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Posted

Is there a solution so that the harasser does not disappear through a door after speaking? Then there is only a black loading screen. The game then has to be reloaded.
This makes speeches in tight spaces very risky.

Posted
29 minutes ago, HowDoYouDoFellowModders said:

Hello! Every time my character takes damage I notice that "!damage <insert limb>" gets added to my inventory. I have narrowed it down to this mod, but I can not find anything mentioning this in this thread. 

Has anyone else encountered this, is this a bug or on purpose and is there a way to get rid of it?

 

You're using the Combat Strip Lite mod, that has nothing to do with Sexual Harassment.

Posted
8 minutes ago, deathmorph said:

Is there a solution so that the harasser does not disappear through a door after speaking? Then there is only a black loading screen. The game then has to be reloaded.
This makes speeches in tight spaces very risky.

 

I'm Talking to You was uploaded recently and tries to address this, though it also doesn't seem to completely solve the problem from what I'm able to tell so far in testing.

Posted

GEEZZ!!! I just had my ass slapped by a settler, it is sooooo funny!!!!!! I loved it.


Thanks man this is one of the things that the game really needed

Posted

Couple more bug fixes

 

1.16.3

  • ADDED: MCM option to indicate whether body armor (index 3, or slot 33) counts as covering player's body. Theres a lot of mods out there that only adds shoes for body armor slot, so this setting is meant to work for those armor. WHen set to OFF, then body armor also will not be stripped during molestation. This is meant to address player wearing high heels getting animation alignment issues when their heels get stripped off.
  • FIXED: NPCs should no longer momentarily walk away from the player while waiting for AAF animation to play
Posted (edited)

Thank you for the update. My actress has the bimbo effect right now, how can I uninstall the mod without cons? It's no longer possible to sleep.
Not that the effects stack up then.

 

I take it it doesn't matter that she wears a collar?

 

PS: I set the Morph to 12 hours and waited, then reinstalled. Guess this should work.

 

 

Edited by deathmorph
Posted (edited)
5 hours ago, kziitd said:

image.gif.cf2c63651b343f44415ee973a459f97f.gif

 

There are a few lying positions left.

That's a very simple part.

I can send all to twistedtrebla tonight.

Man you should make streams while you're working, even on mute, and without questions, we could learn a lot just watching what you are doing, is there any tutorial you can recommend?
This looks so natural...

Edited by Gamaramdi
Posted
9 hours ago, twistedtrebla said:

Also added in the FAQ the confusion regarding armor index/slot. Hopefully less problems from that

Mod continues to get better and better. Well done! ......................Any chance we could get horny Creatures and Ferals that would moan/grunt, approach us and just take our characters for a frolic? Asking for a friend?

Posted
2 hours ago, Gamaramdi said:

Man you should make streams while you're working, even on mute, and without questions, we could learn a lot just watching what you are doing, is there any tutorial you can recommend?
This looks so natural...

Thank you for your compliment.

These are not very commendable effects. In fact, they are quite scribbled and ordinary.

And my real job was to be responsible for 2D animation. I worked in a game company for a long time, looonnnggg time.

If I give specific figures, maybe someone will think there is a generation gap here in the future:joy:

I've seen it before

12 Principles of Animation (Official Full Series)

It summarizes some things very well. Although 2D will be deliberately more exaggerated, the principle is the same.

Posted
1 hour ago, maddadicusrex said:

Mod continues to get better and better. Well done! ......................Any chance we could get horny Creatures and Ferals that would moan/grunt, approach us and just take our characters for a frolic? Asking for a friend?

 

Even for the currently allowed approachers, some framework for category-specific replacement text would be awesome (raiders aren't going to phrase things the same way as settlers aren't going to phrase things the same way as super mutants aren't going to phrase things the same way as gunners...). I was thinking of trying to patch it for more believable super mutant dialogue, but preserving the original dialogue for other types of harassers is where it gets complicated. Writing (English) dialogue is something I can do quickly and easily, but I'm still not very competent with Papyrus.

Posted
20 minutes ago, vaultbait said:

Writing (English) dialogue is something I can do quickly and easily, but I'm still not very competent with Papyrus.

 

Conditional dialogue is handled entirely in CK, it doesn't need papyrus.  Offhand, one example I can point to is checking whether the player has enough caps when buying from Krista in BLTC.  Same concept but you'd check the speakers faction/race.

 

The main thing to be aware of is that CK chooses the first viable dialogue option.  So you'll have to condition the different potential dialogues in a mutually exclusive fashion.  If you write one just for Supermutants, with a condition that checks speaker race, the alternative must check for speaker race *not* being Supermutant. 

Posted
5 minutes ago, spicydoritos said:

Conditional dialogue is handled entirely in CK, it doesn't need papyrus.  Offhand, one example I can point to is checking whether the player has enough caps when buying from Krista in BLTC.  Same concept but you'd check the speakers faction/race.

 

The main thing to be aware of is that CK chooses the first viable dialogue option.  So you'll have to condition the different potential dialogues in a mutually exclusive fashion.  If you write one just for Supermutants, with a condition that checks speaker race, the alternative must check for speaker race *not* being Supermutant. 

 

Oh, thanks for the tip! That does indeed sound easier than I thought. If the scripts are merely triggering a particular dialogue entry, then I just add conditional variants within that entry with no need to alter the SH scripts to call different dialogues?

 

However, I'm guessing the pop-up modals are going to need a different solution, if the narrative in them is going to be tailored for a specific type of approacher.

Posted
12 minutes ago, vaultbait said:

 

Oh, thanks for the tip! That does indeed sound easier than I thought. If the scripts are merely triggering a particular dialogue entry, then I just add conditional variants within that entry with no need to alter the SH scripts to call different dialogues?

 

However, I'm guessing the pop-up modals are going to need a different solution, if the narrative in them is going to be tailored for a specific type of approacher.

 

Yeah, once the approach quest is started, all dialogue is handled within the Scenes tab.  You'll see some attached papyrus fragments that do a specific task, like start an AAF scene, but for what you're doing I doubt you'll need to alter them.

 

The pop-ups are "message boxes" if you want to research them in CK.  Your assumption is correct: it's easy to write new ones, but making the new ones fire at the right time probably calls for some papyrus work.  Not impossible though.

Posted
1 hour ago, kziitd said:

Thank you for your compliment.

These are not very commendable effects. In fact, they are quite scribbled and ordinary.

And my real job was to be responsible for 2D animation. I worked in a game company for a long time, looonnnggg time.

If I give specific figures, maybe someone will think there is a generation gap here in the future:joy:

I've seen it before

12 Principles of Animation (Official Full Series)

It summarizes some things very well. Although 2D will be deliberately more exaggerated, the principle is the same.

Thanks a lot!

Posted
3 hours ago, vaultbait said:

 

Oh, thanks for the tip! That does indeed sound easier than I thought. If the scripts are merely triggering a particular dialogue entry, then I just add conditional variants within that entry with no need to alter the SH scripts to call different dialogues?

 

However, I'm guessing the pop-up modals are going to need a different solution, if the narrative in them is going to be tailored for a specific type of approacher.

Yup it is all done in the scenes tab of the respective quests. The condition check is powered usually by global variables. Problem with this mod though, is that there's already so much different branches in the dialogue, that adding even more is going to make the scenes even more complicated than it already is. Which is the main reason I never got myself to add lines for when player is female vs male. The mod has some 600 lines. Adding male, or any race specific ones would mean duplicating that to 1200. Not impossible, but very tedious and potentially error prone.

Posted (edited)
11 hours ago, kziitd said:

image.gif.cf2c63651b343f44415ee973a459f97f.gif

 

There are a few lying positions left.

That's a very simple part.

I can send all to twistedtrebla tonight.

You are awesome! Can't wait to try these out.

 

Might be a bit tricky doing this while the player is running. May have to force stop the player ? 

Edited by twistedtrebla
Posted (edited)
1 hour ago, twistedtrebla said:

You are awesome! Can't wait to try these out.

 

Might be a bit tricky doing this while the player is running. May have to force stop the player ? 

That could get really annoying really fast. Don't get me wrong, I like the animation! But would be best suited (in my opinion) to the NPC response, Ya that was me, wanna to see me do it again.... want another.... can I touch it again....

If the PC Slut level=XX have a response, sure thing baby, smack that ass.. you don't have to ask... whatcha waiting for..

Edited by izzyknows
Posted (edited)
58 minutes ago, izzyknows said:

That could get really annoying really fast. Don't get me wrong, I like the animation! But would be best suited (in my opinion) to the NPC response, Ya that was me, wanna to see me do it again.... want another.... can I touch it again....

If the PC Slut level=XX have a response, sure thing baby, smack that ass.. you don't have to ask... whatcha waiting for..

HELL YEAH!!

Depending on the slut and perv level would be great, im thinking like:

-Hey stop it! that hurts! did you liked my ass that much?
-Oh! Im really sorry couldn't help it...
-Dude!, just ask me, slapping is not cool
-Really?
-Sure! ... hey! wanna touch it? or maybe play a little game?

-Hey stop it! that hurts! did you liked my ass that much?

-Damn Girl you're really fine!

-OH! the nerve on this AH! it's my turn, turn around!
-What?

-Turn around you SOB!

                 ***Tease him, flash him, let him feel her, so many fun and exciting prizes!!!

                 ***Maybe a boobie touch animation? With her laughing (sound) as he watches or feels her, and his voice saying something like omg! they're real! and she just loving to tease the guy...

 

I don't know about you but why not allow the PC female avatar be more receptive, aggresive, exhibicionist, perverted, kinky, teasing, taking iniciative, having fun, there's a pervertion measure in the attributes, and mostly wasted, not everything has to lead to hardcore sex, there's a lot of colors.

Here's another one:

You notice someone watching you NOT intensely, but shyly, and if you like the guy you can choose to flirt in different ways from subtle to straight up flashing them, depending on your status like self confidence, slut, or perv, theres a lot of animations from Kziitd that could been optionals to use.

You can have a lover or 2 in every settlement, maybe a MF, FF, couple that welcomes and greets you with joy, cause you'll spend the night with them, IDK.

Sorry for my bad english, not my mother language... and my mental wanking... LOL

 


Shake your money maker! smoke it if you got it!!

 

Edited by Gamaramdi
Posted
2 hours ago, izzyknows said:

That could get really annoying really fast.

 

It could be behind an MCM toggle. Also if the frequency of forced stops is annoying, the chance is already adjustable.

Posted
On 5/24/2022 at 11:45 AM, Gamaramdi said:

You wizard!!

Thanks i'll just keep playing maybe sometime i lower it.

image.thumb.png.958fe06f133f7fbdbffb6085bc7481dd.png

@Gamaramdi what Pip-boy replacer are you running to get those sweet looking spreadsheet looking rows there?  I just decided to move over to Pip-Pad from the holographic one I was using, but I love that look you've got here.

Posted (edited)
1 hour ago, RileyAP said:

@Gamaramdi what Pip-boy replacer are you running to get those sweet looking spreadsheet looking rows there?  I just decided to move over to Pip-Pad from the holographic one I was using, but I love that look you've got here.

Hey, glad you liked it,

The device is Tactical Tablet, i believe is no longer available on NM, maybe it is here in LL, or Bethesda, and the screen is from FallUI - Inventory at Fallout 4 Nexus - Mods and community (nexusmods.com)

Just keep in mind people are complaining cause is hard to uninstall

Tactical Tablet - Fallout 4 Mod Download (modsfallout4.com)

Edited by Gamaramdi
Posted

1.16.4

  • NEW: Butt slap animation for NPC and player! 
  • NEW: Player "passed out" idles that play in between gang bang scenes, instead of the one where shes sitting down.

These are the awesome animations made by @kziitd. Thanks again!!

 

As I anticipated, the animations can be a bit disruptive when the player is running. So I added an MCM setting so that you can pick between 4 different "modes"

1. no animation, just sound effect, notification message, and your imagination

2. only NPC animation. Player controls are not locked in any way. But usually this means the NPC will be slapping air

3. NPC + player animation, half duration. Since the duration is cut in half, it's about 2 seconds where the player controls are locked

4. NPC + player animation, full duration. Player controls are locked for about 4 seconds.

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