EgoBallistic Posted May 3, 2020 Author Posted May 3, 2020 10 minutes ago, Verasmile2 said: 2 hours ago, loen999 said: I don't know if this will work or not. The nightstiriker mod, i know there is a standalone mod. But will the patch also work for Unique Creature? I guess there's only one way to find it out for sure, installing the patch and seeing if they can violate you. The Nightstrikers patch in Violate only works with the standalone mod. 11 minutes ago, Verasmile2 said: I've just noticed that this animation pack added some robot animations. I still have to install them and try, but if they're added I guess they works good? It may be possible to add them to Violate? (Mr. Handy animations may be used also for Mr Gutsy I guess) Yes, I will be adding support for several of the new races and animations in SavageCabbage's updated pack. 2
JB. Posted May 4, 2020 Posted May 4, 2020 Is it possible that rapists inject drugs into victims? For example, Psycho is the one that offers resistance to physical harm, according to F4 Lore. Although "Fury" is stronger and subtracts 5 perception points, which would be ideal for those who want to subdue their victims. Calmex offers agility. Or jet. The slow-mo effect during the AAF is spectacular. The other drugs do not seem to me that they offer debuffs that favor rapists.
antoniut Posted May 4, 2020 Posted May 4, 2020 8 hours ago, JBpy said: Is it possible that rapists inject drugs into victims? For example, Psycho is the one that offers resistance to physical harm, according to F4 Lore. Although "Fury" is stronger and subtracts 5 perception points, which would be ideal for those who want to subdue their victims. Calmex offers agility. Or jet. The slow-mo effect during the AAF is spectacular. The other drugs do not seem to me that they offer debuffs that favor rapists. +1, To the companion, too ?
EgoBallistic Posted May 4, 2020 Author Posted May 4, 2020 New Version 1.35 Uploaded Added support for creatures added to SavageCabbage's Animation Pack version 1.2 Added MCM option for Robot aggressors Fixed bug when using large numbers of companions with UCF and similar mods, where some companions would not assume the surrender pose if more than 5 of your companions were in bleedout when you surrendered As always, the mod will self-update when you install the new version, no need for a clean save. 5
Verasmile2 Posted May 4, 2020 Posted May 4, 2020 May it be possible in the future updates a way to add a banner like this? And still if possible, a way to make it change based on who is cumming (like a greener penis for super mutants, a canine cock for canines etcetera..)
Thndrwlkr Posted May 4, 2020 Posted May 4, 2020 3 hours ago, EgoBallistic said: New Version 1.35 Uploaded Added support for creatures added to SavageCabbage's Animation Pack version 1.2 Added MCM option for Robot aggressors Fixed bug when using large numbers of companions with UCF and similar mods, where some companions would not assume the surrender pose if more than 5 of your companions were in bleedout when you surrendered As always, the mod will self-update when you install the new version, no need for a clean save. I really hope you know how much we appreciate your fast responses for these updates... ...scholar and a gentleman and all that. 2
JB. Posted May 4, 2020 Posted May 4, 2020 42 minutes ago, Verasmile2 said: May it be possible in the future updates a way to add a banner like this? And still if possible, a way to make it change based on who is cumming (like a greener penis for super mutants, a canine cock for canines etcetera..) Hmm. I think you should rather ask Indarello in his thread. He was interested in adding something similar to that.
sexyasshorse24 Posted May 4, 2020 Posted May 4, 2020 I'm so happy you keep updating this mod as fast as you do and as consistent as you do. Thanks for working so hard :3 1
elzee Posted May 5, 2020 Posted May 5, 2020 Please, support races in this mod: Unique NPCs - Creatures and Monsters of the Commonwealth https://www.nexusmods.com/fallout4/mods/24357 Be careful that already include Nightstriker race. And many other creature mods.
Verasmile2 Posted May 5, 2020 Posted May 5, 2020 2 hours ago, elzee said: Please, support races in this mod: Unique NPCs - Creatures and Monsters of the Commonwealth https://www.nexusmods.com/fallout4/mods/24357 Be careful that already include Nightstriker race. And many other creature mods. Well if he manages to add the support to all those races, then I think I'll install that mod too lol And about the Nightstrikers, I guess he can add an option during the installation to choose from which mod use them, or even both? I'd prefer to keep the standalone one, as it also adds a companion Nightstrikers.
JereRB Posted May 5, 2020 Posted May 5, 2020 On 5/4/2020 at 6:07 AM, EgoBallistic said: New Version 1.35 Uploaded Added support for creatures added to SavageCabbage's Animation Pack version 1.2 Added MCM option for Robot aggressors Fixed bug when using large numbers of companions with UCF and similar mods, where some companions would not assume the surrender pose if more than 5 of your companions were in bleedout when you surrendered As always, the mod will self-update when you install the new version, no need for a clean save. Well ty. I'll test it out when I get home, see how it goes. Tyty.
tuxagent7 Posted May 5, 2020 Posted May 5, 2020 If a new ennemy is using the race of a existing one There would be no need to register it ? The animations would work with the ennemy ?
EgoBallistic Posted May 5, 2020 Author Posted May 5, 2020 23 minutes ago, tuxagent7 said: If a new ennemy is using the race of a existing one There would be no need to register it ? The animations would work with the ennemy ? Yes. If the RaceID is the same and it uses the same skeleton it will work the same as the original race. However, depending on how the body and textures are set up it may not have a working penis. 1
EgoBallistic Posted May 5, 2020 Author Posted May 5, 2020 4 hours ago, Adetu said: When I call it using a testbutton in MCM, than Curie (as robot) and dogmeat are dismissed as expected. When I call it when the VINSuspend event fires nothing happenes and both Systemscripts generate an error Game.GetPlayerFollowers( ) returns the array of actors who are behaving like followers according to their current AI packages. This means any actor that is following you, commanded by you, etc. This function will not necessarily return your active companions. Depending on what AI packages they are running, you could have 5 companions recruited, yet GetPlayerFollowers would return an empty array. When the VIN_Event_Suspend event fires, your companions are running AI packages that make them kneel with their hands up, so they are no longer following you and will not be in the array returned by Game.GetPlayerFollowers() If you want to get the list of Companions, you can use the FollowersScript.ActiveCompanions property which is a RefCollectionAlias of all the actors who are currently companions. Or you can make your own quest with a RefCollectionAlias that has the GetInFaction CurrentCompanionFaction condition on it.
EgoBallistic Posted May 6, 2020 Author Posted May 6, 2020 1 hour ago, Adetu said: Ok thanks. So Game.Getfollowers () is not a good idea. I will try it with your suggestion using the refcollection alias from your quest. Maybe "Curie" as a robot and "Dogmeat" have that AI package for kneeling, although they cannot run an animation for it. They do, but as you say they cannot play the idle. I am looking at modifying the behavior so that non-humans adopt their "bleedout" pose instead.
JereRB Posted May 6, 2020 Posted May 6, 2020 On 5/5/2020 at 7:32 AM, JereRB said: Well ty. I'll test it out when I get home, see how it goes. Tyty. And I did get a chance to test it. All companions now will assume the surrender pose. Still only runs 5 animations at a time. Also will only use the first five selected when the violate was initiated. IE, you have 10 companions, all go to surrender pose, five are selected for animation, only those five experience animation during that session. Wish it would select all available companions for animation or cycle through all of them instead of only animating the initial five selected, but it's fine as is. Tyty, sir.
Miala Posted May 7, 2020 Posted May 7, 2020 Which sound FX files are used during transition phases of impalement pole animation? I'd like to change a few things in this mod, but I can't find the file with those 'crunchy' sounds. Could you please point them out for me?
EgoBallistic Posted May 7, 2020 Author Posted May 7, 2020 2 hours ago, Miala said: Which sound FX files are used during transition phases of impalement pole animation? I'd like to change a few things in this mod, but I can't find the file with those 'crunchy' sounds. Could you please point them out for me? The sounds are from Gray User's NSFW Sound Pack and are located in Data\Sound\FX\Gray\ and arranged in folders by type. I think the ones you are referring to are in the "Gore" folder.
Miala Posted May 7, 2020 Posted May 7, 2020 7 hours ago, EgoBallistic said: The sounds are from Gray User's NSFW Sound Pack and are located in Data\Sound\FX\Gray\ and arranged in folders by type. I think the ones you are referring to are in the "Gore" folder. Those I've found myself, thank you. But it seems that there is something else, that plays during the transition phase. Maybe it is one of the core game SFX files, but I'd like to know if I can somehow disable it (probably by creating an empty .wav file at a specific location in the mod folder)?
zenoxx Posted May 7, 2020 Posted May 7, 2020 i got the error "AAF OnSceneInit Status (4)" What does that mean and does anyone now how to fix that?
EgoBallistic Posted May 7, 2020 Author Posted May 7, 2020 26 minutes ago, zenoxx said: i got the error "AAF OnSceneInit Status (4)" What does that mean and does anyone now how to fix that? AAF OnSceneInit Status [4] means that AAF was unable to find any animations matching the combination of actors and tags. See the second item under Troubleshooting on this mod's front page.
EgoBallistic Posted May 8, 2020 Author Posted May 8, 2020 19 hours ago, Miala said: Those I've found myself, thank you. But it seems that there is something else, that plays during the transition phase. Maybe it is one of the core game SFX files, but I'd like to know if I can somehow disable it (probably by creating an empty .wav file at a specific location in the mod folder)? If it is using vanilla sounds, you would need to examine the .hkx file and see what Sound Descriptors (SNDRs) it is using, and then look at those SNDRs in xEdit or the CK to see which audio files they use.
Miala Posted May 8, 2020 Posted May 8, 2020 1 hour ago, EgoBallistic said: If it is using vanilla sounds, you would need to examine the .hkx file and see what Sound Descriptors (SNDRs) it is using, and then look at those SNDRs in xEdit or the CK to see which audio files they use. Jesus F. Christ... So it seems that the animation phase refers to SoundPlay._BP_Gore00 and SoundPlay._BP_GoreFluid00soft. Now, will I be able to overwrite these vanilla sounds by making empty .wav files with certain filenames and copying them to certain /Data/Sound/FX/.. folder? And if yes, then how may I find the exact path where I should drop them at?
LegalizeSkooma24 Posted May 8, 2020 Posted May 8, 2020 I installed everything that this requires, but for some reason the animations won't play when I surrender. The dialogue will go through no problem, but the animations don't start and the actors just stand there with their clothes on staring at each other.
EgoBallistic Posted May 8, 2020 Author Posted May 8, 2020 33 minutes ago, LegalizeSkooma24 said: I installed everything that this requires, but for some reason the animations won't play when I surrender. The dialogue will go through no problem, but the animations don't start and the actors just stand there with their clothes on staring at each other. From the Troubleshooting section on the download page: Q: I can surrender to enemies, they surround me, but then no animations play and everyone stands in place forever. A: This means AAF did not respond to an animation request. Violation scenes depend on AAF sending event messages back to Violate. If AAF is not running or experiences a fatal error, it won't send any events and Violate will be stuck waiting forever. There are two possibilities: AAF is not working at all. You should verify that AAF works in your game by using the Home key to select actors and play animations. If that doesn't work, your AAF installation has a problem. Playing animations in Violate will therefore not work. AAF tried to play an animation that caused it to crash. Some animation packs or XML patches with incorrectly formatted XML can cause this. You should make sure that your animation packs are correctly installed and that any patches (The One Patch, Patch for Animations, AJ's Various XML, etc) and their required mods are installed in the right order. You can force a stuck violation to end by holding down the surrender hotkey for 5 seconds and releasing it. This will allow you to continue playing, but AAF will probably remain stuck.
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