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Posted

That's some great additions to an already great mod!
Thanks a lot!
 

And I can eventually stop my attempts to add that hotkey myself.
Wouldn't have get it done anyway :D

 

 

Posted (edited)

Welcome back :)
Could you add a Approach where the NPC asks the player if she wants to roleplay as slave while wearing DDs. Maybe if the player is strong willed she can ask for payment.
And if the NPC is evil he just forces her.

Edited by xyzxyz
Posted (edited)
6 hours ago, twistedtrebla said:

 

No, sorry not at this time. That's not easily changeable by MCM. It'll be something I have to change for everyone. I might consider it though, especially for attributes that are a little more permanent, like player's slutness.

 

Hey, glad you're back with a new update! Don't worry about this change, as I don't think many play Survival, and I solved this issue by installing a widget that displays Survival stats. 

 

PS. Would it be possible to make some of the collars in Devious Devices have the same effect as the Shock Collar from Real Handcuffs, such as Vault-Tec Disciplinary Collar?

Edited by Tanglin
Posted
26 minutes ago, treedweller1971 said:

My character became known as a slut through constant trickery and rape.  Is there some way to earn her good girl reputation back?

 

There is an NPC in the Memory Den who can reset your Sex Attribute stats for a fee.

Posted (edited)
47 minutes ago, Tanglin said:

 

There is an NPC in the Memory Den who can reset your Sex Attribute stats for a fee.

thanks for the suggestion.  Unfortunately she only resets the number stats and not how people view her.

Edited by treedweller1971
Posted
40 minutes ago, treedweller1971 said:

thanks for the suggestion.  Unfortunately she only resets the number stats and not how people view her.

Yeah, that makes sense. You can let your Sex Reputation decay faster by going into your MCM -> Sex Attributes -> Sex Reputation -> Sex Reputation Decay and set it to maximum. Then go to a place where there are no one around to harass you, or simply turn off Sex Harassment, and then sleep it off.

Posted

I have been running around for days with a shock collar on (thanks fan) - but no Master has shown up to claim me.

What is the best way to trigger it?

 

Posted

Hi. Love this mod!

Are there any plans to expand on the Hypno one? Like put post hypnotic suggestions in and not know they are there til they are triggered?

 

- Couple of examples - The next X number of time you are in combat there is a chance to auto surrender and then the consequences from that. Probably easier to link to a surrender mod like Violate rather thyan build it into Harassment

- Your character has a chance of being triggered when speaking to someone and replac the dialogue with some sexy new ones of the sex acts you are offering. The morality of the NPC determines if they take advantage or snap you out of your trance

 

Oh speaking of morality... As the sliders only go to 50, does this mean setting 2 of them to 0 and the other to 50, everyone will be of the selected morality? Or will only 50% be? If the second, what happens with the other 50%. If the result is only half the NPCs are affected, can we get Morality sliders that go to 100?

Posted

Just wanted to clarify -there is no subset of sex reputation specifically for prostitution, right?  It's all just reputation based on if eligible npcs see you having sex?  There is no integration with the prostitution mechanic in a mod like SEU?

Posted
On 9/18/2021 at 5:26 PM, fred200 said:

I have been running around for days with a shock collar on (thanks fan) - but no Master has shown up to claim me.

What is the best way to trigger it?

 

 

I have the same experience. NPCs will put a shock collar on, but then they don't react to it.

Posted
4 minutes ago, erik-the-red said:

 

I have the same experience. NPCs will put a shock collar on, but then they don't react to it.

 

Have you tried turning up the chance setting for shock collar approaches?  I cranked mine to 100% last night after getting collared, and a "master" showed up pretty quickly.  Might have even been the very next approach.

 

Posted
On 09/19/2021 at 6:39 AM, ebbluminous said:

Oh speaking of morality... As the sliders only go to 50, does this mean setting 2 of them to 0 and the other to 50, everyone will be of the selected morality? Or will only 50% be? If the second, what happens with the other 50%. If the result is only half the NPCs are affected, can we get Morality sliders that go to 100?

If you hunt down the portion of the FPSH script function that sets morality, you'll find it operates like so:

 

1) Calculates the sum total of your three settings.  For brevity we'll call them Evil_Weight, Neutral_Weight, and Good_Weight.

2) Rolls a random number between one and the sum total calculated above.

3) Checks if random number is less than Evil_Weight.  If so, assigns evil morality to the target NPC.

4) If step 3 fails, checks if random number is less than (Evil_Weight + Neutral_Weight).  If so, assigns neutral morality.

5) If steps 3 and 4 both fail, assigns good morality.

 

So as you can see, the thing that matters most is proportion of those weight settings to each other.  Setting them all to 1 will get the same outcome as setting them all to 50.  Anything set to zero won't be assigned at all (except in the case where you set them all to zero, then every NPC will be good by default).

Posted (edited)
47 minutes ago, spicydoritos said:

 

Have you tried turning up the chance setting for shock collar approaches?  I cranked mine to 100% last night after getting collared, and a "master" showed up pretty quickly.  Might have even been the very next approach.

 

 

I cranked it up to 100% too and set the other approach chances to like 0.5 (lowest above 0). Still haven't gotten any "master" approaches.

 

Edit

 

I can manually start the quest with "startquest FPSH_CollarNew" (and FPSH_CollarRepeat), so I think the update installed fine, but otherwise haven't gotten any "master" approaches.

Edited by erik-the-red
Posted
3 hours ago, spicydoritos said:

If you hunt down the portion of the FPSH script function that sets morality, you'll find it operates like so:

 

1) Calculates the sum total of your three settings.  For brevity we'll call them Evil_Weight, Neutral_Weight, and Good_Weight.

2) Rolls a random number between one and the sum total calculated above.

3) Checks if random number is less than Evil_Weight.  If so, assigns evil morality to the target NPC.

4) If step 3 fails, checks if random number is less than (Evil_Weight + Neutral_Weight).  If so, assigns neutral morality.

5) If steps 3 and 4 both fail, assigns good morality.

 

So as you can see, the thing that matters most is proportion of those weight settings to each other.  Setting them all to 1 will get the same outcome as setting them all to 50.  Anything set to zero won't be assigned at all (except in the case where you set them all to zero, then every NPC will be good by default).

Cheers for the clarification :)

Posted
3 minutes ago, ebbluminous said:

Cheers for the clarification :)

One thing not clear to me: When are weights assigned/changed? Are MCM changes immediate, and for whom?

Posted
1 hour ago, fred200 said:

One thing not clear to me: When are weights assigned/changed? Are MCM changes immediate, and for whom?

The first time an NPC is "scanned" by SH it'll have a morality assigned.  Practically speaking, that would be any time SH is trying to initiate an encounter and the NPC is within scanning distance (3,000 units?).

 

The morality value of an NPC is permanent and will not change.  So your settings will only affect newly encountered NPCs.

 

PS I really like the (uncomfortable/ inescapable/ horrifying) idea of my companion assuming control of the shock collar.  Normally I have them disabled as approachers.  After reading your comment, though, fred200, I may make an exception to my policy.  ?

Posted
12 minutes ago, spicydoritos said:

I really like the (uncomfortable/ inescapable/ horrifying) idea of my companion assuming control of the shock collar.  Normally I have them disabled as approachers.  After reading your comment, though, fred200, I may make an exception to my policy.  ?

 

That's along the same lines as the follower component of Boston Devious Helper. If you ask one of your followers to help you out of devices, then you can choose to submit to them as a sex slave, and they will periodically have a variety of degrading tasks for you (this is also how you end up in the "bimbo collar" eventually, once you've become sufficiently depraved).

Posted
5 hours ago, fred200 said:

Well mine is working fine now. Since I cranked up the evil weight, my last two masters have been my companions...

I wonder if Dogmeats on the list, I'm playing using mostly Dogmeat. I've manually set his carry-weight to 600, using commands. To make him an essential companion, for carrying your junk. I am using the mod Dogmeats New Trick, Horny Version, to make him get frisky with dialogue choices, that he likes or dislikes.

 

Posted
3 hours ago, fred200 said:

One thing not clear to me: When are weights assigned/changed? Are MCM changes immediate, and for whom?

 

 

I have this in my startup bat file

 

set fpsh_setting_moralityweightone to 100;evil
set fpsh_setting_moralityweighttwo to 0;unknown
set fpsh_setting_moralityweightthree to 0;good

 

PC console.

 

John

Posted

@twistedtrebla  I noticed a minor issue (TBH I'm not sure if it's a bug or a deliberate choice or just an overlooked conditional) when talking to the hacker.  Even if you don't have the caps to pay him, you can progress all the way through the conversation as if he's going to remove the collar and so forth.  Then it only cancels at the very end after all dialogue is complete. 

 

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