jbezorg Posted January 5, 2022 Posted January 5, 2022 18 hours ago, jbezorg said: Fair enough. I changed it to just the DD rendered item keyword. If they are chasing the player because they're wearing DD, they wouldn't want to take them off! Function StripPlayer() if FPSH_Setting_ForceUndressPlayer.GetValue() == 1 StripActor(0, 29) endIf EndFunction Function StripArmor() StripActor(11, 16) EndFunction Function UnequipChest() StripActor(11) StripActor(3) int additionalSlot = FPSH_Setting_ClothedAdditionalSlot.GetValueInt() if additionalSlot > -1 && additionalSlot < 29 StripActor(additionalSlot) endif EndFunction Function StripActor(Int iMin, Int iMax = -1) int i = iMin if iMax == -1 iMax = iMin + 1 endIf while(i < iMax ) Actor:WornItem stWorn = PlayerREF.GetWornItem(i) Armor kArmor = stWorn.Item as Armor if kArmor && (!DDlibs || (DDlibs && !kArmor.HasKeyword( DD_kw_RenderedItem ) )) Utility.wait(0.05) PlayerREF.unequipItem(kArmor) endIf i += 1 endwhile EndFunction \Scripts\FPSH FPSH_Main.pex 175.61 kB · 0 downloads \Scripts\Source\User\FPSH FPSH_Main.psc 171.15 kB · 0 downloads \ FP_SexualHarassment.esp 342.2 kB · 0 downloads Of course the downside of this current change is when you get offered to remove the DD, and they actually would have, they now just take your caps and run. Need to fix that.
jbezorg Posted January 5, 2022 Posted January 5, 2022 Ugh.... Somewhere, something is still removing DD when it shouldn't.
jbezorg Posted January 5, 2022 Posted January 5, 2022 There appears to be a bunch of package scripts that are missing in the mod
MrNicoras Posted January 5, 2022 Posted January 5, 2022 8 hours ago, jbezorg said: Magno CUM Gaudio installed? Nope. Not ever.
Jellyfish505 Posted January 5, 2022 Posted January 5, 2022 11 hours ago, MrNicoras said: Apparently if you have this mod enabled in Vault 111, you get propositioned by your dead frozen husband..... After the baby, I always suspected Nate was a bit frigid but.... 3
DTESSurvivor Posted January 12, 2022 Posted January 12, 2022 I really only have a few items for the suggestion box here: (1) Is there any way to incorporate the brawling mechanic to some of the more forceful approaches? I realize this would probably require a reliance to a combat surrender mod like Violate outside of your program's control, but then again if the approach has escalated to violence... (2) Intimidation should not work on Diamond City Guards nor on GoodNeighbor guards (iffy on that last one, depending on your relationship with Hancock I guess). It should be that if you try Intimidation on one of the guards, all of his buddies will come over to see what's up.
Gamaramdi Posted January 12, 2022 Posted January 12, 2022 On 1/5/2022 at 4:14 AM, Jellyfish505 said: After the baby, I always suspected Nate was a bit frigid but.... Yeah, they get down from torture furniture, come back to life... etc. 1
Slorm Posted January 12, 2022 Posted January 12, 2022 (edited) Been awhile but thought I'd try SH again. There's an old problem when a settler is held prisoner by Raiders (ran into this at Camp Kendall placing a MILA). The settler gets up and runs up to the pc demanding sex while in the middle of a firefight. I shot the bastard which failed a radiant mission I hadn't started. Workaround is to manually switch off the SH mod outside of settlements and Diamond City but it really could do with it auto deactivating near hostiles. I assume it could be done with an area scan or even a cloak though I'm not sure of the overhead (particularly the cloak which in Skyrim can be demanding if not used with care, not sure about FO4). Or even just to auto deactivate when leaving a settlement/DC (on the cell change perhaps), though the hostile detect would be preferable I would have though. It's a great mod but does need a degree of manual management at present. Edited January 12, 2022 by Slorm 2
pére-vitine Posted January 13, 2022 Posted January 13, 2022 (edited) how to reactivate the bimbo effect? force or with the console. I have to activate it in the perk, but the effect is withdrawn. Edited January 13, 2022 by pére-vitine
vaultbait Posted January 14, 2022 Posted January 14, 2022 18 hours ago, pére-vitine said: how to reactivate the bimbo effect? force or with the console. I have to activate it in the perk, but the effect is withdrawn. The chances are configurable in MCM, you could dial it up to 100% and then force an approach from the debug page. I've done that on occasion to test it.
pére-vitine Posted January 14, 2022 Posted January 14, 2022 6 hours ago, vaultbait said: The chances are configurable in MCM, you could dial it up to 100% and then force an approach from the debug page. I've done that on occasion to test it. it's perfect, thank you
Chancellor Palpatine Posted January 15, 2022 Posted January 15, 2022 Is it possible to change an npc's morality after they've been assigned?
Jellyfish505 Posted January 15, 2022 Posted January 15, 2022 4 hours ago, Chancellor Palpatine said: Is it possible to change an npc's morality after they've been assigned? <targetID>.setav FPSH_Morality <INTEGER> 1 = evil 2 = dubious 3 = nice 2
LemoneyBenis Posted January 16, 2022 Posted January 16, 2022 I'm having this problem where the actors are always misaligned. Using aaf normally, everything's fine but it's only when scenes start with this mod do the actors not align properly. I'm pretty sure I messed up something when installing a bunch of mods, but I'm just not sure where. Also, there's an issue every time I try to start a scene with dogmeat and an npc where nothing happens after I convince them.
Jellyfish505 Posted January 16, 2022 Posted January 16, 2022 (edited) I want to run some unkind experiments, so anyone know what the setav syntax would be for the Self Esteem stat? Edited January 16, 2022 by Jellyfish505
Slorm Posted January 16, 2022 Posted January 16, 2022 (edited) 1 hour ago, Jellyfish505 said: I want to run some unkind experiments, so anyone know what the setav syntax would be for the Self Esteem stat? It's fpa_value_selfesteem (from Sexual Attributes) SETAV won't work the syntax is: set fpa_value_selfesteem to x (where x is the value you want) if you enter: help fpa_value 0 into the console it will list them all Edited January 16, 2022 by Slorm 1
Vuulgar Posted January 19, 2022 Posted January 19, 2022 I have a request that may be a huge pain, no idea. How hard would it be to add limits on who can use what approach? As an example, it seems wrong to have Strong try to use hypnosis.
maddadicusrex Posted January 19, 2022 Posted January 19, 2022 2 hours ago, Vuulgar said: I have a request that may be a huge pain, no idea. How hard would it be to add limits on who can use what approach? As an example, it seems wrong to have Strong try to use hypnosis. Really, you would not do whatever you were told if those big bloodshot eyes looked at you? 1
vaultbait Posted January 19, 2022 Posted January 19, 2022 (edited) I've probably asked before, but can't find where... has anybody worked out what to edit in order to disable the forced undressing in some approaches? Ideally it would just avoid removing anything AAF has been told not to remove (e.g. by Roggvir's No-Strip Items Manager or similar protected equipment config), but I'd settle for this mod just not removing anything and letting AAF take care of it once a scene starts. As much as I love the variety this mod provides, it can get particularly annoying for me in combination with Myopia Simulator, because approachers frequently take off my glasses and then the entire sex scene is blurry. Lights on, glasses on, okay? ? Edit: Of course it's fine if the approacher puts something like a DD on you which occupies the same slot as something you're already wearing and causes it to be unequipped, I'm just looking for a way to disable the general stripping. Edited January 19, 2022 by vaultbait 1
spicydoritos Posted January 20, 2022 Posted January 20, 2022 2 hours ago, vaultbait said: I've probably asked before, but can't find where... has anybody worked out what to edit in order to disable the forced undressing in some approaches? Ideally it would just avoid removing anything AAF has been told not to remove (e.g. by Roggvir's No-Strip Items Manager or similar protected equipment config), but I'd settle for this mod just not removing anything and letting AAF take care of it once a scene starts. As much as I love the variety this mod provides, it can get particularly annoying for me in combination with Myopia Simulator, because approachers frequently take off my glasses and then the entire sex scene is blurry. Lights on, glasses on, okay? ? Edit: Of course it's fine if the approacher puts something like a DD on you which occupies the same slot as something you're already wearing and causes it to be unequipped, I'm just looking for a way to disable the general stripping. If you just want to take a hatchet to the main strip function, that's easy enough. Comment out the guts of the StripPlayer() function highlighted in the FPSH_Main script below. Then recompile. Spoiler 1
vaultbait Posted January 20, 2022 Posted January 20, 2022 1 minute ago, spicydoritos said: If you just want to take a hatchet to the main strip function, that's easy enough. Comment out the guts of the StripPlayer() function highlighted in the FPSH_Main script below. Then recompile. Ah, thanks! I'll give that a shot soon.
Carter0315 Posted January 20, 2022 Posted January 20, 2022 4 hours ago, spicydoritos said: If you just want to take a hatchet to the main strip function, that's easy enough. Comment out the guts of the StripPlayer() function highlighted in the FPSH_Main script below. Then recompile. Reveal hidden contents I'm trying to do the same thing, but the CK just keeps failing on compiling it.
MrCruelJohn Posted January 20, 2022 Posted January 20, 2022 10 hours ago, vaultbait said: Ah, thanks! I'll give that a shot soon. Would be nice to see this working as well. Perhaps we can eventually get rid of the "Naked and no seems to care" messages in the upper left corner when PC is naked. John
spicydoritos Posted January 20, 2022 Posted January 20, 2022 6 hours ago, Carter0315 said: I'm trying to do the same thing, but the CK just keeps failing on compiling it. We could probably help you better if you say what error you're actually getting. ? At a guess, it's one of the following: 1- You're missing FO4 source scripts. Solution: find the zip files for base game and DLCs in Data/Scripts/Source and extract them all. 2- You're missing AAF source scripts. Reinstall AAF but select the checkbox for source scripts in the FOMOD. 3- You're missing Bodygen source scripts. Find the ba2 file in LooksMenu and unpack the source scripts. 4- You've done something silly like comment out the function itself, instead of the lines between Function and EndFunction. For the record, this is definitely a hatchet job, and I have done exactly zero testing. But worst case you end up unexpectedly clothed, I guess? A much more elegant solution would be to create a new MCM option and check it inside the StripPlayer function. That way you could still turn player strip back on without recompiling. 3
Carter0315 Posted January 20, 2022 Posted January 20, 2022 7 hours ago, spicydoritos said: We could probably help you better if you say what error you're actually getting. ? At a guess, it's one of the following: 1- You're missing FO4 source scripts. Solution: find the zip files for base game and DLCs in Data/Scripts/Source and extract them all. 2- You're missing AAF source scripts. Reinstall AAF but select the checkbox for source scripts in the FOMOD. 3- You're missing Bodygen source scripts. Find the ba2 file in LooksMenu and unpack the source scripts. 4- You've done something silly like comment out the function itself, instead of the lines between Function and EndFunction. For the record, this is definitely a hatchet job, and I have done exactly zero testing. But worst case you end up unexpectedly clothed, I guess? A much more elegant solution would be to create a new MCM option and check it inside the StripPlayer function. That way you could still turn player strip back on without recompiling. Lol, sorry, forgot to put the error. It started with the Bodygen one, but those files are where they should be. Second attempt gave me an error about the name, even though the directories are all good. I definitely don't have the skill to set up the MCM option, so I'll have to see why my CK is mad, lol. It's always something that breaks with the CK for me.
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