Tanglin Posted March 6, 2022 Posted March 6, 2022 Can anyone who can read the code tell me if the Secret Photo Take Chance setting under Blackmail Approaches actually do anything? It seems that whatever setting I use, it's always at 100%. It's that or the part of the code that is supposed to look at this value is ignoring it.
spicydoritos Posted March 6, 2022 Posted March 6, 2022 14 minutes ago, Tanglin said: Can anyone who can read the code tell me if the Secret Photo Take Chance setting under Blackmail Approaches actually do anything? It seems that whatever setting I use, it's always at 100%. It's that or the part of the code that is supposed to look at this value is ignoring it. The MCM setting changes a global variable named FPSH_Setting_BlackmailContentGenerateChance. That value is rolled for both sex content and being caught naked. You could check (or even set) the value of that GV in console to make sure it reflects your MCM setting. Just type "help blackmailcontent 0" and it should display the value.
Tanglin Posted March 6, 2022 Posted March 6, 2022 (edited) 25 minutes ago, spicydoritos said: The MCM setting changes a global variable named FPSH_Setting_BlackmailContentGenerateChance. That value is rolled for both sex content and being caught naked. You could check (or even set) the value of that GV in console to make sure it reflects your MCM setting. Just type "help blackmailcontent 0" and it should display the value. Thanks. I did as you suggested and the value does reflect my setting in the MCM. However, I'm wondering if the code that is supposed to look at this value is actually ignoring it, because even though I've set it as 10%, every AAF animation will get a "Someone saw you ... " message if there is an NPC present, and the first guy that shows up will attempt to blackmail without fail. Edited March 6, 2022 by Tanglin
spicydoritos Posted March 6, 2022 Posted March 6, 2022 (edited) 2 hours ago, Tanglin said: However, I'm wondering if the code that is supposed to look at this value is actually ignoring it Sorry if I was unclear; when I said "That value is rolled for both sex content and being caught naked" I meant that your setting is being checked in those two parts of the code. I suppose it's possible that your own version is not working properly, but there's no way to tell without adding some extra debug commands to the script. Edited March 6, 2022 by spicydoritos
Tanglin Posted March 6, 2022 Posted March 6, 2022 20 minutes ago, spicydoritos said: Sorry if I was unclear; when I said "That value is rolled for both sex content and being caught naked" I meant that your setting is being checked in those two parts of the code. I suppose it's possible that your own version is not working properly, but there's no way to tell without adding some extra debug commands to the script. Sorry, but I was referring to the part of the mod's code that looks at the value and decides if an NPC will blackmail the player character. In game logic, I'm imagining the code to go: (assuming I set it to 10% chance to have secret photo taken and my character has thus far not had sex yet) If player char has sex or is naked, roll 1 - 100 if result is 1 - 10, then blackmail count increases by 1 And then, when the mod rolls for which harassment to run, and harassment wins the roll. it looks at whether the blackmail count is greater than zero. If greater than zero, then blackmail event is run. My suspicion is that whenever an NPC is present when an AAF animation is run, the blackmail count always increases by 1, regardless of the chance of secret photo the player sets. Would you be able to look at the exact mechanism from start (player character has sex with NPC present) to finish (harasser attempts to blackmail player character)? Checking for possible bugs is labour intensive, so I know it's a big ask.
vaultbait Posted March 6, 2022 Posted March 6, 2022 11 minutes ago, Tanglin said: Would you be able to look at the exact mechanism from start (player character has sex with NPC present) to finish (harasser attempts to blackmail player character)? Checking for possible bugs is labour intensive, so I know it's a big ask. Be aware that you're asking a random user of the mod who just happened to provide you with some pointers to also go ahead and hunt for bugs in it for you, rather than learning how to do that yourself. This might be a good time to consider rolling up your own sleeves.
Tanglin Posted March 6, 2022 Posted March 6, 2022 11 minutes ago, vaultbait said: Be aware that you're asking a random user of the mod who just happened to provide you with some pointers to also go ahead and hunt for bugs in it for you, rather than learning how to do that yourself. This might be a good time to consider rolling up your own sleeves. That's why I said I know it's a big ask.
spicydoritos Posted March 6, 2022 Posted March 6, 2022 22 minutes ago, Tanglin said: Sorry, but I was referring to the part of the mod's code that looks at the value and decides if an NPC will blackmail the player character. In game logic, I'm imagining the code to go: (assuming I set it to 10% chance to have secret photo taken and my character has thus far not had sex yet) If player char has sex or is naked, roll 1 - 100 if result is 1 - 10, then blackmail count increases by 1 And then, when the mod rolls for which harassment to run, and harassment wins the roll. it looks at whether the blackmail count is greater than zero. If greater than zero, then blackmail event is run. My suspicion is that whenever an NPC is present when an AAF animation is run, the blackmail count always increases by 1, regardless of the chance of secret photo the player sets. Would you be able to look at the exact mechanism from start (player character has sex with NPC present) to finish (harasser attempts to blackmail player character)? Checking for possible bugs is labour intensive, so I know it's a big ask. I'm not really free to do a lengthy debug/transcription exercise at the moment. However, you can check your theory easily enough. The three global variables that track blackmail content are: FPSH_Value_NewNudeContentCount FPSH_Value_NewSexContentCount FPSH_Value_NewAbomContentCount
Tanglin Posted March 6, 2022 Posted March 6, 2022 6 minutes ago, spicydoritos said: I'm not really free to do a lengthy debug/transcription exercise at the moment. However, you can check your theory easily enough. The three global variables that track blackmail content are: FPSH_Value_NewNudeContentCount FPSH_Value_NewSexContentCount FPSH_Value_NewAbomContentCount Cool, thanks! I'll test by setting the chance to zero, and see if the count still goes up.
vaultbait Posted March 7, 2022 Posted March 7, 2022 On 3/4/2022 at 2:19 AM, spicydoritos said: If it's a quest function like this one, use CQF, or CallQuestFunction. Proper syntax would be "CQF QuestName FunctionName Parameters". Parameters optional if the function doesn't need any. In this case, the quest with that script is FPSH_Player. So you need something more like "CQF FPSH_Player ForceHypnoApproach". That worked perfectly, thanks! I thought I had tried that already, but was also mistyping things at one point and may have not remembered to try it again with the correct spelling of the function. A couple of follow-up questions (which may both have the same answer): 1. How could you tell it was a quest function rather than object, script or global? 2. How did you know which quest it was attached to?
spicydoritos Posted March 7, 2022 Posted March 7, 2022 8 minutes ago, vaultbait said: That worked perfectly, thanks! I thought I had tried that already, but was also mistyping things at one point and may have not remembered to try it again with the correct spelling of the function. A couple of follow-up questions (which may both have the same answer): 1. How could you tell it was a quest function rather than object, script or global? 2. How did you know which quest it was attached to? 1. At the top of the script source file, it'll tell you what type of form it extends, e.g. "Scriptname FPSH:FPSH_Main extends Quest". So you know it's attached to a quest. 2. If you don't already know this info, you can take one of two routes. a) Sift through the mod's quest data in either xEdit or CK until you find the script name in which the function exists. In xEdit it's pretty easy to find a mod's quests, but more annoying to look through blocks of text to read script names. In CK you have to sort by FormID to find every quest from the loaded mod, but script info is easily found on the rightmost tab. So pick your poison. b) Open Papyrus Script Manager in CK (it's under the GAMEPLAY menu) and search for your desired script name. Find it, right click, and select "Use Info". That should tell you the quest it extends.
vaultbait Posted March 7, 2022 Posted March 7, 2022 18 hours ago, spicydoritos said: 1. At the top of the script source file, it'll tell you what type of form it extends, e.g. "Scriptname FPSH:FPSH_Main extends Quest". So you know it's attached to a quest. 2. If you don't already know this info, you can take one of two routes. a) Sift through the mod's quest data in either xEdit or CK until you find the script name in which the function exists. In xEdit it's pretty easy to find a mod's quests, but more annoying to look through blocks of text to read script names. In CK you have to sort by FormID to find every quest from the loaded mod, but script info is easily found on the rightmost tab. So pick your poison. b) Open Papyrus Script Manager in CK (it's under the GAMEPLAY menu) and search for your desired script name. Find it, right click, and select "Use Info". That should tell you the quest it extends. Thanks! I didn't think to check the quest objects in the plugin, but that makes sense. I don't mind sifting through records in FO4Edit, I've gotten fairly used to it at this point.
irresponsiblewolfy Posted March 10, 2022 Posted March 10, 2022 Is there a console command to force Nick to shock collar approach. He won't trigger for me, no matter how long I have him as a companion.
vaultbait Posted March 10, 2022 Posted March 10, 2022 41 minutes ago, irresponsiblewolfy said: Is there a console command to force Nick to shock collar approach. He won't trigger for me, no matter how long I have him as a companion. Doing `2f25.setav FPSH_Morality 1` to set his morality to evil might help, not sure if that gets consulted at all. Also, it seems like if an NPC ever approaches you as a hypnotist, then they'll become ineligible for shock collar approaches. At least in some of my early experiments I could never seem to get the hypnotist who collared me to initiate any shock collar approaches. 1
spicydoritos Posted March 10, 2022 Posted March 10, 2022 1 hour ago, irresponsiblewolfy said: Is there a console command to force Nick to shock collar approach. He won't trigger for me, no matter how long I have him as a companion. According to the alias conditions on the collar quest, Nick is actually not eligible. It only works with humans, ghouls, gen 2 synths, and supermutants. Nick uses a unique race (SynthGen2RaceValentine) and is not considered a regular gen 2 synth. 2
firebinder Posted March 13, 2022 Posted March 13, 2022 In the blackmail approach, with the intimidation response the player threatens to kill the blackmailer. What happens if intimidation fails, but you then carry out the threat? In a place like the Commonwealth, what is keeping the player from simply blowing the blackmailer's head off ?
vaultbait Posted March 14, 2022 Posted March 14, 2022 22 hours ago, firebinder said: In the blackmail approach, with the intimidation response the player threatens to kill the blackmailer. What happens if intimidation fails, but you then carry out the threat? In a place like the Commonwealth, what is keeping the player from simply blowing the blackmailer's head off ? If it's, say, in the middle of Diamond City, the guards might have something to say about that. 1
firebinder Posted March 15, 2022 Posted March 15, 2022 18 hours ago, vaultbait said: If it's, say, in the middle of Diamond City, the guards might have something to say about that. True, but nearly everywhere else there are no guards. One fellow tried to blackmail me at Red Rocket which did not even have any settlers yet. No one around at all. Seems like really poor planning on the part of the blackmailer. Or gross overconfidence ("Hey, I have these dirty pictures of this woman who single-handedly wipes out entire raider gangs. I know, I'll approach her in a secluded place and make my blackmail demands. I'm sure she'll just cave. What could go wrong?") Seems like maybe a bit of dialog could remedy this. You threaten to just kill him, and he responds with something like "You think I'm doing this alone? Kill me and my partners will still distribute the pictures - and hire the Gunners to kill you". That would at least give you some reason to NOT shoot the slimy bastard.
Roggvir Posted March 16, 2022 Posted March 16, 2022 How does the mod decide whether the player is considered naked or not? When it comes to skimpy outfits, is there a way to tell the mod to consider given outfit as "naked"?
spicydoritos Posted March 16, 2022 Posted March 16, 2022 2 hours ago, Roggvir said: How does the mod decide whether the player is considered naked or not? When it comes to skimpy outfits, is there a way to tell the mod to consider given outfit as "naked"? According to the IsPlayerConsideredNaked function, FPSH checks body slot (33), armor chest slot (41) if the option is selected in MCM, and the "additional slot" that you're allowed to set in MCM. If any of those is worn, player is clothed. Else naked.
vaultbait Posted March 16, 2022 Posted March 16, 2022 8 minutes ago, spicydoritos said: According to the IsPlayerConsideredNaked function, FPSH checks body slot (33), armor chest slot (41) if the option is selected in MCM, and the "additional slot" that you're allowed to set in MCM. If any of those is worn, player is clothed. Else naked. Exactly. I just make sure for my composed outfits that none of the items occupies 33 or 41, and then I set the additional slot option to one which is occupied by something I wear (e.g. a jacket) when I don't want to be considered for "naked" approaches.
Roggvir Posted March 17, 2022 Posted March 17, 2022 23 hours ago, spicydoritos said: According to the IsPlayerConsideredNaked function, FPSH checks body slot (33), armor chest slot (41) if the option is selected in MCM, and the "additional slot" that you're allowed to set in MCM. If any of those is worn, player is clothed. Else naked. 23 hours ago, vaultbait said: Exactly. I just make sure for my composed outfits that none of the items occupies 33 or 41, and then I set the additional slot option to one which is occupied by something I wear (e.g. a jacket) when I don't want to be considered for "naked" approaches. Aha, thank you. That is unfortunate, because some outfits/items that are not covering any of the "important bits" still do need to use slot 33 to replace the body (ie. corsets, straitjackets, almost every type of HH/shoes/boots, etc.). @twistedtrebla Would be handy to have some function like in SL Arroused in Skyrim, which lists currently equipped items in the MCM, allowing you to toggle them as "naked".
vaultbait Posted March 17, 2022 Posted March 17, 2022 15 minutes ago, Roggvir said: Aha, thank you. That is unfortunate, because some outfits/items that are not covering any of the "important bits" still do need to use slot 33 to replace the body (ie. corsets, straitjackets, almost every type of HH/shoes/boots, etc.). @twistedtrebla Would be handy to have some function like in SL Arroused in Skyrim, which lists currently equipped items in the MCM, allowing you to toggle them as "naked". I appreciate the approach taken by mods like Rad Morphing Redux and Combat Strip Lite to allow the user to provide or select a non-default list of slots for consideration, as it offers increased flexibility. Oh, and while relevant people may be reading, I'll reiterate my plea from a while back for No-Strip Items Manager support in the stripping done by approaches. Having my glasses unilaterally removed before sex just turns the scene into a blurry mess when playing with Myopia Simulator, but also I enjoy putting ripped garments under my normal clothes for added effect in non-consensual scenes. 1
Roggvir Posted March 17, 2022 Posted March 17, 2022 (edited) 1 hour ago, vaultbait said: plea from a while back for No-Strip Items Manager support in the stripping done by approaches While i wholeheartedly support your plea, i think there may be a possible workaround by leaving the striping to AAF. In the "General" category of the Harassment MCM, you have an option "Force undress player before sex". If you set that option to OFF, the Harassment mod shouldn't be striping the character anymore, which i think should leave the striping to AAF, which can be told to leave the glasses on via a "protected equipment" XML. If you are using my Rogg No-Strip Items Manager mod, it provides you with a special "RoggNoStripItemKeyword" and a XML file telling AAF to leave on anything with this keyword. So, you only need to load "Rogg No-Strip Items Manager.esp" and whatever mod(s) you are using the glasses from in FO4Edit, copy the glasses forms as overrides into a new plugin, add the "RoggNoStripItemKeyword" to all the glasses overrides, then flag the new plugin as ESL and save it. Of course, this all depends on my assumption that setting the Harassment's option "Force undress player before sex" to OFF does what i think it does - i didn't test it myself yet. Edited March 17, 2022 by Roggvir
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