hollow000 Posted July 18, 2020 Posted July 18, 2020 Has anyone gotten an invisible harasser before? I get a notification that an harasser is approaching and that he is getting angry because I’m ignoring him. However, there is no one around.
NNS10 Posted July 19, 2020 Posted July 19, 2020 Can a MCM option be added to limit NPC selection to non-unique NPCs? Immersion breaking with some of the unique story NPCs. Happens a lot in the Depravity mod since it's a closed cell and every NPC is unique.
vaultbait Posted July 19, 2020 Posted July 19, 2020 13 hours ago, nanashi50 said: Can a MCM option be added to limit NPC selection to non-unique NPCs? Immersion breaking with some of the unique story NPCs. Happens a lot in the Depravity mod since it's a closed cell and every NPC is unique. Alerios and Murphy approach me frequently in the Fallons offices (I have the MCM set for only male approachers), but I figure they're just perpetually horny.
Aethernaut1899 Posted July 19, 2020 Posted July 19, 2020 14 hours ago, nanashi50 said: Can a MCM option be added to limit NPC selection to non-unique NPCs? Immersion breaking with some of the unique story NPCs. Happens a lot in the Depravity mod since it's a closed cell and every NPC is unique. Heh, approaches broke the Machinist confrontation for me because she got lost in her own fortress trying to harass me...
twistedtrebla Posted July 30, 2020 Author Posted July 30, 2020 Uploaded 1.6.3 (small update): v1.6.3 (Requires SexAttributes 2.3.0 or newer; Clean save not req) - ADDED: MCM setting to customize frequency of devious outcome for flirt approach. Devious outcome can now be disabled outright for flirt approaches (which means only consensual sex is possible) - ADDED: MCM setting for devious device unlock chance for flirt approach. This is the chance that the NPC will unlock the player's devious device after sex for flirt approaches. - FIXED: UI is now no longer locked during AAF sex scene. This allows players to use AAF controls during sex. 5
Tanglin Posted July 30, 2020 Posted July 30, 2020 5 hours ago, twistedtrebla said: Uploaded 1.6.3 (small update): v1.6.3 (Requires SexAttributes 2.3.0 or newer; Clean save not req) - ADDED: MCM setting to customize frequency of devious outcome for flirt approach. Devious outcome can now be disabled outright for flirt approaches (which means only consensual sex is possible) - ADDED: MCM setting for devious device unlock chance for flirt approach. This is the chance that the NPC will unlock the player's devious device after sex for flirt approaches. - FIXED: UI is now no longer locked during AAF sex scene. This allows players to use AAF controls during sex. Thank you so much for this! When AAF hangs up on me, and it happens quite often, it really helps to be able to see the AAF UI to find out what's wrong. 1
vaultbait Posted July 30, 2020 Posted July 30, 2020 Loving all the new updates for this, but the stripping in many of its scenarios has been causing some challenges (for example, I use Myopia Simulator, so when a scene removes my glasses everything goes fuzzy). Would you consider integrating with Roggvir's No-Strip Items Manager? Instructions for doing so are in the file's description:
Slorm Posted July 31, 2020 Posted July 31, 2020 Rather than use Dialogue Subtitles I have been trying to make SH compatible with F4z Ro D-oh - Silent Voice as that only shows silent voice subtitles not not all dialogue subtitles (https://www.nexusmods.com/fallout4/mods/39848) I've got it working by removing the sound files directory, as FRD was detecting the fuz files so wouldn't display the text. This only shows the NPC response (due to a bug in F4z) but as the player responses is shown in the dialogue choices it doesn't seem to matter (I'm using FDI and string patch)
gypsytears Posted August 2, 2020 Posted August 2, 2020 I updated the mod and now everytime an event should trigger the NPC runs away or just stands there. Did this happen to anyone else?
Elsidia Posted August 3, 2020 Posted August 3, 2020 7 hours ago, gypsytears said: Did this happen to anyone else? Wrong install AAF or no installed support animations - check AAF debug button.
gypsytears Posted August 3, 2020 Posted August 3, 2020 11 hours ago, Elsidia said: Wrong install AAF or no installed support animations - check AAF debug button. I figured it out. AAF was stuck at 30%. Had to reinstall and/or delete some mods but it's all good again. I did end up having to delete DEF UI and Vis-G because it kept CTDing when trying to access my inventory which is strange because I didn't have issues before.
Operand Posted August 4, 2020 Posted August 4, 2020 Great stuff with latest update (like they say - devil is in the details) Suggestion - add companions reactions on "activities". Raising / reducing affinity would be an interesting mechanics. I did it very simple (and hacky) now: Spoiler Function HandleCompanionsAfterSexReaction(Actor perp) ;Eh.. I'm a lazy one + it's less risk to break things: Faction activeFaction = Game.GetFormFromFile(0x00023C01, "Fallout4.esm") as Faction Faction formerFaction = Game.GetFormFromFile(0x000A1B85, "Fallout4.esm") as Faction ActorValue affinityAV = Game.GetFormFromFile(0x000A1B80, "Fallout4.esm") as ActorValue if (activeFaction != none && perp.IsInFaction(activeFaction)) || (formerFaction != none && perp.IsInFaction(formerFaction)) if affinityAV != none && perp.GetValue(affinityAV) != 0 perp.SetValue(affinityAV, perp.GetValue(affinityAV) + 25) Debug.Notification(perp.GetDisplayName() + " loved that") endif endif endFunction - and call this on AAF stop in your script, but better would be to add reactions to dialogues (i.e. resisting would give a small amount of dislike affinity, being persuaded would be more and agreeing and talking naughty - even more).
Oldwolf58 Posted August 5, 2020 Posted August 5, 2020 On 8/3/2020 at 12:16 PM, gypsytears said: I figured it out. AAF was stuck at 30%. Had to reinstall and/or delete some mods but it's all good again. I did end up having to delete DEF UI and Vis-G because it kept CTDing when trying to access my inventory which is strange because I didn't have issues before. Vis-G is known for that and I removed it from my install a long time ago but I run DEF UI without any trouble.
Slorm Posted August 5, 2020 Posted August 5, 2020 I have a question on the "Cooldown after Sex" slider which defaults to 0.3. Is that a display error or does it actually mean 0.3 of a game hour (18 minutes). Sorry, I have a touch of OCD when it comes to stats and calculations
Nebuchadnezzer2 Posted August 7, 2020 Posted August 7, 2020 Spoiler On 7/31/2020 at 9:07 AM, vaultbait said: Loving all the new updates for this, but the stripping in many of its scenarios has been causing some challenges (for example, I use Myopia Simulator, so when a scene removes my glasses everything goes fuzzy). Would you consider integrating with Roggvir's No-Strip Items Manager? Instructions for doing so are in the file's description: A decent "workaround" I've used, is with FO4Hotkeys and Outfit Switcher. Setup a 'naked' 'outfit' you can use with said glasses, and nothin else, and switch to that just after it's finished strippin you. With FO4Hotkeys, I've set up shift + 1-4 or so for outfits, so I can re-equip shit like partial/fully-'nude' outfits like that.
vaultbait Posted August 7, 2020 Posted August 7, 2020 13 hours ago, Nebuchadnezzer2 said: A decent "workaround" I've used, is with FO4Hotkeys and Outfit Switcher. Setup a 'naked' 'outfit' you can use with said glasses, and nothin else, and switch to that just after it's finished strippin you. With FO4Hotkeys, I've set up shift + 1-4 or so for outfits, so I can re-equip shit like partial/fully-'nude' outfits like that. Good suggestion. I mostly play with a game controller though, so my "hotkeys" are few and spoken for, but I'll keep it in mind. (I do have an outfit switcher available from my inventory favorites menu I use to quickly reequip clothing after Harassment or some similar mod not relying on AAF's equipmentset handling has left me stark nakers, but favorites aren't available once one of these scenarios starts to kick in.) 1
Slorm Posted August 7, 2020 Posted August 7, 2020 Bug Report Second time I noticed this. I have BoS switched off but both Rhys and Danse have made approaches. Second time (new character) was more of an issue as it was outside the Police Station while the Ghouls were attacking and Rhys approached, so needs a check to stop the routine if conflict is happening.
galgat Posted August 8, 2020 Posted August 8, 2020 2 hours ago, Slorm said: Bug Report Second time I noticed this. I have BoS switched off but both Rhys and Danse have made approaches. Second time (new character) was more of an issue as it was outside the Police Station while the Ghouls were attacking and Rhys approached, so needs a check to stop the routine if conflict is happening. I was just thinking Outside the police station when the ghouls are attacking is prior to Danse being added to the player faction I would think. I can see why that would happen if the mod is looking or checking that the selected aggressor is in the player faction. I would think at that time they would not be, as you have not actually recruited them yet. Just a guess! If that is so then until you recruit them then they will all be valid aggressors. EDIT >> that is normally the best check to use when testing if NPC is a companion as there are so many third party companion mods out there, and most all add the Companion to the player faction to confirm the action. I mean I guess you could spurn the BOS, and tell Danse to Kiss off, and he would never be a companion.
galgat Posted August 8, 2020 Posted August 8, 2020 One of my favorite Mods for FO4 what I would like to see is some threesome's and Gang-bang scenarios added, group aggression. Things like "My friend's and I have decided that you're a fucking Slut! Free for the taking, so we'll be taking advantage of that" or "Sense your all tied up and so literally helpless, we've decided to have a little party, and your the party favor."
Slorm Posted August 8, 2020 Posted August 8, 2020 11 hours ago, galgat said: I was just thinking Outside the police station when the ghouls are attacking is prior to Danse being added to the player faction I would think. I can see why that would happen if the mod is looking or checking that the selected aggressor is in the player faction. I would think at that time they would not be, as you have not actually recruited them yet. Just a guess! If that is so then until you recruit them then they will all be valid aggressors. EDIT >> that is normally the best check to use when testing if NPC is a companion as there are so many third party companion mods out there, and most all add the Companion to the player faction to confirm the action. I mean I guess you could spurn the BOS, and tell Danse to Kiss off, and he would never be a companion. One my first playthrough it happened with Rhys after I was recruited to BoS and with Danse after Arcjet. AFAIK it's a binary toggle so BoS would be included/excluded regardless of faction status I would have thought TBH, I'm less concerned about that one but the approach outside while the Ghouls were actually attacking would seem more of an issue as under combat NPC's would have other things on their mind. There's also a question of what happens when the routine is interrupted by an attack, is the script closed cleanly or left hanging trying to run (dialogue closes when hit). It is quite possible of course that this is just a unique event, in that when the pc arrives at the police station the Ghouls are being engaged by Danse already so it doesn't register as combat as such until the pc is engaged.
twistedtrebla Posted August 9, 2020 Author Posted August 9, 2020 On 8/7/2020 at 4:22 PM, Slorm said: Bug Report Second time I noticed this. I have BoS switched off but both Rhys and Danse have made approaches. Second time (new character) was more of an issue as it was outside the Police Station while the Ghouls were attacking and Rhys approached, so needs a check to stop the routine if conflict is happening. For whatever Bathesda reason, there's actually like 30 different Brotherhood of Steel factions in the game. Danse, Rhys, Kells, Maxson all belong to their own personal faction, instead of the generic one that's applied to non-unique, non-named BoS soldiers. Danse I get, cus he eventually turns hostile towards BoS. But the rest, I have no idea why the game gives them their own faction. So if I were to add a check to blacklist all BoS soldiers, to include the named ones above, I'd have to add 30 different checks. It's possible, but tedious, and I havent had the time to do that yet. So for now, I just pretend the named ones above are "mavericks" :P. Danse will fall under the companion category once hes available to become your companion. But the rest of the unique BoS soldiers will always be eligible as harassers. Those horny hypocrites! 1
Slorm Posted August 10, 2020 Posted August 10, 2020 On 8/9/2020 at 8:07 AM, twistedtrebla said: So if I were to add a check to blacklist all BoS soldiers, to include the named ones above, I'd have to add 30 different checks. It's possible, but tedious, and I havent had the time to do that yet. So for now, I just pretend the named ones above are "mavericks" :P. Not worth the work tbh it's not that much of an issue. A proximity check for close hostiles would be a useful addition though, that would stop the issue of approaches while a fights going on. Maybe a check for hostiles within x number of units of pc and stop approach if any are present, the distance checked doesn't need to be that great just enough to detect immediate threats (I'm assuming this can be done in FO4 like in Skyrim) EDIT: Yep it definitely needs some sort of a check. I was just approached by a wandering settler while in the middle of a firefight with Raiders on one of the bridges near Ticonderoga. Though more cosmetic, if DD's are fitted it would improve the mod if the pc to holstered her weapon first as if any device affecting the arms are fitted while holding a gun (cuffs etc) the pc gets locked into combat mode until the device is removed. The pc can't fight but you get that odd effect where moving the camera moves the pc (as in combat) and a rather odd pose. Sorry, didn't mean to give you a shopping list of things
galgat Posted August 12, 2020 Posted August 12, 2020 On 8/10/2020 at 6:50 AM, Slorm said: Not worth the work tbh it's not that much of an issue. A proximity check for close hostiles would be a useful addition though, that would stop the issue of approaches while a fights going on. Maybe a check for hostiles within x number of units of pc and stop approach if any are present, the distance checked doesn't need to be that great just enough to detect immediate threats (I'm assuming this can be done in FO4 like in Skyrim) EDIT: Yep it definitely needs some sort of a check. I was just approached by a wandering settler while in the middle of a firefight with Raiders on one of the bridges near Ticonderoga. Though more cosmetic, if DD's are fitted it would improve the mod if the pc to holstered her weapon first as if any device affecting the arms are fitted while holding a gun (cuffs etc) the pc gets locked into combat mode until the device is removed. The pc can't fight but you get that odd effect where moving the camera moves the pc (as in combat) and a rather odd pose. Sorry, didn't mean to give you a shopping list of things I don't disagree with you on most of that, A check "IsWeaponOut" out might help, in the dialogue condition, but if scripr was needed something similar to this might work Event OnTriggerEnter(ObjectReference akActionRef) If (akActionRef == Game.GetPlayer()) && !(Game.GetPlayer().IsInCombat()) ; do something EndIf EndEvent Would probably need to modify to needs and getting away from Game.player to and alias would probably be more efficient 1
Slorm Posted August 13, 2020 Posted August 13, 2020 The other way might be to just pacify everyone for x units and put into non combat pose, that would then still allow from approaches by hostiles which seem to be a possible option looking at the species list in the MCM
Mahabyn Posted August 21, 2020 Posted August 21, 2020 On 3/21/2018 at 9:00 PM, twistedtrebla said: Thanks! Tips much appreciated The NPC approach part is probably the weakest link, and needs a lot of tweaks. I have the NPC package set with jog speed, but I guess I should tell them to run instead. It is currently set to select closest NPC, but I'm going to need to figure out what happens when NPCs get stuck. Also, I've noticed that when the mod selects a stationary NPC, like guards or merchants, the NPC would initially walk to the player, then walk back to their post. I tried to remedy that by adding a loop to force the NPC to approach the player every 3 seconds. But sometimes, what ends up happening is NPC walks to player, walks back to post, 3 sec later walks back to player (because the mod told him to), and then walks back, and so on. So I get this dancing NPC who just walks back and forth lol. Have you encountered anything like that in your experience before? hi i have a bug. when the blackmail is run i have no devious (i have the dialog) in other harassment i have devious but in blackmail no
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