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Posted
2 hours ago, WaterRabbit said:

 

I think you are missing the point of spending willpower to hack terminals.  It isn't a cheat because the mod will literally drop the character's Intelligence to 1 (Bimbo, Slut, Desperate = -10 to INT). No matter how good you are at the hacking mini-game (which has become tedious in the extreme after FO3, FNV, and FO4), a low INT score makes it more difficult.  Even Novice level terminals with a score of 1 have a ton of choices.

 

But here is the thing, if you think it is a cheat DON'T USE IT. Or maybe your Willpower is too low and you cannot help but use it! :)

I think you are missing the point of  my post. Please read carefully.
First of all, I didn't write that spending willpower on hacking terminals is cheating. I wrote that hacking terminals with one click without completing the mini-game resembles cheating .
Secondly, I do not propose to remove the hacking of terminals using willpower, but on the contrary, I propose to return the mini-game for greater immersion and for willpower to decrease after each hacking attempt.
Thirdly, never give advice unless you are asked for it.
 

Posted
3 hours ago, Sobachonuki said:

I think you are missing the point of  my post. Please read carefully.
First of all, I didn't write that spending willpower on hacking terminals is cheating. I wrote that hacking terminals with one click without completing the mini-game resembles cheating .
Secondly, I do not propose to remove the hacking of terminals using willpower, but on the contrary, I propose to return the mini-game for greater immersion and for willpower to decrease after each hacking attempt.
Thirdly, never give advice unless you are asked for it.
 

 

Hacking terminals is the same part of the game as hacking locks, shooting, hand-to-hand combat. If you skip all this, the game will simply turn into a journey through locations. The need for perks and the SPECIAL system disappears. It seems to me that this is the whole point, when a PC with a low level of intelligence tries to hack a high-level terminal, he will have to spend willpower. In my opinion, this is quite immersive. But if someone is not interested in hacking terminals, then you can add the ability to disable this in the MCM. In the mod, hacking terminals using willpower is just a way of spending this very willpower so that later NPCs can somehow influence the PC deprived of will.

 

Removing the minigame doesn't affect gameplay at all. Prior to FO3, there were no minigames, yet FO1 and FO2 played just fine.  They weren't a "journey through locations" as you put it.

 

The SPECIAL system works just fine without the minigames.  At this point, Beth has used the same minigame in 4 titles (for lockpicking) and 3 for terminals.  It is time for a more interesting minigame or to ditch it altogether as it is mostly a time waster.  There are only two perks that apply to lockpicking and hacking, so that hardly makes the perks disappear.  The perks in question are needed simply because of the picking/hacking thresholds.

 

Willpower can be a  limited resource, so if one is out of Willpower this function cannot be used. Wasting Willpower on picking trivial locks seems pointless -- especially if the character falls into the death spiral of low self-esteem, submissive, bimbo, collar, etc. If playing with other mods that use the same resources -- like Bound in Public -- it seems that using Willpower to just bypass locks/terminals isn't that useful.

 

The lockpicking and hacking are also the least interesting parts of the game. If doing the same staid minigame for the 10,000th time is immersive to you...we then have different ideas about immersion.

 

 

Posted
11 hours ago, WaterRabbit said:

 

Removing the minigame doesn't affect gameplay at all. Prior to FO3, there were no minigames, yet FO1 and FO2 played just fine.  They weren't a "journey through locations" as you put it.

 

The SPECIAL system works just fine without the minigames.  At this point, Beth has used the same minigame in 4 titles (for lockpicking) and 3 for terminals.  It is time for a more interesting minigame or to ditch it altogether as it is mostly a time waster.  There are only two perks that apply to lockpicking and hacking, so that hardly makes the perks disappear.  The perks in question are needed simply because of the picking/hacking thresholds.

 

Willpower can be a  limited resource, so if one is out of Willpower this function cannot be used. Wasting Willpower on picking trivial locks seems pointless -- especially if the character falls into the death spiral of low self-esteem, submissive, bimbo, collar, etc. If playing with other mods that use the same resources -- like Bound in Public -- it seems that using Willpower to just bypass locks/terminals isn't that useful.

 

The lockpicking and hacking are also the least interesting parts of the game. If doing the same staid minigame for the 10,000th time is immersive to you...we then have different ideas about immersion.

 

 

  If you are so tired of mini-games that are repeated in every Bethesda title, why don't you write about it on the official Bethesda website or personally to Todd Howard on Twitter? Just don't forget to offer something constructive in return. Otherwise, you remind me of a person who was invited to dinner. And after dinner, he said that everything was bad and the food was not tasty.
  In FO1 and FO2 there was no journey through locations. You just looked at the red dot that moved around the map and this was also a mini game. Turn-based combat was also a mini-game with its own rules, far from reality.
  FO1 and FO2 cannot be compared with FO4, they are completely different games. And judging by the fact that the same game mechanics are repeated from game to game, we should not expect anything new. The same thing happened in Starfield, and it will happen in TES6.

Posted
On 9/22/2024 at 6:54 PM, WaterRabbit said:

Silly question, but is the only way to remove the shock collar buy going to the fixer in the Dugout?

 

 

umm ..... no

 

you can remove the shock collar by inputting the correct code

you can try guessing the code (this will work eventually but can take a very long time)

sometimes a person will have a code on them (usually the person who collars you, or another mod may add codes to loot at times)

another mod can possibly remove the shock collar

 

Posted
22 minutes ago, valcon767 said:

 

umm ..... no

 

you can remove the shock collar by inputting the correct code

you can try guessing the code (this will work eventually but can take a very long time)

sometimes a person will have a code on them (usually the person who collars you, or another mod may add codes to loot at times)

another mod can possibly remove the shock collar

 

 

I figured putting in the correct code was a solution, but trying to guess a 3 or 4 digit code isn't what I had in mind. I was just wondering if there were codes that could be found as loot or as random encounters or perhaps pickpocketing the code from the person that did the collaring.  I figured that since a code could be inputted, there must be a method to find the correct code.

Posted
2 hours ago, WaterRabbit said:

 

I figured putting in the correct code was a solution, but trying to guess a 3 or 4 digit code isn't what I had in mind. I was just wondering if there were codes that could be found as loot or as random encounters or perhaps pickpocketing the code from the person that did the collaring.  I figured that since a code could be inputted, there must be a method to find the correct code.

 

It depends on how the collar was fitted (which mod). If it was Violate, then killing the Raider that fitted it and looting them will give a note with the key.

 

There is also a perk in Provocative Perks called Abandoned Property which gives a chance to find a note with the code (which may be incorrect depending on the MCM setting).

 

The cost of removal can also be adjusted, I normally set them at 2000 and 3000 which I find is a more reasonable amount

Posted
10 hours ago, Sobachonuki said:

  If you are so tired of mini-games that are repeated in every Bethesda title, why don't you write about it on the official Bethesda website or personally to Todd Howard on Twitter? Just don't forget to offer something constructive in return. Otherwise, you remind me of a person who was invited to dinner. And after dinner, he said that everything was bad and the food was not tasty.
  In FO1 and FO2 there was no journey through locations. You just looked at the red dot that moved around the map and this was also a mini game. Turn-based combat was also a mini-game with its own rules, far from reality.
  FO1 and FO2 cannot be compared with FO4, they are completely different games. And judging by the fact that the same game mechanics are repeated from game to game, we should not expect anything new. The same thing happened in Starfield, and it will happen in TES6.

 

You are complaining about a feature in the wrong forum and there is already a setting to turn it off.  I was just pointing out that after playing thousands of hours in gamebryo games, minigames aren't that interesting.  As implemented they lack any sort of creativity. Instead of wasting my time complaining about it to Bethesda, I just use mods.

 

The hacking mini-game in Deus Ex:Human Revolution/Mankind Divided was more interesting than just a guess game for the FO series. Oblivion had a much better lockpicking mini-game.

 

In older titles of the Deus Ex and Fallout series, the character either had the skill or they didn't.  The game there was trying to figure out how to bypass the obstacles - finding passwords, keys, etc.

 

Second, you don't seem to understand what a defines a minigame. A mini-game relies primarily on the player's skill and not the character's skills through emergent gameplay.  So when you say turn-based combat is a mini-game, you are just wrong.  Turn-based combat in FO1/2 was the emergent gameplay. A perfect example of a horrible mini-game in that regard was the flyer minigame in Jade Empire. It was a huge break from normal gameplay and devolved into an arcade shooter.

 

Picking locks in gamebryo games is reliant on player skill.  With enough lockpicks, any lock can be picked regardless of the character's abilities.  The hacking game relies solely on player skill.  It is an informed guessing game that can beaten with enough time and attempts. Both minigames break from normal gameplay.

 

This is why the willpower mechanic for overcoming locks and terminals is interesting.  It doesn't break from normal gameplay, it introduces a resource that must be considered in the context of other obstacles the character could encounter -- especially when using several mods that consume that resource.  It creates an interesting trade-off which is inline with the normal gameplay loop about conserving other resources like ammunition, health restoring resources, etc. 

 

Posted
12 hours ago, WaterRabbit said:

 

You are complaining about a feature in the wrong forum and there is already a setting to turn it off.  I was just pointing out that after playing thousands of hours in gamebryo games, minigames aren't that interesting.  As implemented they lack any sort of creativity. Instead of wasting my time complaining about it to Bethesda, I just use mods.

 

The hacking mini-game in Deus Ex:Human Revolution/Mankind Divided was more interesting than just a guess game for the FO series. Oblivion had a much better lockpicking mini-game.

 

In older titles of the Deus Ex and Fallout series, the character either had the skill or they didn't.  The game there was trying to figure out how to bypass the obstacles - finding passwords, keys, etc.

 

Second, you don't seem to understand what a defines a minigame. A mini-game relies primarily on the player's skill and not the character's skills through emergent gameplay.  So when you say turn-based combat is a mini-game, you are just wrong.  Turn-based combat in FO1/2 was the emergent gameplay. A perfect example of a horrible mini-game in that regard was the flyer minigame in Jade Empire. It was a huge break from normal gameplay and devolved into an arcade shooter.

 

Picking locks in gamebryo games is reliant on player skill.  With enough lockpicks, any lock can be picked regardless of the character's abilities.  The hacking game relies solely on player skill.  It is an informed guessing game that can beaten with enough time and attempts. Both minigames break from normal gameplay.

 

This is why the willpower mechanic for overcoming locks and terminals is interesting.  It doesn't break from normal gameplay, it introduces a resource that must be considered in the context of other obstacles the character could encounter -- especially when using several mods that consume that resource.  It creates an interesting trade-off which is inline with the normal gameplay loop about conserving other resources like ammunition, health restoring resources, etc. 

 

  I didn't complain about anything. I repeat for the second time, read carefully. I suggested improving the existing mechanics and addressed this to the author of the mod and only to him. The author of the mod decides to listen to our ideas or ignore them.
  I am absolutely not interested in what you point out and why. Point it out to someone else. 
  Mods Sexual Harassment and Sex Attributes are companion mods and were created by the same author, so it is permissible to suggest any ideas for either of the two mods here. My communication with other forum members is none of your damn business.
  The games Deus Ex and Jade Empire are best discussed on forums dedicated to these games. I haven't played them and don't plan to. This is a forum dedicated to Fallout 4.
Communicating with you reminds me of trying to out-bark a dog. A dog doesn't care who to bark at and why. A dog just enjoys barking for no reason. That's why I'm no longer going to respond to your useless comments that aren't related to my post. I feel sorry for wasting my time reading and responding to them. I think you're simply incapable of reading and analyzing what you've read. In addition, I don't think it's worth cluttering up this forum with useless communication with you.
 Good luck!

Posted
6 hours ago, Sobachonuki said:

  I didn't complain about anything. I repeat for the second time, read carefully. I suggested improving the existing mechanics and addressed this to the author of the mod and only to him. The author of the mod decides to listen to our ideas or ignore them.
  I am absolutely not interested in what you point out and why. Point it out to someone else. 
  Mods Sexual Harassment and Sex Attributes are companion mods and were created by the same author, so it is permissible to suggest any ideas for either of the two mods here. My communication with other forum members is none of your damn business.
  The games Deus Ex and Jade Empire are best discussed on forums dedicated to these games. I haven't played them and don't plan to. This is a forum dedicated to Fallout 4.
Communicating with you reminds me of trying to out-bark a dog. A dog doesn't care who to bark at and why. A dog just enjoys barking for no reason. That's why I'm no longer going to respond to your useless comments that aren't related to my post. I feel sorry for wasting my time reading and responding to them. I think you're simply incapable of reading and analyzing what you've read. In addition, I don't think it's worth cluttering up this forum with useless communication with you.
 Good luck!

Yep, pretty much what I expected from you.

Posted (edited)

The submissive from arousal hypno perk.

How does that manifest?

I had the scene 3 times now, with 2 different people.

But no matter how high the arousal is the Dom stat stays at 25 Dominant.

 

I expected it to go down dynamicaly but that does not seem to be the case.

And i have not noticed any effect from it either.

 

Additionaly how do i turn down the radiation doctor approach?

It does seem to be from a different mod abd u cant find any options for it.

Its happening way to often, especialy in Diamond City.

 

 

Edited by Vulkandrache
Posted
12 hours ago, Vulkandrache said:

 

Additionaly how do i turn down the radiation doctor approach?

It does seem to be from a different mod abd u cant find any options for it.

Its happening way to often, especialy in Diamond City.

 

 

You can't. If you look back, you will see that a toggle fore this has been requested MULTIPLE times on this thread, and goes back many versions. The developer of the mod apparently REALLY wants this event to be part of the experience and continues to ignore such requests. Its his mod, so he can do what he wants.

 

Its part of the "sex approach" category of events, and triggers when the player has a low IQ (I think). You're just going to have to live with it. I'm not partial to this event either, so I always disable and re-enable the mod (using the hotkey) when it triggers and next time the sex approach happens I may get a different event. Often times I just keep the sex approach turned off entirely, since the radiation event triggers so often.

Posted

I think it would be fun to re-implement the papyrus elements of this mod, to rebalance the gameplay.

 

However, designing that re-implementation is daunting. And, getting it right would require playtesting. This would not be easy.

 

Probably the first step would be do sketch out goals for the rework. (So that the changes could have something to be measured against.)

 

My personal preference would be: to make various encounter types be impossible to entirely avoid (MCM selectable/deselectable) while also never locking the player out of the rest of the game. (And I guess I would also like to change some of the dialog, but that's not a papyrus thing.)

Posted

Came across a freaky bug combined with the latest edition of "Up To No Good" as they are apparently using live models now.  I entered the Olivia Satellite station and was approached by a floating masked raider trophy demanding lewd things from me.

 

Don't know anything about this stuff so I'm kinda hoping someone makes a patch.

Posted (edited)

I did one patch for that and left it in page 5 of uptonogood topic.

It uses robCo patcher for it. but will only affects new NPCs spawns.

 

(The patch changes the NPC AV, and it seems that can only do it before you have first seen the NPC, dunno why).

You can fix the already seen NPCs by using the command from the first page from this topic.

 

 

Edited by Loki15kun
Posted
16 hours ago, Loki15kun said:

I did one patch for that and left it in page 5 of uptonogood topic.

It uses robCo patcher for it. but will only affects new NPCs spawns.

 

(The patch changes the NPC AV, and it seems that can only do it before you have first seen the NPC, dunno why).

You can fix the already seen NPCs by using the command from the first page from this topic.

 

 

Thank you so very much.

Posted

I'm having the problem listed in the FAQ but I don't know how to solve it, 

the animations don't seem to be running and i just get stuck in place, I have multiple animation packs installed and the current AAF patch so I don't know why it isn't working.

Posted (edited)
1 hour ago, LeaSparks said:

I'm having the problem listed in the FAQ but I don't know how to solve it, 

the animations don't seem to be running and i just get stuck in place, I have multiple animation packs installed and the current AAF patch so I don't know why it isn't working.

Does AAF work? Meaning, can you open the AAF menu and manually select actors, location, animation and it play?

If not, that's most likely your issue. Or you have a mod dago doesn't like and AAF is shut down and causing an infinite loop to break your game.

Edited by izzyknows
Posted

Yea, I've been trying on a few times now and for the molester option, unfortunately the attackers can jump through walls.  Bars.  Walls of Sanctuary buildings, ect.  Have to turn it off.  I can't even lock my character in a cage without someone jumping in to molest her.

Posted

The mod will teleport the attacker to you after a while.

And its not even limited to that. I even have Npc follow me through loading screens

and turn up 20 minutes later.

Your best bet would be to set a hotkey for disabling approaches and use it liberaly

if you feel the situation is wrong.

Posted
50 minutes ago, Vulkandrache said:

The mod will teleport the attacker to you after a while.

And its not even limited to that. I even have Npc follow me through loading screens

and turn up 20 minutes later.

Your best bet would be to set a hotkey for disabling approaches and use it liberaly

if you feel the situation is wrong.

I'd rather it work on actual hitbox contact.

Posted

hi...
in this game - I think - there are quite serious identity and mental disorders.

 

image.jpeg.3d63ad944688a7048669d4e14bc878eb.jpeg

 

Is the guy ... dressed up?

why is he undressed where is your dress?

why did he come out of his lair...?

 

image.jpeg.c4534515b32dba8f9773c77d5ec5bafd.jpeg

 

how the hell did he know i was there right now!?

how can anyone know where I am if and as long as he doesn't see me?

it's not even turned on, which would make it so (even when dressed)...! 

 

--- But still... I'm the naked and stupid slut! This attitude is a bit ... more than arrogance... I think. ---

 

it's more than boring to me that the creators ... I think ... all pack their attraction on the gps data of the stupid player and the environment is almost ... not even there.

they see through everything and go through everything.... the player is blocked by all kinds of stupid obstacles....

...well, boring.

Posted
On 10/10/2024 at 11:25 PM, DTESSurvivor said:

Yea, I've been trying on a few times now and for the molester option, unfortunately the attackers can jump through walls.  Bars.  Walls of Sanctuary buildings, ect.  Have to turn it off.  I can't even lock my character in a cage without someone jumping in to molest her.

Isn't there an MCM option to disable approachers teleporting?

 

(I am pretty sure that there is, but I have not played fallout for some time now ... though I'm thinking of spending another week setting things up for a new game, so I'm spending time here in the forums to help remind me of how things work.)

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