic resolution and was always wary of reflection - what can I say. On the other hand, it's all inside a VM anyways so native calls versus API calls won't make any difference, apart from maybe difficulties to debug stuff when things go south.

 

Agreed, it's more handy when you want a mod's scripts to have only a soft integration with HHS, avoiding making it a hard dependency.

Edited by vaultbait

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