koehler Posted July 14, 2021 Posted July 14, 2021 hey, i hope it okay i ask, but can someone explain how i optain prostitude rep? like does it rely on a another mod or how does it work ?
xyzxyz Posted July 16, 2021 Posted July 16, 2021 Is it possible to get the seelf esteem (AAF attributs) back up with dialogue choices during approaches? Getting it down is very easy ^^
IBAGadget Posted July 16, 2021 Posted July 16, 2021 (edited) On 7/14/2021 at 1:34 AM, koehler said: hey, i hope it okay i ask, but can someone explain how i optain prostitude rep? like does it rely on a another mod or how does it work ? Have lots of public sex 1 hour ago, xyzxyz said: Is it possible to get the seelf esteem (AAF attributs) back up with dialogue choices during approaches? Getting it down is very easy ^^ No. Best way I've found to get it back up is to get revenge on your attackers (at least raiders - I don't recommend killing the rando npc's) and avoid getting raped. Self Esteem will rise as you successfully complete other missions and challenges. Spirit will also only come back up if your Self Esteem is maxed out at 100 - any further SE increases will spill over to raise your Spirit. Once your Spirit is maxed out, then Dom/Sub score will start to rise back up as well Edited July 16, 2021 by IBAGadget 1
MrCruelJohn Posted July 16, 2021 Posted July 16, 2021 I roleplay that I get only a set number of safe places to re-equip, restore wear, get keys, etc. And I have to be there every night because of feral hunting at night. (Skk50). Or get caught, wiping out any advances or making it worse. In doing so, and in accomplishing quests etc during the day, I give myself a boost of self esteem so the next morning I can get out DD, etc. Set fpa_value_selfesteem to 500 This increases some metrics but only enough to start the day with a bit of buff. Doesn't last long. Poor Nora is beside herself from her addictions and bindings, etc. John
WandererZero Posted July 18, 2021 Posted July 18, 2021 (edited) Love this mod, but you might want to put an escape condition in for the player... Mayor Mc Donut followed nearly all the way to CIT. ? Cheers. Edited July 18, 2021 by WandererZero 1
maddadicusrex Posted July 18, 2021 Posted July 18, 2021 1 hour ago, WandererZero said: Love this mod, but you might want to put an escape condition in for the player... Mayor Mc Donut followed nearly all the way to CIT. ? Cheers. At least now you can kill him without security around. 3
WandererZero Posted July 21, 2021 Posted July 21, 2021 2 hours ago, jeff1972 said: this Mod is Broke Well, I'm sure it will get fixed right away, I mean...with the incredible amount of detail you supplied about why it's broke...it should be easy to fix. /s 7
maddadicusrex Posted July 21, 2021 Posted July 21, 2021 5 hours ago, jeff1972 said: this Mod is Broke Go cry a river. Your gaming ability is broke. 2
vaultbait Posted July 21, 2021 Posted July 21, 2021 10 hours ago, maddadicusrex said: 15 hours ago, jeff1972 said: this Mod is Broke Go cry a river. Your gaming ability is broke. I thought he meant the mod spent all its WAM on hookers and blow. Sad if true... 5
the_snoo_muffin Posted July 27, 2021 Posted July 27, 2021 i can't do anything after an approach starts :(. Despite having AAF and the home key work, nothing happens when an encounter starts and i need help
IBAGadget Posted July 27, 2021 Posted July 27, 2021 3 minutes ago, the_snoo_muffin said: i can't do anything after an approach starts :(. Despite having AAF and the home key work, nothing happens when an encounter starts and i need help how long do you wait for the animation to start? I've noticed it can take a little while, because initially the npc will walk away, and then come back after a bit to start things. If the npc transitions between cells though, you're pretty much hosed. if you are referring to not being able to move, that's by design. At that point, your character is under the control of AAF - its waiting for the actors to assemble, at which point it will call for an appropriate animation, then transition to the animation playing. Do you have all the necessary animation packs installed? (BP70, Leito, Savage Cabbage, Atomic Lust, etc...)
the_snoo_muffin Posted July 27, 2021 Posted July 27, 2021 18 hours ago, IBAGadget said: how long do you wait for the animation to start? I've noticed it can take a little while, because initially the npc will walk away, and then come back after a bit to start things. If the npc transitions between cells though, you're pretty much hosed. if you are referring to not being able to move, that's by design. At that point, your character is under the control of AAF - its waiting for the actors to assemble, at which point it will call for an appropriate animation, then transition to the animation playing. Do you have all the necessary animation packs installed? (BP70, Leito, Savage Cabbage, Atomic Lust, etc...) i waited longer than i was before, and it finally worked. so im happy now
vaultbait Posted July 27, 2021 Posted July 27, 2021 1 hour ago, the_snoo_muffin said: i waited longer than i was before, and it finally worked. so im happy now Are you testing on a fresh playthrough, or one which is all crufty with the leftover goop of many mods which have been added and removed over time? If your save is overloaded with a bunch of detached scripts from other mod problems it can cause the pathing to take a while. Also test on open ground with actors very near one another and few or no obstacles for them to have to find their way around.
JonX67 Posted August 4, 2021 Posted August 4, 2021 Hey there First of all let me say that I love this mod (just like your other mods as well) and it works like a charm in my installation. There's just one thing I'd love to see (or have) that would be a hotkey function to switch it on and off and one to "Cancel current Approaches". Sure, the buttons are in the MCM but sometimes it would be really convenient if one could just hit a key to stop an approach. Would it be something I could do myself? ...if you take into consideration that I know even less about modding than I know about brain surgery. Thanks already for any input to this!
vaultbait Posted August 4, 2021 Posted August 4, 2021 1 hour ago, JonX67 said: There's just one thing I'd love to see (or have) that would be a hotkey function to switch it on and off and one to "Cancel current Approaches". Sure, the buttons are in the MCM but sometimes it would be really convenient if one could just hit a key to stop an approach. Would it be something I could do myself? ...if you take into consideration that I know even less about modding than I know about brain surgery. If there's a corresponding Papyrus function you can call to do the cancelling (I haven't looked at the script sources to see what's available), then you could bind it to a hotkey with the FO4 Hotkeys mod. 1
JonX67 Posted August 4, 2021 Posted August 4, 2021 37 minutes ago, vaultbait said: If there's a corresponding Papyrus function you can call to do the cancelling (I haven't looked at the script sources to see what's available), then you could bind it to a hotkey with the FO4 Hotkeys mod. Thanks! I guess I can find these Papyrus function with FO4Edit if they exist, right? It's about time anyway that I have a closer look at that tool that sits on my drive for months now and hasn't been used much
vaultbait Posted August 4, 2021 Posted August 4, 2021 5 hours ago, JonX67 said: Thanks! I guess I can find these Papyrus function with FO4Edit if they exist, right? It's about time anyway that I have a closer look at that tool that sits on my drive for months now and hasn't been used much Or by skimming through the script sources with a text editor, if this mod's archive includes some (I don't recall whether it does). 1
spicydoritos Posted August 4, 2021 Posted August 4, 2021 1 hour ago, vaultbait said: Or by skimming through the script sources with a text editor, if this mod's archive includes some (I don't recall whether it does). SH does include source files for scripts. However, it may not be necessary to dive that deeply. There is already a button to call the relevant function in MCM. Just look through the MCM config file and find the function call. 1
JonX67 Posted August 4, 2021 Posted August 4, 2021 1 hour ago, vaultbait said: Or by skimming through the script sources with a text editor, if this mod's archive includes some (I don't recall whether it does). 8 minutes ago, spicydoritos said: SH does include source files for scripts. However, it may not be necessary to dive that deeply. There is already a button to call the relevant function in MCM. Just look through the MCM config file and find the function call. Thanks folks! I'll have a look at this. And if my brain doesn't explode in the process I'll keep you updated about the outcome.
NotKinkyEnough Posted August 6, 2021 Posted August 6, 2021 Is there a way to exclude Just Business slaves, and slaves from other methods, from being approachers. It seems super wierd to be blackmailed by someone I can kill by exploding their collar. 1
m0rdr3d0 Posted August 7, 2021 Posted August 7, 2021 For some reason almost all approachers started commenting on me having a buttplug, which isn't true - I checked multiple times, I have no devices equipped. No idea what's the problem.
maddadicusrex Posted August 7, 2021 Posted August 7, 2021 8 hours ago, m0rdr3d0 said: For some reason almost all approachers started commenting on me having a buttplug, which isn't true - I checked multiple times, I have no devices equipped. No idea what's the problem. They are random device responses that you will auto get unless you turm off all mention of and options for devices in the mod setup screens.
blackoperations Posted August 11, 2021 Posted August 11, 2021 Anyone see any voice files for this mod (or any of the top mods on Fallout)? There are lots on Skyrim now for almost every loverslab mod. True explosion. Really adds to the game. I'm hoping I just missed the post...
spicydoritos Posted August 11, 2021 Posted August 11, 2021 12 minutes ago, blackoperations said: Anyone see any voice files for this mod (or any of the top mods on Fallout)? There are lots on Skyrim now for almost every loverslab mod. True explosion. Really adds to the game. I'm hoping I just missed the post... Such files do not exist, for this or any other major adult Fallout mod of which I'm aware. Keep in mind how much bigger the modding scene for Skyrim is than FO4: over five times as many mods on LL alone.
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