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AAF Violate Patch - Custom Races & More Victims 1.0.0


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About This File

Note: If you have issues after installing this, remember to ask about it here instead of the main AAF Violate page. This is a new upload and may have unforeseen bugs.

 

This patch allows anyone to include additional races to AAF Violate without modifying any scripts. This can now be done through editing or patching the provided plugin with FO4Edit. Custom and vanilla races can be added as violators, or as mutual victims/violators. The patch also increases the maximum number of concurrent victims from the original 3, to 8 humanoid victims and 8 non-humanoid victims. Also introduced, is a new global variable that can reduce or prevent victims from leaving the surrender state and re-entering combat whenever the player encounters another hostile npc. Note that the plugin isn't light because of restrictions caused by dialogue entries.

 

 

Requirements:

AAF Violate - Version 1.61 and in working order.

AAF Voices-2.5.2-AAF Violate.fomod - Only required if you choose the voice version of the custom races patch. Any other Violate Voice mods could break the game.

FO4Edit - To add races to the plugin as you see fit.

 

Installation:

 

-If you have AAF Violate 1.61 and no voice mod for it, download Violate Custom Races Patch 1.61.rar.
-If you have AAF Violate 1.61 and AAF Voices 2.5.2-AAF Violate , download Violate Custom Races Patch 1.61 wVoice.rar, instead.
-Don't download anything if you have an older version or are using a different Violate voice mod.

-Both versions are compatible with the DLC, Feral Animations, and FCOM support that come with AAF Violate's FOMOD.

 

 

Usage, Troubleshooting, Bugs:

(For detailed instructions with images, click on the spoiler below 'Detailed Usage')


For your convenience, set Violate_Custom_Races.esp near the end of your load order so it can readily adopt most mods as masters. Enable and deploy the plugin. Use FO4Edit to add plugins with custom races as masters to Violate_Custom_Races.esp. Then add race records to the Violate_Aggressors (070010AC) or Violate_Victims_and_Aggressors (070010AD) form lists. If a race you add has human (i.e. RaiderProject.hkx) behavior graph entries, then add that race to the Violate_Humanoids (070010AE) form list as well. If you are adding a race to the Victims_and_Aggressors list, so that they are eligible as victims, you also need to make sure that their race has the "Allow PC Dialogue" option checked in its Flags. Copy the race as an override and make that change if necessary. Some creatures like mirelurks and radscorpions still won't give you dialogue options if you do this, but I'm not sure what other entry they have or lack that causes this. Anything dumber than a dog/robot/deathclaw seems to have this issue. Also, don't forget to redeploy mods after saving your plugin.


After first installing the mod, or making any changes to the plugin, load the game to a save where Violate isn't currently being triggered or dealing with surrendering enemies. Every time you make changes to the plugin, follow the same precaution. If you haven't made a change to the plugin in a while, but are clicking on a save with active victims when loading, and you keep crashing before loading completes, or soon after, you may need to load a save from before any of those victims surrendered.


If you find that no one, not even regular non-unique human, is surrendering to you, check if the quest has been stopped by typing

"sqs fpv_aggressor" in the console. If it says it is stopped, type "startquest fpv_aggressor" and then check the status of the quest again. This happened to me once while testing earlier iterations.


By default, the intimidation factor that prevents victims from going aggro when you find a new hostile npc is 0.75. I recommend something even higher if you use the feature often, like 0.95 or even 1. You can change the value with "set afv_global_intimidation to X." You might need to save and reload for the change to take effect.


If you are using the voice version, only the first 3 humanoid victims will audibly speak, as they are the original aliases. I tried copying and renaming fuz files to match the formIDs of the new dialogue, but that didn't work, so unless someone can describe what else goes into making this voice mod work, I probably won't add any new voices.

 
There's an issue where npcs in the BoS faction will appear to surrender, and won't actively fight, but they will still be designated as in combat and they won't give you a dialogue option to violate them. I think minutemen might also be affected. Railroad agents and synths worked just fine. This may also have to do with your allegiance to certain factions in game, as I hadn't even met Danse yet. As far as I could tell, the issue still existed for me when turning off the mod, so it may be a problem for regular installations of Violate as well. If there's enough demand, I might try to create a workaround for this.


The most jarring issue at the moment is that a lot of male creatures like super mutants and deathclaws fail to get erections when they are victims, even though all their AAF animations force them to be the aggressor. I think I want to do a script for that next.

 

 

Detailed Usage:

Spoiler

Under Construction

 

 

 

 

 

 

Acknowledgements:

EgoBallistic for supporting AAF Violate and continuing its development

 


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