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But... HOW are the animations in the dances smoother than actual in-game default animations? What magic is this?!
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Fingers crossed Deathclaws don't end up with horsecawk. That's just a complete waste - there's the 70% of Bad Dragon for reference for fantasy reptilian dicks. Horsecock is so damn common on EVERYTHING that an alternative is rare.
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I just had a thought with the horse Saw-Dong, and a reason for it to NOT have those spines. Wouldn't it basically rip the sheath apart every time it retracted? Something like that would have to be perma-erect (or at least always out) - it couldn't sheath/unsheath.
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Why would Deathclaws have boobs? XD The cloaca sounds good, but they're not mammals. Sorry, I have a little bit of a "realism/plausibility" kink XD They're, uh... fat deposits. For when you just can't find enough food. Also, as it's relevant, have some information on alligator dicks. http://phenomena.nationalgeographic.com/2013/02/13/the-alligator-has-a-permanently-erect-bungee-penis/ Basically, their entire dick is collagen (kinda cartilage?) - except where the jizz travels through. It doesn't inflate, it doesn't deflate, it's constantly erect. Pretty much a literal boner. It 'presents' itself by a muscle tightening and flicking it out of the cloacal opening - similar to how cats sheath / put out their claws. So, perma-boner pivot dong. Good to know there are genuine scientists out there studying dicks for us.
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Search and Request Thread for FO4 Adult Mods
Revuu replied to Halstrom's topic in Request & Find - Fallout 4 Adult & Sex Mods
Potentially NSFW (maybe with SFW underwear versions). Companion Bodies Unique body textures for companions. Their scars, tattoos and bodies tell their story too. Cait - Needle tracks up her arms, knife-fight scars all over her forearms, fewer over her body but still some. Scarred knuckles. Curie - Flawless. But she probably has acute mole on the top of one of her breasts. Danse - Scars galore. Hancock - Chorizo. MacCreedy - Gunner tattoo? X6-88 - Flawless? Preston - A settlement needs your help. Nick Valentine - You can't take his clothes off, sadly. But I assume... 'plates' of skin? Like Gen 2 Synths. Codsworth - Technically, he's naked already. Dogmeat - ... why would you shave your dog? Strong - ಠ_ಠI'm sure I've missed some, but there we go. Ideas for now. -
[MOD IDEA] S.O.C.K.S+ - Settler Overhaul: Characters, Kids, Skills +
Revuu commented on Revuu's blog entry in Revuu's Info Dump
Thank you! It's already on the forums, I was using this as storage and a construction area (for the presentation). Also, that's a very valid point about the detail. I hadn't really thought of that. First post: summary. Second post, abominable wall of text? -
[MOD IDEA] S.O.C.K.S+ - Settler Overhaul: Characters, Kids, Skills +
Revuu posted a blog entry in Revuu's Info Dump
I don't actually have the capability to make this on my own. I spew out ideas, but I have no modding experience in Bethesda games. S.O.C.K.S Settler Overhaul: Characters, Kids, Skills Also Perks, Functionality and Quality of Life People want more out of their settlers. If you don't want more use out of the feckless masses wandering around your bases, this idea is not for you. If you are interesting in making those farm-fodder imbeciles do something other than mass produce glue, this may interest you. Obviously, there needs to be improvements in settler management. No-one is going to argue that the vanilla method of settler 'management' is optimal. In fact, sometimes it isn't even functional. And that's obviously an issue I would like to address, that everyone would like to address. For this reason, I'm not going into detail about fixing up the Settler assignment issue until later in this post. Settlers need to be useful. Sure, they are already, but no settler is any more useful than any another settler. You have no reason to care about them. So what if one dies? Ship in another from elsewhere, it's not like you lost anything. Even if you leave a settler farming for a year, they don't get any better. A guy on guard duty for a year won't give any more defence than a guy freshly assigned to a post. Wouldn't it be better if settlers got better at something the more they did it? If some settlers arrived with skills in one area? And finally, one of the least important mechanically, but most important in making your settlers people... Giving them names. Without names, settlers don't have identities. Simple as. There's no Ivan the Guard, with his room full of anti-tank mines, ammo boxes and gas masks. There's no Mrs. Mira, with her room decorated with a broken crib, littered with toys for a lost child. Of course, you decorated these rooms. But with names, you can give these settlers lives. You can give them histories and meanings. Characters, Kids and Skills Role Identifiers, Settler Job Types, Skills, Perks, Kids, Elders and Names Role Identifiers Names are all well and good, but they still won't tell you what a settler actually does. Not unless you remember the names of everyone in your settlements. To help this, role icons are added to help identify your settlers. Functioning like the "Legendary" and "Hard" enemy icons, role icons sit beside a settler's name to help you identify their role. ALTERNATIVE: Prefixes to names. However, this may not be compatible with randomly generated names, or overwrite them completely. Tracy Alex Dennis Additional Settler Job Types Mods will probably introduce new settler job types. For the sake of streamlining everything (and not becoming Dwarf Fortress), many jobs will share related skills. Hunters: Settlers that roam outside your settlement to hunt wildlife for food, or bandits for resources. These settlers will have their success and contribution measured off the same stat as guards, which is basically their ability to fight and shoot. Depending on where your settlement is (rural, farming settlements versus settlements near or in urban areas) your settlers may be more likely to encounter creatures or raiders. [Maybe some contribution from Scavenging too? Make Hunters a high end investment. Scavenger score = resource gained. Guard score = how safe they are doing it.] Raider Hunting: The reputation of your settlement grows, combat able settlers are more likely to spawn to join your settlement. Hunting expeditions return with weapons, armor, ammo and caps. However, they are also more risky and likely to result in the deaths of your hunters. It is advisable to sent out experienced hunters rather than green recruits. [This could raise the likelihood of your base being attacked by raiders.] Wildlife Hunting: Hunters return with food which adds to the settlement's food output (or stores, see FFS mod idea). They may also return with various herbs and fungi from the Wastelands found while hunting. Wildlife hunting is generally safer than raider hunting, except in high level areas. Cooks: Cooks are another method of boosting your settlements food production, except they function more as food multipliers. [Perhaps giving an additional 25% at base level] They do not PRODUCE any food, they simply convert the raw ingredients into meals far more nutritious than their constituent parts. Having a cook in a settlement producing only 8 food won't get you much - only 2 more production, so you'd be better off assigning them as a farmer. However, if your base produces 20 food, a base level cook will produce 5 food. They also make settlements happier, because everyone likes a warm, cooked meal. Scavengers: Scavengers already exist within your base. However, I suggest adding another Scavenger action type - sending them out to scavenge the nearby area for resources. It would be higher risk than the existing Scavenger role, but also produce more resources. The resources would be based on where your settlement is. [Guard skill increases their safety.] Rural Scavenging: Plants, herbs and lots of wood. Also some bits of metal, from the abandoned cars and whatnot littering the commonwealth. Urban Scavenging: Steel, aluminium and copper. Also some of the rarer resources (nuclear material, circuitry) at higher scavenging levels. Small amounts of wood, rarely. Entertainers: People that make your bases happier. Maybe they sing in the diner, or go around bringing everyone lemonade. Something to make it easier to raise happiness past that 80% mark. Who am I kidding. This is just mainly here for the mods people will make involving vertical poles from the ceiling. Settler Skills As mentioned earlier, settlers have skills which function as multipliers to their ability to perform their assigned roles. I propose a numbered value to their skills, spanning from 0 - 8. A score of '0' gives 0% increased output at their assigned role - they produce vanilla quantities. Alternately, it could be configurable for them to produce less than baseline amounts of a resource. It depends on how 'hardcore' you want your experience to be, or more appropriately, how laughably easy food production could get if you leave your settlers to specialise. As an idea, each point from 0 - 8 gives you an additional 25% production. So... 0 Skill - Value x 1.00 5 Skill - Value x 2.251 Skill - Value x 1.25 6 Skill - Value x 2.502 Skill - Value x 1.50 7 Skill - Value x 2.753 Skill - Value x 1.75 8 Skill - Value x 34 Skill - Value x 2.00 Maybe also a special ability at Rank 8. Farmer / Cook: I'm not sure if I should combine these two, but on its own Cook is too specialised. Anyway, this skill boosts your farmers ability to produce food from farming or cooking. How? The plants WERE producing this amount of fruit before, but most of them were inedible and disgusting. Through their careful learning of Garden-Fu, pest control, application of fertilizer and singing to their plants, your farmers are able to coax the plants to produce at their full potential. Max Rank Bonus: Plants produced are non-irradiated. Guard: Your guards produce extra guard-points when assigned to guard posts (which themselves need to be modded with more tiers and included gun placements to make them competitive with turrets). They are also less likely to die on missions outside your settlement and gain extra HP. Max Rank Bonus: Their presence causes a passive boost to the stats of units around them. Increased temporary HP, accuracy and damage? Scavenger: Finding more resources than normal when scavenging or on missions outside of your settlement. Max Rank Bonus: Scavengers can now find rare materials, such as Nuclear Material, Crystal, Circuitry and Fibre-Optics when scavenging. Entertainer: How happy they make people when assigned to an Entertainer role. Max Rank Bonus: Your Entertainer gains the 'Bubbly' perk, providing a happiness buff to people around them, even when they're not working. Trader: Increasing ranks means increasing amounts of caps available for the trader, and they make increased caps too. Max Rank Bonus: The trader now stocks rare stuff. They also have a chance to acquire rare items / resources while trading. Also, if they are sent on trading runs to major cities, they have a chance to come back with better-than-average settlers. Settler Perks Sometimes you get a settler with a rare Perk. This Perk is (usually) not related to any skills, but can combine with many for a distinct advantage to your settlement. You may want to carefully organise your Perked settlers around your various Settlements, or have them rotate through them providing their bonuses. Elder: Default perk for Elder assigned settlers. [i imagine settlers with old looking faces can still spawn, but unless tagged AS Elders, they are not elders] This settler passively gives the settlers around them increased exp gain. Child: Seeing children growing up in (ideally peaceful) settlements helps your settlers to believe that there is maybe some hope left in the world. Having a child around makes people happier. Teacher: This Settler boosts the Skill levelling rate of all other settlers assigned to the same role as themselves. Bubbly: Just being around this Settler makes people assigned to the same role happy. Their continual smile helps to brighten up everyone's day. Lucky: A random chance to return with extra rare items / resources / extra gold when scavenging or trading. Medic: Settlers are less likely to die, and recover faster from their wounds. It also makes people feel better knowing there's a doctor in the house. Fast Learner: This Settler gains exp faster than other settlers. Animal Friend: This settler is less likely to be attacked by animals. Decreased chance of being mauled to death by Yau Gai when gathering. Bad Past: This Settler used to run with the raiders. They know the gang signs, making them less likely to be killed by raiders when out and about. More Ideas: Anyone have mode ideas? Post 'em! Children and Elders Children: Occasionally, child settlers join your settlement. They don't really do much - they are limited to gathering and scavenging within the base (not scavenging patrols). However, having children in your settlements makes everyone feel better about the world. [No guarding or anything involving combat, as children are unkillable by default.] I wouldn't be surprised if they were prioritised for kidnapping events, though. Unsurprisingly, everyone gets very upset if you let the Settlement's kid die. Elders: Rarely, old folk join your settlement. How they've survived so long, you have no idea. But don't worry! They're going to tell all your settlers how they're still alive and everything they know. Just so long as they can settle down inside your base, and not go out on Raider-raids or hunting. With an Elder sharing all their stories, everyone learns what they're doing faster with the Elder's wisdom. Names Compared to everything else, Names have the least mechanical impact. But it's really nice to be able to identify and find your settlers. Randomly generate the names of new settlers for sweet, delicious immersion. Quality of Life, Other Interesting Stuff Settler Management, Raider Monitoring, Raid the Raiders, Wounds, Self Sufficiency, Immersion Settler Management The most important thing that everyone seems to want. A way to manage what the bloody hell our Settlers are doing. To do this, you build a special object within your base (found in resources, like the Settler Bell) that allows you to manage your settlers. What is this special item? It's a desk. With folders on it. You sit at the desk, and a UI is brought up (looking like pages in a folder) that you navigate through to see information on your individual settlers (their role, their skills), current complaints and reports (X settlers joined, caravan returned, X gained skill level). Frankly, I imagine this would be one of the hardest things to make. I've heard that UI based stuff can be an absolute pain in the arse. I'll spawn a mockup of this idea in screenshots / photoshop... at some point. Maybe. Alternately: By assigning icons to settlers, this UI may not be needed. It should be clear who is idle and who has a job. Talk to Settlers: An extra option in the chat menu allows you to ask your peasants settlers what they are good at. A central pop-up (the type that pauses the game) appears with the info. Raider Attacks Overhaul, Raider Monitoring First off, I'd like to completely do away with the current useless system of base raiding and defence. Instead, replace it with an "aggressiveness" meter for the local raiders. Certain actions and resources will increase this meter, others can deplete it. Having a water purifier and a lot of stored food increases the raiders aggressiveness towards your Settlement - they're jealous. Sending hunters out to kill Raiders makes them angry. Caravans let them know you have money and resources, which they want. When talking to a Guard, you can ask them how things are. They will respond with a report on what the local area is like, specifically local raider / super mutant / whatever activity. Note that, apart from at the All Quiet level, attacks can happen at any time. Increasing aggressiveness links to the LIKELIHOOD of an attack, checking on a daily basis with an RNG based chance mechanic (or something). Each time you repel a raid, the chance counter resets and sticks at zero for a while. On triggering the raid chance, it does not happen immediately, but at a random point in the next 5 days. In an ideal world, it would also be possible to spawn single scouting raiders to approach your base. This serves no real purpose other than immersion - to watch your settlers cut them down as you stroll around your base. Maybe, if you have no defences or alert guards, these scouts can steal resources or sabotage equipment. "All quiet ma'am/sir." - No raider activity, no chance of a raid any time soon "Lookouts saw a little activity, but nothing much." - Under 20% raid chance. "They're scouting closer, but I don't think they'll attack yet." - 20-40% raid chance. "They're taking pot shots at our walls." / "They're getting cocky." - 40-70% raid chance. "We've seen them preparing for an assault, it can't be long now." - 70% upwards. Raid / Provoke the Raiders Counter-Raid: Are the raiders taking pot shots at your walls, but you don't want to wait for THEM to make the first move? No worries, take a selection of Settlers out and attack the nearest Raider base instead! A successful attack drops the raider chance back down again. Provoke: With loud speakers (now with an actual use!), blare out a challenge to the raiders. Come on, if you think you can! At 40%+ chance of Raider Attack, this will provoke the raiders to launch their attack on your base. Tower defence, anyone? Wounds Probably an option rather than a default feature. It's mostly for immersion and realism, and would likely be inconvenient to some. Then again, maybe it balances out some of the other advantages within the mod idea. Ideally, it comes in two flavours. Anti-Death Wounds: Settlers become wounded rather than dying. While wounded they are bedridden and cannot contribute to your settlement for a week. Having a Medic in the settlement reduces this down time. Combat Wounds: Settlers can become wounded if they take damage in raids or on missions. Depending on how harmed they are, they are bedridden for a few days (up to 4). Self Sufficiency Are you pissed off that your settlement will automatically fall if you aren't there to defend it? Even though you build enough turrets to give it 200 defence? I know I find the idea irritating! Settlements are given a percentage chance to survive and even repel attacks (although there may be a loss of life without you there, at least they don't ALL die) based on their defences. It's RNG, but at least there's a reward now for building enough defences for a base to fend for itself. Immersion - Miscellanious Area Markers: Place down special 'mats' on the floor that mark areas of your settlements as certain places. For example, mark your dining hall as such, and have the NPCs walk there in the morning and evening for their meals. Place a floor marker in the room you made to be a hospital, and have your wounded settlers carted in there. Designate an area as the 'recreational / relaxing' area, for settlers (and idlers) to relax. Designate a small area as YOUR ROOM, to keep the peasants from sleeping in your bed and using your chairs. Firing Range: Occasionally, settlers go here to shoot at targets and practice their marksmanship. [Maybe gain a very small amount of Guard exp] That's about it. Anyone else have any ideas? Are any of the ideas here impossible, impractical or unstable to mod? -
As sad as it is, that wouldn't surprise me. On the one hand, I hope the DLCs edit the main story to restore some cut bits and improve the Commonwealth, rather than just adding new areas with their own self contained stories. On the other hand, I imagine this could wreck mods and other community created stuff by changing aspects of the base game.
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#Triggered by this post. DISCLAIMER I cannot make this mod myself I literally have no clue No really Not a clue I KNOW GECK ISN'T A THING YET But there's no harm in sorting voice files and working on ideas, right? Maybe someone will like the idea and make it. Pretty please with a nipple tassel on top? SPOILER TYPE: Talking about the quest where you enter the main BoS base. Something that happens in pretty much every Fallout game. So, it's not plot spoilers, but if you haven't played anything yet them you might not want to read any further. IDEA SUMMARY You are required to do a combat test as well as the medical exam before you are given the rights to your Power Armor. You also gain a sweet new weapon according to the results of your combat test and your weapon preferences. BoS Welcome Summarised We don't usually like outsiders, but here's a fresh suit of Power Armor. We're not going to check that you know how to use it. We're not going to even check what sort of weapons you favour, why would a military organisation want to know your strengths in the field? Now go and storm this super mutant base FULL OF NUCLEAR WARHEADS right under our base. So, first person you talk to when you get onto the Prydwen is Lancer Captain Kells, and he makes it very clear he has doubts about you. Lines like, "You don't look much like a soldier to me" and I'm sure there were others, too. Because, let's face it. You're new. Sure, you have Danse to vouch for you, and apparently his word counts for a lot. But remember what Rhys was like? Sure, he was an arse. But a realistic amount of arse, given the state of the world. Given the way the Brotherhood works, I was hoping to have to earn the respect of the Brotherhood. After all, earning your rank makes it all the sweeter. You actually feel a little bit of pride when NPCs salute you as 'Knight'. Unfortunately, things take a turn towards 'rushed story progression' once you talk to Maxson. "[Danse] feels you've become quite an asset to us. Seeing as he's one of my most respected field officers, you couldn't get a better recommendation. Therefore, from this moment forward, I'm granting you the rank of Knight. And [...] a suit of Power Armor." "Hi! Danse likes you! Here, have one of our most powerful and jealously protected resources and a promotion." "In any event, once you've finished becoming familiar with the Prydwen and my staff, report to the Flight Deck for your new orders." So you wander about, have the "Medical Examination Chinwag" and chat to some other people. At no point does anyone make any attempt to discover more about your combat abilities. You, the newest member of the most organised and advanced military Organisation in post-war America. You, the person given a suit of power armor. You, someone no-one apart from Danse and his Recon Team have ever met or talked to in more than passing. I imagine the lack of any actual checks is because some players would be frustrated by having to jump through hoops to get their Power Armor. However, for those of us that want to feel any actual weight to our actions and progress through the ranks, it's somewhat lacking. Weapon Preference Tests You are taken out to the BoS training area and told to perform various tasks with weapons they provide you. Because you're the new guy, various off-duty Brotherhood soldiers come to watch and comment on your abilities, based on certain trigger stats / perks / events. At last, people that actually acknowledge your skills! Because they're super generic NPCs, voice lines for these comments can be borrowed from all over the game (e.g Diamond City guards), or even voice-acted by random members of the community. You'll never meet these people again, so who cares if their voices match no other NPCs? As for where this goes, I imagine it wouldn't disrupt the Boston Airport TOO much if you put some target dummies somewhere. Or, stick a door on a wall somewhere and make a new cell especially for it. Physical Strength You punch at a punchbag / dummy in thick padded leather armor. Strength > 7: Your impressive strength is noted by the onlookers and commented on. Maybe a muttered, "Niiice..." from a chick in Power Armor. Iron Fist: The punch bag / dummy is destroyed. Onlookers are very impressed. Stunned silence, followed by clapping? Strength < 2: People notice you're not physically strong. "Don't worry, Power Armor covers that." Melee Weapons You are given a combat knife. Attack a dummy in heavy armor. Strength > 7: Your impressive strength is noted by the onlookers and commented on. Again. Big Leagues: Your remove all the limbs from the dummy. Strength < 2: Your knife gets stuck in the dummy's armor? Close Weapons: Pistol / Shotgun, take your pick Shoot at a target (or cans on a wall). Gunslinger: People are impressed at your skills. Takes More than X Bullets to Succeed: Someone says "Small guns aren't my thing either." Front Line Weapons: Rifles (Auto / Semi, your pick) Shoot at cut-out targets? Commando, Automatic Weapon: No idea. Steady Aim: Your hipfire accuracy is complimented. Rifleman: Your accuracy is complimented. Sniper Weapons Shoot a can / melon from a long way away. Maybe only allow one / two shots. Sniper: *Impressed whistle* Miss: No idea. I'm tempted with someone commenting on Danse's appalling lack of ranged accuracy. Missile Launchers Shoot... something? An old motorbike? Demolition Expert / Heavy Gunner: Your character mutters the "Hell Yes" or similar line from lock picking / hacking when they pick up the weapon. After you hit the target, someone yells "Duck!" as the motorbike explodes. Power Armor Training PA training would basically be an assault course, and also aim to teach the player about Power Armor if there's anything they haven't already picked up. The course design would be intended to introduce players to the main advantages of Power Armor - its ability to survive falls of any height and to walk under water. Along with this, there would be metal planks and stuff to walk along, walls to jump over, doors to punch through. Oh, also there's walkways above and people watching. Power Drop: You climb up some stairs to a diving board. There's a bullseye on the ground under you, surrounded by mannequins. The aim is to hit the bullseye, allowing the damage from Power Armor landing to destroy them and make you feel badass. Underwater Walking: Later, you jump off a ledge into water to continue your course, learning (if you didn't know already) that Power Armor sinks like a stone and can't swim... but you can just walk along the bottom of the pool and out the other side. Get a Weapon Mod Reward After doing all of this, you have a conversation with... someone. Proctor Ingram? Captain Kells? They are impressed with your abilities, and comment that you seem to favour X type of weapon [determined by your perks], and navigate through a series of chat options to get a weapon mod. Mods are Rank 2 Science! perk upgrades, which may remain useful for you for along time (especially the barrels, which can be transferred to any new weapons). Maybe a Power-Fist (for Power Armor?) for Melee Characters? ALTERNATIVE: The NPC that starts the whole Combat Test quest (and that you talk to for all of it) is a custom voice-acted NPC by a member of the modding community, allowing for more flexibility of lines and not having to mangle together lines from other characters. Sniper Rifle: Improved Sniper Barrel [sniper Perk] Long Scope [sniper Perk] Marksman's Stock [sniper Perk] Rifle: Improved Automatic Barrel [Commando Perk] Boosted Photon Agitator [Rifleman Perk?] Recoil Compensating Stock [Rifleman Perk] Pistol: Improved Short Barrel Sharpshooter's Grip Amplified Beam Splitter And there you have it. My idea for having an actual immersive and involved quest for when you're joining the Brotherhood as a Knight. And a sweet weapon mod at the end.
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Oooh. Craftable sci-fi helmet (or mod for the flight helmets?) and some sort of chestpiece rocket pack? No extra armor (so don't wear it in fights), and maybe it does slow damage to you when using it? 'Cause, you know, FLAMING JETPACK without power armor to protect you. ... Or, crazy jumping pogo legs. Double base jump height, jump even higher if you hold space to 'charge'. No fall damage?
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Goddamn, after seeing these screenies... I want to wait until I have a new GPU until I properly play.
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Goddamn, yes please. Let me just undo those straps... then I guess take a shower together? But hey, she can definitely handle herself and watch my back.
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At some point, I'm going to have to type up the Vaultmurdered concept. Not that it's MY concept, I've just glued together ideas other people have suggested.