Milk357 Posted March 27, 2023 Posted March 27, 2023 (edited) On 3/22/2023 at 11:19 PM, vaultbait said: Armorsmith Extended (and ECO too I think?) removes all underarmor slots from vanilla outfits in order to make it possible to mix and match armor with more outfits. It's similarly problematic for another mod I'm working on which tries to detect degrees of player nudity by checking which underarmor slots are covered. shit. maybe ECO in my game is the cause of malfunction of nakecheck is there no way to fix instead of removing eco? + I was wearing clothes from vtaw 8 and getting message of being naked, does this matter with ECO too? ++ Or is there conflict with custom races like Nanako? Female Nanako NPCs dont approach with female approacher setting enabled, so maybe the nake check system is also not working with nanako Edited March 27, 2023 by Milk357
vaultbait Posted March 27, 2023 Posted March 27, 2023 1 hour ago, Milk357 said: shit. maybe ECO in my game is the cause of malfunction of nakecheck is there no way to fix instead of removing eco? + I was wearing clothes from vtaw 8 and getting message of being naked, does this matter with ECO too? ++ Or is there conflict with custom races like Nanako? Female Nanako NPCs dont approach with female approacher setting enabled, so maybe the nake check system is also not working with nanako I don't use either ECO/AE nor alternate race mods, but maybe someone else here knows if that could be the problem. ECO/AE removing underarmor slots from vanilla outfits shouldn't be insurmountable, you just need to check the actual slots covered by the outfits after it patches them so you know which slots to set in MCM. One way would be to open your full load order in FO4Edit and then find the armor/armor addon records for the items you're concerned about and see what the final view of their biped slots ends up being.
vranina Posted March 27, 2023 Posted March 27, 2023 Hello. I have such a question. When I was looking through the settings, I saw that there is a sheet of NPCs that you can ban or allow to bother you. It seemed to me that quite a few combinations were possible. I'm interested in companions. For example if I'm with Macready and I want him to pester me I can only include males and companions and then by my logic I'll only be pestering male npc's in towns and Macready. I increased the chance to the maximum and waited - nothing happened. Then I took more companions - the three girls Piper, Curie and Kate. I also allowed women to pester me. I waited, slept, rested on the sofa, but no one did anything. I saw that you can manually trigger the . I did, but again none of my four companions moved. I never understood where I was going wrong.
IBAGadget Posted March 27, 2023 Posted March 27, 2023 21 minutes ago, vranina said: Hello. I have such a question. When I was looking through the settings, I saw that there is a sheet of NPCs that you can ban or allow to bother you. It seemed to me that quite a few combinations were possible. I'm interested in companions. For example if I'm with Macready and I want him to pester me I can only include males and companions and then by my logic I'll only be pestering male npc's in towns and Macready. I increased the chance to the maximum and waited - nothing happened. Then I took more companions - the three girls Piper, Curie and Kate. I also allowed women to pester me. I waited, slept, rested on the sofa, but no one did anything. I saw that you can manually trigger the . I did, but again none of my four companions moved. I never understood where I was going wrong. Because your companions are actually listed as Companion Faction, which is not in the allow/disallow list. Companions won't pester you, unless they are outside of the vanilla companion framework, like Valkyrie from Outcasts and Remnants - in one playthrough I had females on, and she was constantly harassing me. Had to turn females off because it was getting to be a constant annoyance. When your harasser is travelling with you, the approaches become a constant thing instead of an occasional thing, and your resistance will wear down quickly, meaning that you become a submissive slut constantly getting fucked by your companion.
sen4mi Posted March 27, 2023 Posted March 27, 2023 32 minutes ago, IBAGadget said: Because your companions are actually listed as Companion Faction, which is not in the allow/disallow list. Companions won't pester you, unless they are outside of the vanilla companion framework, like Valkyrie from Outcasts and Remnants - in one playthrough I had females on, and she was constantly harassing me. Had to turn females off because it was getting to be a constant annoyance. When your harasser is travelling with you, the approaches become a constant thing instead of an occasional thing, and your resistance will wear down quickly, meaning that you become a submissive slut constantly getting fucked by your companion. This is something where a different approach mechanism would be nice. The current design is mostly "catastrophic", because the consequences of the available choices feed back heavily into the gaming loop -- leading into exponential progress towards either dominance or submission. In other words, instead of a chance each scan (where the scan range means the frequency depends on when nearby npcs are close), it would be nicer if we could limit approaches by configuring the mod's pacing (which the approach cooldown sort of does, but that's too predictable). Designing a meaningful pacing control mechanism is one of the problems I would like to solve. Designating certain NPCs for certain kinds of harassment might help (and would also give the interactions some personality). Having some sort of "target number range of harassments per day" would definitely help. Here, going below that range would step up the rate for future days and going above that range would ease off on the rate for future days. Perhaps avoiding town for too long should increase the tendency for ganging up on the player character. (This would not necessarily be gangbangs, but of course that would be one of the possibilities. But so would the player character being popular, or dragged off for a short stint in jail or any of a variety of other events.) Some events need to be frequent and others infrequent, I guess. But maybe it would be nice to be able to configure, to some degree, where these lead or which events these are?
antoniut Posted March 27, 2023 Posted March 27, 2023 On 3/15/2023 at 4:42 AM, 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. I am very sorry to quote an already a bit old message, but I could not resist. I join the above request (I'm not asking the author of the mod, I'm saying it in general) Quote 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. Perhaps an experienced modder could design a kind of functional romance framework with quests, events, parties, dates, dialogs, compatible with any gender and partner but that the dialogs could be written and entered, somehow, from outside the CK, for an average user. Finally... I don't know...
sen4mi Posted March 27, 2023 Posted March 27, 2023 44 minutes ago, antoniut said: I am very sorry to quote an already a bit old message, but I could not resist. I join the above request (I'm not asking the author of the mod, I'm saying it in general) Perhaps an experienced modder could design a kind of functional romance framework with quests, events, parties, dates, dialogs, compatible with any gender and partner but that the dialogs could be written and entered, somehow, from outside the CK, for an average user. Finally... I don't know... The creation kit is that kind of framework. The hard part is writing out how the romance works (or fails) during character progression.
twistedtrebla Posted March 28, 2023 Author Posted March 28, 2023 12 hours ago, sen4mi said: Designing a meaningful pacing control mechanism is one of the problems I would like to solve. The "gradual chance increase" mechanism was meant to solve that. If your base chance is set to 1%, and gradual increase set to 0.1%, that means after 1 hour since last approach, your chance increases to 1.1%. 2% after 10 hours, 3% after 20 hours, etc.
twistedtrebla Posted March 28, 2023 Author Posted March 28, 2023 I don't know what the deal is with these other armor mods conflicting with the slot system. But I am working on an update that will replace the existing slot-based naked check with something a bit more full blown and perhaps less prone to misconfiguration or error. It'll be an optional feature though, as it will require a new framework dependency.
twistedtrebla Posted March 28, 2023 Author Posted March 28, 2023 On 3/23/2023 at 12:35 PM, Slorm said: Update Suggestion One thing that causes a major problem is when going into Home Plate or in and out of the Dugout Inn, is that if the pc has an SH NPC following them that results in a sex scene, the NPC exits the cell and the pc is moved as well for the animation. This results in an infinite load screen and the only way out is to reload a previous save. Could I suggest that when there is a cell change that any following NPC routine is cancelled which will stop this happening. This is something I tried to fix many times but for some reason the NPC keeps ignoring the AI package I assign it. Im currently at a loss for a proper solution; as is the case for the molest animation sometimes stuttering like mad. If someone has a solution I'll happily update it. It's not a matter of this mod aborting an existing approach. The mod fires a call to AAF to start an animation right away. But usually AAF takes a while to start an animation. So it's this dead time between this mod firing the call to animate & AAF actually starting the animation 1
twistedtrebla Posted March 28, 2023 Author Posted March 28, 2023 On 3/23/2023 at 1:10 PM, vaultbait said: Agreed, this happens to me with some regularity. Alternatively, if the sex scene could be made to happen in the player's location rather than the location the NPC was in when first chosen, that would alleviate the game freezing as well. Its been a while since I looked at AAF code or documentation. Is there a param that dictates whether the animation starts at the player's location vs NPC's?
twistedtrebla Posted March 28, 2023 Author Posted March 28, 2023 (edited) On 3/20/2023 at 10:57 PM, Tanglin said: Happy birthday, Sexual Harassment! It was 5 years ago today that I installed the first version of the mod and it has never left my load order, and Nora has not known a moment of peace since then. It started as a mod that makes wastelanders approach when your character is naked, and look at all the ways they can harass poor Nora now! So, thanks, @twistedtrebla, for making the mod and giving us all the constant updates! Thanks! I remember you as one of the earliest users of the mod. This mod indeed has come a long way since its initial days of a mere proof of concept that I originally intended it to be. If I instead from the beginning decided to create a mod with the scope of what it is now, I would've never started it; it wouldve just been too overwhelming. But I guess small updates over time turned out to be quite a sustainable model. Edited March 28, 2023 by twistedtrebla 3
sen4mi Posted March 28, 2023 Posted March 28, 2023 1 hour ago, twistedtrebla said: The "gradual chance increase" mechanism was meant to solve that. If your base chance is set to 1%, and gradual increase set to 0.1%, that means after 1 hour since last approach, your chance increases to 1.1%. 2% after 10 hours, 3% after 20 hours, etc. I understand (or I think I understand), but ... If you are in town all of the time, and you have a 1% base chance and six scans per "game hour" which increases 0.1% each hour, on average you get an encounter every 67 scans (or, about once every 11 game hours). If you are in town an average of 1 hour every other day, that becomes an average of one encounter every 195..210 scans (since most scans can never succeed - or roughly speaking, 2 out of 3 trips to town get you a harassment encounter). If you drop that to an average of a single one hour trip to town every 3 days, that becomes an average of one encounter about every 400..425 scans (or, almost every trip to town). I am not sure my ideas to improve things are great, but with this kind of predictability, it feels like I should have a dedicated harasser for each harrassment type in each game "cell", maybe with the distribution (and possibility) of events based in part on population rather than simply time. Though it might also make sense to have isolated harassment random encounters with random nps, while travelling...
N.Gamma Posted March 28, 2023 Posted March 28, 2023 (edited) What animation mods would you recommend to have the complete experience of the mod? Are there also voice files for the mod? Edited March 28, 2023 by N.Gamma
spicydoritos Posted March 28, 2023 Posted March 28, 2023 (edited) 8 hours ago, twistedtrebla said: Its been a while since I looked at AAF code or documentation. Is there a param that dictates whether the animation starts at the player's location vs NPC's? Yeah it's an optional part of the SceneSettings struct called "locationObject". You can set that parameter to an actor, and AAF will use that actor's coordinates. Only caveat is that I'm not entirely sure whether that synergizes with the furniturePreference parameter, overrides it, or defers to it entirely. Edited March 28, 2023 by spicydoritos
vaultbait Posted March 28, 2023 Posted March 28, 2023 5 hours ago, spicydoritos said: Yeah it's an optional part of the SceneSettings struct called "locationObject". You can set that parameter to an actor, and AAF will use that actor's coordinates. Only caveat is that I'm not entirely sure whether that synergizes with the furniturePreference parameter, overrides it, or defers to it entirely. Also, if the real problem is gathering/pathing lag after initiating the scene, then I don't know that using the player's location would solve it either since that's likely using the dereferenced coordinates the playerref had at the time AAF was called rather than the current location of the playerref. It's possible this is something that would need to be fixed/mitigated within AAF itself.
Tanglin Posted March 29, 2023 Posted March 29, 2023 On 3/28/2023 at 1:52 PM, twistedtrebla said: Thanks! I remember you as one of the earliest users of the mod. This mod indeed has come a long way since its initial days of a mere proof of concept that I originally intended it to be. If I instead from the beginning decided to create a mod with the scope of what it is now, I would've never started it; it wouldve just been too overwhelming. But I guess small updates over time turned out to be quite a sustainable model. Yeah, my first post in the thread was the second reply, and the first to give feedback I enjoyed the mod from the get-go. And we got lucky that you're so open to expanding the scope of the mod and developing it to what it is today.
Slorm Posted March 29, 2023 Posted March 29, 2023 On 3/28/2023 at 2:54 PM, spicydoritos said: Yeah it's an optional part of the SceneSettings struct called "locationObject". You can set that parameter to an actor, and AAF will use that actor's coordinates. Only caveat is that I'm not entirely sure whether that synergizes with the furniturePreference parameter, overrides it, or defers to it entirely. 23 hours ago, vaultbait said: Also, if the real problem is gathering/pathing lag after initiating the scene, then I don't know that using the player's location would solve it either since that's likely using the dereferenced coordinates the playerref had at the time AAF was called rather than the current location of the playerref. It's possible this is something that would need to be fixed/mitigated within AAF itself. I don't know the inner workings of AAF, but is it possible to say cancel the animation routine after it has been started. At least that way if there is a cell change AAF could be told to abort. I think I can guess the answer but thought I'd ask (just in case)
sen4mi Posted March 29, 2023 Posted March 29, 2023 1 hour ago, Slorm said: I don't know the inner workings of AAF, but is it possible to say cancel the animation routine after it has been started. At least that way if there is a cell change AAF could be told to abort. I think I can guess the answer but thought I'd ask (just in case) It's definitely possible -- AAF even provides a UI for doing so (you have to hit the home key, and when in scene selection mode, you have an "end scene" option). That said, I've run into issues where this mod could benefit from checking that tests which were performed earlier in a scene are still valid. (For example, a vulnerability approach which kicks in during a BDH conversation which removes the devices has a conversation afterwards which acts like the devices are still equipped.)
izzyknows Posted March 29, 2023 Posted March 29, 2023 10 minutes ago, sen4mi said: That said, I've run into issues where this mod could benefit from checking that tests which were performed earlier in a scene are still valid. Or SH kicking in and running the naked approach because it triggered during a sex scene... or any time the PC might be naked for a few seconds.
vaultbait Posted March 29, 2023 Posted March 29, 2023 1 hour ago, Slorm said: I don't know the inner workings of AAF, but is it possible to say cancel the animation routine after it has been started. At least that way if there is a cell change AAF could be told to abort. I think I can guess the answer but thought I'd ask (just in case) AAF_API.StopScene(playerRef) could be called when the mod thinks any animations involving the player should be cancelled. The bigger challenge is I'm not sure how to detect moving between cells. There's the onLocationChange event but that doesn't necessarily fire when moving between interior and exterior spaces, and does fire when moving between grid boundaries in the worldspace.
sen4mi Posted March 29, 2023 Posted March 29, 2023 When moving between interior and exterior cells, wouldn't the value of IsInterior() change? I mean, ideally, it would be nice if there was some way of obtaining the reference id of the current cell, then you could compare the current value with a previous value. But if the problem only arises in the context of certain interior/exterior changes, maybe checking if IsInterior() has changed would be adequate?
vaultbait Posted March 29, 2023 Posted March 29, 2023 46 minutes ago, sen4mi said: When moving between interior and exterior cells, wouldn't the value of IsInterior() change? I mean, ideally, it would be nice if there was some way of obtaining the reference id of the current cell, then you could compare the current value with a previous value. But if the problem only arises in the context of certain interior/exterior changes, maybe checking if IsInterior() has changed would be adequate? Yes, the value of IsInterior() changes but the trick is finding an event to let you know to check it in the first place. Basically you want to know that the player has gone through a teleport door as quickly as possible, without polling in a tight loop and stealing too many timeslices from the Papyrus VM. I suppose there might be a condition in the CK which can be used to start/stop a MGEF with an attached script, so you get the onEffectStart/onEffectFInish events as a signal to immediately call StopScene(). Checking whether the Player stops or starts being in an interior space is not, in itself, the complete answer though because you can still probably end up triggering the same bug by moving between two different interior cells.
sen4mi Posted March 30, 2023 Posted March 30, 2023 1 hour ago, vaultbait said: Yes, the value of IsInterior() changes but the trick is finding an event to let you know to check it in the first place. Basically you want to know that the player has gone through a teleport door as quickly as possible, without polling in a tight loop and stealing too many timeslices from the Papyrus VM. I suppose there might be a condition in the CK which can be used to start/stop a MGEF with an attached script, so you get the onEffectStart/onEffectFInish events as a signal to immediately call StopScene(). Checking whether the Player stops or starts being in an interior space is not, in itself, the complete answer though because you can still probably end up triggering the same bug by moving between two different interior cells. Oh... I think I remember in Fallout3, there was a way of running code once every rendering frame (by leaving it outside an event handler). I don't know if that works in Fallout 4. I should really try to get CK working. Huh... Maybe we could drop some marker object and then use OnDistanceGreaterThan?
vaultbait Posted March 30, 2023 Posted March 30, 2023 11 hours ago, sen4mi said: Oh... I think I remember in Fallout3, there was a way of running code once every rendering frame (by leaving it outside an event handler). I don't know if that works in Fallout 4. I should really try to get CK working. You can run routines in timer events, and you can run loops with pauses inside other events too, the problem is that the tighter/more rapid your loops the more you hog the available operations for other scripts which are also trying to run things in parallel threads, which bogs down all script processing for everything and can lead to severe script lag because they all fight over the same global lock. 11 hours ago, sen4mi said: Maybe we could drop some marker object and then use OnDistanceGreaterThan? AAF already does something similar to cancel scenes that are too far from the player (10K units distance by default, configurable in AAF_settings.ini). I have no idea if that check also applies to the gathering phase or only once the animations are actually running. For that matter, I don't even know that StopScene will work during the gathering phase, or whether AAF will maybe still try to path the player to the previously determined location before processing the stop request.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now