shortiron Posted March 23, 2023 Posted March 23, 2023 1 hour ago, vaultbait said: Not really, no. The scripts are written to pick the closest viable NPC, so you can sort of influence them by standing next to an NPC and then starting an approach. For certain approaches, they seem to need an "evil" NPC, so use the technique documented in the mod description to adjust the NPC's morality first if appropriate. There are ways to initiate specific kinds of approaches from the console, by calling script functions directly, but it's basically the same as using the debug options in MCM for starting an approach. just as i thought. but changing npcs' morality definitely works but not really as smooth. for example; in corvega there's a room near the lobby with 3 raiders in it. even if i set all of their morality to 1, once the script appointed an npc, it will always use that npc as the harasser no matter which one my pc is being closer to until i set said npc's morality to other than 1. anyway, thanks for answering.
vaultbait Posted March 23, 2023 Posted March 23, 2023 23 minutes ago, shortiron said: just as i thought. but changing npcs' morality definitely works but not really as smooth. for example; in corvega there's a room near the lobby with 3 raiders in it. even if i set all of their morality to 1, once the script appointed an npc, it will always use that npc as the harasser no matter which one my pc is being closer to until i set said npc's morality to other than 1. anyway, thanks for answering. It seems to depend on the kind of approach. Hypnotists and blackmailers, for example, have "repeat business" dialogue and progression, so SH tries to give you the same one when it can (dom approaches may fall into that category as well, and collar masters obviously since there can be only one at a time). Others like sex/flirt/devious seem to pick NPCs more at random.
Rorahusky Posted March 23, 2023 Posted March 23, 2023 Perhaps the Naked system could be set to be optional, for those of us using ECO or another such mod. I find ECO was too useful to abandon, as it is one of the few mods out there that lets me set armor pieces to either be invisible, or look like lighter/heavier versions of the arm. I really love the Light Leather appearance for arms and legs for example, but the Heavy Leather arms and legs go overboard with covering up everything.
Slorm Posted March 23, 2023 Posted March 23, 2023 Update Suggestion One thing that causes a major problem is when going into Home Plate or in and out of the Dugout Inn, is that if the pc has an SH NPC following them that results in a sex scene, the NPC exits the cell and the pc is moved as well for the animation. This results in an infinite load screen and the only way out is to reload a previous save. Could I suggest that when there is a cell change that any following NPC routine is cancelled which will stop this happening.
vaultbait Posted March 23, 2023 Posted March 23, 2023 33 minutes ago, Slorm said: Update Suggestion One thing that causes a major problem is when going into Home Plate or in and out of the Dugout Inn, is that if the pc has an SH NPC following them that results in a sex scene, the NPC exits the cell and the pc is moved as well for the animation. This results in an infinite load screen and the only way out is to reload a previous save. Could I suggest that when there is a cell change that any following NPC routine is cancelled which will stop this happening. Agreed, this happens to me with some regularity. Alternatively, if the sex scene could be made to happen in the player's location rather than the location the NPC was in when first chosen, that would alleviate the game freezing as well. 1
Martyr89 Posted March 24, 2023 Posted March 24, 2023 On 3/9/2023 at 10:24 PM, twistedtrebla said: At the moment, no. The mod was created centered around no-companion play. The functionalities still work if you have a companion, but you just kind of have to imagine that they're not near you when approaches happen. Otherwise, it's sort of immersion breaking when you have a companion that loves you but stands around watching you get molested and raped without any effort of intervention. So in order for companion features such as them trying to convince or dissuade you to make sense, then it also needs to be accompanied by a whole bunch of other features like intervention. And that is a whole lot of work and something I don't have the bandwidth for. I get that, but I meant more along the lines of them getting roped into things with your character, maybe adding another check for the dialogue. For instance: Settler: Hey there ladies, you’re both looking a little stressed and was wondering if you would be interested in hypnosis to help relax and destress for only 10 caps? Nora: Yeah, sure. Companion: I don’t know. Sounds like a scam to me. Nora: Come on. It could be fun. After that could be a check for if the companion is interested or not which could be tied into whether the scene goes through. The likeness of the companion going through with it could depend on their affinity with the player. Instances of things like massages could have a second NPC approach to pair with the player’s companion but things like hypnosis and blackmail could be handled by a single NPC. Sorry if I'm completely misunderstanding your reply and this is basically the same thing. 2
sen4mi Posted March 24, 2023 Posted March 24, 2023 I just now lost my fo4 session, because a harasser initiated conversation while I was in VATS. This should not happen, of course. Generally speaking, I think harassers should wait until there's no nearby hostiles. 1
ICantmakeitgoaway Posted March 24, 2023 Posted March 24, 2023 Hi, Game always think that i'am naked with any clothes even if i have like 80 armor. Help
sen4mi Posted March 24, 2023 Posted March 24, 2023 17 hours ago, ICantmakeitgoaway said: Hi, Game always think that i'am naked with any clothes even if i have like 80 armor. Help You need to figure out which slots your armor is in. And this can depend on which mods you have installed. However, there's another problem. It seems that the numbers we supply to this mod do not match documented slot numbers. Instead, they are something like addon index numbers. However, if you read the download page for this mod, you will see that it links to a page which documents which index matches which slot. Or, maybe which index usually matches which slot? Anyways... maybe the thing to do is use FO4Edit and examine the armor you are using (with your mods active) and see which addon index(es) it occupies and plug those in...
vaultbait Posted March 24, 2023 Posted March 24, 2023 7 minutes ago, sen4mi said: However, there's another problem. It seems that the numbers we supply to this mod do not match documented slot numbers. Instead, they are something like addon index numbers. Better documentation can be found here: https://www.creationkit.com/fallout4/index.php?title=Biped_Slots The short explanation is that plugins refer to slots by number, Papyrus script functions refer to slots by index. How a mod author implemented their slot management will usually determine whether you need to supply a slot number or a slot index, neither one is right or wrong, Bethesda just wanted to thoroughly confuse everyone by providing two numbering systems.
vaultbait Posted March 24, 2023 Posted March 24, 2023 (edited) As a fun experiment/diversion, I worked out how to use the awesome new RobCo Patcher to give all super mutants evil morality and total confidence, since I play with them as an allowed approacher race. Very simple, just create a file in Data\F4SE\Plugins\RobCo_Patcher\race\ named something like FPSH_EvilConfidentMuties.ini and put this in it: //give all super mutants evil morality and total confidence filterByRaces=Fallout4.esm|0001A009:filterByKeywords=Fallout4.esm|0006D7B6:changeAVIFS=FP_SexualHarassment.esp|000384BE=1,FP_SexualHarassment.esp|0005761C=100 Edited March 24, 2023 by vaultbait 1
sen4mi Posted March 24, 2023 Posted March 24, 2023 I keep wishing for something analogous to robco patcher for dialog (for adding new conditions to dialog choices, but also it would be nice to be able to update the text of mods where the mod author did not have a good command of language). But for something like that to work, I guess we'd also need to have a dialog tree extraction tool, without that we would be operating in dimly lit corridors.
vaultbait Posted March 25, 2023 Posted March 25, 2023 31 minutes ago, sen4mi said: I guess we'd also need to have a dialog tree extraction tool I haven't used ESP-ESM Translator but for some reason I thought it at least included that part?
sen4mi Posted March 25, 2023 Posted March 25, 2023 (edited) 18 hours ago, vaultbait said: I haven't used ESP-ESM Translator but for some reason I thought it at least included that part? I was not aware of that tool. It looks like it works, though I was hoping for something which serialized to text (allowing me to build scripts to extract and manipulate things.) Still.. if I understand what it's doing, it might support editing dialog options and/or responses. Edit: YES! EET4 totally scratches my itch to fix some of the dialog here. (Like, making it make sense for female harassers.) That still leaves the other itch (safely adding new conditions to existing modded dialog), but that can wait for another day... Further edit: wait, no, .. I thought it was working, but now I am not seeing my "translated" dialog... I must have done something wrong. Yet another edit: EET4 is a bit quirky and I have figured out how to use it to edit dialog, which is nice. But I am realizing that it is missing one feature which is important for dialog edits: It does not show a information about the flow of conversation, which makes it difficult to understand context. For me, that means I might be scrambling the order of the conversations. (I am removing some parts of some sentences so that they can work when uttered by a female companion. But that is sometimes unsatisfying so I am trying to add stuff to make up for it. But sometime I might be messing up there.) Also, there are some changes which should really be done through creation kit. Like, I want to add some variety for some of the lines which get repeated frequently. But EET4 is easier for simple changes. But EET4 also does some changes automatically, and I have not figured out how to prevent that. And it does not support a concept of "file versions" so there's no undo. So the first thing I do after opening a fresh copy of the esp is ignore all of the automatic changes it introduces. Edited March 25, 2023 by sen4mi experience with EET4
shortiron Posted March 25, 2023 Posted March 25, 2023 btw, from which slots does SH read, armor addon or armor? i set the naked armor to 6 (U TORSO), 11 (A TORSO), 3 (BODY), and -1. wearing pampas bodysuits, mod sees that my pc is naked because pampas bodysuits only use BODY slot. fo4edit them, then add U TORSO to the armor slot along with BODY. but mod still sees my pc is naked. it works if my pc wears pampas jacket since it uses A TORSO slot. so SH doesn't read U TORSO slot? thanks.
N.Gamma Posted March 25, 2023 Posted March 25, 2023 There are dialogs in the mod where a doctor wants to put medical restraints on the player for radiation treatment. Do you need DD for this or are these medical restraints included in Sexual Harassment? 1
vaultbait Posted March 25, 2023 Posted March 25, 2023 5 hours ago, shortiron said: btw, from which slots does SH read, armor addon or armor? If you're editing armor pieces with FO4Edit (or in FO4CK), you need to make sure you use the same slots in both the Armor and any corresponding Armor Addon records. Also remember that in a plugin those are the slot "numbers" but in the SH MCM you use the slot "index" (see the biped slots table in the CK wiki for how they correspond).
vaultbait Posted March 25, 2023 Posted March 25, 2023 1 hour ago, N.Gamma said: There are dialogs in the mod where a doctor wants to put medical restraints on the player for radiation treatment. Do you need DD for this or are these medical restraints included in Sexual Harassment? They are from DD, same as used by devious approaches, flirt approaches, blackmail approaches... the only non-DD item SH puts on you is the shock collar from Real Handcuffs. 2
FFFF1000 Posted March 25, 2023 Posted March 25, 2023 Is there a way to make dialogs run faster or even to press ENTER key to skip it? some dialogs with longer texts run a bit slow.
shortiron Posted March 25, 2023 Posted March 25, 2023 29 minutes ago, Abromination said: Is there a way to make dialogs run faster or even to press ENTER key to skip it? some dialogs with longer texts run a bit slow. i usually tap "E" and/or the dialogue number (1-4) to skip conversation. 1
vaultbait Posted March 25, 2023 Posted March 25, 2023 (edited) 35 minutes ago, Abromination said: Is there a way to make dialogs run faster or even to press ENTER key to skip it? some dialogs with longer texts run a bit slow. If it's a case of the mod not having silent voice files for all dialogue (which makes those lines unskippable), installing F4z Ro D-oh will solve it. I can't remember if SH has voice files for all of its dialogue lines. Edited March 25, 2023 by vaultbait 1
deathmorph Posted March 25, 2023 Posted March 25, 2023 7 hours ago, Abromination said: Is there a way to make dialogs run faster or even to press ENTER key to skip it? some dialogs with longer texts run a bit slow. I press the left mouse button, then the dialog jumps to the next line (mostly). If I'm in a hurry.
FFFF1000 Posted March 25, 2023 Posted March 25, 2023 8 hours ago, vaultbait said: If it's a case of the mod not having silent voice files for all dialogue (which makes those lines unskippable), installing F4z Ro D-oh will solve it. I can't remember if SH has voice files for all of its dialogue lines. thank you! worked perfectly
Rorahusky Posted March 26, 2023 Posted March 26, 2023 Okay, I am at a total loss. I am using the Amelia player mod and the Oakley's Sunglasses. I have checked both mods in xedit to doublecheck the slots for the items (The sunglasses, and the Tail Plug) and found that the Plug has a slot of 58 (28 according to Biped Slot guide) and the Sunglasses have a slot of 47 (17 Biped Slot). I have set my Primary Torso and Groin slot for the naked check to 28 and the secondary to 17, and I am wearing both items, yet the game /still/ seems to think I am naked.
sen4mi Posted March 27, 2023 Posted March 27, 2023 (edited) It looks like the mod's "naked check" ignores all devious devices, regardless of which slot they are equipped on (and, also, it ignores naked skins). Edited March 27, 2023 by sen4mi
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