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Posted
4 hours ago, Slorm said:

When changing slots you need to do it in two places for each item, in Armour (ARMO) and also in Armour Addon (ARMA) or the item won't show in game

 

I didn't know that when I was trying it either, and I only had invisible objects. Good tip. I think now I'll have the courage to tackle the subject again.

Posted
3 hours ago, scrotusmaximus said:

I have slots 11 and 3 selected. The mod is still showing me as naked. Any Ideas?image.png.2996e57e6722f9b1506ade7bb3d27e58.png

You're walking around with nothing covering the groin area.  Adjust your Groin armor index to 3 as well, assuming your outfit covers both upper & lower regions.

Posted
5 hours ago, scrotusmaximus said:

I have slots 11 and 3 selected. The mod is still showing me as naked. Any Ideas?

Try this..

11

-1

3

-1

Posted

A nice side effect of the mod is that I also get to know other companions. For example Ada. I've never been on the road with the bot. But is the only companion in this game, that doesn't want to get at the young lady's laundry every 50 m. ^^

Posted
16 hours ago, BHAitken said:

You're walking around with nothing covering the groin area.  Adjust your Groin armor index to 3 as well, assuming your outfit covers both upper & lower regions.

 

14 hours ago, izzyknows said:

Try this..

11

-1

3

-1

Thank you both. 

Posted

@scrotusmaximus

 

If you do

 

11

-1

3

-1

 

It means your groin is covered by your clothing, and your boobs are covered by your chest armour. Not a bad configuration, but the moment you remove the chest armour, the mod will treat you as if your boobs are hanging out in the open, and the NPCs will react as such.

 

My suggestion would be

 

11

3

3

-1

 

The above tells the mod that your chest is covered by either your clothing or your chest armour, and your groin is covered only by your clothing.

Posted (edited)

I have a partially naked dominant nympho with the strength to decide who she sleeps with.  After the usual intimidation to the straight up sexual demands suddenly all I hear is silence.  No offers of a spiked drink, no offers for hypno-therapy (which my character loves), not even an honest offer of a night out.

 

Disappointing.

 

Now understand that if I adjust the setting to full coverage I'll start getting the regular approaches.  I just find it disappointing that nobody will offer the topless she-barbarian a drink.  ?

Edited by BHAitken
Elaboration
Posted

Is there a way to protect areas from approaches? I want to add an exclusion to Diamond City Expansion's red seat district. I think the approacher's body would be put in a dumpster by Liemanto's body guard. If you find your way under the club you'll see why I think so.

Perhaps the approacher would follow the player out of the exclusion cell?

Posted
14 hours ago, jbezorg said:

Is there a way to protect areas from approaches? I want to add an exclusion to Diamond City Expansion's red seat district. I think the approacher's body would be put in a dumpster by Liemanto's body guard. If you find your way under the club you'll see why I think so.

Perhaps the approacher would follow the player out of the exclusion cell?

There should be a hotkey to toggle the mod's functionality entirely... Why not use that when you are in such problem areas?

Posted
23 minutes ago, asdfer1234 said:

There should be a hotkey to toggle the mod's functionality entirely... Why not use that when you are in such problem areas?

Generally, it breaks the immersion.  But to break down the problem:

 

Generally, having a list of rooms the mod can or can not operate means making a database.  Having user input means that the database cannot be hard-programmed (mostly) but build an external database as well, and personally I don't know how Fallout would handle those operations.  (If anyone knows of an actual written/printed manual for the Creation Kit, please send me details.)

 

The other method would be to tag the individual rooms.  This would require a patch for whatever mod everyone voted and harassed our poor mod creator for, something I am very sure our beloved mod author does not want to do.

 

So as for the solution I offer patience for now, as the solution will probably be used for many aspects.

Posted
6 minutes ago, BHAitken said:

Generally, it breaks the immersion.

Bugthesda screwed the immersion pooch with the timeline. So it's just for fun.. :P

The database is actually containers. Transfer Settlements uses Nat to store stuff, Sim Settlements uses resource containers underground. Looking at how they do things will give you a pretty good idea how it works. You could even ask about it over at the SS forum.

Posted (edited)
On 2/22/2023 at 2:16 PM, jbezorg said:

Is there a way to protect areas from approaches? I want to add an exclusion to Diamond City Expansion's red seat district. I think the approacher's body would be put in a dumpster by Liemanto's body guard. If you find your way under the club you'll see why I think so.

Perhaps the approacher would follow the player out of the exclusion cell?

 

That sounds like something which should go into a compatibility patch:

 

The implementation would presumably have a trigger on entrance which (if the approach chance was non-zero) saves the current approach chance and sets it to zero. Exiting would restore that chance.

 

Edit: however, this mod could still use some work.  Or I think it's this mod.  Today, my gagged and plugged character was approached and agreed to favors in exchange for being unlocked. Upon which nothing happened (except being frozen), perhaps because my character was gagged and plugged and I had allowed a chance for such devices to not be removed during approaches...

Edited by sen4mi
Posted

Just had a hypno talk. I was also offered resistance. This actually only happens if there is enough willpower.

image.png.ce7debb79fd25be572c681651e75b9bc.png


Here, however, I am pressing no, but the answer is Yes Master.

Strange ^^

Posted
18 hours ago, asdfer1234 said:

There should be a hotkey to toggle the mod's functionality entirely... Why not use that when you are in such problem areas?


Not much of a problem. Immersion breaking as @BHAitken said. Bad for business if any John can come in and use his girls for free.

 

17 hours ago, BHAitken said:

Generally, it breaks the immersion.  But to break down the problem:

 

Generally, having a list of rooms the mod can or can not operate means making a database.  Having user input means that the database cannot be hard-programmed (mostly) but build an external database as well, and personally I don't know how Fallout would handle those operations.  (If anyone knows of an actual written/printed manual for the Creation Kit, please send me details.)

 

The other method would be to tag the individual rooms.  This would require a patch for whatever mod everyone voted and harassed our poor mod creator for, something I am very sure our beloved mod author does not want to do.

 

So as for the solution I offer patience for now, as the solution will probably be used for many aspects.

 

17 hours ago, izzyknows said:

Bugthesda screwed the immersion pooch with the timeline. So it's just for fun.. :P

The database is actually containers. Transfer Settlements uses Nat to store stuff, Sim Settlements uses resource containers underground. Looking at how they do things will give you a pretty good idea how it works. You could even ask about it over at the SS forum.

 

13 hours ago, sen4mi said:

 

That sounds like something which should go into a compatibility patch:

 

The implementation would presumably have a trigger on entrance which (if the approach chance was non-zero) saves the current approach chance and sets it to zero. Exiting would restore that chance.

 

Edit: however, this mod could still use some work.  Or I think it's this mod.  Today, my gagged and plugged character was approached and agreed to favors in exchange for being unlocked. Upon which nothing happened (except being frozen), perhaps because my character was gagged and plugged and I had allowed a chance for such devices to not be removed during approaches...


 

Have the user manually add the location to a form list. The location they are currently in gets added / removed via a toggle in MCM.

Player Alias Script.

 

Event OnLocationChange(Location akOldLoc, Location akNewLoc)
  if ( excludedList.Find(akNewLoc) > -1 && modIsOn )
    // turn mod off
  elseIf ( !modIsOn )
    // turn mod on
  endIf
endEvent

 

Posted (edited)

set chest armor index to 6
groin armor index to 10 in the MCM

Im wearing 36 slot shirt and 40 slot pants

and this mod keep saying 'no one here cares you are naked' again again and again

what the wrong with this thing

Edited by Milk357
Posted (edited)
7 minutes ago, shvillian12 said:

question, is there a way to edit what the NPC says to the PC?  just wanted to edit some of the lines to something else.  

Use xEdit and edit the Message & Quest.

The debug messages you'll have to edit the scripts & recompile them.

 

And remember, if you edit a mod and find a bug, install the vanilla version and replicate the bug to make damn sure you didn't cause it before reporting it. And it makes no difference how small the edit was.

Edited by izzyknows
Posted
1 hour ago, izzyknows said:

Did you set the other options to -1 ?

chest 6, 7
groin 10, 15
and 36, 37, 40, 45 slot clothes all worn but still getting "no one here seems to care the you are naked" alarm

Posted
On 2/23/2023 at 9:30 AM, sen4mi said:

Edit: however, this mod could still use some work.  Or I think it's this mod.  Today, my gagged and plugged character was approached and agreed to favors in exchange for being unlocked. Upon which nothing happened (except being frozen), perhaps because my character was gagged and plugged and I had allowed a chance for such devices to not be removed during approaches...

 

And... I have now noticed that the approach NPC is stuck (Blake Abernathy, a good ways away from his farm.)

 

Is there any way of resetting a stuck NPC so they go back to their routine?

Posted
7 hours ago, izzyknows said:

Use xEdit and edit the Message & Quest.

The debug messages you'll have to edit the scripts & recompile them.

 

And remember, if you edit a mod and find a bug, install the vanilla version and replicate the bug to make damn sure you didn't cause it before reporting it. And it makes no difference how small the edit was.

awesome, thanks again.

Posted
1 hour ago, sen4mi said:

Is there any way of resetting a stuck NPC so they go back to their routine?

 

Copy to your game root folder and run the file as bat (console). Click Abe beforehand.
I got this workaround here in the forum too.

 

npcstuck.txt

Posted (edited)

I have some trouble with this mod, which i really like. (i just returned from a longer pause)

 

I remember that i used to play and NPC's would just ram into me.

Now, i hardly get attention.

So i am wondering if some other mod is blocking the action.


currently i am running a small test in Vault 81. Made some NPC's and wait for the action.

I even adjusted the chances. For example DD. Cranked it all the way up but strangely no one is coming to put anything on to me.

 

So here is what i have installed.


Vulnerability, Autonomy Enhanced, Violate, Better Living Through..., Rad Morphing, Lewd Talks, Provocative Perks, Raiders Pet, Sanity Framework, Sex Attributes, She got the glow and of course, Harassment.

 

I am somewhat suspicious of Raiders Pet (1.4) but not sure.

 

The only way i can get things started is to be naked which is lame.  Collar helps but i have to apply it myself.

 

My character is a blank slate in this scenario. There must be something to make NPC's try often.

 

Anyway, i know it worked before more frequent but it seems not to work right now. Is there a mod i should avoid to make it work?

DD, i switched to the FG version as i am using Fusion Girl.

 

Thanks, maybe somebody has a solution ...

 

I just want to learn from my mistake, if i did any

Edited by yester64
Posted
15 hours ago, deathmorph said:

 

Copy to your game root folder and run the file as bat (console). Click Abe beforehand.
I got this workaround here in the forum too.

 

npcstuck.txt 28 B · 5 downloads

 

Thanks ... that seems like a good idea, but it did not work.

 

I think it's his AI which is wedged, rather than his animation.

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