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Posted (edited)
16 minutes ago, izzyknows said:

Sorry to but in!

No problem. I just want to understand how tags CAN be used by authors. I've found this "anomaly" and want to understand exact meaning of such combination of tags.

@EgoBallistic Could you help with explanations?

Edited by Dlinny_Lag
Posted
26 minutes ago, Dlinny_Lag said:

No problem. I just want to understand how tags CAN be used by authors. I've found this "anomaly" and want to understand exact meaning of such combination of tags.

@EgoBallistic Could you help with explanations?

 

Jeez dude.

 

tumblr_lyml3wqxwl1r73anpo1_250.gif

 

IIRC the idea was to indicate that one or more ferals were involved in the animation.  This allows the script that received the OnAnimationStart event to only check for that single tag, instead of every permutation of F_FeralGhoulM, F_FeralGhoulM_FeralGhouLM, etc.  But I didn't apply it to every feral animation because... of some reason I forget now.

Posted
16 hours ago, tuxagent7 said:

Thing is if Violate updates do i have to do the changes again each times ?  If yes

 

Yes.  As @vaultbait explained, it really isn't safe to replace the new version of a script with an old one.

 

16 hours ago, tuxagent7 said:

I think it would be best for every users to have it in the official Version of Violate if @egoballistic is ok to include it

 

I don't mind adding compatibility.  But the script you posted wouldn't be suitable, as it completely prevents auto surrender if CSL isn't installed.  At a minimum I would change

 

... && VCSL_DamageLevel.GetValue() >= 6

 

to

 

... && (VCSL_DamageLevel == None || VCSL_DamageLevel.GetValue() >= 6)

 

That way you can surrender if either CSL is not installed, or if the CSL damage level is 6 or higher.

 

But I think I would take it a step further and add a AFV_VCSL_Threshold setting in Violate, so that the user could set it to any value 1-6, or 0 to turn it off.

Posted
1 hour ago, EgoBallistic said:

 

But I think I would take it a step further and add a AFV_VCSL_Threshold setting in Violate, so that the user could set it to any value 1-6, or 0 to turn it off.

That's what I ended up doing in later iterations.  Swapping between two versions of the script, depending on whether CSL was installed in that playthrough, quickly became tiresome.

Posted
4 hours ago, EgoBallistic said:

That way you can surrender if either CSL is not installed, or if the CSL damage level is 6 or higher.

 

 

2 hours ago, spicydoritos said:

That's what I ended up doing in later iterations.  Swapping between two versions of the script, depending on whether CSL was installed in that playthrough, quickly became tiresome.

 

 

You are both the expert :) But it would be Freakinstatic ! 

 

Best of all it would future proof it for future version of Violate !

 

Thank you !

 

 

Posted (edited)
8 hours ago, Nuka Cherry said:

I would love if CSL was officially supported by Violate.

 

 

With the change, i used invulnaribility on with 6 stack and naked god on

 

Basically when i have no more clothes, i instantly surrender, smooth as butter

 

I like your settings it's very creative :) I bet you tweaked a lot

 

Edited by tuxagent7
Posted
31 minutes ago, spicydoritos said:

who knows just enough to script myself into trouble.

 

Lol  Yeah Ego is the grandmaster but don't sell yourself short if I had half the talent you have...

 

I wouldn't have to request this and that :P

 

You have made great mods and hope that you continue to do

Posted (edited)
28 minutes ago, chris141 said:

it keeps saying that i can't surrender even when im in a fight agenst raiders.

Check the Aggressor Options in the MCM and that Human is set to "On" and Gender set to "Both"

Edited by Slorm
Posted
14 minutes ago, Slorm said:

Check the Aggressor Options in the MCM and that Human is set to "On" and Gender set to "Both"

 

they are tho i am in restrains, can i not surender when in restraints? is so y do they just keep shooting me then stoping when hp gets to 0 aonly for it to go back up with out a event?

 

Posted
1 hour ago, chris141 said:

 

they are tho i am in restrains, can i not surender when in restraints? is so y do they just keep shooting me then stoping when hp gets to 0 aonly for it to go back up with out a event?

 

 

Ah, are you using Deviously Cursed Wasteland as that has it's own surrender routine which you'll need to switch off if you want Violate to work correctly.

Posted (edited)

@EgoBallisticWould you ever consider making your own version of abductions, that is built into Violate? 

 

I find CSA to be buggy and does weird stuff like animations taking ages to start, abductors idling two seconds into an animation, camera locking to first person and a bunch of other things.  Also Sexual Harrassment have to disable NPC approaches when abductions happen.

Edited by Beyound
Posted
1 hour ago, Beyound said:

@EgoBallisticWould you ever consider making your own version of abductions, that is built into Violate? 


Yes, I’ve been wanting to do that for a while now.  I’m working on another new mod at the moment, but after that I think an abduction and slavery mod is what I want to do next.

Posted
4 minutes ago, EgoBallistic said:


Yes, I’ve been wanting to do that for a while now.  I’m working on another new mod at the moment, but after that I think an abduction and slavery mod is what I want to do next.

 

Ooh, yes please :classic_smile:

Posted

I don't know if I'm just being dumb. I probably messed something up, but I was fighting the Death Claw in Concord after meeting the minute men and my character surrendered. So the mod is working, but nothing happens after my player character hops out of the power armor. I also have the same problem with Dogmeat with SEU where nothing happens after completing the dialog tree. I'm a little confused on what is and isn't working.

Posted
4 hours ago, Omegabrony01 said:

I don't know if I'm just being dumb. I probably messed something up, but I was fighting the Death Claw in Concord after meeting the minute men and my character surrendered. So the mod is working, but nothing happens after my player character hops out of the power armor. I also have the same problem with Dogmeat with SEU where nothing happens after completing the dialog tree. I'm a little confused on what is and isn't working.

Sounds like you don't have the proper animations installed. Can you play the dog & deathclaw scenes manually? You can also look at the AAF admin and see what error it causes, probably error 4.. just guessing.

Posted
6 hours ago, izzyknows said:

Sounds like you don't have the proper animations installed. Can you play the dog & deathclaw scenes manually? You can also look at the AAF admin and see what error it causes, probably error 4.. just guessing.

Not sure how to play the animations manually. I thought AAF would pop up in the MCM, which it hasn't even though it's installed. I know AAF is just a framework but some framework mods for skyrim are in the mcm, like more nasty critters.

Posted
15 minutes ago, Omegabrony01 said:

Not sure how to play the animations manually. I thought AAF would pop up in the MCM, which it hasn't even though it's installed. I know AAF is just a framework but some framework mods for skyrim are in the mcm, like more nasty critters.

 

Press the Home key to bring up AAF.

Posted
43 minutes ago, blastikor said:

 

Press the Home key to bring up AAF.

unknown.pngHome key isn't working. AAF is at 68 percent, and nothing happens after the deathclaw growls. I have deathclaw animations from leito, creature pack and a few others.

Posted
9 minutes ago, Omegabrony01 said:

Home key isn't working. AAF is at 68 percent, and nothing happens after the deathclaw growls. I have deathclaw animations from leito, creature pack and a few others.

Your AAF install has issues. Head over to the AAF discord and get em sorted.

Posted
On 8/11/2021 at 5:24 PM, EgoBallistic said:

IIRC the idea was to indicate that one or more ferals were involved in the animation.  This allows the script that received the OnAnimationStart event to only check for that single tag, instead of every permutation of F_FeralGhoulM, F_FeralGhoulM_FeralGhouLM, etc.  But I didn't apply it to every feral animation because... of some reason I forget now.

I guess I've found the real reason. It looks like a mistype.

 

Original:

<tag position="vad_Ghoul 4w MMMF" tags="Vader,F_FGhoulM_FGhoulM,FGhoulM,NoFurn,Aggressive,...

Fixed:

<tag position="vad_Ghoul 4w MMMF" tags="Vader,F_FGhoulM_FGhoulM_FGhoulM,NoFurn,Aggressive,...

Underscore instead of comma.  F_FGhoulM_FGhoulM_FGhoulM tag conforms actors defined for animation.

 

Here is the fixed file:

AAF_Violate_Creature_tagData.xml

 

 

Regarding to ferals detection. I've not found any code for their detection. Anyway, it is the one of problems that I intend to solve by my upcoming F4SE plugin.

 

Posted
7 hours ago, Dlinny_Lag said:

Regarding to ferals detection. I've not found any code for their detection. Anyway, it is the one of problems that I intend to solve by my upcoming F4SE plugin.

 

Sounds good.  Realistically, there is no point in tags like F_FGhoulM_FGhoulM_FGhoulM.  There is no efficient way to use them and it's much simpler to get each actor's race from the event parameters - e.g., in OnAnimationStart,

Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[]
Posted (edited)
7 hours ago, EgoBallistic said:

there is no point in tags like F_FGhoulM_FGhoulM_FGhoulM

Agreed, this makes sense as all information can be obtained from animation directly. Implementation will be a bit complicated, but it is not a problem.

AAF uses "skeleton" value to link animation's actor and his race and I suspect that race itself insignificant, but "skeleton" has matter. Amount of possible races can be much larger than amount of skeletons, so it would be easier to base detection algorithm on skeleton, rather than on race.

 

And a question to you as a person who had a thinking about it.

What way you would prefer to define "skeleton" type? by string constant or by integer constant?

From my point of view integer values would work faster in Papyrus script, but probably there are other opinions.

Edited by Dlinny_Lag

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