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Posted (edited)
19 hours ago, EgoBallistic said:

 

I am doing final testing of a new release that has an MCM option to end the retrieval quest - I had added it to my to-do list when you asked about it a while back.  I will be uploading it in a couple of hours.

 

In the meantime you can do "setstage fpv_retrieve 10" to end the quest.

 

Magic. Thank you so much :beer:

 

Edit: Just tested and it works a treat :classic_smile:

Edited by Slorm
Posted
11 hours ago, gravechild3 said:

I think I'm understand why this is happening for me. For some reason Staged Leito Plus doesn't recognize Vio mod, FO4 animationsbyleito, with custommoans for the extended and staged versions with moans.

 

Make sure you're using the correct version of the strap-ons as detailed in the SLP description, AND that you also don't have any old versions of strap-ons installed. SLP will refuse to "see" the strap-ons unless both conditions are met.

Posted

So I was thinking about doing a XVASYNTH for this mod, for personal use I don't know how the mod autor would feel about it but I ran into a slight issue all the "audio" files are based off a group in the creation kit not for example male raider01 or female raider02 is there anyway to reconfigure it so the audio is not only "aggressor group" and with permission from the mod author I would release it to the public on here because who doesn't like voice acting lol 

Posted
1 hour ago, shadow boxer 10 said:

all the "audio" files are based off a group in the creation kit not for example male raider01 or female raider02 is there anyway to reconfigure it so the audio is not only "aggressor group"

 

The "audio" files all belong to one Voice Type, AFV_Aggressorvoice.  When an enemy becomes an aggressor, they are put into an alias that forces them to have that voice type.  That way, any NPC, regardless of faction, added by a mod, etc, will get that voice type.

 

In the scenes that make the NPCs say their lines, the lines are grouped by faction using conditions, so Raiders will speak Raider lines, Super Mutants will speak Super Mutant lines, etc.

 

If I hadn't done it that way, I would have had to make voice files for every single possible voice type in the game, and it wouldn't take into account NPCs from mods, etc.  If you are going to try this, I recommend sticking to the scheme I used, otherwise you are going to have to do an enormous amount of work.  E.g. there are three separate male Raider voices, so you would have to make the full set of voice lines for all three.  Same for female Raiders, Super Mutants, Gunners, etc, etc.

Posted
On 12/11/2021 at 9:33 AM, vaultbait said:

 

Make sure you're using the correct version of the strap-ons as detailed in the SLP description, AND that you also don't have any old versions of strap-ons installed. SLP will refuse to "see" the strap-ons unless both conditions are met.

 

I reread the Staged Leito mod and selected the wrong option when installing Custom Moans.

Posted
4 hours ago, EgoBallistic said:

 

The "audio" files all belong to one Voice Type, AFV_Aggressorvoice.  When an enemy becomes an aggressor, they are put into an alias that forces them to have that voice type.  That way, any NPC, regardless of faction, added by a mod, etc, will get that voice type.

 

In the scenes that make the NPCs say their lines, the lines are grouped by faction using conditions, so Raiders will speak Raider lines, Super Mutants will speak Super Mutant lines, etc.

 

If I hadn't done it that way, I would have had to make voice files for every single possible voice type in the game, and it wouldn't take into account NPCs from mods, etc.  If you are going to try this, I recommend sticking to the scheme I used, otherwise you are going to have to do an enormous amount of work.  E.g. there are three separate male Raider voices, so you would have to make the full set of voice lines for all three.  Same for female Raiders, Super Mutants, Gunners, etc, etc.

Okay I figured thats why I was just trying to figure out what I was gonna do so I would have to make new voice types for all characters in the game or possibly have woman raiders speak men's lines or viceversa ? Like for example judt kinda pick amd choose random lines amd chose weather or not they are spoken as men or woman instead of individual lines ? For individual NPCS like for example 

 

Shut up or I might accidentally stick it in your ass spoken by woman raider may come out as mans voice depending on which voice files I replace in sounds ? Just trying to figure out this undertaking. Because I hahe already done all the synthesis for suoer mutant 1,2 raider male 1,2, and female, trigger man, and synth lol, so I've already done a lot of the work 

 

Ps great mod I love it truly hence why I'm willing to do all this work ?? thank you!

Posted (edited)
18 minutes ago, shadow boxer 10 said:

Okay I figured thats why I was just trying to figure out what I was gonna do so I would have to make new voice types for all characters in the game or possibly have woman raiders speak men's lines or viceversa ? Like for example judt kinda pick amd choose random lines amd chose weather or not they are spoken as men or woman instead of individual lines ? For individual NPCS like for example 

 

Shut up or I might accidentally stick it in your ass spoken by woman raider may come out as mans voice depending on which voice files I replace in sounds ? Just trying to figure out this undertaking. Because I hahe already done all the synthesis for suoer mutant 1,2 raider male 1,2, and female, trigger man, and synth lol, so I've already done a lot of the work 

 

Ps great mod I love it truly hence why I'm willing to do all this work ?? thank you!

 

Hmm.  I suppose I could add a list of "known" voice types.  If an NPC has one of those voice types, they keep their normal voice; if not, then they would use the AFV_AggresorVoice one as a fallback.  That way raider male 1 and 2, raider female 1 and 2, etc, would have their own voice files and speak in their own voice.


Can you send me a sample of these audio files?  I'm curious to hear what they sound like.

 

Edited by EgoBallistic
Posted
6 minutes ago, EgoBallistic said:

 

Hmm.  I suppose I could add a list of "known" voice types.  If an NPC has one of those voice types, they keep their normal voice; if not, then they would use the AFV_AggresorVoice one as a fallback.  That way raider male 1 and 2, raider female 1 and 2, etc, would have their own voice files and speak in their own voice.


Can you send me a sample of these audio files?  I'm curious to hear what they sound like.

 

Yea ill do it a little bit ill pm you 

Posted
6 hours ago, warblegarblegarble said:

Will companions be violated upon going down themselves, or when the player goes down?

 

Currently it is only when the player goes down.

Posted
11 minutes ago, fobbadabalaba said:

Recently, my NPC has been dying after any monster or SM violate screen no matter how much health I have after threshold.  Was wondering if this was a known issue with a known fix or conflict.

Are you running Sexual Harassment and have Fucked to death turned on? Or another mod that damages the PC during sex?

Posted
11 minutes ago, izzyknows said:

Are you running Sexual Harassment and have Fucked to death turned on? Or another mod that damages the PC during sex?

I do have sexual harassment, but regular violates ( raiders & gunners) work perfectly.   I’ll check for that option.

Posted (edited)

hi @EgoBallistic

Could you add an option of HUD displaying during Bad End animation? Like for regular animations.

 

And another one. I would like to have new mechanics in surrendering process. Actor drops weapon on the ground, instead of just holstening.

I understand that there is no tools to ensure that weapon can be safely dropped (except, maybe SUP). But I think I can prepare F4SE plugin to help with that.

Are you interested in weapon dropping implementation?

Edited by Dlinny_Lag
Posted
33 minutes ago, Dlinny_Lag said:

hi @EgoBallistic

Could you add an option of HUD displaying during Bad End animation? Like for regular animations.

 

And another one. I would like to have new mechanics in surrendering process. Actor drops weapon on the ground, instead of just holstening.

I understand that there is no tools to ensure that weapon can be safely dropped (except, maybe SUP). But I think I can prepare F4SE plugin to help with that.

Are you interested in weapon dropping implementation?

 

I can certainly allow the HUD to display during Bad End animations.

 

I am not sure what value is added by making the player drop their weapon.  Most of the time, the player's weapons are stolen by their aggressor anyway.  If the player drops their weapon, we have to keep track of it so the robber can take it, and if the robber doesn't take it there is a chance the weapon will be lost forever due to the game engine's crazy physics.

Posted (edited)
15 minutes ago, EgoBallistic said:

I am not sure what value is added by making the player drop their weapon. 

New game situations. Even if weapong can be lost due to game engine problems. 

If weapon (good weapon!) can be taken from the ground, player could try to escape from bad situation violently.

Sadly for player, if a robber taken weapon first %)

 

15 minutes ago, EgoBallistic said:

Most of the time, the player's weapons are stolen by their aggressor anyway.

I can't agree as AAF Violate have an option to keep inventory on player capturing.

Edited by Dlinny_Lag
Posted

Hey, has anyone else had an enemy surrender, selected the sex or companion option when talking to them, then nothing happens? No sex scene auto-starts, pulling up aaf menu doesn't even allow you to start sex with the surrendered person. I haven't totally scoured through the MCM options, but the tab with the enemy surrenders looks correct. Everything else about violate works.

Posted
1 hour ago, bwagdog669680 said:

Hey, has anyone else had an enemy surrender, selected the sex or companion option when talking to them, then nothing happens? No sex scene auto-starts, pulling up aaf menu doesn't even allow you to start sex with the surrendered person. I haven't totally scoured through the MCM options, but the tab with the enemy surrenders looks correct. Everything else about violate works.

 

I cant for the life of me remember which mod it is...but there's a mod here that makes it so any player dominant animation has to have either a mistress or master tag on it and (i could be wrong) I dont think any current animations have that tag by default, have you checked the AAF admin panel for errors?, it should tell you there why an animation is failing to start.

Posted

Ahh. I have sexual harassment and sex attributes both on too. Maybe the dominant/sub aspect of that is messing with the tags or ability to violate someone who has surrendered to me. (my sub/dom level: extremely submissive). 

 

I've also been trying to get Raider Pet to work. No luck and that mod seems to be borking my save. Maybe I need to load RP then start a new game altogether. IDK

 

Thanks for help Evilhomer!

Posted

Yeah Sex Attributes, pretty sure thats the one.  You could try adding the relevant tags to a few animations I suppose.

 

Raider pet...i tried it once, started out ok but broke pretty quickly and i've not tryed it since, so cant help you there, sorry.

Posted

Hey guys, I have a weird one. During violate scenes, raiders keep their underwear on, and only raider men. I just had a diamond city npc take advantage of my slave collar and he had a dick. Super mutants have working dicks. Wasteland captives have dicks. The raider chick's use strap ons, but raider men have underwear on and no dicks. 

 

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