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Posted
6 hours ago, Nuka Cherry said:

What happens if the shock collar "master" is killed or another mod cycles them out? Will SH search for a new suitable master?

 

I had the shock collar placed on my by a customer of Human Resources, who can be killed (and cycle out as new customers come in), so i am wondering what will happen when the master innevitably disappears.

I'm pretty sure If the shock collar master is killed or despawns SH should be able to trigger the shock collar approach again to find a new master.(there is no escape as long as you have that collar on) But the person that that put the shock collar on isn't necessarily going to be the master since the master happens from the shock collar approach and is the one with the trigger to activate the collar.

Posted

Hm. Not sure if I screwed something up somehow but seems like some approaches don't trigger AAF stuff after the latest update (1.14.0). Namely Hypno and Fan approaches that should result in some kind of raping of me I noticed.

I got the Uncocked patch and Razor's voice patch loading AFTER the mod. 

 

Please advise.

Posted
52 minutes ago, asdfer1234 said:

Hm. Not sure if I screwed something up somehow but seems like some approaches don't trigger AAF stuff after the latest update (1.14.0). Namely Hypno and Fan approaches that should result in some kind of raping of me I noticed.

I got the Uncocked patch and Razor's voice patch loading AFTER the mod. 

 

Please advise.

What version were those patches made for? Patches are made for a certain version. You can't mix match new mod version with old patches.

 

Old patch overwrites new mod files, and things start to break

Posted
6 minutes ago, twistedtrebla said:

What version were those patches made for? Patches are made for a certain version. You can't mix match new mod version with old patches.

 

Old patch overwrites new mod files, and things start to break

Hm good point. Even if it's just overriding sound files?

Posted
1 hour ago, asdfer1234 said:

Hm good point. Even if it's just overriding sound files?

If it really is only overriding sound files, no. But I've seen sound patches that also include .esp files. Those will cause issues

Posted
32 minutes ago, twistedtrebla said:

If it really is only overriding sound files, no. But I've seen sound patches that also include .esp files. Those will cause issues

I'm playing around with them too, they are just 647 .fuz files, if they don't match the current text they say what was in the last version, and if it's a new line it's unvoiced.  There is no .esp just to confirm.  I removed the Uncooked gender neutral when 1.14.0 was released, so I've just got the sound files right now though. 

 

My issue is I cannot get Bimbo Effects from a fan approach.  I turned Devious chance up to 100, Bimbo Chance to 100 and Collar to 0 and did 3 debug forced fan approaches.  3 rapes, AAF worked fine, but no Bimbo Effects, just the "You've Been Raped" message and nothing else.  I can easily turn off the sound files in MO2 if you think that could be the issue, but I really don't see how they could be stopping this.

Posted

@twistedtrebla

Found something interesting with Commonwealth Captives.

If the captives spawn without Morality & Confidence values, (ie both at 0.00) they wont approach the player, even after being assigned the values when an approach triggers, if they're in the scan range that is. But if they do spawn with the values, then they will be included in the scan and approach the player.

I have no clue why some spawn with assigned values and others don't. It's not location dependent. Sometimes they have em sometimes they don't. LOL

 

Seems like the script isn't fully obeying the AAF keyword/s.

Posted
9 hours ago, RileyAP said:

My issue is I cannot get Bimbo Effects from a fan approach.  I turned Devious chance up to 100, Bimbo Chance to 100 and Collar to 0 and did 3 debug forced fan approaches.  3 rapes, AAF worked fine, but no Bimbo Effects, just the "You've Been Raped" message and nothing else.  I can easily turn off the sound files in MO2 if you think that could be the issue, but I really don't see how they could be stopping this.

 

I took a look; the code looks right. Im also not able to reproduce. I'd try removing any patches if you have them, and then trying on a new save, and see if the problem persists. It could be that your save file went corrupt.

Posted

SOme bug fixes

 

1.14.1

- CHANGED: Integrated Sex Attribute's latest change to arousal (incorporating Brink of Orgasm state). Requires v. 2.5.4 or later

- CHANGED: Flirt approachs will now only unlock collars, gags, and wrist cuffs at the end of sex. If the player was wearing other DDs, those will not be removed anymore

- FIXED: Fixed a bug where gang bangs would not work at all

- FIXED: Fixed a bug where hypno resist cost was being calculated incorrectly

- FIXED: Fixed a bug where player's resist cost penalty from submissiveness was being calculated incorrectly

- FIXED: Fixed a bug where sometimes the NPC would put chastity belts back on the player, even if they were supposed to remove all DDs. (But added an MCM option to do exactly that, if you liked being stuck in a chastity belt for a long time)

Posted
12 hours ago, izzyknows said:

@twistedtrebla

Found something interesting with Commonwealth Captives.

If the captives spawn without Morality & Confidence values, (ie both at 0.00) they wont approach the player, even after being assigned the values when an approach triggers, if they're in the scan range that is. But if they do spawn with the values, then they will be included in the scan and approach the player.

I have no clue why some spawn with assigned values and others don't. It's not location dependent. Sometimes they have em sometimes they don't. LOL

 

Seems like the script isn't fully obeying the AAF keyword/s.

 

Hmm, weird. The mod skips NPCs with AAF_Locked and AAF_Busy keywords. Do you know if these captives had those keywords set?

 

As for morality and confidence, they still get set for npcs that have those keywords. The expectation being those keywords on npcs are probably temporary. It's weird though that some are spawning with those values set already. No idea. Settlers that the game spawns don't have this issue though. So maybe the mod spawns the captives in a different way?

Posted

Just wanted to say, the butt slap element is perfect. Spot on. I really like low-key events along with the more AAF integrated stuff.

 

Would love to see catcalling and other background sexist elements, but the mod is already great, so I cannot ask for more! Thanks.

Posted
On 1/21/2020 at 7:16 PM, Astrarella said:

No I do not have that installed. But I did get the AAF Diagnostics tool, Turned off virus check while I used it and when I did it reported no errors. Makes sense as other mods, Violate for example is working, SEU too. That only added too the frustration, I So want SH working! 

I'm close too uninstalling all and everything Fallout 4 and begin over new. All else has failed.

This is probably way too late for a response but I had the same issue. What finally worked for me was reinstalling SH and only SH by going to the Debug MCM and pressing reinstall. That somehow fixed it for me at least.

Posted (edited)
16 hours ago, twistedtrebla said:

I took a look; the code looks right. Im also not able to reproduce. I'd try removing any patches if you have them, and then trying on a new save, and see if the problem persists. It could be that your save file went corrupt.

@twistedtrebla I updated to the latest version 1.14.1(and your new SA as well) on the same save, did a reinstall in MCM and tested with the same settings.  Not only did the fan approach work, but it also correctly triggered a 4 scene gangbang in DC market, and I got Bimbo inject on the first debug approach.  I would assume the reinstall in MCM fixed my Bimbo effects issue above and the new version fixed the gangbang issue as you stated in the release notes.

 

Edit - Still using the sound files, they work for anything that hasn't changed in the text since they were generated for 1.13.1 I think.  Anything updated says the old line out loud, but still displays the new text onscreen, or if it's totally new just displays the text and works as normal.  It's really pretty cool. I'm going to look into using the tool so I can try and keep them up to date when you release any updates.  I would of course check with the poster who did them originally before I ever posted them here though, so it will probably just be for my own use.

Edited by RileyAP
update
Posted
5 hours ago, twistedtrebla said:

Hmm, weird. The mod skips NPCs with AAF_Locked and AAF_Busy keywords. Do you know if these captives had those keywords set?

No.. they use the AAF keyword AAF_ActorLocked until you free them. That might be the issue... maybe?

 

5 hours ago, twistedtrebla said:

So maybe the mod spawns the captives in a different way?

No, it uses the same vanilla method using the Leveled NPC. Actually it's just a renamed LCharFemaleSettler & LCharMaleSettler records.

Posted
3 hours ago, Nuka Cherry said:

Just wanted to say, the butt slap element is perfect. Spot on. I really like low-key events along with the more AAF integrated stuff.

 

Would love to see catcalling and other background sexist elements, but the mod is already great, so I cannot ask for more! Thanks.

One idea that comes to the top of my head for low key that could maybe twisted could do, Is the npc comes up player and gropes their chest or butt? unlike the buttslap they're more upfront about what they're doing and if the player confronts them they'll make a sexist comment "You like that? you want more?"

Maybe catcalling could be done like you get a quest pop up when it happens with a quest marking showing who catcalled you? while the catcall is showed in subtitles when the cat call happens. Not quite sure how to make the event happening stand out, the same way the buttslap does without any voice over maybe a whistle sound like a wolf whistle.

 

If catcalls can be added maybe you could have gossip as well? like npcs commenting on your sex reputation or making comments about you being naked "doesn't she have any shame?" wearing DD that can be seen "she must be a pervert walking around like that, she is practically begging for it" or have a shock collar on " She must be a sex slave maybe I should go and take her for a ride" for another low key event?

Posted
4 hours ago, izzyknows said:

No.. they use the AAF keyword AAF_ActorLocked until you free them. That might be the issue... maybe?

 

 

It is indeed AAF_ActorLocked. I just didn't remember the exact keyword name off the top of my head

Posted

So, I'm enjoying the mod thus far, it sort of works well with Hardship as well.

 

I don't know if anyone has reported this already but I have this issue that seems to have started in the last update or so where after a sex scene where an approacher puts a collar or gag on me my character will not be wearing either after the action. I can still be approached by other people offering to help me take them off but they are unequipped for all intents and purposes (though if a gag was put on my character will still muffle their speech even though they don't currently have a gag in the mouth). I have to manually re-equip the gear, tamper with the locks when prompted then take them off again for the game to realise they are no longer equipped.

Posted

New ideas for this mod:
Blackmail approacher can sometimes send Nora deliver a letter to an unknown person (or persons) in a certain place (she must give the letter to the first man who will speak to her in a certain place).Nora doing that.The letter says that the person delivering it (Nora) is a sex toy  and public property and she likes to be fucked and humiliated publicaly. So she just brought an invitation to her gangbang ( for the certain person in certain place).
Fan approachers sometimes ask Nora to take her photo and leave an autograph. If she agree her self-esteem increase a little.But sometimes (when she is in a bad state or drunk) fan approacher can persuade Nora to take a naked photo of her and leave autograph and that bring bad consequances to her.
Flirt approacher can ask Nora perform a sexy danse. Maybe later he can persuade her perform naked sexy dance and then repeat it publicaly? Нe can also ask her to sit on his lap or even give him a lap dance.
 Hypno approach can reprogram Nora's mind so that, when she aroused, she even asks men to fuck her and/or use devious devices.
 

Posted (edited)

Possible/probable bug with Bimbo perk. Bimbo perk and morphs would not go away despite setting duration to 12 hours and sleeping for 3 days. After manually disabling the feature in MCM and after losing both the perk and Morphs, clothing and armor assets are still referencing the Bimbo morph. 

 

Is there any way to fix that?

 

For reference, here is EasyGirl being overridden by the body morph while it isn't active on the player: 

 

image.thumb.jpeg.2002c42d4bb9d91269fe53ee1a08660d.jpeg

 

This is the result of using batch built mod armors without any vanilla asssets:

 

image.thumb.jpeg.4d18e3ea38047fcdb1ca072a6b07fe54.jpeg

 

The only thing I ever built in Bodyslide was a batch build for Easygirl. Never touched any vanilla or other mods armors/clothing, yet they have changed from using the base body to using the Bimbo morph. 

 

I used this armor at the beginning of the game with the Easy girl items equipped and it was never like this. 

image.thumb.jpeg.0dfd7e0ca66e6ccdb7866a072a279a7c.jpeg

 

image.thumb.jpeg.28744ec408145fe0fa63b2261917281d.jpeg

 

Edited by Alessa myrion
Posted (edited)

Just had an odd issue, and I'm still on 1.14.1 at the moment.  Started a new game with vanilla start and no alternate start mods.  Normally I disable approaches before leaving the bathroom but I forgot to do that this time.  While setting up my character name during the Vault-Tec Salesman scene,  I had a fade to black as if an AAF scene was about to start.  But since I was still in that SPECIAL menu it couldn't and I had no way to get out of the menu as I hadn't set my stats yet. 

 

Does the 1.14.x have a feature that just automatically starts a scene without a dialogue prompt?

 

No idea if it was SH that did that, but I've never had that issue before.  Just wanted to put that out there if anyone else has seen it.  I'm planning to update to 1.14.2 later on today and try it again.

Edited by Marg597
Posted
2 hours ago, Marg597 said:

Does the 1.14.x have a feature that just automatically starts a scene without a dialogue prompt?

 

For a while now, it's had a baked in behavior that if you ignore an approacher long enough they'll just jump you and initiate a scene. Not sure if that's what happened to you (it takes at least a few minutes real-time), but that's been there it's not new.

Posted
13 minutes ago, vaultbait said:

 

For a while now, it's had a baked in behavior that if you ignore an approacher long enough they'll just jump you and initiate a scene. Not sure if that's what happened to you (it takes at least a few minutes real-time), but that's been there it's not new.

 

Thanks, I'd forgotten about that feature completely.   I assume that Nate got tired of waiting for me to adjust the spelling of my name 30 times.

 

 

Posted
3 hours ago, Marg597 said:

Just had an odd issue, and I'm still on 1.14.1 at the moment.  Started a new game with vanilla start and no alternate start mods.  Normally I disable approaches before leaving the bathroom but I forgot to do that this time.  While setting up my character name during the Vault-Tec Salesman scene,  I had a fade to black as if an AAF scene was about to start.  But since I was still in that SPECIAL menu it couldn't and I had no way to get out of the menu as I hadn't set my stats yet. 

 

Does the 1.14.x have a feature that just automatically starts a scene without a dialogue prompt?

 

No idea if it was SH that did that, but I've never had that issue before.  Just wanted to put that out there if anyone else has seen it.  I'm planning to update to 1.14.2 later on today and try it again.

 

 

The only time I have been approached in pre-war after setting up MCMs, was because somehow I had set the timescale to 10 - which allows time to start ticking even in pre-war / vault elevator exit which is default zero.

 

John

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