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Posted
4 hours ago, Alessa myrion said:

Every single time I've lost my gear it results in the robber disappearing before I can get back to retrieve my stuff. 

 

What mod is spawning those attackers? The latest version of Violate added a check to make NPCs spawned by the SKK Combat Stalkers mod to not steal your gear, since they have a nasty habit of being despawned soon after you're out of range. Similar checks could probably be added for other mods like that.

Posted (edited)
24 minutes ago, vaultbait said:

 

What mod is spawning those attackers? The latest version of Violate added a check to make NPCs spawned by the SKK Combat Stalkers mod to not steal your gear, since they have a nasty habit of being despawned soon after you're out of range. Similar checks could probably be added for other mods like that.

 

I run WOTC in addition to basically every other hardcore mod out there. So even though I set theft chance to embarrassingly low levels, when it does happen it's basically gameover as A: there's not nearly enough eligible NPC's to ask for help and those that are eligible are typically morally corrupt (my settings) and  B: When I finally escape my bonds I have to fight through hordes of enemies which results in my robber either despawning or disappearing. 

 

I can understand this working in your typical fo4 "walking god" player environment, but in Survival, modded to be "actual" Survival it just doesn't work. I just don't have anywhere near enough time to reconvene with the robber as they despawn while I'm fighting my way back to them. Every time it's "Robber has Disappeared"  

Edited by Alessa myrion
Posted (edited)
On 4/21/2022 at 2:41 AM, vaultbait said:

 

I think it was Combat Strip Lite which has a mechanism to send your gear into the inventories of local shopkeepers. 

 

That wouldn't work for me either. My economy is so harsh that I'd need to play for 70+ hours just to afford buying my gear back. And frankly my gear ain't even that good lol. 

 

@deathmoprh - Yeah, in that context it's extremely disruptive. I still keep it on because it's such a cool concept that I can't let it go. I had to set the chance so low that it might as well be turned off, which doesn't feel good.  Maybe one day I will get my stuff back.  

Edited by Alessa myrion
Posted (edited)
On 4/13/2022 at 4:18 AM, EgoBallistic said:


Thanks for posting this!  I am away from my gaming computer for the next few days but I will give it a try when I get home.

 

Hello,

regarding Voices.

I've been working on this topic for a while now and have implemented Voices in Human Resources together with @HR_Sinop.

And the result there is really good in my opinion.

 

And I can say, it's not done so simply with just inserting the sound samples. The problem is, all actors would always have the same voice. Ok, better than mute, but it can be done better.

In Human Resources (and the other), I solved this by randomly assigning a voice to each actor out of almost 80 voices. It also differentiates by race and gender. Technically, each actor gets a keyword once, which contains the VoiceType encoded and based on which the same actor gets the same voice again and again.

 

So e.g. Nancy does not have the voice of Peggy at the next dialog start. This was important to me. Through this many different voices it should rarely come to repetitions. Human Ressources contains over 7000 voice samples.

But this can only be achieved by appropriate scripts and changes in the .esp/.esm. The whole package consists of several form lists, VoiceTypesForms, scripts and the modified .esp/.esm.

 

 

 

I've also had this running for @EgoBallistic mods for several weeks now:

 

AAF_Violate (was the most extensive and difficult to implement, here I also had to deal with various programming issues, over 16,000 voice samples).

 

Commonwealth Captives (here it was easiest, because there are fixed actors, to which I only had to assign different VoiceTypes)

 

SexEmUp

 

 

I also added it to Sexual Harassment by @twistedtrebla
I really don't like silent actors, it ruins the immersion for me and with xVaSynth we now have a great tool to remedy that.

 

If @EgoBallistic is interested, I'm willing to work with him to add it to his mods, as I did with @HR_Sinop and Human Ressources. I would be happy to do my part to make these great mods even better.

 

 


 

 

Edited by Morgenrot_68
Posted
On 4/28/2022 at 2:26 PM, vaultbait said:

 

Not really in Violate. There's another mod (I forget which one, maybe MCG?) which supposedly uses a deferred death mechanism to trap progression past bleedout, but I've never tried it and don't know how reliable of a solution it is. I vaguely recall seeing an explanation in years past for why the same wasn't attempted in Violate, though I can't seem to find it now.

 

Edit: A workaround I use is to pair this with Combat Strip Lite and set it to restore my health on each hit but then trigger surrender in Violate after a certain number of clothing/armor damage levels. Even so, I still often get one-shot killed at lower levels.

Thanks. I found a better workaround though using AAF Vulnerabilities death prevention.

Posted

Hello, I have version 1.57 downloaded but it doesnt seem to have the support for Furry Fallout 4, I cannot surrender to furry races as a human

Posted
6 hours ago, danielcool20 said:

Is there any adult quest mods that goes well with this? 

 

I can't think of any which are specifically made for use with Violate (I wouldn't be surprised if there are some, just nothing comes to mind), but it works really great right alongside pretty much any quest mod with the only exceptions being mods with scenes which intentionally damage the player (in those cases I just temporarily disable surrender functionality in the MCM). That said, there's functionality in Violate's API which aware mods can use to temporarily disable auto-surrender when going into such scenes; Nuka Ride may recently have started to take advantage of that feature for its scripted beatings?

Posted
38 minutes ago, AAAAAA_DEAD_INISIDE_AAAAAA said:

For some reason I've had a problem where every time I try to press the key for automatic surrender it does absolutely nothing no matter what I try? Maybe I'm just stupid but does anyone know anything?

 

Maybe an obvious question, but did you configure a surrender key in Violate's MCM? And are you trying to surrender to a race which is set as allowed in the MCM?

Posted

Yo quick question, this has a compatibility toggle for RSE II. Can it handle companion abductions, or does it only have compatibility for player abductions?

Posted
25 minutes ago, TheDood said:

Yo quick question, this has a compatibility toggle for RSE II. Can it handle companion abductions, or does it only have compatibility for player abductions?

Its compatible. But you need disable RSE II options and active others. like this..

But Bad ending not working for my companion, only player.

RSE2.png

RSE2 2.png

RSE 3.png

RSE 4.png

Posted
On 2022/5/7 at AM7点04分, AAAAAA_DEAD_INISIDE_AAAAAA said:

出于某种原因,我遇到了一个问题,每次我尝试按下自动投降的键时,无论我尝试什么,它都绝对没有任何作用?也许我只是愚蠢,但有人知道吗?

I have the same problem. Any mod works normally. Except for it, I even reinstall the game, but it still doesn't work

Posted
On 5/7/2022 at 8:01 PM, TheDood said:

Yo quick question, this has a compatibility toggle for RSE II. Can it handle companion abductions, or does it only have compatibility for player abductions?

 

It can abduct your companion, but only if you are abducted as well.  Your companion can go with you or be taken somewhere else.  But the mod does not allow your companion to be abducted while you are not.

 

On 5/7/2022 at 9:14 PM, Frank_BR said:

But Bad ending not working for my companion, only player.

 

Violate does not currently support bad endings for anyone other than the player.

Posted (edited)

I'm running into a bit of a thing here. I've been taken down by a few lucky mini nuke raiders, and the whole surrender scenes play out perfectly (as perfect as a Bethesda game allows anyway), but then at the end this error message pops up and won't go away when clicking "OK". For some mod context, I'm terrible at modding and I've got DD, TD, Real Handcuffs, AAF, AAF Themes, AND AAF Violate on. Among other mods. What I'm thinking is that I installed something out of order, judging on how all of these mods can intersect, but I'd rather check on here too and see if anyone's had this issue before. 

 

*warning* [086] action ID "FF_activity" not found (Caller null).

 

P.S. I just realized something. Does FF stand for Female/Female? As in...female aggressor/female victim? If so...I'm worse with words than modding.

Edited by NOxONE
Realized something maybe?
Posted
3 hours ago, NOxONE said:

I'm running into a bit of a thing here. I've been taken down by a few lucky mini nuke raiders, and the whole surrender scenes play out perfectly (as perfect as a Bethesda game allows anyway), but then at the end this error message pops up and won't go away when clicking "OK". For some mod context, I'm terrible at modding and I've got DD, TD, Real Handcuffs, AAF, AAF Themes, AND AAF Violate on. Among other mods. What I'm thinking is that I installed something out of order, judging on how all of these mods can intersect, but I'd rather check on here too and see if anyone's had this issue before. 

 

*warning* [086] action ID "FF_activity" not found (Caller null).

 

P.S. I just realized something. Does FF stand for Female/Female? As in...female aggressor/female victim? If so...I'm worse with words than modding.

Turn off female aggressors until you get a FF patch installed.

Dunno which one/s do it. But maybe this guide will help.

Posted
1 hour ago, izzyknows said:

Turn off female aggressors until you get a FF patch installed.

Dunno which one/s do it. But maybe this guide will help.

? I took a glance and saw three issues with my load order already, nevermind mods I've never heard of before. Thanks izzy, looks like I've got a day's worth of modding to do now lol

Posted (edited)

Since the HP surrender threshold goes down to 0, I set the player to essential (set essential 7 0) thinking Violate would trigger after the player goes into the bleedout animation ( threshold = 0 HP, chance = 100%). But nothing happens after bleedout and when the player gets up, it's straight back into combat. I also ensured the mod worked otherwise by setting a higher surrender threshold and got it to trigger correctly.

 

How do you get AAF Violate to work with a surrender threshold of  0 HP with an essential player that goes into bleedout?

 

 

I'm looking for a Death Alternative mechanic rather than a surrender mechanic, which is why I set the threshold to 0 HP. If it doesn't actually work with Violate, is there another mod that fits better for death alternative?

Edited by NNS10
Posted (edited)
1 hour ago, Nuka Cherry said:

Bleedout modded states are buggy in my experience.

 

SKK has a reliable death alternative : https://www.nexusmods.com/fallout4/mods/41002

 

Really too bad if bleedout doesn't work with Violate. And thanks for the SKK mod link. Have you used it and can speak to the PipBoy replacer issue?

 

The mod page indicates it can leave your inventory items behind on "death" but known issue #4 suggests you should not use that feature if you use a PipBoy replacer. How real is that issue?

 

I am looking for some consequences in Death Alternative mods and losing gear looks to be the consequence mechanic for SKK PlayerUndead. But like many, I use a Pipboy replacer.

Edited by NNS10
Posted (edited)

You can usually fix pip-pad issues in console with:

 

player.removeitem 21b3b 1

 

followed by:

 

player.equipitem 21b3b 1

 

Otherwise it depends on the pip-pad replacer.

 

Edit: missed your question. Yes, I have used almost all variants of death avoidance and bleedout mods over the past 2 years. I prefer AAF violate + combat strip lite for my gameplay, with CSL set to invulerable until naked, with items destroyed or dropped. SKK works fine, but I wanted a more combat integrated defeat mechanism (clothing is "lives", when my lives are gone, I am defeated). Most ok SKK mods are rock solid, script light and standalone (I currently use 3).

 

Their website is here: https://skkmods.com/

 

But i will stress, AAF violate is one of the best defeat mods across any and all bethseda games. It... works.

Edited by Nuka Cherry
Posted
On 5/6/2022 at 6:44 PM, vaultbait said:

 

Maybe an obvious question, but did you configure a surrender key in Violate's MCM? And are you trying to surrender to a race which is set as allowed in the MCM?

So I set the surrender key as just B and it wont let the P.C. surrender to anything. No races at all I've tried them all. I've uninstalled every single mod I've ever had for the game and even uninstalled Fallout 4 itself and nothing AAF related except a few is working. Devious devices And one half works. Nothing else. 

Posted
10 hours ago, Nuka Cherry said:

Edit: missed your question. Yes, I have used almost all variants of death avoidance and bleedout mods over the past 2 years. I prefer AAF violate + combat strip lite for my gameplay, with CSL set to invulerable until naked, with items destroyed or dropped. SKK works fine, but I wanted a more combat integrated defeat mechanism (clothing is "lives", when my lives are gone, I am defeated). Most ok SKK mods are rock solid, script light and standalone (I currently use 3).

 

Didn't realize CSL could be used like that. Does that mean if you use CSL you can set AAF Violate to a threshold of 0 HP? Does CSL prevent the bleedout state, which is what makes it work?

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