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Posted
1 hour ago, EgoBallistic said:

It's always one companion.  This is a limitation of the CSA mod, which relies on the vanilla companion framework.

thnx so much, any plans about the collar and the trigger the agressor haves? as outcome from violate?

Posted

I don't know if I should ask here, but it's worth a try.

Few days agi, after surrendering Cait raped Curie and Piper raped my PC. Once they finished the raiders got theyr turns too, and when the "violate effect" ended I got the menu to send my companions in settlements for Curie, Cait, Piper, Danse and Strong. And with it, I got the messages that they all hated it.

I have no idea what can cause this, and I don't know if it can happen again or not.

I guess the fault was for Strong's gf (from the Boston Breeder mod) as I had these issues only after she joined my team, and eventually she became "red" like an enemy if one of my companion hitted her.

Posted
21 minutes ago, Verasmile2 said:

I don't know if I should ask here, but it's worth a try.

Few days agi, after surrendering Cait raped Curie and Piper raped my PC. Once they finished the raiders got theyr turns too, and when the "violate effect" ended I got the menu to send my companions in settlements for Curie, Cait, Piper, Danse and Strong. And with it, I got the messages that they all hated it.

I have no idea what can cause this, and I don't know if it can happen again or not.

I guess the fault was for Strong's gf (from the Boston Breeder mod) as I had these issues only after she joined my team, and eventually she became "red" like an enemy if one of my companion hitted her.

Companions can become hostile if you commit a crime against them, which can include hitting them too many times or murdering friendly NPCs.  This will cause the "hated that" message, and you'll have to dismiss them when combat ends.

 

When a companion attacks someone, other NPCs treat it as if you had attacked them yourself.  So if one companion attacks another, that would cause the behavior you described.  Companion A attacks companion B, companion B attacks you, companion C defends you against companion B, etc.

Posted
6 hours ago, EgoBallistic said:
6 hours ago, Verasmile2 said:

I don't know if I should ask here, but it's worth a try.

Few days agi, after surrendering Cait raped Curie and Piper raped my PC. Once they finished the raiders got theyr turns too, and when the "violate effect" ended I got the menu to send my companions in settlements for Curie, Cait, Piper, Danse and Strong. And with it, I got the messages that they all hated it.

I have no idea what can cause this, and I don't know if it can happen again or not.

I guess the fault was for Strong's gf (from the Boston Breeder mod) as I had these issues only after she joined my team, and eventually she became "red" like an enemy if one of my companion hitted her.

Companions can become hostile if you commit a crime against them, which can include hitting them too many times or murdering friendly NPCs.  This will cause the "hated that" message, and you'll have to dismiss them when combat ends.

 

When a companion attacks someone, other NPCs treat it as if you had attacked them yourself.  So if one companion attacks another, that would cause the behavior you described.  Companion A attacks companion B, companion B attacks you, companion C defends you against companion B, etc.

I've had that happen in my game without AAF installed, so it is most likely not AAF/Violate related, but was what Ego was describing.

Posted
16 hours ago, EgoBallistic said:

Companions can become hostile if you commit a crime against them, which can include hitting them too many times or murdering friendly NPCs.  This will cause the "hated that" message, and you'll have to dismiss them when combat ends.

 

When a companion attacks someone, other NPCs treat it as if you had attacked them yourself.  So if one companion attacks another, that would cause the behavior you described.  Companion A attacks companion B, companion B attacks you, companion C defends you against companion B, etc.

 

9 hours ago, Lilimorphine said:

I've had that happen in my game without AAF installed, so it is most likely not AAF/Violate related, but was what Ego was describing.

Allright, thanks for the info. It never happened to me so I had no idea it could actually happen.

Posted

New Version 1.41 Uploaded

Small update, by request.  As they put it, "A couple of sluts really wanted the option to be fucked by two different factions at risk of breaking everything."

This adds two new MCM options to the Global menu:

  • Allow hostile factions - this allows mutually hostile factions to join in violations.  By default, you surrender to the enemies closest to you, and other enemies who are hostile to your aggressors will flee.  If this option is enabled, everyone you were in combat with will join in the violation.  This may not always be immersive.
  • Only combatants can be violators - By default, only NPCs who were actively in combat against you will join in the violation.  If this is turned Off, other nearby enemies who were not aggro'd when you surrendered will also join in. 

The two options work together, so if you enable Allow hostile factions and disable Only combatants can be violators, you can potentially end up with a very large number of violators.

Posted

"May not be immersive" indeed!  Hostile human factions, ferals, supermutants, rabid dogs, and giant insects wander over from three counties away to sing kumbaya and make peace across my shared body.  ?

 

Out of curiosity, what is the actual radius for noncombatants who will join the party? 

Posted
2 hours ago, spicydoritos said:

Out of curiosity, what is the actual radius for noncombatants who will join the party? 

There is no set distance limit.  The requirement is that the actors have their 3D loaded, so it varies based on where they are, occlusion culling, etc.  Theoretically in the wilderness it could be a radius of couple of cells, something like 10,000 units.  In Boston and in interiors it is much less.

Posted

Thinking about companion-only violation:  does it only work with companions like Piper, Cait and Curie? Or should it work with anyone on the player team, like Just Business slaves?

 

 

Posted
3 hours ago, DocClox said:

Thinking about companion-only violation:  does it only work with companions like Piper, Cait and Curie? Or should it work with anyone on the player team, like Just Business slaves?

 

 

It treats anyone who is in the CurrentCompanionFaction or PlayerAllyFaction as a companion.  I am not sure if JB puts slaves in either of those factions.

Posted

That might explain why I never see the girls get picked on. Hmm... Maybe I should add a faction with the RRS tats.

Posted

After Surrendering and animation the player just stands there with his hands up, saying some stuff (Player comments mod.)

Companions aren't getting violated. I also have MCG installed. 

 

What's the best settings for this mod for a male character playthrough? 

 

Thanks in advance.

Posted
13 minutes ago, Eaglehart7 said:

After Surrendering and animation the player just stands there with his hands up, saying some stuff (Player comments mod.)

Companions aren't getting violated. I also have MCG installed.

I am not sure I understand your description.  Are sex animations playing?

 

If you are using the Player Comments and Headtracking mod, I recommend you toggle it off before going into combat where you might surrender.  That mod interferes with a lot of LL mods due to the way it uses dialogue scenes.

Posted
11 minutes ago, Eaglehart7 said:

After Surrendering and animation the player just stands there with his hands up, saying some stuff (Player comments mod.)

Companions aren't getting violated. I also have MCG installed. 

 

What's the best settings for this mod for a male character playthrough? 

 

Thanks in advance.

Do you find it difficult to read the first page?

Posted

Found a niffty way to fix stuck NPC's when Violate selects ones that are sleeping/sitting.

Just give em a good shove with Get Out of My Face. That one was a perfect shot through the doorway. LOL



1939378812_Fallout4Screenshot2020_06.17-14_47_29_86.thumb.png.49a495d9f1bdd124224e5e5f43e3b929.png

Posted
48 minutes ago, izzyknows said:

Found a niffty way to fix stuck NPC's when Violate selects ones that are sleeping/sitting.

Just give em a good shove with Get Out of My Face. That one was a perfect shot through the doorway. LOL

Interesting - I didn't know this was an issue.  There are ways for scripts to force actors out of furniture, I'll do some testing and see about addressing that.

Posted
29 minutes ago, EgoBallistic said:

Interesting - I didn't know this was an issue.  There are ways for scripts to force actors out of furniture, I'll do some testing and see about addressing that.

Why are you apologizing?out of furniture, I'll do some testing and see about addressing that.

Posted
2 hours ago, EgoBallistic said:

I am not sure I understand your description.  Are sex animations playing?

 

If you are using the Player Comments and Headtracking mod, I recommend you toggle it off before going into combat where you might surrender.  That mod interferes with a lot of LL mods due to the way it uses dialogue scenes.

I've got trouble like that. Animations playing, but after sex i just stand and can't do anything. NPC's do the same.
Player comments is off.

Posted
41 minutes ago, Jovan_ni said:

I've got trouble like that. Animations playing, but after sex i just stand and can't do anything. NPC's do the same.
Player comments is off.

If you can make the problem happen again and post your script log I can take a look.

Posted
32 minutes ago, Jovan_ni said:

If you can make the problem happen again and post your script log I can take a look.

The LLFP dll library which comes with AAF is not loaded.

 

[06/18/2020 - 02:47:37PM] error: Unbound native function "GetLLFPPluginVersion" called

 

You should have seen a message when your save loaded, "AAF Violate Error: LLFP F4SE Plugin is not loaded."

 

This is causing all kinds of errors in your logs, including preventing AAF Violate from recognizing when an animation has stopped.

 

You need to make sure the version of AAF you are running matches the version of Fallout 4 you have installed.  And you need to ensure no other mod has overwritten the LLFP library.

Posted
2 hours ago, EgoBallistic said:

Interesting - I didn't know this was an issue.  There are ways for scripts to force actors out of furniture, I'll do some testing and see about addressing that.

A good place to test, is Corvega, just before you get to the Protectron Pod in the main assembly room.

Go in without agroing the Raiders, shoot at Jared then surrender. You should get at least 1 show up that is sleeping.

 

Vault 95 in the atrium, between the stairs chance to get 1 sitting from the right.

 

Actually, any place where an NPC is out of sight but still enabled and assigned sitting/sleeping markers.

The funny part is when they are one of the violators. To lazy to get their jollies.. but pop right up to cheer! hehhe

Posted
2 hours ago, izzyknows said:

Go in without agroing the Raiders, shoot at Jared then surrender. You should get at least 1 show up that is sleeping.

I finally managed to reproduce it, I had to be really quick with the surrender button.  I can't count the number of times I have tested this mod in Corvega, but I had never had this happen.

 

The issue is a bug with AI packages that have both "headtrack" and "travel" procedures.  If the actor is in furniture when the package starts, they get stuck in the furniture idle when they are not playing an idle from the package.  I noticed the same thing when I was developing AAF Spectators, it was really obvious there since I was testing in Diamond City where many of the actors are using furniture.  I can use the same sort of workaround for the aggressors in this mod.

Posted
7 hours ago, EgoBallistic said:

I am not sure I understand your description.  Are sex animations playing?

 

If you are using the Player Comments and Headtracking mod, I recommend you toggle it off before going into combat where you might surrender.  That mod interferes with a lot of LL mods due to the way it uses dialogue scenes.

Sorry about the confusing description. Yes, the anims are playing, but once it ends the PC just stands there with his arms up. i have to use the hotkey (long press) to stop the scene in order to be able to move. Also AAF menu isn't showing up, although i can press the next/prev anim keys and get a response. Thanks for your patience.

Posted
17 minutes ago, Eaglehart7 said:

Sorry about the confusing description. Yes, the anims are playing, but once it ends the PC just stands there with his arms up. i have to use the hotkey (long press) to stop the scene in order to be able to move. Also AAF menu isn't showing up, although i can press the next/prev anim keys and get a response. Thanks for your patience.

Same answer as I gave Jovan_ni: please make the problem happen again and post your script log so I can take a look.

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