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Posted
5 hours ago, shinichi104 said:

mod keeps saying tht im naked even though im clearly wearing clothes. how do i fix this?

 

This may be due to your Save holding onto the old Scripts if you upgraded the MOD. Also be sure you are not using any Dialog Mods as they are using the older Version of the Scripts. I had this same issue. to Fix it I had to disable the MOD. then Save the game with the MOD Removed. and then used Resaver to Clean the file of the old unused scripts. then Re enable the MOD and load the Saved file from Resaver.

Posted

how can i remove the quest to return to my master from the shock collar event ?

 

i have tried to remove the collar with the help from Johnny he removed the collar but it did not end the quest ?

 

 

 

by the way this mod is AMAZIG !

Posted

i have an issue even going back to an older version when being approached and going through the dialogue when they get ready to have sex they both just stand there and do nothing until i hit the stop all approachers thing in MCM then i unfreeze along with the npc   

Posted
10 hours ago, AngryItalian said:

i have an issue even going back to an older version when being approached and going through the dialogue when they get ready to have sex they both just stand there and do nothing until i hit the stop all approachers thing in MCM then i unfreeze along with the npc   

 

This sounds like a broken AAF installation/configuration. Do any other AAF mods successfully start animations for you?

Posted
3 hours ago, vaultbait said:

 

This sounds like a broken AAF installation/configuration. Do any other AAF mods successfully start animations for you?

Like any other mods that are like the sexual harassment mods or? Sorry I didn’t quite understand, animation mods alone I only have AAF and the patch for it 

Posted
15 minutes ago, AngryItalian said:

Like any other mods that are like the sexual harassment mods or? Sorry I didn’t quite understand, animation mods alone I only have AAF and the patch for it 

 

 

Posted
On 3/5/2023 at 5:21 PM, vaultbait said:

 

In the general page of the Sexual Harassment MCM, set the slots for items you're wearing as things that should cover the chest and groin areas of your body. For example, if you're wearing vanilla outfits then just set the body slot as covering both (it's either index 3 or slot 33, I can't remember which way the mod wants them specified). Set that slot as covering both chest and groin, and the mod will no longer consider you naked when you wear something that uses that slot.

I use 11 and 3 for chest, and 3 and -1 for groin, and that seems to work well. (Perhaps too well, because there's no way of marking "half naked" armors which "occupy" slots which would mean you are fully clothed if they were something else -- the topless grognak costume really wants to be treated specially in my configuration.)

 

Then again, this isn't my only design issue with this mod. Maybe someday I will make some tweaks of my own... 

 

Posted

Hey folks,

 

Regarding the naked notification on a new save, I screwed up the presets. I failed to recognize that new players start the game with nothing but the vault suit, which occupy only slot 3. Generally, most slot 3 armors, vault suit included, cover the full body. So under the new naked check system, the settings should've been:
3 & 11 for chest, and

3 & -1 for groin.

 

If you tend to use a lot of slot 3 armor that cover the whole body, then the above settings should be what you should use.

Posted

Are there any future plans for(mainly female)companions to become more involved other then as aggressors? IE; They try and convince or dissuade you from (insert scenario here).

Posted
5 hours ago, Martyr89 said:

Are there any future plans for(mainly female)companions to become more involved other then as aggressors? IE; They try and convince or dissuade you from (insert scenario here).

 

At the moment, no. The mod was created centered around no-companion play. The functionalities still work if you have a companion, but you just kind of have to imagine that they're not near you when approaches happen. Otherwise, it's sort of immersion breaking when you have a companion that loves you but stands around watching you get molested and raped without any effort of intervention.

 

So in order for companion features such as them trying to convince or dissuade you to make sense, then it also needs to be accompanied by a whole bunch of other features like intervention. And that is a whole lot of work and something I don't have the bandwidth for.

Posted
10 hours ago, twistedtrebla said:

 

At the moment, no. The mod was created centered around no-companion play. The functionalities still work if you have a companion, but you just kind of have to imagine that they're not near you when approaches happen. Otherwise, it's sort of immersion breaking when you have a companion that loves you but stands around watching you get molested and raped without any effort of intervention.

 

So in order for companion features such as them trying to convince or dissuade you to make sense, then it also needs to be accompanied by a whole bunch of other features like intervention. And that is a whole lot of work and something I don't have the bandwidth for.

Talking about this...
That's a lot of work involving companions, it would be great to have a kinky and even swinger relation with them, male or female, where they convince you to be shared with other people

A easier path could be what i have proposed i believe like 4 or 5 times, can my girl be the active part? that would be just a matter of switching roles and adding dialogues, she would love to spank male and female butts, and make propositions...

Posted

There's a bug in the approach script where the player is being coerced into wearing a gag and perhaps handcuffs -- this conversation ignores any already equipped gag and/or handcuffs.

 

Meanwhile, for companions, perhaps coercive approaches should be semi-disabled when a companion is present? This could be enhanced, later, with a concurrent "companion distraction" patch (or, if a mod like devious helper is installed, a "companion enlistment" patch).

 

This whole harassment angle already doesn't play in many other circumstances (like in combat areas, or when the player is too far from any eligible npcs). And, perhaps, to compensate for that, harassment events should be enqueued (waiting for an eligible npc) with a delay between "events" and a further random "opportunity delay" on finding an npc, rather than a random chance of occurring during a scan?

Posted

So, this mod has a shock collar approach, but what about a slave collar approach?  
 

Two ideas:

1 - The NPC happens to have the key, and tells the PC that they’ll never be free, unless…

Sets the DCW flag for key drop chance to 0 for x days so the PC can’t get free any other way.

2 - The NPC knows how to control the collar - converts it to a shock collar under their control.

Posted (edited)
11 hours ago, ChandraArgentis said:

So, this mod has a shock collar approach, but what about a slave collar approach?  
 

Two ideas:

1 - The NPC happens to have the key, and tells the PC that they’ll never be free, unless…

Sets the DCW flag for key drop chance to 0 for x days so the PC can’t get free any other way.

2 - The NPC knows how to control the collar - converts it to a shock collar under their control.

 

Hmm...

 

On the one hand, SH already has vulnerability settings, and if you bumped vulnerability on the collar up to the vulnerable threshold (default: 5 (you would be triggering devious approaches (default: 20%) and if you had other gear on it could become much worse.

 

But, also, it sounds like you are thinking of a DCW compatibility plugin here... (I kind of gave up on DCW because gameplay became too catastrophic for me), so I will have to bow out of that part of the conversation.

 




 

But... since I am posting here, ... I should explain one of my problems with this mod and how it allows me to configure willpower costs:

 

The default settings for Willpower are also... how should I say... if they matter, they matter too much, sort of?

 

By default, SA gives you 1 willpower regen per hour. And, the max willpower cost (before adjustments) in SH is 20 willpower. So that costs 20 in-game hours.

 

So, a 1% encounter rate is giving you on average 100 willpower between each encounter.  In practice, it's sometimes closer to 10 days on average unless we spend all of our time in town. Or: you often gain hundreds of points of willpower between these encounters. (Edit: about once a day if you spend the entire time in town and sleep 8 hours a day (sleeping and waiting does not count), but much less often if you do not spend all your time standing in town.)

 

If you cut willpower regen in SA to 0 with 0.1 regen per hour from sleep and you sleep basically only when necessary on survival, that's approximately 1 willpower per day which means that if a 20-willpower cost actually cost 20 willpower, that might be roughly break even for willpower. But fan drinks give you about 10 willpower (and it seems like they need to have some kind of advantage so I would leave that alone).

 

But if you are playing a character who is "smart" and refusing advances, there's no good way I can see to tweak the settings to make willpower cost become an issue.

 

Or, in the current design you have to abuse willpower before it can even begin to become significant. (And, some conversation choices automatically succeed without willpower cost. And there's other adjustments in play which reduce willpower cost, so that a character might only be paying maybe 2-ish willpower when 20 willpower was selected.)

 

(I would like the success chance to never drop below maybe 5% and failure chance to never drop below roughly 5%, and this is an example where it seems impossible to configure the mod to make that happen.)

 

An easy "fix" here would be if I could bump up the willpower cost. When my character only pays 3 willpower to resist an approach and that's the maximum resist cost I can set... it feels like the mod is broken. (I can tweak other things so that harassment is non-stop and my character is too gullible to refuse, but that also feels broken.)

 

(Another possibility: maybe we should be able to configure the minimum resist cost after adjustments??)

 

Edited by sen4mi
how did i miss that typo?
Posted
2 hours ago, sen4mi said:

Hmm...

 

On the one hand, SH already has vulnerability settings, and if you bumped vulnerability on the collar up to the vulnerable threshold (default: 5 (you would be triggering devious approaches (default: 20%) and if you had other gear on it could become much worse.

 

But, also, it sounds like you are thinking of a DCW compatibility plugin here... (I kind of gave up on DCW because gameplay became too catastrophic for me), so I will have to bow out of that part of the conversation.

 

This mod already interacts with DCW to one extent or another.  I just feel like the slave collar, which, by rights, should be one of the 'stronger' collar kind of pales compared to the shock collars.

 

I could see adding other penalties, such as:

  • Making willpower not regen while wearing the slave collar.
  • Costing willpower to say 'no' to anything sexual while wearing.
  • Vulnerability multiplier while wearing.

That's just a few more ideas that come to mind.  I just think that there should be more reactions/interactions to the slave collar than the shock collars, not less.

Posted (edited)
2 hours ago, sen4mi said:

So, a 1% encounter rate is giving you on average 100 willpower between each encounter.  In practice, it's sometimes closer to 10 days on average unless we spend all of our time in town. Or: you often gain hundreds of points of willpower between these encounters.

 

If you frequently burn willpower forcing locks and terminals or removing Devious Devices, you tend not to end up with it all that high. But also some mods that integrate with SA could drain your willpower in other ways (not aware of any available examples right now, but I'm working on one that includes willpower loss as a result of getting drugged).

Edited by vaultbait
Posted
55 minutes ago, vaultbait said:

 

If you frequently burn willpower forcing locks and terminals or removing Devious Devices, you tend not to end up with it all that high. But also some mods that integrate with SA could drain your willpower in other ways (not aware of any available examples right now, but I'm working on one that includes willpower loss as a result of getting drugged).

 

That is true.

 

And, because the chance is probably a chance per scan instead of a chance per hour, I probably overestimated the wait time by a factor of 6 (six scans per game hour).

 

Still, ... if you don't burn willpower like that and you don't have those other mods installed, it would be nice if we could configure things so that willpower was scarce with just this mod.

Posted

This has probably been asked before, but I couldn't find any results with a search.

 

- if a piece of clothing (not DD) is already equipped in slot 20 and it is protected, will the character still be equipped with a collar in SH and RP? If not, then I would have to change the slots of the "normal" collars.


- did a Dominate get the same "benefits" under brainwashing as a Sub? So there is less wear?

Posted
50 minutes ago, deathmorph said:

- if a piece of clothing (not DD) is already equipped in slot 20 and it is protected, will the character still be equipped with a collar in SH and RP?

 

I can't recall if SH will remove and replace other locked collars (I assume that's what you mean by "protected"), but if it's relying on Real Handcuffs' routines to do the equipping then that shouldn't happen. Assuming it's not a typo and the RP in your question means Raider Pet, it does check the neck slot and avoids equipping the makeshift slave collar (from DD) if you're already wearing something in that slot, regardless of whether it's locked against removal.

Posted

I meant this setting in SH:

 

image.png.0bd77751c4fcff23e63da9cb4e993f2c.png

 

Alright, that answers my question. Then, to be on the safe side, I change the index of the collars of Pornstar-Fashion and the holo chain of Geargies (Heather) from 20 to 16.

Posted

For what it's worth, I tried:

 

set FPSH_Setting_HypnoResistCost to 100.0

 

And, taking the resist option instead of giving control drained 2 willpower...

 

So, I tried:

 

set FPSH_Setting_HypnoResistCost to 1000.0

 

And, taking the resist option instead of giving control drained 2 willpower...

 

So I tried also setting

 

set FPSH_Setting_ResistWillpowerDrain to 100.0

 

And, taking the resist option instead of giving control drained 2 willpower...

 

 

Posted

Hello.
Sorry for google translate but my english is terrible.
I know it's not my job to give advice and I'm in no position to ask for any.
However, I will take the opportunity to communicate with you to ask you. What I miss in Fallout 4 is a romance mod. I humbly ask you to make it possible for relationships with either npc or companions to be romantic, loving and voluntary.
I'm making this request to you because your mods are the best on loverslab and it's obvious that you're very close to genius status.
With respect.

Posted
On 3/14/2023 at 11:42 PM, vranina said:

Hello.
Sorry for google translate but my english is terrible.
I know it's not my job to give advice and I'm in no position to ask for any.
However, I will take the opportunity to communicate with you to ask you. What I miss in Fallout 4 is a romance mod. I humbly ask you to make it possible for relationships with either npc or companions to be romantic, loving and voluntary.
I'm making this request to you because your mods are the best on loverslab and it's obvious that you're very close to genius status.
With respect.

Romance storylines do indeed tend to be quite a lot of fun.

 

They are also quite difficult to implement properly. Different people have very different (and often conflicting) ideas of how romance should proceed.

Posted (edited)
On 3/15/2023 at 4:42 AM, vranina said:

What I miss in Fallout 4 is a romance mod. I humbly ask you to make it possible for relationships with either npc or companions to be romantic, loving and voluntary.

 

I've already played two romantic mods.

 

Sleep Intimate from Draco Torre - very good support via discord

and

Magno Cum Gaudio from anghelos92 - however, there are many incompatibilities with common role-playing mods to consider

Edited by deathmorph
Posted

Also this seems to be focused on adjusting romanced vanilla companion dialogue, though currently it's aimed at male players with female companions:

 

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