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Posted
27 minutes ago, vaultbait said:

 

That looks basically like what I see when using the AAF on-screen interface when there's a scene in progress. What does yours look like?

I don't have the enhanced bottons

image.thumb.png.0f81153ef83fdcd5def74b53e587904b.png

Posted
19 minutes ago, deathmorph said:

Is there a possibility that the actress is hiding her bottle caps somewhere? It's bitter when she saved 8000 to deactivate the collar and then someone comes along ... ?

 

Stash Those Caps is what I use, though the Hardship file page also mentions Weighted Bottlecaps as another option.

Posted
31 minutes ago, deathmorph said:

Is there a possibility that the actress is hiding her bottle caps somewhere? It's bitter when she saved 8000 to deactivate the collar and then someone comes along ... ?

Stash those caps works wonders for protecting your savings.

Posted
1 hour ago, deathmorph said:

Is there a possibility that the actress is hiding her bottle caps somewhere? It's bitter when she saved 8000 to deactivate the collar and then someone comes along ... ?

I don't use stash those caps cause it takes a slot of my mod list, what i do is:

Place a container, go in to console command, select the container and type "additem f 1000" for lets say 1000 caps, then type 14.removeitem f 1000 and done you have 1000 caps in the container and -1000 in your inventory.

Posted

Stash Those Caps is exactly what I'm looking for. thanks. I still have places free in my MOD list :)
What is the "stashable caps weighted.esp"? Alone is this functionless for me. No indication of the caps. Together with the "stashable caps.esp" there is a warning message in the game.

The "stashable caps.esp" alone shows the caps as desired.

Posted
24 minutes ago, deathmorph said:

Stash Those Caps is exactly what I'm looking for. thanks. I still have places free in my MOD list :)
What is the "stashable caps weighted.esp"? Alone is this functionless for me. No indication of the caps. Together with the "stashable caps.esp" there is a warning message in the game.

The "stashable caps.esp" alone shows the caps as desired.

If memory serves, weighted add weight to the caps, like the rest of items, so you can only carry a few, that's 2 slots in a load list!! wow, there'll be the days when you'll be removing esp's to try something new, then you will remember me!!! ?

Posted
1 hour ago, deathmorph said:

Stash Those Caps is exactly what I'm looking for. thanks. I still have places free in my MOD list :)
What is the "stashable caps weighted.esp"? Alone is this functionless for me. No indication of the caps. Together with the "stashable caps.esp" there is a warning message in the game.

The "stashable caps.esp" alone shows the caps as desired.

 

You're supposed to only activate one of the two plugins provided by the Stashable Caps mod. This was made abundantly clear on its old description page on Nexus, but now that it's been relocated to Discord I expect the guidance around that has been lost.

 

I personally only activate the stashable caps - weighted.esp plugin (because I want the added challenge of being penalized for carrying too many), and it works fine.

Posted

Is there any way to have the program recognize outfits?  I would think the attraction my character would get would differ from when she was wearing vanilla fatigues versus wearing a bikini.  

Posted
1 hour ago, BHAitken said:

Is there any way to have the program recognize outfits?  I would think the attraction my character would get would differ from when she was wearing vanilla fatigues versus wearing a bikini.  

Unfortunately (for all of us), it's not as easy as you'd want.  The vanilla system simply doesn't have enough granularity. From a modders perspective, all you can really check is which slots are currently used by the player. 

 

Full body outfits may very well occupy the same slot(s), even if one is beachwear and another is full coverage.  Piecemeal outfits tend to vary wildly in regard to which slots are occupied by which item of clothing.

 

For example, neither shoes nor underwear have a dedicated slot.  So most standalone shoes occupy the body slot (33).  But most vanilla outfits *also* occupy the body slot.  Underwear often ends up as a leg underarmor but not always.  So when you check slots in use, how do you tell if the character is naked in high heels or wearing a simple dress?  Wearing panties or wearing leggings?  The most common solution is to let the player determine which slots count for each body part using MCM settings; SH uses precisely that method to determine "naked approaches" but it really only looks at chest slots plus your custom setting.  None of the other approaches are dependent on clothing (notwithstanding device vulnerability).

Posted
9 hours ago, vaultbait said:

 

You're supposed to only activate one of the two plugins provided by the Stashable Caps mod. This was made abundantly clear on its old description page on Nexus, but now that it's been relocated to Discord I expect the guidance around that has been lost.

 

I personally only activate the stashable caps - weighted.esp plugin (because I want the added challenge of being penalized for carrying too many), and it works fine.

 

You can go into the data folder and delete the esp you do not want as the mod installs both of them. 

Posted
53 minutes ago, spicydoritos said:

Unfortunately (for all of us), it's not as easy as you'd want.  The vanilla system simply doesn't have enough granularity. From a modders perspective, all you can really check is which slots are currently used by the player. 

 

Full body outfits may very well occupy the same slot(s), even if one is beachwear and another is full coverage.  Piecemeal outfits tend to vary wildly in regard to which slots are occupied by which item of clothing.

 

For example, neither shoes nor underwear have a dedicated slot.  So most standalone shoes occupy the body slot (33).  But most vanilla outfits *also* occupy the body slot.  Underwear often ends up as a leg underarmor but not always.  So when you check slots in use, how do you tell if the character is naked in high heels or wearing a simple dress?  Wearing panties or wearing leggings?  The most common solution is to let the player determine which slots count for each body part using MCM settings; SH uses precisely that method to determine "naked approaches" but it really only looks at chest slots plus your custom setting.  None of the other approaches are dependent on clothing (notwithstanding device vulnerability).

Could the BDH method be borrowed? It allows outfits to be saved and has a setting for topless/bottomless/nude. When a saved outfit is worn, NPC react accordingly.

Posted (edited)
1 hour ago, ebbluminous said:

Could the BDH method be borrowed? It allows outfits to be saved and has a setting for topless/bottomless/nude. When a saved outfit is worn, NPC react accordingly.

I haven't used BDH personally.  If the outfit categorization takes place in the mod itself (vs patching the clothing mods) then perhaps.  The player would be responsible for ensuring accurate outfit categories but that's how slot settings already work, so no major difference there.

 

My meta question would be: what's the end game here?  We're talking about bolting on a complicated new outfit identification system to accomplish... slightly increased chance of Naked/Flirt approaches?  Doesn't seem like a good return on time invested to me.  Then again, I'm not the mod author.

 

Edited by spicydoritos
clarity
Posted
2 hours ago, MrCruelJohn said:

You can go into the data folder and delete the esp you do not want as the mod installs both of them. 

 

Yes, that would work too if you find it simpler than only activating one of them (which is what I do).

Posted
1 hour ago, vaultbait said:

 

Yes, that would work too if you find it simpler than only activating one of them (which is what I do).

 

LOL, if I don't I end up accidentally activating unused plugins since I use different profiles... its mistake proofing for myself.

Posted
4 hours ago, ebbluminous said:

Could the BDH method be borrowed? It allows outfits to be saved and has a setting for topless/bottomless/nude. When a saved outfit is worn, NPC react accordingly.

That would require a good bit of coding and added dialogue/voice files. A rather complex task for a couple lines of dialogue.

Posted

I'm having an issue with devious approaches, I have them set to off and literally almost every time someone approaches they try to collar and do that whole scenario, its gotten so annoying I've had to turn off approaches altogether since I'm just constantly getting handcuffed and gagged and I can't actually play the game. An thoughts?

 

Posted

So far, I've been able to refuse to get more than the collar several times. And was lucky that the electroshock "speeches" took place in places where there was no audience.
I lost bottle caps several times, but was able to increase the reputation of 100% slut to prostitute. Trend towards a nun. It only really becomes problematic when there are handcuffs. Getting rid of these without an audience can be difficult at times.
I think it's a pity that only gag, collar and handcuffs are used. That is actually a bit monotonous. But then the author would have to make the effort to adapt the lyrics. This is a hell of a job.

Posted
18 minutes ago, deathmorph said:

I think it's a pity that only gag, collar and handcuffs are used.

Max out the allowed devices... you'll get them all.

Posted
36 minutes ago, deathmorph said:

is there a way to prevent the mod "commonwealth captive" from getting the prisoners off the cross and speaking to the actress?

 

It will need to be fixed in an update to this mod, as suggested in another recent post:

 

Posted (edited)
On 11/3/2021 at 10:30 PM, deathmorph said:

is there a way to prevent the mod "commonwealth captive" from getting the prisoners off the cross and speaking to the actress?

 

It is a known & somewhat hilarious glitch that needs to be patched ?

Edited by Jellyfish505
Typo
Posted

Sexual Harassment... a sometimes creepy and frightening experience!

 

New game, using Start Me Up, beginning next to Vault 111. So I head inside, with Sexual Harassment ON, and all of a sudden a cryo-frozen ghostly apparition materialized out of nowhere and was propositing me?! Yikes! It was Nate. It was scary. Funny, now my pulse has slowed down from the initial panic :)

Posted
15 minutes ago, FO4Life said:

Sexual Harassment... a sometimes creepy and frightening experience!

 

New game, using Start Me Up, beginning next to Vault 111. So I head inside, with Sexual Harassment ON, and all of a sudden a cryo-frozen ghostly apparition materialized out of nowhere and was propositing me?! Yikes! It was Nate. It was scary. Funny, now my pulse has slowed down from the initial panic :)

He was missing the action, 200 years man!!

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