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Posted

@twistedtrebla Hi, Just wanted to say I like the new end game hypno things that can happen, I was just going to suggest it might be nice if a hypno master once they're done everything become a master sort of like a shock collar master in the sense they stop having other approaches and just stick to hypno or maybe other approaches reflect hypno conditioning and they can just command the player to do what they want.

 

Along the idea of being a master kinda like the shock collar master maybe they can give conditioning to the player to return to them if they're gone for too long maybe being away too long will start to drain your will power until you return them?

 

Another idea that may or may not be worth it is the hypno person messes with your dom & sub orientation like setting you to dom while giving a command to obey all orders for their amusement and to help drive home how much control they have over you now.

 

Thank you for the great work you've done with your mods!

Posted (edited)
4 hours ago, N.Gamma said:

Wouldn't this be solved with a query, everything in slot 33 is fully clothed, except the formID for the naked body?

The collar should use a different slot than 33 and therefore in that case the player would still be naked.

I know this from the Horrible harassment mod for Skyrim. Sexual Harassment goes a completely different way, makes virtually the opposite.

Well I know it's index 3/slot 33/body - some think it's torso, ... it's actually where "just a mesh" reference exists. Anything being in slot 33 technically just points to a mesh may look clothed or not.

 

Note this, Slot 33 is usually shoes. Why do I say that? Well there happens to be no feet slots. there are left and right leg but no feet slots so most clothing mods use 33 for shoes with an attached body mesh. 

 

If I remove the PC's high-heeled Dicky Pinup boots - slot 33 - and walk out of home plate with Cait, Cait will make a comment like the PC is naked (base game dialog, and an affinity cheat)... even though the PC has every stitch of clothing on except the boots.

 

The collar is in the neck slot I think... I believe is 50? 

 

That aside you have nothing on and then step into a suit of power-armor, or even put on heavy combat chest-plate, etc... are you still naked? Chances are not - unless Superman's staring at you, and likely you're not using slot 33 at all. 

 

In other words... it's genuinely difficult to figure out naked or not just by slot without eliminating every slot.  33 may be dressed or it can be just shoes. Plus some other slot may actually cover up the pc's naughty bits. 

 

Is tedious but people can assign a keyword for everything in the game that SAKR may use,

 

Key thing SAKR allows you to actually assign what you truly consider "is revealing" or "not revealing", plus actually more - i.e. a quantified system a pair of tight paint-on jeans can rate higher than baggy pants -  a lack of it being there means is revealing. If you want the extracted cvs files for base armor from game and dlcs, I've included them so you do not have to pull it out using Fo4Edit. Just load them in the tool and assign each piece of clothing and armor what you want. The make sure to set it up for RepCo. I'd give you my ini files but there may be some things I decided should be skimpy and others not...

 

 

rd_DLC03_FormIDsList.csvrd_DLC02_FormIDsList.csvrd_DLC01_FormIdsList.csvrd_Base_FormIDsList.csv

Edited by eflat01
Posted (edited)

I'm trying to figure this out...

 

1. She got collared in Vault 81, had a drink slipped to her which ushered in a couple gang-bangs. 

 

2. She left and went to the dugout inn, there she got enslaved via being zapped...  by a HOTC - Hookers of The Commonwealth - npc none the less. 

 

3. PC ran off to Bunker hill and a few other places after that, but did not offer herself on every approach as the "master" said to.

 

4. So when she returned to the dugout inn, the master asked her about that and was pissed off she lied.

 

So said she would punished her... before using her again, so

 

and the punishments; 

 

Master beat her,

Took her caps,

Put a tattoo on her,

Bound her in cuffs,

Then the master walked away - I do not know if this is normal. 

 

The slave master said the PC would be gang banged but seems stuck here. Were no aaf animations but the PC seems to be locked as their should had been.

 

Even after other npc's approach the PC and events - aaf animations happen - in this state, she is stuck standing in at the same spot - can't move from it. And seems been minutes without another approach

 

So she's stuck - can't move from the spot nor even struggle.

 

 

Edited by eflat01
Posted
On 7/17/2023 at 12:50 PM, Insultedreference445 said:

Question: Will NPCS approach Nora if she's in power armor?

Unfortunately yes.  I wish there was a setting for that in the MCM, how can anyone even identify her?

Posted
4 hours ago, lluv_uwu said:

How do I remove the gag put on by an approach npc, after gag has been put on every npc I talk to all say the same thing "maybe I can understand you, try again" and nothing happens. 

the gag talk is from DD

 

the gag talk does have a cooldown (but it is VERY short), and if you talk again with npc right afterwards when they say they can or might understand you should get other dialogues

 

to remove the gag your choices are - unlock with key, have someone else unlock with key (follower, etc), escape from gag (DD has an escape mechanic and there are other mods that can do it also).

 

Posted (edited)
On 7/18/2023 at 2:57 PM, N.Gamma said:

The DLC ini's seem to be what I'm looking for, but the CCO Replacers for Vanilla Clothing ini is certainly keyworded to mark the clothing as skimpy, what I'm looking for is an ini that marks the vanilla fallout clothing as fully clothed.

 

I ran across a vanilla outfits config just now (forgot it also existed).

 

Edit: Actually the one I linked earlier to the post that included the DLC outfits was (likely a copy of) the same one, and was actually for vanilla versions, not CCO replacers (I misread the post in haste, apologies).

Edited by vaultbait
Posted
13 hours ago, BHAitken said:

Unfortunately yes.  I wish there was a setting for that in the MCM, how can anyone even identify her?

 

You can turn approaches off with the toggle key if you set one up, Yes is a cheat but I'm just toying and testing the water so to speak  It's what I do in certain situations, like when defending a settlement, or in PA, etc...  . However npcs still will make comments.

 

Posted
7 minutes ago, vaultbait said:

 

I ran across a vanilla outfits config just now (forgot it also existed).

 

Edit: Actually the one I linked earlier to the post that included the DLC outfits was (likely a copy of) the same one, and was actually for vanilla versions, not CCO replacers (I misread the post in haste, apologies).

 

In the back of my head I figured someone had to build them already.

Posted
23 hours ago, Gamaramdi said:

Nope, as i recall there's a safe that prevents the player being harassed in PA

About this i got slapped on my ass yesterday, wearing PA!

Posted (edited)
2 hours ago, Gamaramdi said:

About this i got slapped on my ass yesterday, wearing PA!

 

I don't recall ever getting slapped when approach events are toggled off. You can set a Key in MCM to toggle them off/on. NPC's will still make comments though. 

 

As far as I know of, Bound In Public is the only mod which NPC's even takes into consideration a face is covered. Even in vanilla and DLC quests npc's often recognize you when you changed into PA. 

 

Is quite amazing really how everyone is keeping tabs on the PC's every move... Is much like Skyrim when assassins' are sent after you from afar places by npc's who never met you, once you uttered your first use of a voice.

 

Must be cameras everywhere? :) 

 

Edited by eflat01
Posted
2 hours ago, eflat01 said:

 

I don't recall ever getting slapped when approach events are toggled off. You can set a Key in MCM to toggle them off/on. NPC's will still make comments though. 

 

As far as I know of, Bound In Public is the only mod which NPC's even takes into consideration a face is covered. Even in vanilla and DLC quests npc's often recognize you when you changed into PA. 

 

Is quite amazing really how everyone is keeping tabs on the PC's every move... Is much like Skyrim when assassins' are sent after you from afar places by npc's who never met you, once you uttered your first use of a voice.

 

Must be cameras everywhere? :) 

 

image.thumb.png.6733b76dec531c4c953e2836d91e4b65.png

Posted

Feature Request... MCM Option to Turn Off Unlock Devious Devices Approaches

 

There currently is no way to turn off people approaching the player, and offering to unlock most Devious Devices.

Posted
56 minutes ago, Krazyone said:

Feature Request... MCM Option to Turn Off Unlock Devious Devices Approaches

 

There currently is no way to turn off people approaching the player, and offering to unlock most Devious Devices.

 

Though turning off the the "always approach if vulnerable" setting does seem to slow them down a bit and give other approaches a chance to fire.

Posted
2 hours ago, vaultbait said:

 

Though turning off the the "always approach if vulnerable" setting does seem to slow them down a bit and give other approaches a chance to fire.

 

I like the vulnerability approaches, Devious Devices, Naked, Slutty SAKR Tagged Clothing... I don't know if that's in the vulnerabilities, some clothing like Swimsuits and Bikini's should be in it.

 

Usually... my character is Collared, or in Devious Devices and she gets them removed as soon as she enters the settlements. I've got it set to 3,000 to remove them, and 300 Caps is charged.

Posted
28 minutes ago, Krazyone said:

 

I like the vulnerability approaches, Devious Devices, Naked, Slutty SAKR Tagged Clothing... I don't know if that's in the vulnerabilities, some clothing like Swimsuits and Bikini's should be in it.

 

Usually... my character is Collared, or in Devious Devices and she gets them removed as soon as she enters the settlements. I've got it set to 3,000 to remove them, and 300 Caps is charged.

 

No, vulnerability is a rating based on what and how many Devious Devices you're wearing. If you're basically defenseless due to wearing too many or the right kinds of devices, then (among other effects) you'll get devious approaches to the exclusion of basically any other approach. Turning off that option in the MCM just gives you the normal chances for a devious approach even if you have enough devices on to be considered "vulnerable."

Posted
1 hour ago, vaultbait said:

 

No, vulnerability is a rating based on what and how many Devious Devices you're wearing. If you're basically defenseless due to wearing too many or the right kinds of devices, then (among other effects) you'll get devious approaches to the exclusion of basically any other approach. Turning off that option in the MCM just gives you the normal chances for a devious approach even if you have enough devices on to be considered "vulnerable."

 

I just set them to the Max... this will stop firing the Vulnerability Approaches, unless you are full to the brim with Devious Devices, locked onto everything...

Posted
On 7/18/2023 at 12:16 PM, vaultbait said:

 

But then how do you determine that? If I put on a collar and am otherwise wearing nothing, how can SAKR distinguish that from me wearing a jumpsuit that's missing tags? If the answer is "well look at the biped slots they're worn in" then we're back to the original problem SAKR was created to solve.

 

Perhaps we could have MCM settings characterizing the current outfit-without-keywords?

Posted
18 minutes ago, sen4mi said:

Perhaps we could have MCM settings characterizing the current outfit-without-keywords?

 

Harassment already has such MCM options. If you're wearing clothing that doesn't have SAKR keywording done yet, you can tell it to ignore what SAKR says and just force you to be considered either naked or clothed. I'm not sure how much more fine-grained people want it to be.

 

A very simple workaround would be to add some SAKR keywords to a ring, and then you can wear or remove the ring whenever you want Harassment or other SAKR-using mods (Provocative Perks, Milking Human Kindness, etc) to consider you clothed or naked.

Posted

Somebody was saying something about the use of masks w/SAKR, essentially reducing or eliminating the recognition factor on approaches (It's assumed the mask would be removed for sex).  Is this something we could look forward to in the future?

Posted
18 hours ago, vaultbait said:

 

Harassment already has such MCM options. If you're wearing clothing that doesn't have SAKR keywording done yet, you can tell it to ignore what SAKR says and just force you to be considered either naked or clothed. I'm not sure how much more fine-grained people want it to be.

 

A very simple workaround would be to add some SAKR keywords to a ring, and then you can wear or remove the ring whenever you want Harassment or other SAKR-using mods (Provocative Perks, Milking Human Kindness, etc) to consider you clothed or naked.

 

Personally, I would want it to be very fine grained.

 

Unfortunately, I have been running into some MCM issues (where changes in the MCM interface does not register with the corresponding script, and vice versa) and I have not yet discovered adequate workarounds.

Posted (edited)
On 7/24/2023 at 12:48 PM, sen4mi said:

 

Personally, I would want it to be very fine grained.

 

Unfortunately, I have been running into some MCM issues (where changes in the MCM interface does not register with the corresponding script, and vice versa) and I have not yet discovered adequate workarounds.

 

Usually when dealing with MCM changes after I do so I reload. 

 

Reason being ... Scripts run at different times, Is safer to force an on start or on load quest (and it's scripts that way) - start a script fresh. Remember scripts are run off threads and invoked on events and what not. 

 

You may not know it but a script may be running and in use when you hit that esc key to bring up MCM and thus still in use with old values when you came back to playing - depending how the settings are used, i.e. a derived value - previously calculated on quest start - from a setting. 

Edited by eflat01
Posted (edited)
On 7/24/2023 at 12:48 PM, sen4mi said:

 

Personally, I would want it to be very fine grained.

 

Unfortunately, I have been running into some MCM issues (where changes in the MCM interface does not register with the corresponding script, and vice versa) and I have not yet discovered adequate workarounds.

 

First off the actual game structure lacks any real way to indicate. It's possible to look for exact form id though. I believe Bound in Public is looking for the actual DD devises to use in determining possible PC recognition... however if your face or entire head were completely covered by anything else you're considered easy to be recognized.

 

https://www.creationkit.com/fallout4/index.php?title=Biped_Slots

 

The difficult part is determining just how fine of grain and of course slot usage is unreliable.

 

Clothing mods - while somewhat standard - still may be utilizing various slots in different ways in presenting a mesh and it's texture - Dicky's Pinup lets you choose between two different slots for panties and two for bras per say. You can make the jacket in an armor slot or not an armor slot, etc... So, most the time it's a piece by piece call and not definable in any other way. 

 

i.e. a good example are shoes/boots it's typically slot 33 by most clothing mods, usually the mesh is the footwear and a naked body attached, Base game however that is what a completely clothed mesh which fits under everything else. So in one slot you may be either streaking naked in a pair of running shoes or completely covered looking like Darth Vader.

 

I've brought this up before ... a slot just points to some mesh, what that mesh is or looks like who really knows? Despite what is typically laid out as standard in the game if you wanted to put any mesh in most slots you may - though I'd state the mesh should be a viable one.  

 

The fact is knowing what body nor face coverage are not guaranteed by any slot at all.  a hat, a cap, with or without a face covering, a PA Helmet or a mask, etc... may be a headband or you could put mask in beard. A dress mod may use slot 36 for it and slot 33 for stockings and shoes or it might be shoes and underwear, You can put a mesh tp cover your head with a hood in 56 - so under a hat, who knows?

 

imho, The scope as SAKR takes with skimpy and naked - is not very difficult to put full coverage on a wedding ring. As for PC recognition best way would be to use of RobCo to assign keywords and build a forms list of them from a mod to let other mods know if they recognizable, and you may also get very granular with it as in publishing a % chance.    

Edited by eflat01
Posted (edited)
On 7/23/2023 at 6:18 PM, vaultbait said:

 

Harassment already has such MCM options. If you're wearing clothing that doesn't have SAKR keywording done yet, you can tell it to ignore what SAKR says and just force you to be considered either naked or clothed. I'm not sure how much more fine-grained people want it to be.

 

A very simple workaround would be to add some SAKR keywords to a ring, and then you can wear or remove the ring whenever you want Harassment or other SAKR-using mods (Provocative Perks, Milking Human Kindness, etc) to consider you clothed or naked.

qq: If you know? 

 

Do the quest "Visit Collar Master" and "Diamond City Public Service" always stay in your pipboy main quest list, not only when finished but even when you're no longer collared - had it removed? Would seem to me they'd move to complete even though I understand radiant or repeatable but they never do. 

 

image.png.bd446a10b1cda687a06ce151e2c5cfb0.png

Edited by eflat01
Posted
14 hours ago, eflat01 said:

qq: If you know? 

 

Do the quest "Visit Collar Master" and "Diamond City Public Service" always stay in your pipboy main quest list, not only when finished but even when you're no longer collared - had it removed? Would seem to me they'd move to complete even though I understand radiant or repeatable but they never do. 

 

image.png.bd446a10b1cda687a06ce151e2c5cfb0.png

 

Did you have it removed by paying the troubleshooter in Dugout Inn, or some other way? I've also seen it get stuck if the collar master dies for some reason, though not for a while (can't remember if that got fixed at some point).

 

Oh, also it can fight for quest aliases. This one time at band camp, I tried to get the same raider to be both a Hardship "bad boyfriend" and a Harassment "collar master" but that did not go over as well as I anticipated due to quest aliases for those conflicting. I was perpetually told to visit my master but could never get the Harassment dialogue from them.

Posted (edited)
7 hours ago, vaultbait said:

 

Did you have it removed by paying the troubleshooter in Dugout Inn, or some other way? I've also seen it get stuck if the collar master dies for some reason, though not for a while (can't remember if that got fixed at some point).

 

Oh, also it can fight for quest aliases. This one time at band camp, I tried to get the same raider to be both a Hardship "bad boyfriend" and a Harassment "collar master" but that did not go over as well as I anticipated due to quest aliases for those conflicting. I was perpetually told to visit my master but could never get the Harassment dialogue from them.

So they should go away... or be moved, just wanted to be sure.

 

Yes, I had the troubleshooter remove it after finishing both those quest... they're checked off in the minor quest tasks. The collar master is just some resident in Diamond City... one of those npcs who likes to read up against the wall by Fallon's Basement, so is not dead.

 

If it fights with anything would be raider pet? I'd have to look but I do not think the alias are even close. 

 

Edited by eflat01

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