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Posted (edited)
16 minutes ago, TheGamingSoviet1944 said:

Im having an issue where all creatures become friendly and i have to attack them to make them hostile in wich i then surrender, the animation plays but only once becaus the rest are still friendly. No i did not make everyone friendly in the MCM.

 

This is kinda annoying you know?

 

Please help.

 

Where in the MCM would you "make everyone friendly" anyway?

 

What you describe isn't how this mod is expected to behave, and it's not the behavior I observe. I can walk into a super mutant camp, for example, and have exhaustion set to maximum with all allowed races and allowing inclusion of non-combatants as well, I can get successively assaulted by each of the super mutants and mutant hounds in the camp before they let me go, no problem.

 

Edit: Are you saying all NPCs are friendly to begin with? If so, that's not a feature of Violate, you probably have something like Raider Pet putting you in the captive faction.

 

If it's just after surrendering to hostile NPCs they all become friendly, then there's a slider in the MCM for Violate where you can set a duration for that effect (up to two minutes of wall clock time but the default is something much lower like 10 seconds).

Edited by vaultbait
Posted

Yeah i was suspecting the same thing too, Its probably Raider Pet considering i have that mod installed. What should i do though? Id like to keep both mods installed becaus i like both of them.

Posted
48 minutes ago, TheGamingSoviet1944 said:

Yeah i was suspecting the same thing too, Its probably Raider Pet considering i have that mod installed. What should i do though? Id like to keep both mods installed becaus i like both of them.

 

A more appropriate question for the Raider Pet support thread, but if it's functioning correctly it should only put you in the captive faction when you're not carrying any weapons (or if you've not yet wielded any weapons since installing the mod). I use both together with no problem. Violate even has a feature to be able to hand off to Raider Pet at the end of an appropriate violation.

Posted
2 minutes ago, TheGamingSoviet1944 said:

The whole mod functions perfectly its just this issue. Im also not carrying any weapons.

 

 

Not carrying any weapons while using Raider Pet will cause the behavior you describe.

 

An alternative is to add StaticPhobia's Raider Pet Tweaks patch which gets rid of the friendly-while-unarmed state, but also makes lots of other changes (even the author couldn't recall everything it alters):

Posted (edited)
On 12/23/2021 at 7:19 AM, EgoBallistic said:

 

Violate's player undress routine respects the same AAF Protected Equipment Keywords, so you can use that to prevent specific items from being stripped.  You can use Rogg's No Strip Items Manager to flag items in-game, or you can use a ProtectedEquipmentData XML file.

 

To totally prevent stripping you would need to turn off Violate's stripping option and disable stripping in AAF as well.



Tried Nostrip-manager for robberies but unfortunately I made the DD items for what I'm working on quest items so I can't drag them over ?

Updating RSEII CSA.  This is what I added to RSEII_CSA:RSEII_CSAMainScript to check for Quest Items. Testing with DD RC8

 

Function PlayerRobbery(actor akAggressor)
	Bool bF = false
	Bool DD = RSEII:RSEII_DDScript.GetScript().CheckDD()

	If RSEII_Mod_CSA_Aggressor_Plea.IsPlaying()
		RSEII_Mod_CSA_Aggressor_Plea.Stop()
	Endif
	Actor Storage
	If RSEII_CSA_RobberyRecoverable.GetValueInt() == 1
		Storage = akAggressor
		If !RSEII_Mod_CSA_RobberyTarget.IsRunning()
			RSEII_Mod_CSA_RobberyTarget.Stop()
			RSEII_Mod_CSA_RobberyTarget.Start()
		Endif
		Utility.Wait(0.5)
		RobberyREF.ForceRefTo(Storage)
	Else
		Storage = None
	Endif
	Utility.Wait(0.5)

	Int I = 0
	Form[] kPS = PlayerREF.GetInventoryItems()
	While I < kPS.Length
		bF = false ; found?

		If !(kPS[I] as ObjectReference).IsQuestItem() && (!DD || (DD && !RSEII:RSEII_DDScript.GetScript().isDevice(kPS[I])))
			If CommonArrayFunctions.CheckObjectAgainstKeywordArray(kPS[I] as ObjectReference, Keywords)
				bF = true
			EndIf

			If !bF && RSEII_CSA_RobberyTotal.GetValueInt() != 0
				If CommonArrayFunctions.CheckObjectAgainstKeywordArray(kPS[I] as ObjectReference, totalRoberyKeywords)
					bF = true
				EndIf
				If !bF && CommonArrayFunctions.CheckFormAgainstArray(kPS[I], totalRoberyObjects)
					bF = true
				EndIf
				If !bF && (kPS[I].HasKeywordInFormList(RSEII_CSA_ClothingToRemove) || kPS[I].HasKeywordInFormList(RSEII_CSA_Junklist))
					bF = true
				EndIf
			EndIf
		EndIf

		If bF
			If PlayerREF.IsEquipped(kPS[I])
				PlayerREF.UnequipItem(kPS[I], abSilent = true)
			endIf
			PlayerREF.RemoveItem(kPS[I], -1, true, Storage)
		EndIf

		I += 1
	EndWhile
EndFunction

 

 

To RSEII:RSEII_DDScript

Bool Function isDevice( Form kForm )
	return  kForm.HasKeyword( DD_kw_InventoryItem ) ||  kForm.HasKeyword( DD_kw_RenderedItem )
EndFunction

 

Edited by jbezorg
Posted (edited)
8 hours ago, jbezorg said:

Tried Nostrip-manager for robberies but unfortunately I made the DD items for what I'm working on quest items so I can't drag them over ?

Updating RSEII CSA.  This is what I added to RSEII_CSA:RSEII_CSAMainScript to check for Quest Items. Testing with DD RC8

 

You shouldn't need to do any of that with Violate.  Violate's robbery routine removes items by keyword (ObjectTypeArmor, ObjectTypeWeapon, etc).  DD items don't have any of those keywords so they won't get removed during robberies.  Also, Violate's built-in strip routine won't remove DD items before sex if you have a ProtectedEquipmentData for them, like the one in Themes.

 

Edited by EgoBallistic
Posted

That was useful to know, I was wondering why the Raiders weren't stealing my shoes (aside from the pong :classic_smile:). The mod ARMO items were missing keywords

Posted
8 hours ago, EgoBallistic said:

 

You shouldn't need to do any of that with Violate.  Violate's robbery routine removes items by keyword (ObjectTypeArmor, ObjectTypeWeapon, etc).  DD items don't have any of those keywords so they won't get removed during robberies.  Also, Violate's built-in strip routine won't remove DD items before sex if you have a ProtectedEquipmentData for them, like the one in Themes.

 


Ah. I made a Devious version of Angeli's Explorer Suit and Power Armor which has the ObjectTypeArmor keyword. It started out as a change to the Belted quest because I wanted a backstory for the armor rather than just finding it in a root cellar.

Now it's morphed into it's own thing. Before Synths and when the Institute was still just CIT. The Idea and the need for Synths had been recognized and was gaining support. CIT needed a proof-of-concept. Since Synths didn't exist yet they tried to use people. The player, among others, was one of them.

Posted
8 hours ago, EgoBallistic said:

Also, Violate's built-in strip routine won't remove DD items before sex if you have a ProtectedEquipmentData for them, like the one in Themes.

 


I updated the DD 's XML to include the inventory and devious quest item keywords. Originally it just had the rendered keyword. I think the inventory item was getting removed taking the rendered item with it.
 

<meta title="DeviousDevices_protectedEquipmentData.xml" version="1.0" dataSet="protectedEquipment"/>
<defaults />

<condition>
    <protectKeyword form="4C5B" source="Devious Devices.esm"/>
    <protectKeyword form="4C5C" source="Devious Devices.esm"/>
    <protectKeyword form="4C5D" source="Devious Devices.esm"/>
</condition>

 

Posted
2 hours ago, Vuulgar said:

Does anyone else have trouble with Raider Pet or RSE Abduction to fire after Violate now? 

 

They're working for me with the latest version of Violate. I did start a fresh playthrough, but that's generally unnecessary for Violate upgrades (I was swapping out and updating a bunch of other mods which are less... forgiving).

Posted
2 hours ago, vaultbait said:

 

They're working for me with the latest version of Violate. I did start a fresh playthrough, but that's generally unnecessary for Violate upgrades (I was swapping out and updating a bunch of other mods which are less... forgiving).

 

Hmm I havent had any issue in the past and this is a new game. Alright, thanks for the info.

Posted

Anyone here running this with Human resources? I'm trying to get it to work and im pretty sure everything is installed correctly as all the items for HR show up as craft able, but after i proc the AAF violate surrender, I cant enslave, even if I have the enslave on kill turned on and kill them. 

Posted
6 hours ago, Watson152 said:

Anyone here running this with Human resources? I'm trying to get it to work and im pretty sure everything is installed correctly as all the items for HR show up as craft able, but after i proc the AAF violate surrender, I cant enslave, even if I have the enslave on kill turned on and kill them. 

 

Make sure you have the latest versions of Violate and HR.  If you do, I would ask about this in the HR thread.  All Violate does is send out an event when an NPC surrenders, and HR picks up on it.  The enslavement process itself is all handled in HR.

Posted (edited)

Hi. I downloaded this mod and I have the following animations packs installed: AAF VanillaSexAnimations, SavageCabbages Pack, FO4_Animations, BP70FO4sexanimations, 50Shades and 50Shades_FluidPatch. I installed animations first and then AAF_Violate_V1.55

After allowing Gangbang in options I have the following issue: Male enemies are not naked and they have no penises out. The sex Animations seems to play correctly but only my character is stripped naked and enemies are still wearing their full gear.

I have CBBE installed as my body mod.

Edited by Benny89
Posted

Hi, thanks for making this! SavageCabbage's animation pack includes an animation where the pc has sex with a Super Mutant and an FEV dog at the same time, would it be possible to make this mod call for that one?

Posted
6 hours ago, Benny89 said:

After allowing Gangbang in options I have the following issue: Male enemies are not naked and they have no penises out. The sex Animations seems to play correctly but only my character is stripped naked and enemies are still wearing their full gear.

 

1 hour ago, TheGamingSoviet1944 said:

Im having tons of issues like animations not playing, penis morphs totally fucked up etc. I know that it has something to do with my load order. 

 

Both of you would obtain better assistance for these kinds of fundamental issues via the AAF Help Discord (or, at a minimum, the AAF Fucking Manual).

Posted

HI i am really new to mods and I am having a hard till getting AAF Violate And other sex mods to work. The dialogue is there but the actions don't work. When I try to sex a npc in captives of the commonwealth nothing happens and when trying to surrender the game says I cannot surrender to these enemies. I have Followed the instructions for installing F4se to a t, and for AAF violate i installed all of the mods that said work well with it but still nothing happens if you could help, I would appreciate it. thank you 

Posted (edited)
2 hours ago, MRSMILEY44 said:

HI i am really new to mods and I am having a hard till getting AAF Violate And other sex mods to work. The dialogue is there but the actions don't work. When I try to sex a npc in captives of the commonwealth nothing happens and when trying to surrender the game says I cannot surrender to these enemies. I have Followed the instructions for installing F4se to a t, and for AAF violate i installed all of the mods that said work well with it but still nothing happens if you could help, I would appreciate it. thank you 

AAF Help Discord

AAF Fucking Manual

 

Get the basic shite working first... then add mods.

Edited by izzyknows
Posted

Any chance you can add the option of companions not auto-surrendering when the player character surrenders? That way they continue fighting and may free the player if they succeed or get violated when they fail.

Posted
1 hour ago, FeebleFly said:

Any chance you can add the option of companions not auto-surrendering when the player character surrenders? That way they continue fighting and may free the player if they succeed or get violated when they fail.

Not on the Papyrus engine. You end up with  NPC's shooting at walls and never ending battles.

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