XCOMfighter Posted February 2 Posted February 2 It says AAF in the corner of my game and I have a few animation packs. I may have to check if AAF was installed properly...
mk1234s Posted February 7 Posted February 7 Hi, Is there a way to disable the "Fraud Doctor" approach? Can it be disabled through the console? For some reason, in my game, almost every other approach is "Fraud Doctor." Frankly, I'm already tired of it.
IBAGadget Posted February 8 Posted February 8 17 hours ago, mk1234s said: Hi, Is there a way to disable the "Fraud Doctor" approach? Can it be disabled through the console? For some reason, in my game, almost every other approach is "Fraud Doctor." Frankly, I'm already tired of it. Adjust the settings in the MCM. You can adjust the weighting of all the different approaches in order to minimize the ones you don't want and maximize the ones you do. unfortunately, the one thing you can't seem to adjust is how readily every approacher is to slapping a gag and cuffs on you. It seems every single person that approaches me for sex (outside of hypno/fan) wants to slap me in restraints. I'd kinda like to decrease that. a lot.
mk1234s Posted February 8 Posted February 8 4 hours ago, IBAGadget said: Adjust the settings in the MCM. You can adjust the weighting of all the different approaches in order to minimize the ones you don't want and maximize the ones you do. unfortunately, the one thing you can't seem to adjust is how readily every approacher is to slapping a gag and cuffs on you. It seems every single person that approaches me for sex (outside of hypno/fan) wants to slap me in restraints. I'd kinda like to decrease that. a lot. Yes, I can customize a group of approaches, but not an individual approach. Where did you see the settings for the "Fraud Doctor" approach?
IBAGadget Posted February 8 Posted February 8 7 hours ago, mk1234s said: Yes, I can customize a group of approaches, but not an individual approach. Where did you see the settings for the "Fraud Doctor" approach? You are correct - I had another look last night and tweaked some of my own settings to stop getting gagged and bound by everyone that convinces me to have sex. Here's the text from the mod description about the Fraud Doctor: Quote Fraud doctor - some NPCs will pretend to be doctors and ask the player to disrobe. Players with lower intelligence (SPECIAL) will be more susceptible to falling for this. This currently only happens for players that have Sex Reputation of "prostitute" or "slut" Not sure if these are going to be more centered on Fan Approaches or other, but you might want to try to tweak the percentages of the different types and see what happens. So far on this playthrough I haven't gotten a single FD approach. You can also apply legendaries to your clothing that will increase your Intelligence - this will offset some of the losses from Bimbo serum and arousal, keeping the stat a bit higher and likely reducing the chance of FD happening.
mk1234s Posted February 8 Posted February 8 1 hour ago, IBAGadget said: Not sure if these are going to be more centered on Fan Approaches or other, but you might want to try to tweak the percentages of the different types and see what happens. So far on this playthrough I haven't gotten a single FD approach. You can also apply legendaries to your clothing that will increase your Intelligence - this will offset some of the losses from Bimbo serum and arousal, keeping the stat a bit higher and likely reducing the chance of FD happening. Why should I do this? Most likely, the "Fraud Doctor" approach doesn't have a group or is related to "Sex Approaches." I asked a specific question. How do I disable the "Fraud Doctor" approach through the console? I'm hoping the mod developer will respond. I don't want to change the odds of an entire group because of a single approach. I've been adjusting the mod settings for a year, and I'm happy with everything. But recently, I added a mod that reduces the heroine's intelligence to 1, which leads to a high frequency of "Fraud Doctor" triggers.
Franco Cozzo Posted February 9 Posted February 9 (edited) 4 hours ago, mk1234s said: Why should I do this? Most likely, the "Fraud Doctor" approach doesn't have a group or is related to "Sex Approaches." I asked a specific question. How do I disable the "Fraud Doctor" approach through the console? I'm hoping the mod developer will respond. I don't want to change the odds of an entire group because of a single approach. I've been adjusting the mod settings for a year, and I'm happy with everything. But recently, I added a mod that reduces the heroine's intelligence to 1, which leads to a high frequency of "Fraud Doctor" triggers. From FPSH_SceneHelper.psc Function CalculateMoralityRequiredForSexApproach(bool isNaked) float reputation = saClient.getReputation() ; Determine valid outcomes if RestraintHelper.isPlayerWearingRHCollar() FPSH_DialogueType.SetValue(4) FPSH_MoralityRequired.SetValue(1) FPSH_ConfidenceRequired.SetValue(getRequiredConfidence(45)) else ; If the player is dumb enough, chance for a fake doctor dialogue float intel = PlayerRef.getValue(Intelligence) float resistPerIntel = FPSH_Setting_FraudResistChancePerIntel.GetValue() int resistChance = ((intel - 1) * resistPerIntel) as int if resistChance > 100 resistChance = 100 endif int docChance = 100 - resistChance if docChance < 2 ; Low chance docChance = 2 elseif docChance > 30 ; Cap at 30 docChance = 30 endif Looking at the function when approaches happen, you will typically always get a fraud Dr approach due to your INT always hitting the "else" when the approaches happen if the others are not, You could try this in console: set FPSH_Setting_FraudResistChancePerIntel to 100 set FPSH_Setting_FraudFinalResistChance to 100 looks like it is getting the chance for that approach based off the primary resist chance so if it is high enough the script will see that your docChance score is too high to progress it and then move on to the next set (the endif), if that score is reset every approach or not I am not sure, also opening MCM after making that change in the console may reset it to whatever the maximum value is in the MCM. This is just me speculating based off that chunk, I didn't see the Dr code used much elsewhere outside of the notifications/messages but I didn't want to do a deep dive into the scripts/mod. Since its baked into the script itself though, I don't beleive there is a way to disable the approaches specifically for the fraud doctor since it isn't its own separate function or quest, just to try trick the mod into thinking your character has more INT/making the INT more powerful. Otherwise you'd want a way to disable your 1 INT mod when in conversation before the mod picks a harasser and the type, or some other workaround. Edited February 9 by Franco Cozzo 1
ZI0MATRIX Posted February 9 Posted February 9 Is there a way to skip/disable the stripping during the molest attacks? Like if your character has an outfit on which everything relevant for the attacker is already accessible, it feels a bit pointless to remove earrings and stuff. 1
Krazyone Posted February 28 Posted February 28 Hypnosis... I'd love to see more done with it. Collars... different Collars Programmed Mind... different mind fucks, triggers for the player to do stuff automatically There is a couple of events, one has something to do with underwear, another is something to do with prostitution. Neither of them have ever started... nothing written about them either. Shock Collar Master... it could do with an update, with more Master tasks to do. 2
Slorm Posted March 1 Posted March 1 22 hours ago, Krazyone said: Hypnosis... I'd love to see more done with it. Collars... different Collars Programmed Mind... different mind fucks, triggers for the player to do stuff automatically There is a couple of events, one has something to do with underwear, another is something to do with prostitution. Neither of them have ever started... nothing written about them either. Shock Collar Master... it could do with an update, with more Master tasks to do. I'd love to see something similar to @JB. bimbo collar from Nuka Ride added, would probably be a lot of work to do though with the dialogues.
sen4mi Posted March 3 Posted March 3 On 3/1/2026 at 8:38 AM, Slorm said: I'd love to see something similar to @JB. bimbo collar from Nuka Ride added, would probably be a lot of work to do though with the dialogues. For those of us who did not enjoy Nuka Ride enough to encounter the bimbo collar, perhaps you could explain what it does?
Slorm Posted March 4 Posted March 4 14 hours ago, sen4mi said: For those of us who did not enjoy Nuka Ride enough to encounter the bimbo collar, perhaps you could explain what it does? It's a collar that Nora/Norita gets fitted with at the Atom Cats Garage. Basically it turns her into a total bimbo, all she can think about in pink, orgasms, boyfriends etc. and makes her totally submissive.
MidnightLatte Posted March 5 Posted March 5 On 3/1/2026 at 4:38 PM, Slorm said: I'd love to see something similar to @JB. bimbo collar On 2/28/2026 at 6:20 PM, Krazyone said: Collars... different Collars I have two mods in work (well more than two, but they just in ideas). First is a expansion of SH dialogues that change player's texts relative to given traits. No changes in scripts, it intentional, to be compatible with other mods and possible updates Just dialogues, because 100% submissive slut cant talk like honest prewar mom. (upper line in screenshot for Slut + Aroused state) Being under Bimbo drugs also change dialogues. Second is a set of restraints (Collar, handcuffs and shackles) with some gameplay options that can be repainted to common and faction colors, well it's not a "police" restraints, just some Vault-Tec industrial equipment found by raiders and used in "non conventional" way. Restraints is just a cloth mod, it required support by other mod's scripts. As temporrary solution it have patch, that use KFT lock and KFT's keywords. so it recognised as restraints by SH, but no "special" paint support Both mods still not ready for full release, but if someone want to be a tester I can drop archives somethere. And I'm not a native english speaker, so any spellcheck and better variants for dialogues can help. 3
Krazyone Posted March 5 Posted March 5 7 hours ago, MidnightLatte said: I have two mods in work (well more than two, but they just in ideas). First is a expansion of SH dialogues that change player's texts relative to given traits. No changes in scripts, it intentional, to be compatible with other mods and possible updates Just dialogues, because 100% submissive slut cant talk like honest prewar mom. (upper line in screenshot for Slut + Aroused state) Being under Bimbo drugs also change dialogues. Second is a set of restraints (Collar, handcuffs and shackles) with some gameplay options that can be repainted to common and faction colors, well it's not a "police" restraints, just some Vault-Tec industrial equipment found by raiders and used in "non conventional" way. Restraints is just a cloth mod, it required support by other mod's scripts. As temporrary solution it have patch, that use KFT lock and KFT's keywords. so it recognised as restraints by SH, but no "special" paint support Both mods still not ready for full release, but if someone want to be a tester I can drop archives somethere. And I'm not a native english speaker, so any spellcheck and better variants for dialogues can help. Nice Collar... I'm always a fan of the Institute, high Tech Collars, and Devious Devices. The text onscreen, the middle one doesn't flow correctly... I don't know the full conversation, but here's some possible alternatives. You think you're soo cool... Why don't you come over here and show me what you can really do, you Milk sucking Momma's Boy... or Come over here, and show me what you can really do... you Milk sucking Momma's Boy... or You think you're soo cool... why don't you come over here and suck on these, you Milk Sucking Momma's Boy...
Franco Cozzo Posted March 5 Posted March 5 (edited) 8 minutes ago, Krazyone said: Nice Collar... I'm always a fan of the Institute, high Tech Collars, and Devious Devices. The text onscreen, the middle one doesn't flow correctly... I don't know the full conversation, but here's some possible alternatives. You think you're soo cool... Why don't you come over here and show me what you can really do, you Milk sucking Momma's Boy... or Come over here, and show me what you can really do... you Milk sucking Momma's Boy... or You think you're soo cool... why don't you come over here and suck on these, you Milk Sucking Momma's Boy... AAF then proceeds to play an Anal Scene instead of anything breast related Edited March 5 by Franco Cozzo
Krazyone Posted March 5 Posted March 5 17 minutes ago, Franco Cozzo said: AAF then proceeds to play an Anal Scene instead of anything breast related You think you're soo cool... Why don't you come over here and show me what you can really do, and waste my Ass... you know you want to, Momma's Boy... or Come over here, and show me what you can really do... you Cake Loving Momma's Boy... or You think you're soo cool... why don't you come over here and stick your cock up my ass... Momma's Boy...
Franco Cozzo Posted March 5 Posted March 5 2 minutes ago, Krazyone said: You think you're soo cool... Why don't you come over here and show me what you can really do, and waste my Ass... you know you want to, Momma's Boy... or Come over here, and show me what you can really do... you Cake Loving Momma's Boy... or You think you're soo cool... why don't you come over here and stick your cock up my ass... Momma's Boy... "My last partner made me cum 3 times, wanna see if you can do better?" "You better not fuck like a ghoul or it's never happening again" "No! You can't rape me! I consent! I consent!" "I've taken a deathclaw, but ok little man, lets go." "You'll let me go after, right?" "You'll collar me after, right?" "I didn't need to be asked out for dinner first 200 years ago either"
MidnightLatte Posted March 5 Posted March 5 (edited) 1 hour ago, Krazyone said: I'm always a fan of the Institute, high Tech Collars, and Devious Devices Not a high tech. Rough metal with big bolts, main idea of mod is a industry equipment from vaults (something like tube holders) looted by raiders and used as restraints, unfortunately (for prisoners) it's a Vault-Tec things and they use proprietary type of screwdriver that not easy to find. Institute faction and common Plastic paints available Spoiler 1 hour ago, Krazyone said: I don't know the full conversation, Its a DD quest, player is a Slut and it's a rough answer for sex request, that lead to molestation and rape (if player intentionnaly want this end) This option replace original "Insult" topic, if player is a slut or fuckmeat all texts can be changed. Im not a english speaker so every better variants can be used. All dialogues and outcomes stay the same as in original mod, no different ways, just changed variants, from "please don't hurt me" to "I'm your fucktoy" depending on player's sex addiction, bondage fetish, submission and arousal level currently only one extra option planned, player can ask doctor to be turned into a Fuckmeat, it's permanent and disable any resist options maybe it can be triggered by other mod's gameplay Edited March 5 by MidnightLatte
akane750 Posted March 12 Posted March 12 (edited) I'm having a problem I hope someone could help me out with. The gist of it is: at some point, companions started following me WAY too closely. To the point where I sometimes see them hilariously (during sneak mode) walk up to me so close that they back off...just to try and walk up to me again, over and over, with me just crouching there, not moving, doing nothing at all. The reason I'm 99.9% sure it's SH is because when I disable the mod in MO2 and reload the save (thankfully, without anything breaking) - this behavior goes away. I can tell right away because I went to a settlement, and without SH the follower (Piper, in my case) walks away and starts doing her own thing at a nearby workbench or sit at a table - you know, the usual stuff followers do within settlement borders. I tried both in-game debug options - Reset All Approaches and Reinstall Mod - nothing. I tried disabling approaches as a whole and individually on their respective settings tabs (after reading this post) - no dice. Tried disabling companions under "Eligible NPCs" - nada. I even tried sending Piper home, then recruiting her again - she goes back to her wonky behavior. By the way, when I talk to her (thinking there might be an approach pending) - I only get the vanilla conversations and gifts, i.e., no approach event triggers; also, forcing an approach via debug doesn't help, either: the forced approach plays out normally, and afterwards it's back to "I'm gonna stick so close to you you're gonna see my 10mm in your Long Scope". I guess what I'm looking for is a way to "reboot" whatever's going on without having to fully reinstall the mod in MO2. I'm gonna have to do that if I don't hear any alternatives, anyway, but since it's a Survival run I'm trying not to make a habit out of adding/removing mods unless absolutely necessary. Edited March 12 by akane750
Franco Cozzo Posted March 12 Posted March 12 54 minutes ago, akane750 said: I'm having a problem I hope someone could help me out with. The gist of it is: at some point, companions started following me WAY too closely. To the point where I sometimes see them hilariously (during sneak mode) walk up to me so close that they back off...just to try and walk up to me again, over and over, with me just crouching there, not moving, doing nothing at all. The reason I'm 99.9% sure it's SH is because when I disable the mod in MO2 and reload the save (thankfully, without anything breaking) - this behavior goes away. I can tell right away because I went to a settlement, and without SH the follower (Piper, in my case) walks away and starts doing her own thing at a nearby workbench or sit at a table - you know, the usual stuff followers do within settlement borders. I tried both in-game debug options - Reset All Approaches and Reinstall Mod - nothing. I tried disabling approaches as a whole and individually on their respective settings tabs (after reading this post) - no dice. Tried disabling companions under "Eligible NPCs" - nada. I even tried sending Piper home, then recruiting her again - she goes back to her wonky behavior. By the way, when I talk to her (thinking there might be an approach pending) - I only get the vanilla conversations and gifts, i.e., no approach event triggers; also, forcing an approach via debug doesn't help, either: the forced approach plays out normally, and afterwards it's back to "I'm gonna stick so close to you you're gonna see my 10mm in your Long Scope". I guess what I'm looking for is a way to "reboot" whatever's going on without having to fully reinstall the mod in MO2. I'm gonna have to do that if I don't hear any alternatives, anyway, but since it's a Survival run I'm trying not to make a habit out of adding/removing mods unless absolutely necessary. I haven't had that issue myself but you could try re-saver to remove the old scripts data then reinstalling the mod.
spicydoritos Posted March 12 Posted March 12 2 hours ago, akane750 said: I'm having a problem I hope someone could help me out with. The gist of it is: at some point, companions started following me WAY too closely. To the point where I sometimes see them hilariously (during sneak mode) walk up to me so close that they back off...just to try and walk up to me again, over and over, with me just crouching there, not moving, doing nothing at all. The reason I'm 99.9% sure it's SH is because when I disable the mod in MO2 and reload the save (thankfully, without anything breaking) - this behavior goes away. I can tell right away because I went to a settlement, and without SH the follower (Piper, in my case) walks away and starts doing her own thing at a nearby workbench or sit at a table - you know, the usual stuff followers do within settlement borders. I tried both in-game debug options - Reset All Approaches and Reinstall Mod - nothing. I tried disabling approaches as a whole and individually on their respective settings tabs (after reading this post) - no dice. Tried disabling companions under "Eligible NPCs" - nada. I even tried sending Piper home, then recruiting her again - she goes back to her wonky behavior. By the way, when I talk to her (thinking there might be an approach pending) - I only get the vanilla conversations and gifts, i.e., no approach event triggers; also, forcing an approach via debug doesn't help, either: the forced approach plays out normally, and afterwards it's back to "I'm gonna stick so close to you you're gonna see my 10mm in your Long Scope". I guess what I'm looking for is a way to "reboot" whatever's going on without having to fully reinstall the mod in MO2. I'm gonna have to do that if I don't hear any alternatives, anyway, but since it's a Survival run I'm trying not to make a habit out of adding/removing mods unless absolutely necessary. Sounds a bit like the companion is stuck in a quest alias with a Follow package. It's worth trying the following in console: stopquest FPSH_Player startquest FPSH_Player That quest is the only one in SH that applies a Follow package.
akane750 Posted March 12 Posted March 12 2 hours ago, spicydoritos said: Sounds a bit like the companion is stuck in a quest alias with a Follow package. It's worth trying the following in console: stopquest FPSH_Player startquest FPSH_Player That quest is the only one in SH that applies a Follow package. Sadly, didn't help. I used stopquest, waited for ~15 seconds (Piper kept sticking close), then used startquest, anyway. Wasn't sure whether I needed to have Piper selected (in console) or not, so I tried both ways. For what it's worth: fortunately, I still had earlier saves so ultimately I did manage to recover from whatever's happening (UNfortunately, doing so NOPE'd 4 hours of playtime). Kept the affected savegame as a backup, though, to see what (if anything) can fix whatever's going on.
xyzxyz Posted March 24 Posted March 24 Can we get a prostitution scenario where the client pays extra if the player accepts to wear DDs?
IBAGadget Posted March 25 Posted March 25 Definitely a fun mod and has been a fixture in my LO for a couple years. I do have one somewhat annoying issue with it however: Once you allow your PC to get completely brainwashed by hypnosis, every npc seems to become your hypnosis master, even ones who never tried to hypnotize you in the past. Unless you have a high enough willpower and dominance score to allow a (successful) Intimidate reply, every flirt/sex approach you try to say no to will result in the approacher straight up using the sleep trigger and commenting as if they were the master that brainwashed you.
xyzxyz Posted March 28 Posted March 28 Why do they sometimes steal DD keys in the blackmail approach?
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