izzyknows Posted May 20, 2025 Posted May 20, 2025 29 minutes ago, Slorm said: Hmm, I'll keep an eye on it. I'm half minded to reinstall the previous version, I much prefer the older version of molestation (rather than each piece of armour being removed bit by bit) I agree there. There's a setting that pretty much makes it like the old version. Forget atm.
Slorm Posted May 21, 2025 Posted May 21, 2025 14 hours ago, izzyknows said: I agree there. There's a setting that pretty much makes it like the old version. Forget atm. Couldn't see anything when I checked, it's just the chance sliders in the molest attack section and doesn't appear to be anything in the general section either. I think I'll just downgrade to the last version, it should be okay without a new game as it upgrades without problems in a running save 1
izzyknows Posted May 21, 2025 Posted May 21, 2025 2 hours ago, Slorm said: Couldn't see anything when I checked, it's just the chance sliders in the molest attack section and doesn't appear to be anything in the general section either. I think I'll just downgrade to the last version, it should be okay without a new game as it upgrades without problems in a running save I was thinking it was a side effect of a setting. The end results of all the different (SA & SH) settings can be a bit unpredictable. LOL 1
Grimmhelm Posted May 23, 2025 Posted May 23, 2025 I tried searching for the answer, may have just utterly missed it, if i did i apologise XD Is there a way to assign a shock collars master through the console?
OpTiMuS419 Posted June 6, 2025 Posted June 6, 2025 Hello, I am having trouble with a very specific issue, while using the SH mod, whenever I get approached and the NPC is going to force sex, I just freeze in place (the game doesn't freeze, just my player), all other animations work fine whether I start them with AAF or if an NPC pays to have sex, but the second they force sex I just freeze in place and the NPC and I both just stand there and stare at each other, only fix is loading previous save to therefore get myself unstuck. Any help would be appreciated!
natybs Posted June 9, 2025 Posted June 9, 2025 my character seems to freeze when i try to initiate sex and the npc, a settler, in question never came over to me. I cant move or open pip boy and the scene never starts
adadbanana Posted June 10, 2025 Posted June 10, 2025 As long as they ignore those who approach, they will keep following, no matter what happens🤣
Zainer Posted June 23, 2025 Posted June 23, 2025 Is there any way to change the molest compromised state Player is in low health from 10% to a higher number either through the console or fo4edit?
blorgyorg Posted June 27, 2025 Posted June 27, 2025 How do I fix this bug or implementation: 06/26/2025 - 11:13:59PM] error: Cannot check for a None keyword stack: [Harness-03 (17000A22)].Armor.HasKeyword() - "<native>" Line ? [FPSH_Player (59000F99)].FPSH:FPSH_RestraintHelper.isArmorDD() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_RestraintHelper.psc" Line 167 [FPSH_Player (59000F99)].FPSH:FPSH_PlayerHelper.isWearingArmorAtIndex() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_PlayerHelper.psc" Line 67 [FPSH_Player (59000F99)].FPSH:FPSH_PlayerHelper.isBottomSlotCovered() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_PlayerHelper.psc" Line 54 [FPSH_Player (59000F99)].FPSH:FPSH_PlayerHelper.isPlayerConsideredNaked() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_PlayerHelper.psc" Line 46 [FPSH_Player (59000F99)].FPSH:FPSH_SceneHelper.CalculateDeviousOutcomes() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_SceneHelper.psc" Line 441 It autobinds the KFT body harness to all of my weapon keybinds and anytime I equip a weapon the harness equips weather or not it is in my inventory or not. Yes, I have tried the MCM with KFT to remove, give key, and stirp all pieces.
leking Posted July 5, 2025 Posted July 5, 2025 in a previous message i was saying it would be nice to have more dialogue option to submit to avoid hearing the same phrase again and again. Having more lines of submissive lewd surrender to harrasser would be nice. But also the ability to tell the harrassers to fuck one of your companions. I would love to be able to say " you can fuck piper if you want. She is a good anal whore" for example. A big plus would be to do the same with the 3 most used modded follower heather ivy and elen
edinburg Posted July 7, 2025 Posted July 7, 2025 There needs to be an option to disable Trappers (alongside the options to disable Raiders, Gunners, etc.). Bizarre things happen when hostile-on-site enemies attempt approaches because they aren't aware of the player or have been temporarily pacified.
BR8T Posted July 13, 2025 Posted July 13, 2025 Hi, this worked fine for a few encounters, but I got one where they ask for a gag, and then my game crashes. If it is accepted, the game crashes immediately after the dialogue. If I decline the gag, it crashes after sex. Any ideas?
sen4mi Posted July 13, 2025 Posted July 13, 2025 5 hours ago, BR8T said: Any ideas? Does your Documents\My Games\Fallout4\Logs\Script\Papyrus.0.log end with anything interesting (like maybe an error message) after the crash?
BR8T Posted July 14, 2025 Posted July 14, 2025 12 hours ago, sen4mi said: Does your Documents\My Games\Fallout4\Logs\Script\Papyrus.0.log end with anything interesting (like maybe an error message) after the crash? There is no 'scripts' folder there for me. Installed the pervert mod to see if that has any effect. And the game also crashes there. I am not sure where to find the logs. The mo2 folder contains a crash dump folder that is empty, and the logs folder is filled with USVFS logs that don't appear to relate to any crashes.
sen4mi Posted July 14, 2025 Posted July 14, 2025 30 minutes ago, BR8T said: There is no 'scripts' folder there for me. Installed the pervert mod to see if that has any effect. And the game also crashes there. I am not sure where to find the logs. The mo2 folder contains a crash dump folder that is empty, and the logs folder is filled with USVFS logs that don't appear to relate to any crashes. Huh... The folder should be named "Script" not "scripts" Apparently the Fallout4 folder does exist and has been recently modified? If not, maybe try OneDrive\Documents\My Games\Fallout4\Logs\Script\Papyrus.0.log Oh, and I guess you have to enable logging for this to work... so... uh... make sure that in your fallout4.ini under [Papyrus] you have bEnableLogging=1 (and make sure that the fallout.ini is the one that your mo2 will have your game be using) And... if you cannot repeat the problem? Then you have solved that problem! Well... sort of...
BR8T Posted July 14, 2025 Posted July 14, 2025 31 minutes ago, sen4mi said: Huh... The folder should be named "Script" not "scripts" Apparently the Fallout4 folder does exist and has been recently modified? If not, maybe try OneDrive\Documents\My Games\Fallout4\Logs\Script\Papyrus.0.log Oh, and I guess you have to enable logging for this to work... so... uh... make sure that in your fallout4.ini under [Papyrus] you have bEnableLogging=1 (and make sure that the fallout.ini is the one that your mo2 will have your game be using) And... if you cannot repeat the problem? Then you have solved that problem! Well... sort of... Yeah, that was a misspelling. Good news is that I turned on logging, which helps. Bad news is that I tried to create a new character for reproducing this and got stuck on a loading screen until I force closed the client. Log is just a shit-tonne of errors. I don't know what happened to my game. This has gone a little beyond the scope of sexual harassment... Papyrus.0.log
sen4mi Posted July 16, 2025 Posted July 16, 2025 That's a scary set of errors. I would be tempted to start over again from scratch, making sure to review every mod for dependency issues, ordering and potential errors. This also might be worth starting a request for help thread - though probably also it would be worth reviewing "the fucking manual" for its wealth of recommendations about conflicts and dependencies.
izzyknows Posted July 16, 2025 Posted July 16, 2025 On 7/13/2025 at 10:29 PM, BR8T said: Yeah, that was a misspelling. Good news is that I turned on logging, which helps. Bad news is that I tried to create a new character for reproducing this and got stuck on a loading screen until I force closed the client. Log is just a shit-tonne of errors. I don't know what happened to my game. This has gone a little beyond the scope of sexual harassment.. You're even missing some vanilla scripts. My best guess is you have a bit of corruption in your game folder. It's kinda rare, but it does happen. Over the years, I've had a vanilla textures ba2 and a boots for an outfit get corrupted for God knows why. In your case, I agree with sen4mi, start over with a clean slate and at every step make sure things are working correctly. It's a pita, but when you get a solid (for Bugthesda) foundation, it makes it a lot easier to find and fix issues quickly.
sen4mi Posted July 17, 2025 Posted July 17, 2025 (edited) So, I am running into an issue myself. Standing in the entrance area leading to diamond city, with a guard and Danny Sullivan there, I force a hypno approach. This gets me a "starting hypno approach" message, but then nothing happens. I reset all approaches after a while, and try again. Same thing. I do it again, reset all approaches and this appears in my papyrus.0.log: [07/16/2025 - 10:38:05PM] Rogg DDManager: OnMCMOpen() [07/16/2025 - 10:38:05PM] Rogg DDManager: MCM_PrepareAllowed() - start: _i = -1 [07/16/2025 - 10:38:10PM] Rogg DDManager: MCM_PrepareAllowed() - ready [07/16/2025 - 10:38:23PM] error: Unable to call EnablePlayerControls - no native object bound to the script object, or object is of incorrect type stack: [None].InputEnableLayer.EnablePlayerControls() - "<native>" Line ? [FPSH_Player (5E000F99)].FPSH:FPSH_Main.enableControls() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 2345 [FPSH_Player (5E000F99)].FPSH:FPSH_Main.ResetNPCApproach() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 732 [FPSH_Util (5E0216DB)].FPSH:FPSH_Util.ResetNPCApproach() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Util.psc" Line 64 [07/16/2025 - 10:38:23PM] error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type stack: [None].InputEnableLayer.Delete() - "<native>" Line ? [FPSH_Player (5E000F99)].FPSH:FPSH_Main.enableControls() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 2346 [FPSH_Player (5E000F99)].FPSH:FPSH_Main.ResetNPCApproach() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 732 [FPSH_Util (5E0216DB)].FPSH:FPSH_Util.ResetNPCApproach() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Util.psc" Line 64 [07/16/2025 - 10:38:23PM] error: Cannot call EnablePlayerControls() on a None object, aborting function call stack: [FPSH_Player (5E000F99)].FPSH:FPSH_Main.EnableMovement() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 2356 [FPSH_Player (5E000F99)].FPSH:FPSH_Main.ResetNPCApproach() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 733 [FPSH_Util (5E0216DB)].FPSH:FPSH_Util.ResetNPCApproach() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Util.psc" Line 64 [07/16/2025 - 10:38:23PM] error: Cannot call Delete() on a None object, aborting function call stack: [FPSH_Player (5E000F99)].FPSH:FPSH_Main.EnableMovement() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 2357 [FPSH_Player (5E000F99)].FPSH:FPSH_Main.ResetNPCApproach() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Main.psc" Line 733 [FPSH_Util (5E0216DB)].FPSH:FPSH_Util.ResetNPCApproach() - "C:\Users\Albert\AppData\Local\Temp\PapyrusTemp\FPSH\FPSH_Util.psc" Line 64 Those FPSH_Main.psc errors come from Function EnableControls() myLayer.EnablePlayerControls() myLayer.Delete() EndFunction and Function EnableMovement() movementLayer.EnablePlayerControls() movementLayer.Delete() EndFunction and probably just mean that myLayer and movementLayer have not yet been used in this game session. Though maybe it would be good to use an if statement to instead leave a warning message for this kind of thing. I force a hypno approach and this appears in my log: [07/16/2025 - 10:40:26PM] Rogg DDManager: OnMCMOpen() [07/16/2025 - 10:40:26PM] Rogg DDManager: MCM_PrepareAllowed() - start: _i = -1 [07/16/2025 - 10:40:30PM] Rogg DDManager: MCM_PrepareAllowed() - ready In other words, not a clue. Does anyone have an idea on how I should debug this? Edit: After I finished composing this message, the guard completed the hypno approach. So that means something or another. But then I repeated the experiment (and making sure I had the "wait to be alone" option turned off) a few blocks away (surrounded by a bunch of bounty hunters, none of which had factions gated by this mod) and got the same behavior. After a few tries and then after waiting five minutes I gave up and shut down the game. Anyways, I guess my point is that there's nothing about the diamond city location that causes this problem and also that the problem is strange. Edited July 17, 2025 by sen4mi
sen4mi Posted July 18, 2025 Posted July 18, 2025 I suspect one problem with the hypno approach is that the quest flags for the the FPSH_Hypno quest alias include "allow disabled". So if for whatever reason there's a nearby disabled actor which would be eligible to approach, the quest cannot proceed because that actor is disabled (invisible and unable to interact with anything).
izzyknows Posted July 18, 2025 Posted July 18, 2025 1 hour ago, sen4mi said: I suspect one problem with the hypno approach is that the quest flags for the the FPSH_Hypno quest alias include "allow disabled". So if for whatever reason there's a nearby disabled actor which would be eligible to approach, the quest cannot proceed because that actor is disabled (invisible and unable to interact with anything). I'd venture to say you have another mod interfering with approaches. You also may have a bit of script lag going on based on the long delay of the DC Guard to complete the approach. It should start in just a couple seconds after the notification with any of the forced approaches. Or, you'll get a message that it failed because..... So I'd leave the scripts alone and start disabling other approach/dialogue mods.
sen4mi Posted July 18, 2025 Posted July 18, 2025 4 hours ago, izzyknows said: I'd venture to say you have another mod interfering with approaches. You also may have a bit of script lag going on based on the long delay of the DC Guard to complete the approach. It should start in just a couple seconds after the notification with any of the forced approaches. Or, you'll get a message that it failed because..... So I'd leave the scripts alone and start disabling other approach/dialogue mods. I do not see any hint of that sort of hypno approach fail message in the scripts. I do see this: debug.notification("Hypnotist failed to persuade you"), and I see some fail messages which could happen for a diamond city hypno event. But I do not see any messages which would show when a generic hypno approach fails to trigger the approach dialog. What would the text of the message look like?
izzyknows Posted July 18, 2025 Posted July 18, 2025 1 hour ago, sen4mi said: I do not see any hint of that sort of hypno approach fail message in the scripts. I do see this: debug.notification("Hypnotist failed to persuade you"), and I see some fail messages which could happen for a diamond city hypno event. But I do not see any messages which would show when a generic hypno approach fails to trigger the approach dialog. What would the text of the message look like? The fail message is if you have approaches turned off when trying to force start an approach, there isn't one for failed conditions for obvious reasons. Otherwise, after exiting the MCM you instantly get Starting _______ approach, yada yada and an NPC getting up close to chat. If you're not getting that and there are eligible NPC's around, your install is broke. Be it a mod conflict, load order or personal edits. It's not SA, because IF it was there'd be a shite ton of folks reporting the same issue.
sen4mi Posted July 18, 2025 Posted July 18, 2025 3 hours ago, izzyknows said: The fail message is if you have approaches turned off when trying to force start an approach, there isn't one for failed conditions for obvious reasons. Otherwise, after exiting the MCM you instantly get Starting _______ approach, yada yada and an NPC getting up close to chat. If you're not getting that and there are eligible NPC's around, your install is broke. Be it a mod conflict, load order or personal edits. It's not SA, because IF it was there'd be a shite ton of folks reporting the same issue. Well, ... this also assumes that other people play with settings similar to my own. I do get hypno approaches but I have been trying to configure my system so that most of my approaches are hypno approaches, so it stands out to me that they happen much less frequently than the other approaches (which I have configured them to be somewhat rare). Anyways, I do get the "Starting ..." message when I force the approach (if I have that message enabled). Meanwhile, I see a variety of conditional statements in the script which would kick in but which give no warning when they take the failure path. I guess my next step should be to see if I can get the creation kit working well enough to alter those scripts.
izzyknows Posted July 19, 2025 Posted July 19, 2025 2 hours ago, sen4mi said: I guess my next step should be to see if I can get the creation kit working well enough to alter those scripts. You don't need the CK for that. NotePad ++ and the Papyrus plugin for it works fine, and faster.
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