izzyknows Posted March 6, 2021 Posted March 6, 2021 6 minutes ago, Flat sink said: Oh makes sense but I already have that mod installed and I still don't hear voices Do you hear sounds when playing Leito's animations?
Flat sink Posted March 6, 2021 Posted March 6, 2021 38 minutes ago, izzyknows said: Do you hear sounds when playing Leito's animations? Just tried Leito's animations and yes there is sound
izzyknows Posted March 6, 2021 Posted March 6, 2021 17 minutes ago, Flat sink said: Just tried Leito's animations and yes there is sound Kool! Those have the sound baked in, so that eliminates system issues... for what it's worth. LOL Now it's just a matter of which animation packs have sound, but aren't working. As @vaultbait said, not all have sound. Some of BP70 do, but not all. Same with Savagecabbage, but he has his own sound files. Some animations have sound, but are rather quiet.
Flat sink Posted March 6, 2021 Posted March 6, 2021 22 minutes ago, izzyknows said: Kool! Those have the sound baked in, so that eliminates system issues... for what it's worth. LOL Now it's just a matter of which animation packs have sound, but aren't working. As @vaultbait said, not all have sound. Some of BP70 do, but not all. Same with Savagecabbage, but he has his own sound files. Some animations have sound, but are rather quiet. I have some experience with editing sound files in mods from skyrim so I checked and AAF Violate sound files and found a bunch of .FUZ files. Is it possible to replace those with other sound files
eurgetes Posted March 6, 2021 Posted March 6, 2021 2 hours ago, vaultbait said: Perhaps implied, but you did also go into Violate's MCM and enable bugs as potential violators, right? Yes, everything is allowed. As I implied but didn't specify, NOTHING will trigger AAF_Violate so far this playthrough. I've encountered Raiders multiple times and they just kill me, if I try to surrender I get the same "there is no one here to surrender to" as they're stabbing/shooting me to death. But other mods work, and I can surrender to Raiders using the RSE system.
vaultbait Posted March 7, 2021 Posted March 7, 2021 1 hour ago, eurgetes said: Yes, everything is allowed. As I implied but didn't specify, NOTHING will trigger AAF_Violate so far this playthrough. I've encountered Raiders multiple times and they just kill me, if I try to surrender I get the same "there is no one here to surrender to" as they're stabbing/shooting me to death. But other mods work, and I can surrender to Raiders using the RSE system. In that case, another common cause of that symptom is that you're using a custom race mod (Violate's scripts contain a hard-coded race ID filter , you have to edit the source and recompile FPV_MCM_Script.pex to update it). Could this be it? Edit: Nope, just as I wrote that I remembered that it tries to do something to make sure the player's race is always included, so you generally only need to do that for custom NPC/follower races I think. Sorry, I'm stumped.
eurgetes Posted March 7, 2021 Posted March 7, 2021 1 hour ago, vaultbait said: In that case, another common cause of that symptom is that you're using a custom race mod (Violate's scripts contain a hard-coded race ID filter , you have to edit the source and recompile FPV_MCM_Script.pex to update it). Could this be it? Edit: Nope, just as I wrote that I remembered that it tries to do something to make sure the player's race is always included, so you generally only need to do that for custom NPC/follower races I think. Sorry, I'm stumped. I'm going to remove, cleansave, and reinstall AAF_Violate to see if that does anything. If it does I'll report back.
eurgetes Posted March 7, 2021 Posted March 7, 2021 34 minutes ago, eurgetes said: I'm going to remove, cleansave, and reinstall AAF_Violate to see if that does anything. If it does I'll report back. Well, crap. Even though absolutely everything was reporting okay it must have been a bugged install of AAF_Violate. Uninstall, save, remove unattached instances, save, reinstall and it's working now. Guess I should know by now to do that to begin with.
mmmyummyrat Posted March 7, 2021 Posted March 7, 2021 is there a way for npcs to submit to other NPC's? like if my settlement were getting attacked by raiders or if the diamond city guards were getting attacked by supermutants they would submit on low health? I have this mod and family planning and want to add more dramatics in the game involving raider - settler pregnancies
delete1618 Posted March 7, 2021 Posted March 7, 2021 27 minutes ago, dodger0788 said: is there a way for npcs to submit to other NPC's? like if my settlement were getting attacked by raiders or if the diamond city guards were getting attacked by supermutants they would submit on low health? I have this mod and family planning and want to add more dramatics in the game involving raider - settler pregnancies No built in way, but you could extend the script listeners yourself to do that.
Neodarkside Posted March 8, 2021 Posted March 8, 2021 On 3/6/2021 at 2:52 AM, izzyknows said: From the OP FAQ section The most common error is Error 4, meaning that AAF was unable to find any animations matching the combination of actors and tags. In the above example, I disabled the AAF Creature Pack mod, then surrendered to some Mirelurks, so AAF returned an error indicating no suitable animations were found. To avoid this error, Make sure your AAF Violate MCM options match the animation packs you have installed Make sure you enabled all of the required options when installing AAF Themes: enable Sex - Kinky Animation Support as well as all of the Race/Creature animations you will need. On 3/6/2021 at 3:26 AM, MrCruelJohn said: Turn off gangbangs. AJ worked under the old polistro setup but apparently they say it doesn't work now. I shut mine off and it works fine now. John Hmm, I do have animations for whatever its attempting to play, its triggered several gangbangs before, but I'll play around with it and try. Since posting this its worked fine, got knocked down in Corvega plant and it went thru 4-6 raiders with a few triple actor scenes without an issue. I'll check it out at least.
izzyknows Posted March 8, 2021 Posted March 8, 2021 6 hours ago, Neodarkside said: Hmm, I do have animations for whatever its attempting to play, its triggered several gangbangs before, but I'll play around with it and try. Since posting this its worked fine, got knocked down in Corvega plant and it went thru 4-6 raiders with a few triple actor scenes without an issue. I'll check it out at least. You can turn on Violate's debugging and then when it happens again look at the log and it will tell you why it failed. All it takes is 1 animation to fail to much everything up, and finding it can be a PIA. LOL
mistyfatguy Posted March 8, 2021 Posted March 8, 2021 Is there a way to make npc's affect by the Intimidate perk act like surrendered npc's? Like I could force a person to surrender with a gun and take there weapon away but I can use this mod on them.
delete1618 Posted March 8, 2021 Posted March 8, 2021 3 minutes ago, mistyfatguy said: Is there a way to make npc's affect by the Intimidate perk act like surrendered npc's? Like I could force a person to surrender with a gun and take there weapon away but I can use this mod on them. Yes. You'll have to script it yourself, though.
mistyfatguy Posted March 8, 2021 Posted March 8, 2021 2 hours ago, delete1618 said: Yes. You'll have to script it yourself, though. How do I go about doing that?
delete1618 Posted March 8, 2021 Posted March 8, 2021 3 minutes ago, mistyfatguy said: How do I go about doing that? Download the Creation Kit and Google the individual parts of what you want to do.
CptDiomedes Posted March 11, 2021 Posted March 11, 2021 Maybe this has been already answered, but 130 pages is a heck of a lot. Why does Violate not use animation stages? As far as I remember, the old FP_Violate would switch between animation stages eventually ending in climax (if the animation set had one) with sound and visual fx. AAF Violate doesn't, it just abruptly ends the animation whether the animation has multiple stages or not. Would it be too hard to make AAF play the stages so as to fit into the time configured in MCM?
vaultbait Posted March 11, 2021 Posted March 11, 2021 2 hours ago, CptDiomedes said: Maybe this has been already answered, but 130 pages is a heck of a lot. Why does Violate not use animation stages? As far as I remember, the old FP_Violate would switch between animation stages eventually ending in climax (if the animation set had one) with sound and visual fx. AAF Violate doesn't, it just abruptly ends the animation whether the animation has multiple stages or not. Would it be too hard to make AAF play the stages so as to fit into the time configured in MCM? Stages are a matter for AAF now. Individual animations can be chained together and transitions added, but metadata is required for this. Some animation packs include staged versions of animations and may even provide a means of hiding non-staged components via FOMOD installer menus. Some animation patch mods add stages for non-staged animations and hide the individual components from AAF/things which call AAF.
Browsening Posted March 11, 2021 Posted March 11, 2021 I'm going absolutely crazy. Violate and Violate ALONE is doing the "0 settings / off" MCM thing. Every other MCM mod saves their files and status just fine. This mod refuses to even boot up much less do anything, I've manually given full permissions to every user and process to my entire SSD (something I did for another game), I've got f4se working (and many mods that use it just fine), I've got MCM and many mods using it working. I've put it all at the end of the load order. Everything is fine but this one mod and it's making me bonkers. I can't even turn on debugging because that's an MCM setting!!! AAAAAAAAA!!!!
izzyknows Posted March 11, 2021 Posted March 11, 2021 See if AAF_Violate.ini is not set to Read Only. You can also manually edit the file... then if it still doesn't load the debugging... re-install it cause the scripts aren't running. aka the mod is either not activated or has a crappy install.
CptDiomedes Posted March 11, 2021 Posted March 11, 2021 14 hours ago, vaultbait said: Stages are a matter for AAF now. Individual animations can be chained together and transitions added, but metadata is required for this. Some animation packs include staged versions of animations and may even provide a means of hiding non-staged components via FOMOD installer menus. Some animation patch mods add stages for non-staged animations and hide the individual components from AAF/things which call AAF. This is missing the forest for the trees. No point arguing about what staged means exactly - the point of me asking was that FP_Violate had animations that functionally acted as AAF's staged - with a start, middle and end. Maybe that's a result of it being more tightly integrated with specific animations (Leito/Crazy) whereas AAF is too generic, but that really doesn't matter. Bottom line is, there was a functionality that was there before and is not now. And it is something that reallty adds to the immersion and mod quality. Can anything be done about it in a systematic fashion? I know I could painstakingly edit every animationGroup to last exactly as long as AAF Violate's time setting, but this is a terrible workaround for multiple reasons - tons of work, no flexibility, reduced use in other cases... etc. For a start, would it at least be possible to let these play when the time runs out: <transition from="Leito_Carry_1_Staged" to="none" animation="Leito_Carry_1_S4"/> Example is from Leito Staged, and it's exactly the thing that worked as intended in the old FP_Violate, iirc. It already works when you play the sequence in AAF itself: press END, animation is aborted, then this plays as the last thing. AAF Violate should behave like this too.
spicydoritos Posted March 11, 2021 Posted March 11, 2021 1 hour ago, CptDiomedes said: Can anything be done about it in a systematic fashion? Sure, you can use an animation patch like UAP, which plays the full sequence as long as start/middle/end stages exist. Otherwise no. As far as I can recall AAF Violate has never worked like you're asking, and probably for the reason you already mentioned: it would require individual ending calls coded in for each animation, necessitating not only a huge amount of work, but also an update to Violate every time a new animation set is released. That aside, nobody has taken over development of Violate since Ego boogied off into the sunset last October. So if you want to see changes to the base mod, your only current option is to make the edits yourself.
CptDiomedes Posted March 11, 2021 Posted March 11, 2021 One conceptually simple solution for an animation-agnostic variant would be to just do away with the time limit and let the animation sequences play out in their entirety (and/or let the user stop it by pressing END via AAF). This would not work for non-grouped animations though, so there would need to be a way for AAF or Violate to detect and adjust on the fly. I wonder just how the interplay between Violate and AAF works (specifically the timer/interrupt), but I'm not an experienced modder so it would probbaly take too much time for me to figure it out. Shame it's been abandoned.
vaultbait Posted March 12, 2021 Posted March 12, 2021 6 hours ago, CptDiomedes said: This is missing the forest for the trees. No point arguing about what staged means exactly - the point of me asking was that FP_Violate had animations that functionally acted as AAF's staged - with a start, middle and end. No, I wasn't missing anything, I completely understood what you were saying. What I'm saying is that AAF Violate is not FP Violate. AAF Violate does not play animations, it asks AAF to play animations for its desired number and races of participants, optionally within a given set of themes (e.g., "aggressive"). AAF Violate is not tightly coupled with animations, AAF is an API abstraction layer to them and AAF Violate merely communicates with AAF to request that suitable animations play. This allows the end user to take advantage of a vast array of animations, rather than only the ones the mod author knew about. For example Brave's Animations just updated yesterday, and the last release of AAF Violate from months ago is playing the new additions from that just fine for me. Some may argue that this comes at a cost of much additional complexity, but it also allows mod authors to not need to hard-code specifics of particular animations, making these mods able to more effectively coexist and share a common pool of constantly evolving and growing animation content.
CptDiomedes Posted March 12, 2021 Posted March 12, 2021 I understand all that. I get the benefits and agree this is a step in the right direction. I'm not sure what it is you're trying to tell me here? I'm basically saying it feels like there's a certain step missing here to make it work as one would expect from an encapsulated solution: so a mod (Violate in this case, but that ideally shouldn't matter) tells AAF to play an animation for 30 seconds, then just waits whilre AAF does the rest. IMO because it is AAF that selects the animation, it should also ensure that that animation makes sense. How exactly that would work... I can think of multiple: Don't pick an animation that's longer than the requested time, always play the ending transition (if the animation has one), repeat middle animation stages to fit the requested time. Etc. AAF doesn't do any of that now, hence my question here if this mode could handle it instead. Which has now been answered by the fact that it's abandoned.
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