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Posted (edited)
On 7/20/2024 at 12:30 AM, Chlodwig said:

I received the SH Perk  SH: Impression - Tough

 

How can I get this perk in game reduced or away, or is there a way to remove that Perk via console command?

to use console commands for perks:

to find the perk id use help (insert perk name for example impression or type the whole thing inside quotes) 4.   help "SH: impression - tough" 4

if the results are too long or dont show up try different parts of it or all of it inside quotes until you find what you are looking for!

then to add or remove perks us player.addperk or player.removeperk then id of perk, with a space between command and id

Edited by Mimirue17
Posted
On 7/19/2024 at 10:15 AM, gorgun said:

I use a mod that adds a custom race (Proto-Argonian) which also adds various NPCs of that race. It seems like NPCs of the custom race aren't being used by this mod. I've tried enabling them individually with the "setav fpsh_noteligible 0" console command which hasn't worked. Does anyone know of a way to enable a custom race to be used by this mod or if there might be a compatibility patch available to do so already?

For anyone interested, I was able to get it mostly working(custom race NPCs still don't engage in the Butt Slap event) by using the patch and instructions posted here:

I needed to download the Furry Fallout mod to edit the patch in FO4Edit, but I was able to remove the Furry Fallout races and master requirements in the patch itself so it functions without it. 

Posted

I have the feeling that there is a small problem with the speeches. Nora was tracked down to Walden via Violate/CSA. There was a speech about SH, again with reference to hypnosis, although she had not used any yet. She had the option to "resist hypnosis" even though no hypnosis took place.
On the other hand, every now and then it is indicated that she is being watched, but after that nothing happens.

Posted
42 minutes ago, deathmorph said:

every now and then it is indicated that she is being watched

 

What's the exact message wording? This may be from a different mod (I don't recall SH doing that).

Posted
1 hour ago, vaultbait said:

 

What's the exact message wording? This may be from a different mod (I don't recall SH doing that).

It does, then followed by ... is following or ....wants to talk, IF you move away from them instead of opening the dialogue.

 

2 hours ago, deathmorph said:

I have the feeling that there is a small problem with the speeches. Nora was tracked down to Walden via Violate/CSA. There was a speech about SH, again with reference to hypnosis, although she had not used any yet. She had the option to "resist hypnosis" even though no hypnosis took place.
On the other hand, every now and then it is indicated that she is being watched, but after that nothing happens.

You've got something messing with SH or a bad install.

Personally, I've never had hypnosis dialogue without it being enabled. Even then, there's no hypno dialogue outside of the actual approach to get hypnotized until reaching xx level of brain fuckery. Something like 60+%... maybe.. might be higher.

Posted
47 minutes ago, izzyknows said:

It does, then followed by ... is following or ....wants to talk, IF you move away from them instead of opening the dialogue.

 

Oh! Right, I forgot because it has an MCM option to turn that message off, which I have done since ages, to the point where I forgot it was even there as I only ever touch it when I rebuild my MCM Settings Manager profile.

Posted
29 minutes ago, vaultbait said:

 

Oh! Right, I forgot because it has an MCM option to turn that message off, which I have done since ages, to the point where I forgot it was even there as I only ever touch it when I rebuild my MCM Settings Manager profile.

I just remembered the option and was going to say something about. Ya beat me to it though!

The setting Manager is a blessing and curse, cause you forget what mod has what settings. hehehe

Posted
5 hours ago, vaultbait said:

Was ist der genaue Wortlaut der Nachricht? Dies kann von einem anderen Mod stammen (ich erinnere mich nicht, dass SH das getan hat).

 

Comparable to this one, only this time the hypnosis can be resisted.

Posted
3 hours ago, izzyknows said:

You've got something messing with SH or a bad install.

Personally, I've never had hypnosis dialogue without it being enabled. Even then, there's no hypno dialogue outside of the actual approach to get hypnotized until reaching xx level of brain fuckery. Something like 60+%... maybe.. might be higher.

 

Exactly. That is the norm. The hypnosis approach shouldn't come up in this dialogue, because hypnosis wasn't used in this new game. The game was also relatively new in the linked example.
Should I completely delete SH here and reinstall it? And begin a new game?

Posted
7 hours ago, deathmorph said:

Exactly. That is the norm. The hypnosis approach shouldn't come up in this dialogue, because hypnosis wasn't used in this new game. The game was also relatively new in the linked example.
Should I completely delete SH here and reinstall it? And begin a new game?

 

And just to be clear, this wasn't a Milking Human Kindness start, right? Because the first time sleeping in that location advances your hypnosis progression automatically (after prompting you for confirmation, as of 0.9.7) so that SH will believe you're already susceptible to hypnosis even if you haven't actually had a hypnotist approach yet.

Posted
5 hours ago, vaultbait said:

And just to be clear, this wasn't a Milking Human Kindness start, right? Because the first time sleeping in that location advances your hypnosis progression automatically (after prompting you for confirmation, as of 0.9.7) so that SH will believe you're already susceptible to hypnosis even if you haven't actually had a hypnotist approach yet.

 

Negative, no milky start. Very retro: character creation, small talk, nuclear explosion, through the bunker and out of the bunker.

Posted (edited)

Hey- Is there a possiblity patch for functionality of forcing camera to go into zoomed-out/3rd person view before a butt-slap event.

Because in 1st-person it jerks the camera to like a camera view from the feet(?) ~ very jarring.

<also I'm still on 1.19.2 (due to my setup being held back due to some old AAF and other old mods) if relevant>

 

 

Edited by asdfer1234
Posted

While doing the Diamond City hypno trip just now, my character turned invisible upon reaching the gates of Diamond City. I remembered there being a trick to getting around this in the comments, and sure enough, @vaultbait to the rescue (again). Using coc DmndRadio01 to teleport past the city gate resulted in no invisibility.

 

I noticed ages ago, while playing Commonwealth Slavers, that Gristle would turn invisible when reaching the outer gate to DC (but the collar wouldn't trigger immediately, so he was nearby and invisible, not transitioning into DC). There seems to be a trigger at the DC gates that makes NPCs, or rather, "computer controlled characters" turn invisible when they get to the chain fence gate right by the transition marker. It also triggers the player when they are being controlled by this quest, but they don't turn visible upon entering DC. I'm assuming there's no "turn computer controlled characters visible" trigger inside the gate because NPCs don't need it.

 

Anyway, I hope this info is useful.

Posted
1 hour ago, Jarnin said:

While doing the Diamond City hypno trip just now, my character turned invisible upon reaching the gates of Diamond City. I remembered there being a trick to getting around this in the comments, and sure enough, @vaultbait to the rescue (again). Using coc DmndRadio01 to teleport past the city gate resulted in no invisibility.

 

I noticed ages ago, while playing Commonwealth Slavers, that Gristle would turn invisible when reaching the outer gate to DC (but the collar wouldn't trigger immediately, so he was nearby and invisible, not transitioning into DC). There seems to be a trigger at the DC gates that makes NPCs, or rather, "computer controlled characters" turn invisible when they get to the chain fence gate right by the transition marker. It also triggers the player when they are being controlled by this quest, but they don't turn visible upon entering DC. I'm assuming there's no "turn computer controlled characters visible" trigger inside the gate because NPCs don't need it.

 

Anyway, I hope this info is useful.

Not something I ever experienced, but then I just fast travel to the DC market anyway.

Posted

I am imagining the game expects to be responding to player controls and something doesn't get initialized properly without that.

 

So, one of these days, I want to try modifying that diamond city quest to unlock player controls for a bit while entering diamond city. (Perhaps manually teleporting the player into the further into the city and then with both a timer to re-establish control over the player, and a trigger to take over with something special if they player tries to run...)

 

I have not tested this, and if this does not work it would not be the first time I guessed wrong. But... I would still like to try (one of these days).

Posted
10 minutes ago, sen4mi said:

I am imagining the game expects to be responding to player controls and something doesn't get initialized properly without that.

 

So, one of these days, I want to try modifying that diamond city quest to unlock player controls for a bit while entering diamond city. (Perhaps manually teleporting the player into the further into the city and then with both a timer to re-establish control over the player, and a trigger to take over with something special if they player tries to run...)

 

I have not tested this, and if this does not work it would not be the first time I guessed wrong. But... I would still like to try (one of these days).

Interesting idea!

What I've seen is your PC is invisible on cell load regardless of 1st or 3rd person and never touching the controls.

If our theory was correct, then any mod that uses player driven scripts would act the same way. At one point Boston Devious Helper use it to travel to a target, but the eligible target was not always close. Thus a couple times it walked my PC across the Commonwealth to DC and never turned invisible.

 

Without looking at the scripts, I'd guess it's the "method" of how the cell load is being triggered. Just a guess!

Posted (edited)

I have used this mod from it very begin, while still love the mod but I must stop using it now from my last playthrough:

- The only option to stop approach is via the HOTKEY MANUALLY.

- The scan will check the whole area and "Someone from somewhere that I never saw" will just try to approach you.

- Don't even have the option to block approach when sneak, or at least when no one sees you.

- The mod option doesn't cover all the factions, like Triggerman, the Forge... Sometime npc from those factions that don't turn hostile yet will approach and break your stealth.

- NPC will follow you to the interior cell, and if he successful approach, he may leave the cell while the AAF animation kicks in, and it will break the animation. (This is AAF fault for being too slow in creating animation for player character, while it's quite fast to create animation for follower).

- AND the MOST terrible thing is this mod breaking a lot of quest and event if the NPCs decide to approach you and doesn't resume to trigger the event until he able to talk, example:

 + The Silver Shroud: Kent will try to approach you multiple times during the quest, in his room, or special at the hospital, that will totally break the quest event. At the end of the quest, when you enter the hospital, he will try to approach from the boss room, but fail and just stand there waiting for you to talk to him, you will see Sinjin aim at the standing Kent.

 + When you approach the Diamond city gate and meet Piper, McDonough may try to approach you and break the whole talking with Piper event when the gate has risen.

 + During the Call to Arms, Paladin Danse may approach you and get out of his power armor then refuse to return because he is not your companion yet to let you ask him return his power armor..

 + ,,,

- I know that I can use the console to "blacklist" NPC from approach, really? Did I need to pause the game, turn on free cam and finding the NPC that will break the quest then apply the console code before the approach event trigger? Please add a blacklist for the mod.

Edited by Z@rkn3ss
Posted
1 hour ago, Z@rkn3ss said:

The only option to stop approach is via the HOTKEY MANUALLY.

This will solve 99.99% of your issues. Just set the hotkey and use it.

And since you don't know, if an approach starts, use the hotkey at any point (before AAF is called) and it will end instantly.

Generally, during combat or while sneaking for combat, SH wont trigger until the area is clear. Buuut! It's a good habit to just disable it during/before combat or major quests. Again, the hotkey is your friend.

 

The thing with the Mayor, once the gate is open, you can just walk on into DC. No need to suffer through the dialogue between them. It really serves no purpose other than wasting time.

You can even snipe Piper & it will cause the gate to open and you can totally skip the dumb shite. LOL

 

But in short, you just need to learn to use SH responsibly. There's a time & place to get harassed. ;)

 

Posted
On 6/27/2024 at 5:14 AM, MrPayne said:

Hi, I really like how when you turn off SH the comments remain active, I was wondering if slaps can also remain active. Right now, I manually disable all other approaches (to keep the blood pressure in my groin low) to only have the slaps and comments on, then I'd enable them again when the time is right for other approaches. I changed some comments to say "Hey, come here" and "Hey, come here for a second" and when I do, I get butt slapped and in the right moments it's mad funny. Have a great day! :D

Extra dialogue like that would be  a nice addtion to the main file

Posted
4 hours ago, Z@rkn3ss said:

The only option to stop approach is via the HOTKEY MANUALLY.

 

Or in MCM, which is what I do since I don't want to bind a hotkey for that because I play on a game controller with a fairly limited number of buttons/combos I can realistically use for hotkey functions.

 

4 hours ago, Z@rkn3ss said:

I know that I can use the console to "blacklist" NPC from approach, really? Did I need to pause the game, turn on free cam and finding the NPC that will break the quest then apply the console code before the approach event trigger? Please add a blacklist for the mod.

 

RobCo Patcher can be used to automatically add keywords to actor forms, so you could do that already without modifying the mod or creating additional plugins.

Posted
3 hours ago, izzyknows said:

This will solve 99.99% of your issues. Just set the hotkey and use it.

And since you don't know, if an approach starts, use the hotkey at any point (before AAF is called) and it will end instantly.

Generally, during combat or while sneaking for combat, SH wont trigger until the area is clear. Buuut! It's a good habit to just disable it during/before combat or major quests. Again, the hotkey is your friend.

 

You know, because it MANUALLY, I just want some automatic function.

....

....

Yeah, you right... I need to have the habit to use the hotkey when its need.

 

  

31 minutes ago, vaultbait said:

RobCo Patcher can be used to automatically add keywords to actor forms, so you could do that already without modifying the mod or creating additional plugins.

 

What? It's use keyword? I though "setav fpsh_noteligible 1" are some kind of Actor Values, using for toggle on/off something. If using keyword to block approach then It's quite easy to add.

 

Posted
9 minutes ago, Z@rkn3ss said:

What? It's use keyword? I though "setav fpsh_noteligible 1" are some kind of Actor Values, using for toggle on/off something. If using keyword to block approach then It's quite easy to add.

 

Well, in that case same advice, RobCo Patcher can similarly set ActorValues on actor forms too. I posted an example some ways back in this topic, a RobCo Patcher config that makes all super mutants have evil morality for approaches (it's also incorporated into my Milking Human Kindness mod). Just patch the relevant actor form IDs instead of races, and use a different AV form ID in the changeAVIFS function.

Posted

Are there actually differences in how the mod interprets the various possible responses from the character? And then produces different reactions?
For example, you can react to the slaps in the ass in a way that ranges from submissive to aggressive. You also have a few options in other situations. Are these intuitive or just cosmetic and does it give the same result for the character, no matter what you choose? Apart from the dialogue...
So I assume yes, otherwise it doesn't make sense. But which ones then?

Posted
4 hours ago, deathmorph said:

Are there actually differences in how the mod interprets the various possible responses from the character? And then produces different reactions?
For example, you can react to the slaps in the ass in a way that ranges from submissive to aggressive. You also have a few options in other situations. Are these intuitive or just cosmetic and does it give the same result for the character, no matter what you choose? Apart from the dialogue...
So I assume yes, otherwise it doesn't make sense. But which ones then?

Your choices effect your stats and the outcome of the current interaction, which will in turn, will effect future interactions and those outcomes. But can also change through your action, which again, will effect... bloody everything! LOL

SH is far from Bugthesda's "pretend" options.

Oh.. then throw in your MCM settings and shite gets complicated real fast. ;)

 

Posted
12 hours ago, deathmorph said:

Are there actually differences in how the mod interprets the various possible responses from the character? And then produces different reactions?
For example, you can react to the slaps in the ass in a way that ranges from submissive to aggressive. You also have a few options in other situations. Are these intuitive or just cosmetic and does it give the same result for the character, no matter what you choose? Apart from the dialogue...
So I assume yes, otherwise it doesn't make sense. But which ones then?

 

Being assertive or passive affects your dominance/submissiveness (I think?) but also everyone's perception of how much of a pushover you are, which could lead to more aggressive approaches. Similarly, letting approachers get away with things raises their own confidence and makes them increasingly likely to try more in the future.

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