xyzxyz Posted November 16, 2020 Posted November 16, 2020 8 minutes ago, vaultbait said: The "flirt" approaches equip devious devices (collar, cuffs...) as do the "blackmail" approaches, and also some of the "devious devices" approachers will add more devices just for fun. What's missing exactly? A approach where the player can choose herself to wear them without beeing forced/blackmailed. And it could be less "evil" intended by the NPC, just bound fun without any bad long-term intention.
brewha666 Posted November 16, 2020 Posted November 16, 2020 On 7/3/2020 at 8:17 PM, delete1618 said: This isn't really a bug (per se), I just thought it was hilarious. During my trip through Kellogg's memories, I got to the point where we relived the opening sequence of him stealing Shaun. My body double ejected herself from her cryopod in order to hit on me. My character's sex appeal apparently transcends space, time, and reality! Bonus, it revealed that the original character model is apparently using a stealth boy through that sequence. I had this happen too! But I think that's what broke that sequence so I was unable to leave Kellog's brain
twistedtrebla Posted November 18, 2020 Author Posted November 18, 2020 Uploaded v1.7.0 Adds 5 new features: Morality system NPCs that remember you Insult NPCs Intelligence (SPECIAL) integration More hypnotic conditioning Changelog: (Requires SexAttributes 2.3.0 or newer; Clean save not req) NEW: Morality system - Every elligible NPC is randomly assigned a morality score. The NPC keeps the assigned morality score for the remainder of the save. So each new game is going to be different with individual NPCs having different morality each time - Morality is categorized as "Decent", "Questionable/On the fence", and "Evil" - NPCs act according to their assigned morality. Nore more pretending that the NPCs have some sort of moral code - they now do! - For instance, Decent NPCs will never spike your drink, and will only offer real legitimate drinks (fan approach) that help you on your journey. - Questionable/on the fence NPCs will not do outright devious things, like spiking drinks or covertly trying to rape you with hypnosis, but will take things if they are free. For instance, if you are walking around naked bound with devious devices, NPCs of Questionable morality will try to get free sex from you. - Evil NPCs will do all kinds of evil things. But they will sometimes do "good things" too, like offer to unlock all devious devices from player for free. This is only to trick the player into thinking they're nice so that they put their guard down. - Probability that the mod assigns Decent vs Questionable vs Evil score is customizeable in MCM. So you could create a game where 95% of NPCs are good, and only 5% are bad, or where all 100% of them are bad and potential rapists, or somewhere in the middle, which is the default.NEW: NPCs remember you - NPCs now remember you and their dialogue changes the next time you talk to them. - For instance, NPCs that blackmailed and raped you before will remember you, and call you slave. - NPCs that tricked you with hypnosis and raped you before will remember you, and call you hypno slave. - Every approach scenario has different dialogues for NPCs that remember youNEW: Insult NPCs - you can now insult them if you're sick and tired of NPCs approaching you for worthless things! - Different NPCs will react differently. If you insult a Decent NPC, they will never approach you and bother you anymore. If you insult a Questionable NPC, they will get butt hurt and hold grudges against you - and will try to get in your pants via blackmail, spiking drinks, etc. Evil NPCs dont change at all - they will always just be evil, and keep approaching you. - Supported for Fan, Hypno, and Flirt approaches - For instance, for fan approach, you can insult the NPC, and they will walk away immediately, without trying to persuade you. Might be useful if you know for sure the NPC is evil and you suspect they've spiked the drinkNEW: Intelligence (SPECIAL) integration - When your player has a reputation for being a whore/slut, some (evil) NPCs will try to get in your pants via a more sly approach. - They will try to convince you that the player is sick with some disease, that they are a doctor, and for the player to take their clothes off so they can get treated for the disease - If the player's intelligence is high enough, they will never fall for it. And these approaches wont happen frequently. But they happen more frequently the dumber the player is (less intelligence) and player has a higher chance of falling for it the dumber they are. - MCM control to configure how much each point of intelligence provides protection from these fraud. By default, having a 5 or more intelligence makes you smart enough to never fall for it.NEW: Hypnotic conditioning - When you have a hypno dom (an NPC who previously successfully dominated you with hypnosis), the next time he/she tries to hypnotize you, they will try to brainwash you further. There's a new perk for it - This hypno conditioning makes your player more submissive whenever shes aroused. The brainwashing becomes stronger each time the player receives the conditioning. - The increased submission from this conditioning increasing the player's resist willpower cost, resist success chances, chance for the NPC to be more assertive/demanding etc. It only affects mechanics for this mod, and doesn't affect vanilla game or other mods (e.g. doesnt affect buy/sell prices or persuasion chance). 7
Undertower Posted November 18, 2020 Posted November 18, 2020 Thanks twistedtrebla! Glad to see this mods keeps updating, love the system!
spicydoritos Posted November 18, 2020 Posted November 18, 2020 Great to see you back in action! Can't wait to try the update.
spicydoritos Posted November 18, 2020 Posted November 18, 2020 Actually I have a question already (sorry). Currently there are settings for various chances, like flirt turning nonconsensual or rape during devious devices approach. Does those odds fluctuate based on NPC morality, or does morality act simply as a flat block on certain outcomes? For example, let's say I have the rape outcome of flirt approach set to a cumulative 50%. Assume decent NPC will never rape and evil one uses 50%. Would questionable NPC have a <50% chance due to their slightly better morality? Or would they end up getting the same chance as one of the other moralities (either 50% or 0%)?
maddadicusrex Posted November 18, 2020 Posted November 18, 2020 1 hour ago, twistedtrebla said: Uploaded v1.7.0 Adds 5 new features: Morality system NPCs that remember you Insult NPCs Intelligence (SPECIAL) integration More hypnotic conditioning Changelog: (Requires SexAttributes 2.3.0 or newer; Clean save not req) NEW: Morality system - Every elligible NPC is randomly assigned a morality score. The NPC keeps the assigned morality score for the remainder of the save. So each new game is going to be different with individual NPCs having different morality each time - Morality is categorized as "Decent", "Questionable/On the fence", and "Evil" - NPCs act according to their assigned morality. Nore more pretending that the NPCs have some sort of moral code - they now do! - For instance, Decent NPCs will never spike your drink, and will only offer real legitimate drinks (fan approach) that help you on your journey. - Questionable/on the fence NPCs will not do outright devious things, like spiking drinks or covertly trying to rape you with hypnosis, but will take things if they are free. For instance, if you are walking around naked bound with devious devices, NPCs of Questionable morality will try to get free sex from you. - Evil NPCs will do all kinds of evil things. But they will sometimes do "good things" too, like offer to unlock all devious devices from player for free. This is only to trick the player into thinking they're nice so that they put their guard down. - Probability that the mod assigns Decent vs Questionable vs Evil score is customizeable in MCM. So you could create a game where 95% of NPCs are good, and only 5% are bad, or where all 100% of them are bad and potential rapists, or somewhere in the middle, which is the default.NEW: NPCs remember you - NPCs now remember you and their dialogue changes the next time you talk to them. - For instance, NPCs that blackmailed and raped you before will remember you, and call you slave. - NPCs that tricked you with hypnosis and raped you before will remember you, and call you hypno slave. - Every approach scenario has different dialogues for NPCs that remember youNEW: Insult NPCs - you can now insult them if you're sick and tired of NPCs approaching you for worthless things! - Different NPCs will react differently. If you insult a Decent NPC, they will never approach you and bother you anymore. If you insult a Questionable NPC, they will get butt hurt and hold grudges against you - and will try to get in your pants via blackmail, spiking drinks, etc. Evil NPCs dont change at all - they will always just be evil, and keep approaching you. - Supported for Fan, Hypno, and Flirt approaches - For instance, for fan approach, you can insult the NPC, and they will walk away immediately, without trying to persuade you. Might be useful if you know for sure the NPC is evil and you suspect they've spiked the drinkNEW: Intelligence (SPECIAL) integration - When your player has a reputation for being a whore/slut, some (evil) NPCs will try to get in your pants via a more sly approach. - They will try to convince you that the player is sick with some disease, that they are a doctor, and for the player to take their clothes off so they can get treated for the disease - If the player's intelligence is high enough, they will never fall for it. And these approaches wont happen frequently. But they happen more frequently the dumber the player is (less intelligence) and player has a higher chance of falling for it the dumber they are. - MCM control to configure how much each point of intelligence provides protection from these fraud. By default, having a 5 or more intelligence makes you smart enough to never fall for it.NEW: Hypnotic conditioning - When you have a hypno dom (an NPC who previously successfully dominated you with hypnosis), the next time he/she tries to hypnotize you, they will try to brainwash you further. There's a new perk for it - This hypno conditioning makes your player more submissive whenever shes aroused. The brainwashing becomes stronger each time the player receives the conditioning. - The increased submission from this conditioning increasing the player's resist willpower cost, resist success chances, chance for the NPC to be more assertive/demanding etc. It only affects mechanics for this mod, and doesn't affect vanilla game or other mods (e.g. doesnt affect buy/sell prices or persuasion chance). This mod has come a long way since the early days. Totally enjoying it. Will there ever be threesomes being offered or forced on us? Thanks!
twistedtrebla Posted November 19, 2020 Author Posted November 19, 2020 4 hours ago, maddadicusrex said: This mod has come a long way since the early days. Totally enjoying it. Will there ever be threesomes being offered or forced on us? Thanks! Yea, what used to and was intended to be just an experiment for FourPlay Attributes became this. ? I never expected or intended this mod to turn out like this. I guess what I was hoping other people would make for Fallout, I ended up just making it myself. I may introduce threesome via hypno doms or blackmailers. Now that I have the groundwork down for these NPCs to remember things, i can add some sort of a progression system where the NPCs take the player deeper down the rabbit hole and force progressively worse things over time. 2
twistedtrebla Posted November 19, 2020 Author Posted November 19, 2020 5 hours ago, spicydoritos said: Actually I have a question already (sorry). Currently there are settings for various chances, like flirt turning nonconsensual or rape during devious devices approach. Does those odds fluctuate based on NPC morality, or does morality act simply as a flat block on certain outcomes? For example, let's say I have the rape outcome of flirt approach set to a cumulative 50%. Assume decent NPC will never rape and evil one uses 50%. Would questionable NPC have a <50% chance due to their slightly better morality? Or would they end up getting the same chance as one of the other moralities (either 50% or 0%)? So under the hood, how it works is: 1. Series of dice rolls take place to determine which approach gets rolled. Let's say Flirt approach got chosen 2. Then, it'll do more series of dice rolls to determine the outcome of the selected approach. So after this point, the mod already determined what the Flirt outcome is going to be. 3. Then, it'll do an NPC scan to find elligible nearby NPCs who are "compatible" with the selected outcome. If the outcome was a "bad" one, then it'll only scan for NPCs with low morality. If the outcome was for a "good" one, then it'll scan for NPCs of any morality (since both "evil" and "decent" NPCs are "compatible" with good outcomes). 4. Then if a "compatible" NPC is found, that NPC will approach the player and the dialogue starts.(Note the difference between "elligible" vs "compatible". "Eligible" NPCs are NPCs that can be approachers - and you specify which ones via MCM, e.g. Brotherhood of Steel soldiers, settlers, male, female, etc. A "compatible" NPC is an elligible NPC that has a morality score that matches the rolled outcome. So an NPC's compatibility changes depending on what outcome was rolled. "Compatible" NPC is a subset of "elligible" NPC.) So for the most part, the approach outcome chances shouldn't be affected too much by the morality system, since the approach outcome gets rolled first. However, in practice, you might find that "bad" outcomes can happen slightly less frequently than "good" outcomes, because if the "bad" outcome was rolled but all the nearby eligible NPCs are of "decent" morality, then the approach will just get dropped because no compatible NPC was found. "Good" outcomes don't have this issue because like I said earlier, NPCs of any morality can do "good" things, and so will never get dropped due to not finding any "compatible" NPCs.
fred200 Posted November 19, 2020 Posted November 19, 2020 I really like the direction you are taking this mod... And can't have too deep a rabbit hole. For an unexpected update - this one is great.
spicydoritos Posted November 19, 2020 Posted November 19, 2020 1 hour ago, twistedtrebla said: So under the hood, how it works is: 1. Series of dice rolls take place to determine which approach gets rolled. Let's say Flirt approach got chosen 2. Then, it'll do more series of dice rolls to determine the outcome of the selected approach. So after this point, the mod already determined what the Flirt outcome is going to be. 3. Then, it'll do an NPC scan to find elligible nearby NPCs who are "compatible" with the selected outcome. If the outcome was a "bad" one, then it'll only scan for NPCs with low morality. If the outcome was for a "good" one, then it'll scan for NPCs of any morality (since both "evil" and "decent" NPCs are "compatible" with good outcomes). 4. Then if a "compatible" NPC is found, that NPC will approach the player and the dialogue starts.(Note the difference between "elligible" vs "compatible". "Eligible" NPCs are NPCs that can be approachers - and you specify which ones via MCM, e.g. Brotherhood of Steel soldiers, settlers, male, female, etc. A "compatible" NPC is an elligible NPC that has a morality score that matches the rolled outcome. So an NPC's compatibility changes depending on what outcome was rolled. "Compatible" NPC is a subset of "elligible" NPC.) So for the most part, the approach outcome chances shouldn't be affected too much by the morality system, since the approach outcome gets rolled first. However, in practice, you might find that "bad" outcomes can happen slightly less frequently than "good" outcomes, because if the "bad" outcome was rolled but all the nearby eligible NPCs are of "decent" morality, then the approach will just get dropped because no compatible NPC was found. "Good" outcomes don't have this issue because like I said earlier, NPCs of any morality can do "good" things, and so will never get dropped due to not finding any "compatible" NPCs. Very interesting, thank you. I appreciate the detailed explanation.
Slorm Posted November 19, 2020 Posted November 19, 2020 Many thanks for the update Were you able to add anything to stop approaches during combat or if hostiles are close?
Tanglin Posted November 19, 2020 Posted November 19, 2020 Great update! Is it possible to manually change specific NPCs' morality through console commands? Doc Weathers is a prime example of a morally turbid character, so the "Questionable/On the Fence" morality would be the best fit for him.
Aethernaut1899 Posted November 19, 2020 Posted November 19, 2020 This update sounds fantastic, well done. Continue to follow your mod work with great interest. ^_^
twistedtrebla Posted November 20, 2020 Author Posted November 20, 2020 16 hours ago, Tanglin said: Great update! Is it possible to manually change specific NPCs' morality through console commands? Doc Weathers is a prime example of a morally turbid character, so the "Questionable/On the Fence" morality would be the best fit for him. Yup, To force an NPC to have "questionable/on the fence" morality do targetID.setav FPSH_Morality 2 1 = evil 3 = decent Additionally, you can mark a specific NPC to forever be not eligible, so they dont ever bug you again. Might be helpful if you have some NPCs that follow you a lot (like a custom follower) but you dont want them to be bugging you: targetID.setav FPSH_NotEligible 1
fred200 Posted November 20, 2020 Posted November 20, 2020 Just so these notes don't get lost - could you add them to a Readme? I will never be able to find this when I need it otherwise...
rjrc Posted November 20, 2020 Posted November 20, 2020 Thank you twistedtrebla, my new game is around a dumb character (perk, dialog choice, etc) and the new intelligence integration is just perfect no more nasty radiation desease, many good people are willing to help ^_^
Krazyone Posted November 20, 2020 Posted November 20, 2020 Feature Idea... Fan Equips Kinky Stuff. MCM options for low level Devious Devices. Plus gives your character some surgery, if you've gotten on their bad side. Kinky Stuff... 1 - 3 items. Devious Devices... Boot, Corset, Collar. Butt Plugs... Plugs of the Commonwealth mod. ' You feel a needle in your neck, and everything goes dark. ' You awaken to find yourself dressed as a slut, and discover that you've been given some Breast Enlargement Surgery, as you look down at your larger breasts. +1 Charisma -10 Carryweight in Diseases section of Pipboy. You awaken to find a Skittle jammed up your backside, and your Breasts reduced to a fraction of what they were. -1 Charisma +10 Carryweight. You must have really pissed off someone, for them to go to all the trouble of doing this to you. You move uneasily, as you tug at the huge object rammed up your backside. Diseases... Breast Enlargement +1 Charisma -10 Carryweight Breast Reduction -1 Charisma =10 Carryweight Just some ideas, if you don't like them. Then just ignore this post...
vaultbait Posted November 20, 2020 Posted November 20, 2020 7 hours ago, rjrc said: Thank you twistedtrebla, my new game is around a dumb character (perk, dialog choice, etc) and the new intelligence integration is just perfect no more nasty radiation desease, many good people are willing to help ^_^ Heh, same here. Intelligence of 1 (plus some penalties) using the Idiot Savant to Idiot Slut perk mod, happened across my first good Samaritan offering to save me from radiation sickness almost as soon as I loaded the game. I totally believed his explanations because... why shouldn't I? He seemed like a legitimate medical professional after all, and even my nethers feel rejuvenated (if slightly raw) after that treatment. 2
Tanglin Posted November 20, 2020 Posted November 20, 2020 16 hours ago, twistedtrebla said: Yup, To force an NPC to have "questionable/on the fence" morality do targetID.setav FPSH_Morality 2 1 = evil 3 = decent Additionally, you can mark a specific NPC to forever be not eligible, so they dont ever bug you again. Might be helpful if you have some NPCs that follow you a lot (like a custom follower) but you dont want them to be bugging you: targetID.setav FPSH_NotEligible 1 Thanks! And it'll be funny if Honest Dan, the one you meet in Covenant, turns out to be "Questionable" and starts tricking you into sex
phil357 Posted November 20, 2020 Posted November 20, 2020 I'm a big fan of this mod and I'd like to suggest a content addition: Drug Addiction. Fallout had a bunch of great drugs, but lacks a mod like Skyrim's Skooma Whore to really take advantage of it. My idea is have Evil or Questionable NPCs have a chance to use a random chem on the player during one of the interactions. Create a new interaction for when a character is addicted to a chem where the NPC comments on you being strung out/junkie. Good: the NPC gives you the required chem or addictol. Questionable: The NPC will sell you the chem for caps or a degrading task. Evil: The NPC Extorts you for the chem. With your new persistent NPC system, Evil NPCs could become your dealer and you could keep coming back to them when you get desperate for a fix.
vaultbait Posted November 20, 2020 Posted November 20, 2020 2 minutes ago, phil357 said: I'm a big fan of this mod and I'd like to suggest a content addition: Drug Addiction. Fallout had a bunch of great drugs, but lacks a mod like Skyrim's Skooma Whore to really take advantage of it. My idea is have Evil or Questionable NPCs have a chance to use a random chem on the player during one of the interactions. Create a new interaction for when a character is addicted to a chem where the NPC comments on you being strung out/junkie. Good: the NPC gives you the required chem or addictol. Questionable: The NPC will sell you the chem for caps or a degrading task. Evil: The NPC Extorts you for the chem. With your new persistent NPC system, Evil NPCs could become your dealer and you could keep coming back to them when you get desperate for a fix. RSE II: CSA abductions and Raider Pet will both apply drugs at random times, and Hardship will let you trade sex for drugs you're addicted to, so there's already some element of this if you compose a few mods, but I agree it's an underdeveloped theme. The Advanced Needs AAF expansion will also cause you to break down in a masturbatory fit after some number of uses, but it's buggy, non-recurring and comparatively hollow as a game mechanic.
Imperfected Posted November 21, 2020 Posted November 21, 2020 6 hours ago, vaultbait said: Heh, same here. Intelligence of 1 (plus some penalties) using the Idiot Savant to Idiot Slut perk mod, happened across my first good Samaritan offering to save me from radiation sickness almost as soon as I loaded the game. I totally believed his explanations because... why shouldn't I? He seemed like a legitimate medical professional after all, and even my nethers feel rejuvenated (if slightly raw) after that treatment. The semen absorbs the rads, then you can just rinse it off. That's just Science, you know. (I really like the Intelligence event and would love to see more SPECIAL-related events like it. Great work!)
Gamaramdi Posted November 30, 2020 Posted November 30, 2020 I've been playing like 12 hours, and i've got no harassment at all, i'm using rse and boston devius helper, im missing something?
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