isanchez Posted January 31, 2022 Posted January 31, 2022 On 2/8/2021 at 6:23 PM, delete1618 said: I searched through a bit, but I didn't see where anyone explicitly states how to add custom races to the surrender list. I see in 1.45 he added support for Pyramid Head; I am trying to add support for the other humanoid enemies from Whispering Hills (the Lying Figures work great with AAF). Where do I go about doing that? I'm looking in Creation Kit, and I don't see the surrender script nor do I see config to insert new races. EDIT: I found the spot where he inserts Whispering Hills races in FPV_Player. It doesn't seem like anything is being added in there, though. I added the same line and changed the formID to the one listed in the lyingfigure race, but it still says "I can't surrender to these enemies..." EDIT2: Seems you shouldn't place the first two numbers of the formid in there. So "0x12345678" becomes "0x345678". That got it working. Has anyone made a patch like this with the latest version of Whispering Hills?
vaultbait Posted January 31, 2022 Posted January 31, 2022 Interesting bug I may have found, though not sure if it could be a negative interaction with something else I'm using... First, some background: Normally I play with Violate's "god mode" setting enabled (default), but I've also been using lampuiho's awesome TatsAfterRapeAlsoUseDrug.7z for a while now, and god mode is preventing the applied drugs from actually taking effect during a violation. Not a big deal, I still get the actual drug effects when scenes are initiated by other mods like Sexual Harassment so I considered it a net win. As an aside, the reason it dawned on me that god mode was at fault is that I also recently started using Better Living Through Cumistry, and its narcotic effects include a workaround for Violate's god mode which does allow them to take effect (I think by momentarily toggling god mode off and back on?). Presumably a future iteration of TatsAfterRapeAlsoUseDrug.7z could employ a similar solution. Well, in seeing if I could solve the lack of drug effects during Violate's scenes, I decided to try turning its "god mode" setting off in the MCM. I confirmed this does allow the drugs applied by TatsAfterRapeAlsoUseDrug.7z to take effect. But! After Violate is done, any aid items I consume no longer take effect (even after opening and dismissing the Pip-Boy to terminate the pacification period). Saving and reloading afterward doesn't undo the problem either, I have to revert to a save from before the violation. Is anyone else able to confirm that using Violate with its "god mode" setting off causes problems for consumables? Or does it work correctly for others and it's some weird interaction with another mod I'll need to chase down?
EgoBallistic Posted January 31, 2022 Author Posted January 31, 2022 2 hours ago, vaultbait said: Well, in seeing if I could solve the lack of drug effects during Violate's scenes, I decided to try turning its "god mode" setting off in the MCM. I confirmed this does allow the drugs applied by TatsAfterRapeAlsoUseDrug.7z to take effect. But! After Violate is done, any aid items I consume no longer take effect (even after opening and dismissing the Pip-Boy to terminate the pacification period). Saving and reloading afterward doesn't undo the problem either, I have to revert to a save from before the violation. Yeah, God Mode uses SetGhost() on the player, which among other things prevents magic effects and consumables from working. I verified that Violate correctly turns SetGhost() off and on based on the MCM setting, and it works as expected when the setting is turned off. It sounds like in your case, something is turning on SetGhost() and then not turning it off. Violate will not turn SetGhost() on or off if the MCM setting is disabled. So possibly some script/mod/patch is turning on SetGhost() and relying on Violate to turn it back off, but that's not happening now? Also, just to be sure this really is an issue with SetGhost and not some other effect, open the console and run: prid 14 GetIsGhost This will return 1.00 if you are SetGhost() and 0.00 if not.
spicydoritos Posted January 31, 2022 Posted January 31, 2022 3 hours ago, vaultbait said: Is anyone else able to confirm that using Violate with its "god mode" setting off causes problems for consumables? Or does it work correctly for others and it's some weird interaction with another mod I'll need to chase down? I tested this just now in my current save with the addition of TatsAfterRapeAlsoUseDrug. Consumables seemed to work normally after running away from my violators. BLTC will run its de-/re-ghosting cycle only if it sees that you're already in ghost mode and that you turned compatibility on. So it *shouldn't* otherwise be popping you into ghost mode, but if there's some secondary mod interaction going on, I'd certainly love to know about it. 1
xgthxhnmp Posted January 31, 2022 Posted January 31, 2022 any chance of getting some sort of functionality where enemy groups will surrender if they are outnumbered by a certain amount or ratio? that option exists for the player, but not for enemies it seems. With the FCOM patch it would be neat to be able to get enemies to surrender just by having them surrounded and outgunned. Perhaps combination of factors for if they are outnumbered by a certain ratio along with another check for how many they've lost and how many people their enemy has lost. I get that the mod is mostly about smut stuff, but I really mostly just use it to make it so enemies can surrender for immersion's sake since I don't figure most fights should be battles of annihilation. 1
EgoBallistic Posted February 1, 2022 Author Posted February 1, 2022 1 hour ago, xgthxhnmp said: any chance of getting some sort of functionality where enemy groups will surrender if they are outnumbered by a certain amount or ratio? That’s a cool idea, and I also play with FCOM so yeah I’ll look at adding that. 1
vaultbait Posted February 1, 2022 Posted February 1, 2022 (edited) 5 hours ago, EgoBallistic said: Yeah, God Mode uses SetGhost() on the player, which among other things prevents magic effects and consumables from working. I verified that Violate correctly turns SetGhost() off and on based on the MCM setting, and it works as expected when the setting is turned off. It sounds like in your case, something is turning on SetGhost() and then not turning it off. Violate will not turn SetGhost() on or off if the MCM setting is disabled. So possibly some script/mod/patch is turning on SetGhost() and relying on Violate to turn it back off, but that's not happening now? Also, just to be sure this really is an issue with SetGhost and not some other effect, open the console and run: prid 14 GetIsGhost This will return 1.00 if you are SetGhost() and 0.00 if not. Thanks for the troubleshooting hints! This really helped me test potential causes more quickly. The bad news is that I'm getting seemingly nondeterministic behavior, so any observations should be taken with a degree of suspicion. However, I've observed a correlation with the Tats After Rape mod (which also determines whether TatsAfterRapeAlsoUseDrug.7z engages)... If Tats After Rape is disabled with its MCM option, and I tested this many times now, I seem to get the expected behavior with "god mode" disabled for Violate. Specifically, player.getisghost returns 0 before combat and when in the surrender pose, 1 when an animation is playing (presumably AAF does this) and 0 again once animation scenes end and also after terminating the pacification period. If Tats After Rape is enabled with its MCM option, also tested many times, I sometimes get the behavior described above, but also sometimes see player.getisghost continue to return 1 after the last animation ends, and continues to return 1 even after the pacification period is terminated. If I had to give a rough ratio, I'd put this at around a 50% chance of happening based on my observations so far. Worth noting, I have not tried this with TatsAfterRapeAlsoUseDrug.7z uninstalled, that's on tap for the next time I get an opportunity for further tests. 4 hours ago, spicydoritos said: I tested this just now in my current save with the addition of TatsAfterRapeAlsoUseDrug. Consumables seemed to work normally after running away from my violators. BLTC will run its de-/re-ghosting cycle only if it sees that you're already in ghost mode and that you turned compatibility on. So it *shouldn't* otherwise be popping you into ghost mode, but if there's some secondary mod interaction going on, I'd certainly love to know about it. Great, that helped me rule it out as a potential contributor to the problem I'm seeing fairly quickly. Edited February 1, 2022 by vaultbait
vaultbait Posted February 2, 2022 Posted February 2, 2022 (edited) 22 hours ago, vaultbait said: If Tats After Rape is enabled with its MCM option, also tested many times, I sometimes get the behavior described above, but also sometimes see player.getisghost continue to return 1 after the last animation ends, and continues to return 1 even after the pacification period is terminated. If I had to give a rough ratio, I'd put this at around a 50% chance of happening based on my observations so far. Worth noting, I have not tried this with TatsAfterRapeAlsoUseDrug.7z uninstalled, that's on tap for the next time I get an opportunity for further tests. Okay, more testing was warranted. It appears that uninstalling TatsAfterRapeAlsoUseDrug.7z makes it happen somewhat less frequently, but does not eliminate the problem. Disabling Tats After Rape in the MCM makes it less frequent still, but if I get violated by a group of sufficient size I still see it happen eventually. I can reproduce fairly regularly by turning off "god mode" and "only combatants" and cranking exhaustion up to max, then surrendering in West Everett Estates where I'll be promptly run ragged by roughly 10 super mutants and 5 FEV hounds (don't try this at home, kids, unless you're prepared to watch a lot of mutie porn). I can see that, between scenes, player.getisghost returns 0 up to a point, but eventually it's 1 between the scenes not just during them, and remains so after the violation ends and even after the pacification period ends, and even after saving and restoring from that point. I can work around the problem by issuing a player.setghost 0 after the violation, so that might be my get-out-of-jail-free card until I can successfully track down the cause. In fact, TatsAfterRapeAlsoUseDrug.7z actually sort of shows the problem in action if you also have a drug effects mod like Chem Visuals, because after some point in a lengthy violation the drugs they apply stop being accompanied by any visual effect. Now if only I could work out the culprit in my 400+ mod install... I really don't look forward to trying to bisect this given the lengthy test cycle involved. Suggestions welcome! Edit: In fact, it just dawned on me, I see similar behavior off and on from visits in RSE II: CSA abductions, and occasionally (though far less often) from Sexual Harassment approaches. Could it be AAF itself is failing to toggle the ghost flag off under certain conditions? What if Violate's god mode feature was actually hiding this behavior by explicitly unghosting at the end of each violation? Edited February 2, 2022 by vaultbait
izzyknows Posted February 2, 2022 Posted February 2, 2022 1 hour ago, vaultbait said: Edit: In fact, it just dawned on me, I see similar behavior off and on from visits in RSE II: CSA abductions, and occasionally (though far less often) from Sexual Harassment approaches. Could it be AAF itself is failing to toggle the ghost flag off under certain conditions? That very well could be. I use a very old version of AAF and have never had this issue. Buuut, I also don't run RSE. Even when I did, I don't remember having the issue.
EgoBallistic Posted February 2, 2022 Author Posted February 2, 2022 9 hours ago, vaultbait said: Could it be AAF itself is failing to toggle the ghost flag off under certain conditions? What if Violate's god mode feature was actually hiding this behavior by explicitly unghosting at the end of each violation? That's kind of what it sounds like. Do you have Approaches turned off as well? If so, it may be that the AAF events are overlapping a bit due to them happening so close together.
vaultbait Posted February 2, 2022 Posted February 2, 2022 (edited) 3 hours ago, EgoBallistic said: That's kind of what it sounds like. Do you have Approaches turned off as well? If so, it may be that the AAF events are overlapping a bit due to them happening so close together. Oh! Good point. Assuming you mean walk_timeout, I normally dial that down to 5. I'll test again with the default of 30 when I get a chance. Thanks for the idea! If you meant the disable_packages option, no I've left that at its default (false). Edit: I just remembered there's an approaches option in Violate's MCM, clearly that's what you were referring to. The bit where your violators comment or taunt you before each scene. No, I keep that turned on for player (and off for companions, so the default values I think?). Edited February 2, 2022 by vaultbait
Dragonjoe69 Posted February 2, 2022 Posted February 2, 2022 1 hour ago, vaultbait said: Oh! Good point. Assuming you mean walk_timeout, I normally dial that down to 5. I'll test again with the default of 30 when I get a chance. Thanks for the idea! If you meant the disable_packages option, no I've left that at its default (false). Edit: I just remembered there's an approaches option in Violate's MCM, clearly that's what you were referring to. The bit where your violators comment or taunt you before each scene. No, I keep that turned on for player (and off for companions, so the default values I think?). Did you try disabling RSE? iIrc it's not compatible with violate, but actually a standalone replacer, if you want abductions in your game, and prefer to use violate, Raider Pet is a better choice, has there is already a patch included with violate
EgoBallistic Posted February 2, 2022 Author Posted February 2, 2022 4 hours ago, vaultbait said: Edit: I just remembered there's an approaches option in Violate's MCM, clearly that's what you were referring to. The bit where your violators comment or taunt you before each scene. No, I keep that turned on for player (and off for companions, so the default values I think?). Yeah that's what I was referring to, and on for player / off for companions is indeed the default.
vaultbait Posted February 2, 2022 Posted February 2, 2022 8 hours ago, Dragonjoe69 said: Did you try disabling RSE? iIrc it's not compatible with violate, but actually a standalone replacer, if you want abductions in your game, and prefer to use violate, Raider Pet is a better choice, has there is already a patch included with violate I'm quite aware of the situation there, but thanks! I keep RSE II: CSA disabled and only enable its abductions feature, relying on Violate's hand-off integration for both it and Raider Pet. I strongly doubt CSA is involved directly in the issue I'm observing, since I can reproduce it with Violate in a new playthrough where no abduction has been triggered.
kupa11 Posted February 3, 2022 Posted February 3, 2022 After every scene it seems like i can't shoot, aim and zoom with mousewheel. Any solutions?
Arnab1995 Posted February 5, 2022 Posted February 5, 2022 Can we have only the companion violated and not the player
randompeep Posted February 5, 2022 Posted February 5, 2022 Pretty sure that's literally in the MCM settings. Player Surrender Options.
vaultbait Posted February 6, 2022 Posted February 6, 2022 On 2/2/2022 at 1:18 PM, vaultbait said: Oh! Good point. Assuming you mean walk_timeout, I normally dial that down to 5. I'll test again with the default of 30 when I get a chance. Thanks for the idea! If you meant the disable_packages option, no I've left that at its default (false). Edit: I just remembered there's an approaches option in Violate's MCM, clearly that's what you were referring to. The bit where your violators comment or taunt you before each scene. No, I keep that turned on for player (and off for companions, so the default values I think?). Experiments so far suggest that my lingering ghost flag is no longer cropping up with walk_timeout raised by to 30 seconds rather than the 5 seconds I had been using. It's not conclusive, but I was able to trigger the problem fairly reliably before, and cannot now (no new occurrence yet at least). 1
Dragonjoe69 Posted February 6, 2022 Posted February 6, 2022 On 2/2/2022 at 6:53 PM, vaultbait said: I'm quite aware of the situation there, but thanks! I keep RSE II: CSA disabled and only enable its abductions feature, relying on Violate's hand-off integration for both it and Raider Pet. I strongly doubt CSA is involved directly in the issue I'm observing, since I can reproduce it with Violate in a new playthrough where no abduction has been triggered. CSA is basically Violate with the abduction feature added, has far as I know, there is no patch included with violate for CSA, basically it's a can't have the cake and eat it too situation, CSA and Violate don't play nice together, raider pet will do fine either way, but will not have an abduction feature without Violate(unless there is a patch for CSE I missed)
vaultbait Posted February 6, 2022 Posted February 6, 2022 3 minutes ago, Dragonjoe69 said: CSA is basically Violate with the abduction feature added, has far as I know, there is no patch included with violate for CSA, basically it's a can't have the cake and eat it too situation, CSA and Violate don't play nice together, raider pet will do fine either way, but will not have an abduction feature without Violate(unless there is a patch for CSE I missed) It's not a patch. Check the mod integration page of Violate's MCM. It has a mechanism to perform hand-offs to CSA's abductions feature. If you have CSA installed and abductions enabled (even if you've disabled the rest of CSA), then the percent slider in Violate determines the chance that your attackers will send you to an abduction site after the violation has concluded.
spicydoritos Posted February 6, 2022 Posted February 6, 2022 15 minutes ago, Dragonjoe69 said: CSA is basically Violate with the abduction feature added, has far as I know, there is no patch included with violate for CSA, basically it's a can't have the cake and eat it too situation, CSA and Violate don't play nice together, raider pet will do fine either way, but will not have an abduction feature without Violate(unless there is a patch for CSE I missed) Violate has explicit support for CSA abduction feature. This is from the main info page under "Third Party Mod Support": Quote RSE II: Combat Surrender and Abductions enables Gunners, Raiders, and Super Mutants to abduct you after they violate you. For best results, disable Auto-Surrender in CSA. Abduction options in the CSA MCM, such as whether companions are sent home or abducted with you or by themselves, will work as normal. 1
Vuulgar Posted February 6, 2022 Posted February 6, 2022 Great mod for a variety of things including a death alternative....which is what leads me to this request, could you add a hook to send the PC to Nuka World at the start of the Porn Studio mod? I think it would fit very well as a trap and it would only skip the initial encounter with the robot outside Sanctuary.
Dragonjoe69 Posted February 7, 2022 Posted February 7, 2022 (edited) On 8/7/2018 at 4:56 PM, JRadium said: Is this going to cause issues with RSE? On 8/7/2018 at 4:58 PM, CGi said: RSE has a similar feature, so: Yes. if both trigger at the same time, the result can be a complete mess. On 8/7/2018 at 5:01 PM, JRadium said: Gotcha. So disable CSA on RSE, or pick one or the other? On 8/7/2018 at 5:04 PM, Jahem_kinkaid said: it not tested with RSE. i'm not using it for some reason (it's too big and made changes to very much amount of things for my opinion, so i just afraid to install it ^^) On 8/7/2018 at 5:17 PM, CGi said: it's one or the other and since you can't effectivly disable Violate (would disable the mods purpose anyhow and why install it then) disabling CSA would be the way to go. On 2/5/2022 at 9:22 PM, spicydoritos said: Violate has explicit support for CSA abduction feature. This is from the main info page under "Third Party Mod Support": The "third party mod support" you mention is not a patch, it's a suggested workaround, RSE CSA has not been updated in 3 years, while violate, the MCM, and fallout itself have been updated repeatedly, it's highly possible one of these updates "broke" the workaround, witch, according to the posts above, may not have worked in the first place. Edited February 7, 2022 by Dragonjoe69
spicydoritos Posted February 7, 2022 Posted February 7, 2022 41 minutes ago, Dragonjoe69 said: I rest my case I'm not sure what case you are resting? It's well known that the surrender functions of CSA conflict with Violate's version. It's also well known that the abduction feature of CSA will continue to work alongside, and is directly supported by, Violate. There's no broader conflict between RSE2/CSA and Violate. One simply avoids using the surrender function of CSA (as Vaultbait implied) and the two mods will play nicely together. ?
EgoBallistic Posted February 7, 2022 Author Posted February 7, 2022 On 2/5/2022 at 9:05 PM, Dragonjoe69 said: CSA is basically Violate with the abduction feature added, has far as I know, there is no patch included with violate for CSA, basically it's a can't have the cake and eat it too situation, CSA and Violate don't play nice together, raider pet will do fine either way, but will not have an abduction feature without Violate(unless there is a patch for CSE I missed) Like @spicydoritos said, Violate has explicit support for CSA abductions, it's right there in the MCM and explained on Violate's download page: RSE II: Combat Surrender and Abductions enables Gunners, Raiders, and Super Mutants to abduct you after they violate you. For best results, disable Auto-Surrender in CSA. Abduction options in the CSA MCM, such as whether companions are sent home or abducted with you or by themselves, will work as normal. I think it's pretty clear. You turn off the surrender feature in CSA, and enable the CSA abduction feature in Violate. You can tweak the abduction features in CSA's MCM. Then, if you get violated by the right kind of enemies (humans or Super Mutants), you can get abducted into a CSA abduction. 56 minutes ago, Dragonjoe69 said: I rest my case Those posts you quoted were from 2018, back when Violate was in version 0.4something and RSE didn't have an interface to allow other mods to access its abduction features. 1
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