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Posted
14 minutes ago, IBAGadget said:

Ви перевірили, чи дійсно плагін увімкнено у Vortex?

I'm sorry, I don't know English well and I use google translator. If I understood you correctly, yes, the vortex says that it is active

Posted

 Hi twistedtrebla.

Hello. Great job. Thank you. The problem is this: The player is wearing a shock collar. An electric shock is triggered at a distance. The player runs to the owner. The owner does not talk to the player and there is no electric shock. The player moves far away and the shock is triggered. The player returns to the owner and the owner does not talk to the player and there are no electric shocks. It is not possible to continue. What should I do?

Posted
20 hours ago, LaRem. said:

 Hi twistedtrebla.

Hello. Great job. Thank you. The problem is this: The player is wearing a shock collar. An electric shock is triggered at a distance. The player runs to the owner. The owner does not talk to the player and there is no electric shock. The player moves far away and the shock is triggered. The player returns to the owner and the owner does not talk to the player and there are no electric shocks. It is not possible to continue. What should I do?

It sounds like something went wrong with the dialog tree.

 

I can see some alternatives, ranging from debugging the state of the owner, resetting the shock collar quest and/or replacing the owner, or destroying the shock collar. 

 

It's difficult to offer further advice without knowing other details.

Posted
On 2/25/2024 at 9:41 PM, KiriRoss said:

Hello, I just started using mods for Fallout 4 a long time ago, I use vortex. 260 mods installed without problems and this mod shows as "missing plugins - FP_SexualHarrasment.esp" in MCM. I reinstalled this mod, used other mod managers, I don't know what to do anymore. Maybe someone can help with this issue.

 

That may mean that you're missing one of the master plugins required by FP_SexualHarrasment.esp, or that you didn't autosort your plugins in Vortex and so one of its masters is incorrectly loading after it.

Posted
6 hours ago, vaultbait said:

 

Це може означати, що вам не вистачає одного з головних плагінів, необхідних для FP_SexualHarrasment.esp, або що ви не відсортували свої плагіни у Vortex, і тому один із головних модулів неправильно завантажується після нього.

Thanks for the tip, the mod started working, but now another problem, when it comes to sex, my character stops moving and nothing else happens. I already reinstalled AAF as it was in the description of the mod, but it didn't help. Although in other mods it works just like that.

Posted
16 minutes ago, KiriRoss said:

Thanks for the tip, the mod started working, but now another problem, when it comes to sex, my character stops moving and nothing else happens. I already reinstalled AAF as it was in the description of the mod, but it didn't help. Although in other mods it works just like that.

Do you have animation packs installed?

AAF by itself has no animations, so if you have no animation packs installed, that might happen.

Posted
7 hours ago, KiriRoss said:

Thanks for the tip, the mod started working, but now another problem, when it comes to sex, my character stops moving and nothing else happens. I already reinstalled AAF as it was in the description of the mod, but it didn't help. Although in other mods it works just like that.

 

another note on AAF animations - if AAF selects a combinations of tags that you do not have any animations for it will not play an animation.

most times this should not be a problem for this mod as the main animations you need are M/F and F/F.

some other animations it can use, depending on exact circumstances and load order, are dog/F, SM/F and possibly more.

 

Posted
10 hours ago, IBAGadget said:

У вас встановлені пакети анімації?

AAF сам по собі не має анімації, тому, якщо у вас не встановлено пакети анімації, це може статися.

That's how the animations work, the rider pet also works well, and there's just sex on command

Posted
6 hours ago, valcon767 said:

 

ще одна примітка щодо анімації AAF: якщо AAF вибере комбінації тегів, для яких у вас немає жодної анімації, вона не відтворюватиме анімацію.

У більшості випадків це не повинно бути проблемою для цього мода, оскільки основні анімації, які вам потрібні, це M/F і F/F.

деякі інші анімації, які він може використовувати, залежно від конкретних обставин і порядку завантаження, це dog/F, SM/F і, можливо, інші.

 

I downloaded all the animations from [AAF] The Fucking Manual, for the AAF Violate mod I use all the creatures. Maybe that's why it doesn't work?

Posted
3 hours ago, izzyknows said:

Better snatch that before the butthurt police show up and have it take down.

 

2 hours ago, vaultbait said:

 

Until complaints to Nexus staff get it taken down.

Thats why I linked it ;)

Posted (edited)

Is there a way to add an option where having a weapon equipped acts as a deterrent to some of the more forward approaches?  I'm using a Holstered Weapons mod and I'm not sure some people would be so determined if they see that Janey had a gun...

Edited by BHAitken
spelling
Posted


When the Flirt approach does not go the consensual/vanilla route, I always get the gag, followed by arm restraints -> hate fuck.
Are there supposed to be other outcomes/options besides  vanilla + gag'n'rape ?  
(i.e. "devices to spice things up" w/o going down the hate path)


PS: New to the mod, have been running it for a couple sessions on an existing (highly modded&progressed) save - having fun stress-testing it (and my character) in order to fiddle with settings / look for conflicts with other mods/settings, figuring out how to integrate it into my world.
So, I'm just asking whether there are more outcomes -> whether this is something I should look into (whether the cause is "by circumstances" (result of existing progression/settings) or some mod/setting conflict.)
 

Posted

And, a QOL request/suggestion:

a hotkey to force-trigger a random approach
"run the tick every x seconds until it finds a tock and starts an approach"

also, the regular tick's minimum setting in MCM is 0.1 in-game hours - 18 IRL seconds when running on normal timescale.
But I am usually running a modified timescale, so that'd be close to a minute for me.
Making that setting 0.05 increments would help with (slightly) modified timescales.

Posted
15 hours ago, BHAitken said:

Is there a way to add an option where having a weapon equipped acts as a deterrent to some of the more forward approaches?  I'm using a Holstered Weapons mod and I'm not sure some people would be so determined if they see that Janey had a gun...


Nothing like that as such is implemented as of now, nor is probably planned.

To me that sounds like quite a bit of more functionality...

I think Hardship has something vaguely similiar with enemies treating you differently if you are "threatening" or not...

Posted
1 hour ago, asdfer1234 said:

Nothing like that as such is implemented as of now, nor is probably planned.

To me that sounds like quite a bit of more functionality...

I think Hardship has something vaguely similiar with enemies treating you differently if you are "threatening" or not...

 

I also did something similar in Milking Human Kindness, though Hardship checks whether your weapon is drawn while MHK checks whether it's equipped (and then there's Raider Pet, which checks whether you're carrying any weapons in your inventory).

Posted
18 hours ago, egonm68 said:


When the Flirt approach does not go the consensual/vanilla route, I always get the gag, followed by arm restraints -> hate fuck.
Are there supposed to be other outcomes/options besides  vanilla + gag'n'rape ?  
(i.e. "devices to spice things up" w/o going down the hate path)


PS: New to the mod, have been running it for a couple sessions on an existing (highly modded&progressed) save - having fun stress-testing it (and my character) in order to fiddle with settings / look for conflicts with other mods/settings, figuring out how to integrate it into my world.
So, I'm just asking whether there are more outcomes -> whether this is something I should look into (whether the cause is "by circumstances" (result of existing progression/settings) or some mod/setting conflict.)
 

 

flirt approach results i have seen in game:

1 - vanilla

2 - gag, and bound hands and hate fuck

3 - just gag

4 - gag and bound hands but not hate fuck

 

the results you will get will depend on the combination of the harassers confidence and morality.

morality is 1 = evil, 2 = neutral, and 3 = good 

confidence goes from 1 (or is it 0) to 99 (or it might be 100) with the higher the number = more confident

to adjust morality or confidence first target npc in console the use command

setav fpsh_morality to 1 (or 2 or 3 if preferred)

setav fpsh_confidence to xx (i use a range of 1 to 99)

 

from what i have seen in game (user perspective as i am not the creator/author) is that the more evil and confident the harasser is the more

likely it is to end in a "hate fuck".

 

Posted

thank you,

it felt like I was 'missing' something - and you confirmed it.

 

lots of variables to fool around with in this one

And to consider when configuring a new run, to hit the personal "sweet spot" (at least roughly)
- I like it! 🙂

Posted (edited)
On 1/26/2024 at 7:08 AM, ptmc2112 said:

Could be an option to not have Sexual Harassment run while either "The Memory Den" quest (FormID 00108EC0) or "Shattered" quest (FormID 000229EA) are running (note the Shattered quest is a hidden quest that runs during the Kellogg's memory part of "Dangerous Minds" that handles all the memories of Kellogg, and I think it completes once you leave the memory).

remember when I said this? I found out that "the Memory Den" quest runs from the start of the game, so would be a bad idea to check if it's running. Fortunately, it has a hidden quest just for handling the memory part, with a FormID of 00065E67 and EditorID of FFGoodneighbor01MemorySequence and it only runs when it's parent quest tells it to.

Edited by ptmc2112
Posted
8 hours ago, ptmc2112 said:

remember when I said this? I found out that "the Memory Den" quest runs from the start of the game, so would be a bad idea to check if it's running. Fortunately, it has a hidden quest just for handling the memory part, with a FormID of 00065E67 and EditorID of FFGoodneighbor01MemorySequence and it only runs when it's parent quest tells it to.

 

personally i just use the hotkey to turn SH off for those type quests and to turn it back on again afterwards.

i did forget one time to turn it off before the Memory Den Quest, and it was funny to have the tech decide to "have fun"

with me while Kellog was shooting Nate.  the quest did finish after the tech had fun at least, but it sure was funny to watch.

 

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