kziitd Posted April 2, 2024 Posted April 2, 2024 twistedtrebla already knows what Ego and I are doing at least in 2022, so he/she will definitely update if he/she comes back.😜 All authors have times when they are busy with things other than modding.🥰 2
UsernameTaken666 Posted April 2, 2024 Posted April 2, 2024 20 hours ago, hisandhers said: Any plans to move to KFT? nah...no plans at all...
Nuka Cherry Posted April 2, 2024 Posted April 2, 2024 6 hours ago, kziitd said: twistedtrebla already knows what Ego and I are doing at least in 2022, so he/she will definitely update if he/she comes back.😜 All authors have times when they are busy with things other than modding.🥰 DD is a soft requirement of Sexual Harassment, so the easy option is to remove DD to avoid conflicts, go with the amazing new framework and "equip item" from the debug menu of the framework if you feel the incident would normally leave you bound.
vaultbait Posted April 2, 2024 Posted April 2, 2024 On 4/1/2024 at 4:24 AM, Koopstaknicca21 said: anyone else have an issue where mutants randomly get removed from the list of eligble npcs Are you using Milking Human Kindness? If so, it has a feature where super mutants get turned on as potential approachers when you're naked and unarmed and under the effect of the Mommy-O fertility drug (since it also makes them non-hostile under those same conditions), then turns them off as approachers any time those conditions aren't met (so that potentially hostile NPCs won't be dragged to your location as a SH approacher). If this is the case, that feature can be disabled in MHK's MCM under Features->Sync mutie approaches.
Koopstaknicca21 Posted April 3, 2024 Posted April 3, 2024 1 hour ago, vaultbait said: Are you using Milking Human Kindness? If so, it has a feature where super mutants get turned on as potential approachers when you're naked and unarmed and under the effect of the Mommy-O fertility drug (since it also makes them non-hostile under those same conditions), then turns them off as approachers any time those conditions aren't met (so that potentially hostile NPCs won't be dragged to your location as a SH approacher). If this is the case, that feature can be disabled in MHK's MCM under Features->Sync mutie approaches. thanks, yes i am using MHK, great mod
egonm68 Posted April 3, 2024 Posted April 3, 2024 Is there an easy(-ish) way to disable or replace the white screen background during the massage? (when the massage is happening, and the message boxes pop up)
the.witcher Posted April 4, 2024 Posted April 4, 2024 I have to say, Travis has grown a pair... Spoiler 2
jbezorg Posted April 6, 2024 Posted April 6, 2024 @twistedtrebla So how would I start the collar master quest with a specific NPC?
egonm68 Posted April 6, 2024 Posted April 6, 2024 8 hours ago, jbezorg said: @twistedtrebla So how would I start the collar master quest with a specific NPC? It can't be done directly (Ithink). But it can be done by engineering a situation to give it a very high chance to trigger - make sure they're of evil disposition console, check the fpsh_morality value. or just set it. "setav fpsh_morality 1" + "setav fpsh_confidence 99" - increase the change of shock collar approach in MCM, and (temporarily) disable the others - make sure that the NPC in question is eligible (MCM 'SH -> Eligible NPCs') - limit the 'approach group' as best as you can - set the "approach cooldown" in MCM 'SH -> general' to minimum - wear clothing (so the "sex approach when naked" does not apply) and, ofc, a shock collar - engineer a situation where they're the only (eligible) ones around i.e. if it's a companion, go with them to an internal cell with no one else around. if it's a moveable settler, (temporarily) move them to an internal settlement with no other (eligible) NPCs around. (and if it's a non-commandable NPC ... maybe try to go to a large internal cell and temporarily move them with the console to you - and back to their normal location after) At least that's what I did, when I was fooling around to try things out. PS: I had other approaches on as well, and after a few, the collar one triggered. Also, I did not try to move the NPC to another location after. (I don't think they will be bound to the location - just saying I did not try/test that) 1
sen4mi Posted April 6, 2024 Posted April 6, 2024 5 hours ago, egonm68 said: It can't be done directly (Ithink). Maybe setting FPSH_CollarMaster to the NPC's actorvalue, in the console, would work? 1
vaultbait Posted April 6, 2024 Posted April 6, 2024 15 hours ago, jbezorg said: So how would I start the collar master quest with a specific NPC? In addition to the above recommendations, I've had luck literally cornering the desired individual so that they can't path around me, cranking all the timers up to the fastest options, and then standing there for a bit until the dialogue starts.
jbezorg Posted April 6, 2024 Posted April 6, 2024 (edited) 1 hour ago, sen4mi said: Maybe setting FPSH_CollarMaster to the NPC's actorvalue, in the console, would work? That was the way I was thinking. Dig through the FPSH scripts to see how the quest is started and use force alias on the target actor. I was just hoping someone had done it before. 7 hours ago, egonm68 said: It can't be done directly (Ithink). Working on a Mod that supports FPSH and this event was randomly triggered during the quest. within the Mod it would make sense to force a target actor into this role from the start and I think it would work better than just disabling the event. Edited April 6, 2024 by jbezorg
vaultbait Posted April 6, 2024 Posted April 6, 2024 7 minutes ago, jbezorg said: That was the way I was thinking. Dig through the FPSH scripts to see how the quest is started and use force alias on the target actor. I was just hoping someone had done it before. Working on a Mod that supports FPSH and this event was randomly triggered during the quest. within the Mod it would make sense to force a target actor into this role from the start and I think it would work better than just disabling the event. Triggering the approach through SH's scripts is pretty easy actually, there's a specific function that triggers (or at least attempts to trigger) a collar master approach. Actually forcing a particular individual to be an approacher for any kind of triggered approach is nontrivial though. The way the trigger functions are set up, they call the routine to choose an appropriate approacher at random once the desired kind of approach is chosen, rather than choosing the approacher first and passing them to a function that starts an approach. 1
jbezorg Posted April 6, 2024 Posted April 6, 2024 Starting the approach and then using force alias after seems like the way to go. 🤔
DDDSHYNZ Posted April 8, 2024 Posted April 8, 2024 (edited) I'm sorry to ask that. Do you have any recommendations for F+F animation packs?AAF tells me it can't find animations with the F+F tag. I think there are F+F animations in Atomic Lust, like in the preview image. But AAF still tells me it can't find. Edited April 8, 2024 by DDDSHYNZ
egonm68 Posted April 9, 2024 Posted April 9, 2024 21 hours ago, DDDSHYNZ said: I'm sorry to ask that. Do you have any recommendations for F+F animation packs?AAF tells me it can't find animations with the F+F tag. I think there are F+F animations in Atomic Lust, like in the preview image. But AAF still tells me it can't find. from memory: Leito's has a few basic ones, so does BP70, for example Take a look at the animation packs linked in The Fucking Manual - most of the ones linked there have a list of positions. And also install the Vanilla/Kinky/Creature Theme (linked there directly above the anim packs) It is marked as REQUIRED! - and its the description says that other anim packs need it for the tag management (I've not looked 'under the hood' myself - but makes sense) tl;dr: RTFM 😉 1
DDDSHYNZ Posted April 11, 2024 Posted April 11, 2024 On 4/9/2024 at 7:23 PM, egonm68 said: from memory: Leito's has a few basic ones, so does BP70, for example Take a look at the animation packs linked in The Fucking Manual - most of the ones linked there have a list of positions. And also install the Vanilla/Kinky/Creature Theme (linked there directly above the anim packs) It is marked as REQUIRED! - and its the description says that other anim packs need it for the tag management (I've not looked 'under the hood' myself - but makes sense) tl;dr: RTFM 😉 Thank you. But unfortunately I still have the same problem. What bothers me is that only part of the time this error occurs. All I can do is to terminate the scene when the error occurs.
the.witcher Posted April 17, 2024 Posted April 17, 2024 I just wanted to say thanks for the mod! ONE DOES NOT SIMPLY REFUSE THE MAYOR. Spoiler 2
Olmech Posted April 19, 2024 Posted April 19, 2024 Just upgraded my whole Fallout 4 install from scratch to the latest everything. One problem I am having is dialogue from this mod is taking forever to play out now. Collar master quest literally takes 5 minutes to play out. In my previous install of SH on antique AAF, I could click through dialogue quickly with arrow keys. Now those keys have no effect at all. I mean the dialogue is cool and all the first 600 times or so, but Id really like to get back to what I had where I could quickly click through it. Maybe I had some forgotten mod installed that allowed it before, I just dont know. Any ideas or help would greatly be appreciated.
lee3310 Posted April 19, 2024 Posted April 19, 2024 1 hour ago, Olmech said: Maybe I had some forgotten mod installed that allowed it before, I just dont know. Any ideas or help would greatly be appreciated. This one ? 1
Beta The Slave Posted April 19, 2024 Posted April 19, 2024 I have an odd issue. Spanking leaves a mark, but enough spanks seem to make the mark so red it almost glows. I think it might be related to Comonwealth Slavers. As theat mods whip marks are also very red. But idk what I can do to reduce the effect
izzyknows Posted April 19, 2024 Posted April 19, 2024 8 minutes ago, Beta The Slave said: But idk what I can do to reduce the effect Learn to do what you're fucking told. 😈 2
lee3310 Posted April 19, 2024 Posted April 19, 2024 14 minutes ago, Beta The Slave said: I have an odd issue. Spanking leaves a mark, but enough spanks seem to make the mark so red it almost glows. I think it might be related to Comonwealth Slavers. As theat mods whip marks are also very red. But idk what I can do to reduce the effect You sure the slap mark is added by this mod ? cause i remember checking the slap function a while back and there is no overlay applied. In any case, you have to edit the script applying the overlay (red mark) and limit it to a certain number (5 for exemple). If you feel more adventurous (or know your way around textures) you can try fiddling with the material file in order to make the stacked overlay less visible ("alpha" and "alpha blend mod").
Beta The Slave Posted April 19, 2024 Posted April 19, 2024 2 hours ago, lee3310 said: You sure the slap mark is added by this mod ? cause i remember checking the slap function a while back and there is no overlay applied. In any case, you have to edit the script applying the overlay (red mark) and limit it to a certain number (5 for exemple). If you feel more adventurous (or know your way around textures) you can try fiddling with the material file in order to make the stacked overlay less visible ("alpha" and "alpha blend mod"). Yeah I found that the mark comes from another mod (Commonwealth Slavers). But treats the slaps from this mod different maybe? I ended up with an ass so red it literally glowed like lava. Had to turn off the other mod function to resolve.
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