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Posted
18 minutes ago, bury02128 said:

OMG.  This worked ! Still curious what broke Ivy at the first place. Thank you !!!

Kool!

Thuggy does some things a bit unusual.

Posted
3 hours ago, Fishmenthe said:

How do you fix not be able to attack anymore after surrender?

 

Sounds like you have an Input Enable Layer stuck on your character.  I would guess it's from Devious Devices but there are other mods that use them.

 

Open the console and issue the command:

 

DIEL

 

That will give you output that looks something like this:

 

image.png

 

If any of the Layers have anything other than NONE below them, issue the command "riel X" where X is the layer number.

 

If this works, please let us know what the layer was from.

 

Posted

Fought some Raiders and one of them surrendered, tried to violate 979870110_Fallout4Screenshot2021_06.30-16_37_22_92.png.8717ec086b3f4f68c77375e873e04572.pnghim to try if the mod works and no animations played, only the message pictured in the screenshot.

Made sure to install your "AAF Sex Em Up" mod (which worked, only tried masturbating and kissing) and installed this mod with the necessary requirements, no extras.

Posted
19 minutes ago, RaulMZ said:

him to try if the mod works and no animations played, only the message pictured in the screenshot.

 

You got an OnSceneInit error 4 which means "no suitable animation found".  This happened because by if the player is female and the victim is male, Violate tells AAF to treat the victim as female, and you don't have any F/F animations. 

 

Violate does this by default, otherwise you will have a scene where the victim is having normal male/female sex with your character, which is probably not what you want.  If in fact that is what you want, turn off that option in MCM:

 

1357156264_Fallout4Screenshot2021_04.21-00_57_32_17.png.f84ea36ff65b057e1e11bb626ea59484.png

 

If you want your character to put on a strap-on and screw the guy, you need to leave that option enabled, and install some FF animations.  Leito's pack has those for example.

Posted

Hello,

 

I’ve got a problem. My character get’s violated, but when the animation finishes, she can’t move at all. It turns to 1st person view and I can’t change it. I can only spin, but not move at all. When I click the pipboy key, I get the message box to struggle with the handcuffs, to examine the lock or the stay bound option, (I think they are from real handcuffs).

Any help?

Thank you

Posted (edited)
3 hours ago, Gameseeker said:

I’ve got a problem. My character get’s violated, but when the animation finishes, she can’t move at all. It turns to 1st person view and I can’t change it. I can only spin, but not move at all. When I click the pipboy key, I get the message box to struggle with the handcuffs, to examine the lock or the stay bound option, (I think they are from real handcuffs).

 

As far as the handcuffs, in normal gameplay you can use the Workbench at one of your settlements to cut them off.  Also, the enemy who put them on you has a key, so if you can manage to kill him (e.g. get one of your followers to do it) you can loot the key and free yourself. 

 

If you need to remove them immediatly, you can use the Real Handcuffs MCM to remove them.  Go to the Debug Settings page in the MCM, then click on the second-to-last line that starts with Wearing.  When you exit the menu after clicking that line, the handcuffs will be removed and you can access the pip-boy.

 

Being unable to switch to 3rd person mode sounds like what happens when you use the TFC console command and an AAF animation is playing.  That messes up the camera and prevents switching views.  Save, quit to desktop, then restart the game and load the save and it should fix this.

 

For the movement issue, look at my reply to @Fishmenthe 4 posts above this one.

Edited by EgoBallistic
Posted

Off topic a little bit.

How did you make DD's armbinders fit so well like on a screenshot. No matter what I do, no matter what preset or\and body I use, I always get devices very distorted, shoulders when in armbinder are way too high for example, bent yoke and etc.

For the life of me can't figure out what am I doing wrong... never had any problems with bodyslide.

Posted
1 hour ago, Yukitemi said:

Off topic a little bit.

How did you make DD's armbinders fit so well like on a screenshot. No matter what I do, no matter what preset or\and body I use, I always get devices very distorted, shoulders when in armbinder are way too high for example, bent yoke and etc.

For the life of me can't figure out what am I doing wrong... never had any problems with bodyslide.

 

I use the replacement armbinder pose and model from Gray User's Bondage Device Animations mod.  It also includes a better yoke animation that doesn't look so strange.

Posted
2 hours ago, EgoBallistic said:

I use the replacement armbinder pose and model from Gray User's

I see... so it wasn't me doing something wrong after all. Tho I have no idea how to do the thingy you said ?

Posted

Just for information. This was an unfinished idea I had during your break based on version 1.47: Dismiss non human followers feature.

That is what I've changed in AAF Violate 1.47 in the FPV_OnHit Script:

 

;------------------------------------------------------------------------------
;
;------------------------------------------------------------------------------


Function Trace_Local (string sText)
    Debug.TraceConditional (stext, DebugOn)
EndFunction

 

function Log (string s)
   Debug.Trace ("F4B AAF " + s)
Endfunction

 

Bool function Dismiss_NonHuman_followers ()
   
   ; faction  charm = game.getform (0x03e0c8) as faction
   actor    companion
   bool     bfound
   
   ; log ("dismiss followers found " + Game.GetPlayerFollowers( ).length)
   ; RefCollectionAlias companions = FPV_ScrObj.GetPropertyValue("Companions") as RefCollectionAlias
   log ("dismiss refcollection count " + companions.getcount ())
      
   FollowersScript FSO = FollowersScript.GetScript()
   race Human = FPV_MCM.HumanRaces [0]
         
   int i = companions.getcount ()
       AAFCompanionCount = i
       
   while i
      i -=1

      ; companion = followers
      companion = companions.GetAt(i) as actor
         
      if companion.getrace () != Human
     
         ; companion.addtofaction (charm);    test
         log ("non human companion " + companion)
         if companion.getformid () == 0x0001D162          ; dogmeatref !
            FSO.DismissDogmeatCompanion (false)
         else
            FSO.DismissCompanion (companion, false)
         endif
         AAFCompanionCount -= 1
         
         bfound = true
      endif
   endwhile
   
   return bfound
   
endFunction

 

CHANGED Checkrace

 

;------------------------------------------------------------------------------

Function CheckRace(Bool bForceSurrender)
    If (checking == 0)
        checking = 1
        
        If (UseGodMode)
            PlayerRef.SetGhost(true)
        EndIf
        
        FPV_EnemyScan.Stop()
        FPV_EnemyScan.Start()
        
        AggressorCount = 0
        maxRapistE = -1; so that in the end, the number represents the final valid index
        
        ObjectReference Closest = ClosestEnemy.GetReference()
        If Closest != None
            Enemies.AddRef(Closest)
            
            AggressorCount = Enemies.GetCount()
            Int gendercheck = AFV_Global_Gender.getValueint()

            Ags_Valid = new Actor[40]
            Int currentE = 0
            While currentE < AggressorCount
                Actor currentCheck = Enemies.GetAt(currentE) as Actor
                If (AllowedRaces.Find(currentCheck.getRace()) > -1) && (gendercheck == 2 || currentCheck.GetLeveledActorBase().GetSex() == gendercheck)
                    maxRapistE += 1
                    Ags_Valid[maxRapistE] = currentCheck
                    RegisterForHitEvent(currentCheck)
                EndIf
                currentE += 1
            EndWhile
        EndIf
            
        int CompanionCount = Companions.GetCount() ; RefCollAlias on FPV_Follower0
        Trace_Local ("AFV report: combat targets [" + AggressorCount + "] rapists [" + (maxRapistE + 1) + "] companions [" + CompanionCount + "]")
        
        ; no valid rapist or too few enemies
        If (maxRapistE < 0) || (bForceSurrender == False && AFV_Global_Outnumber.GetValueInt() == 1 && AggressorCount <= CompanionCount)
            RegisterForHitEvent(PlayerRef)
            
            If bForceSurrender == True
                If (AggressorCount)
                    AFVNotify(true,"I cannot surrender to these enemies ...")
                Else
                    AFVNotify(true,"There is no one here to surrender to...")
                EndIf
            EndIf
            If (UseGodMode)
                PlayerRef.SetGhost(false)
            EndIf
        Else
         if Dismiss_NonHuman_followers ()
            utility.wait (1.0)
         endif

            Surrender(bForceSurrender)
        EndIf
        checking = 0
    Else
        Trace_Local ("AFV report: already checking")
    EndIf
EndFunction

 

In principal the modification works, but something blocks the Behaviour of the companions to dismiss during the scene - AI Package ?? -, so the dismissed companions go home AFTER the scene ends.

 

Posted
On 6/6/2021 at 10:33 PM, EgoBallistic said:

Being forced to take drugs or alcohol is an interesting idea.  Do the Skyrim mods have an animation for it, or do they present it another way?

I am not sure if I remember right Skooma whore addicted has an animation where the player consume a drug by himself.

But the underlying mod Skooma whore has very strong screen effects, sometimes makes it very difficult to decide where to go.

Posted
6 minutes ago, Adetu said:

I am not sure if I remember right Skooma whore addicted has an animation where the player consume a drug by himself.

But the underlying mod Skooma whore has very strong screen effects, sometimes makes it very difficult to decide where to go.

 

There are already popular mods to show various first-person and third-person view drug use animations, as well as to change your vision (blur, darken/lighten, double-vision, color palette shifts, et cetera) for different drugs and alcohol, so those could almost certainly be installed by the user to enhance the experience. Unfortunately I'm only familiar with the hypodermic-flicking animation for an NPC applying drugs to the player (which RSE II: CSA abductions also make use of when raiders drug you during a visit), though I vaguely recall the "Belling the Cat" miniquest in Raider Pet using a slight variation of that when installing the vaginal piercing.

Posted
12 minutes ago, vaultbait said:

 

There are already popular mods to show various first-person and third-person view drug use animations, as well as to change your vision (blur, darken/lighten, double-vision, color palette shifts, et cetera) for different drugs and alcohol, so those could almost certainly be installed by the user to enhance the experience. Unfortunately I'm only familiar with the hypodermic-flicking animation for an NPC applying drugs to the player (which RSE II: CSA abductions also make use of when raiders drug you during a visit), though I vaguely recall the "Belling the Cat" miniquest in Raider Pet using a slight variation of that when installing the vaginal piercing.

 

Ok; it is a long time ago since I really play Fallout 4, maybe that's why I never detect them. Is there a screenshot available not for the animation, but for the visual effects ?

Up to now I always had the impression, that the visual effects in Fallout are lame compare to the equivalent in skyrim, the reason I do not know.

Best example are the whip marks in the Bad end mod, but with good visual effects in Fallout 4 all drugs and alcohol would be much more interesting.

 

Posted (edited)
9 minutes ago, Adetu said:

 

Ok; it is a long time ago since I really play Fallout 4, maybe that's why I never detect them. Is there a screenshot available not for the animation, but for the visual effects ?

Up to now I always had the impression, that the visual effects in Fallout are lame compare to the equivalent in skyrim, the reason I do not know.

Best example are the whip marks in the Bad end mod, but with good visual effects in Fallout 4 all drugs and alcohol would be much more interesting.

 

 

By "visual effects" I mean actually changing the player's vision (blurring the screen, et cetera), not changing how the player model looks. A couple of examples I'm currently playing with include Chem Visuals and Alcohol Effects, though there are more. Similarly there are a variety of consumption animation mods around, though most recently I'm using Immersive Animation Framework.

Edited by vaultbait
Posted
8 minutes ago, Adetu said:

 

Ok; it is a long time ago since I really play Fallout 4, maybe that's why I never detect them. Is there a screenshot available not for the animation, but for the visual effects ?

Up to now I always had the impression, that the visual effects in Fallout are lame compare to the equivalent in skyrim, the reason I do not know.

Best example are the whip marks in the Bad end mod, but with good visual effects in Fallout 4 all drugs and alcohol would be much more interesting.

 

They are. I mean lame.

I use some mods to actually show the effect on doing drugs, and yes there are effects. Though in my experience they do not last long. Once the message hits "jet fades away" or something, the effect is gone.

Its been awhile since i played Skyrim but i remember that i used Skooma Whore and iNeeds. Boy, was that intense. I sometimes did not see anything. Everything is turning like, oh well.

Though i think it gives the player a better understanding what it is like to be light headed or phased out. Without it, the drugs are pretty dull.

I do not have any screen shots currently. I deleted mine a while ago. Why keeps stuff?
I made a topic in Fallout 4 General where some mods are presented or mentioned.

Mods that enhance/immerse gameplay


Cheers

 

p.s. the drug system is one thing that i really hate so far on FO4. Seems more statistically than anything else. At least in none modded play.

Posted

Does this fully support whispering  hills? The eyeless gnasher enemy is a replacement for the feral ghouls and shares the same skeleton/animation but getting defeated just results in my death  even with God mode enabled in the mcm.

 

Posted
36 minutes ago, hu4all said:

Does this fully support whispering  hills? The eyeless gnasher enemy is a replacement for the feral ghouls and shares the same skeleton/animation but getting defeated just results in my death  even with God mode enabled in the mcm.

 

If I remember right, it's a different race. And God mode is in effect after you surrender to valid enemies. If you hit the surrender hot key you'll get a message if no valid enemies are detected.

Posted
6 hours ago, izzyknows said:

If I remember right, it's a different race. And God mode is in effect after you surrender to valid enemies. If you hit the surrender hot key you'll get a message if no valid enemies are detected.

Yeah I hit the debug menu and saw that. I wasn't sure if there was a work around for aaf to know that some of the enemies were just reskins. 

Posted
2 hours ago, hu4all said:

Yeah I hit the debug menu and saw that. I wasn't sure if there was a work around for aaf to know that some of the enemies were just reskins. 

WH uses custom races. Violate looks for allowed race. So you need to patch Violate to add the new race.
The Eyeglass Gnasher is WH_Rawshock_Race "Mumbler" [RACE:01071BC8]

 

Posted
10 hours ago, izzyknows said:

WH uses custom races. Violate looks for allowed race. So you need to patch Violate to add the new race.
The Eyeglass Gnasher is WH_Rawshock_Race "Mumbler" [RACE:01071BC8]

 

Ahh that's great news. How would I go about patching it to allow a custom race?

Posted
1 hour ago, hu4all said:

Ahh that's great news. How would I go about patching it to allow a custom race?

Open AAF_Violate_DLC_Patch.esp with xEdit and check out how it adds races. Then make your own patch, copying the FPV_Player quest and adding the races you want.

By making your own patch, when Violate gets updated your edits wont be turned into digital pixie dust.

Posted
2 hours ago, hu4all said:

Ahh that's great news. How would I go about patching it to allow a custom race?

 

You'll need to edit the list of conditionals in the LoadCustomRaces function defined in FPV_MCM_Script.psc to add the new ones you want, and then recompile FPV_MCM_Script.pex from that using the FO4CK's PapyrusCompiler.

Posted (edited)
35 minutes ago, izzyknows said:

Open AAF_Violate_DLC_Patch.esp with xEdit and check out how it adds races. Then make your own patch, copying the FPV_Player quest and adding the races you want.

By making your own patch, when Violate gets updated your edits wont be turned into digital pixie dust.

 

Oh, neat! I never noticed you could do it by overloading that FPV_Player quest. Thanks for the tip, I've apparently been doing this the hard way.

 

I suppose the downside of this method is that it's adding a hard dependency on the mod with the additional race, as opposed to a soft dependency conditional on whether the plugin providing it exists, but if you decide to drop the mod with that race in it then you can easily drop the patch at the same time to get rid of the dependency.

Edited by vaultbait
Posted
34 minutes ago, vaultbait said:

You'll need to edit the list of conditionals in the LoadCustomRaces function defined in FPV_MCM_Script.psc to add the new ones you want, and then recompile FPV_MCM_Script.pex from that using the FO4CK's PapyrusCompiler.

I forgot that part! LOL

 

19 minutes ago, vaultbait said:

I suppose the downside of this method is that it's adding a hard dependency on the mod with the additional race, as opposed to a soft dependency conditional on whether the plugin providing it exists, but if you decide to drop the mod with that race in it then you can easily drop the patch at the same time to get rid of the dependency.

With WH and Violate being hard Masters if one of them is missing, removed WH for example, the the patch wont load... or at least shouldn't.

Posted
2 hours ago, izzyknows said:

Open AAF_Violate_DLC_Patch.esp with xEdit and check out how it adds races. Then make your own patch, copying the FPV_Player quest and adding the races you want.

By making your own patch, when Violate gets updated your edits wont be turned into digital pixie dust.

Okay I was messing around with it after getting all the race names from whispering hills but I can't find a way to see the actual script under FPV_Player. All I see is the drop down list in fo4Edit. I have no idea how to write script so I was going to copy/paste the script from a race already added and change the name.

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