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Posted

I'm really glad you added SA perversion surrender. Great idea. Is there any chance you can disable it whilst the player character is in a vertibird? The AAF animation, as the character surrenders, hangs. I assume it is because it cannot set up a scene whilst the vertibird is moving fast over the commonwealth.

Posted
10 hours ago, EliXm said:

I'm really glad you added SA perversion surrender. Great idea. Is there any chance you can disable it whilst the player character is in a vertibird? The AAF animation, as the character surrenders, hangs. I assume it is because it cannot set up a scene whilst the vertibird is moving fast over the commonwealth.

 

Well that's a new one!  Yeah I will put a filter on that for various awkward situations.

Posted
3 hours ago, EgoBallistic said:

 

Well that's a new one!  Yeah I will put a filter on that for various awkward situations.

 

Oh wow. Thank you for this and for all the great work!

Posted

Hello everyone, I have a problem with the Bad End option , it dosent really work. After the violate scene the bad end object spawns but nothing happens, I have the tested the mod in the badendcell and it works, and if i have fatal bad end on the screen just goes black and my character gets shot. any help is welcome. 

Posted
3 hours ago, SamSe272 said:

Hello everyone, I have a problem with the Bad End option , it dosent really work. After the violate scene the bad end object spawns but nothing happens, I have the tested the mod in the badendcell and it works, and if i have fatal bad end on the screen just goes black and my character gets shot. any help is welcome. 

 

Please post a script log of this happening and I will take a look.

Posted
2 hours ago, SamSe272 said:

Papyrus.0.logI hope this helps.

 

The main problem is "[06/21/2022 - 12:51:21PM] AFV BadEnd: SceneInit event: error [4]".  This means when the Bad End scripts attempted to start a scene, AAF couldn't find any animations with the correct tags.  Based on everything else in your log, my guess is the AAF XML files that come with Violate are missing.

 

I would also note that there are tons of errors in your logs that appear to be caused by Devious Devices and TortureDevices having been uninstalled or not properly installed.

 

You should really install all these mods with a mod manager, not manually.

Posted
42 minutes ago, EgoBallistic said:

 

The main problem is "[06/21/2022 - 12:51:21PM] AFV BadEnd: SceneInit event: error [4]".  This means when the Bad End scripts attempted to start a scene, AAF couldn't find any animations with the correct tags.  Based on everything else in your log, my guess is the AAF XML files that come with Violate are missing.

 

I would also note that there are tons of errors in your logs that appear to be caused by Devious Devices and TortureDevices having been uninstalled or not properly installed.

 

You should really install all these mods with a mod manager, not manually.

Ok so I reinstalled DD, TD and Violate and it works now , thank you 

Posted (edited)
On 6/17/2022 at 1:10 AM, EgoBallistic said:

 

You probably have some animations that work with multiple females but are not tagged as aggressive.  Install SavageCabbage's animation pack and then install the attached, it turns a bunch of his gangbang animations gender-neutral so they will work with that option.

SC Ungendered.7z 9.87 kB · 30 downloads

Hey, EB, I tried your patch here but now AAF always complains about a federalist couch during any/all scene inits?

Edited by theblindbat
Posted
11 hours ago, theblindbat said:

Hey, EB, I tried your patch here but now AAF always complains about a federalist couch during any/all scene inits?

 

What is the error message, and where are you seeing it?

Posted

Thanks for the update, trying out the perversion thing and just wondering if its a flat chance based on the perversion level (1 - 3)? I wonder if its possible to expand on it that every time it triggers and fails to make you surrender it ups your arousal and the higher the arousal the higher the chance to automatically surrender.

Posted
5 hours ago, ray314 said:

Thanks for the update, trying out the perversion thing and just wondering if its a flat chance based on the perversion level (1 - 3)? I wonder if its possible to expand on it that every time it triggers and fails to make you surrender it ups your arousal and the higher the arousal the higher the chance to automatically surrender.

 

There's already a mechanic like this at work in SA, as it saps your willpower attribute the longer you're in combat with an opponent for whom you have an established perversion, and the mechanism in Violate triggers on the willpower threshold you set in MCM (0 by default, though you can set it higher).

Posted
17 hours ago, theblindbat said:

Hey, EB, I tried your patch here but now AAF always complains about a federalist couch during any/all scene inits?

 

Others have reported that error when combining newer Savage Cabbage animations with an outdated version of UAP. I have no idea whether that's your situation as well.

Posted
32 minutes ago, vaultbait said:

0 by default, though you can set it higher

 

I've had good experiences with 10%. At 0%, my character never surrenders, even after a long fight.

Posted (edited)
9 hours ago, EgoBallistic said:

 

What is the error message, and where are you seeing it?

 

AFF Error: [016] Undefined location 'Couch_Federalist'. Add to FurnitureData XML to fix.

 

Might this couch be from a mod like Homemaker or something? I'm not running any settlement object mods except CWSS.

 

edit: Oh, and it pops up the box as soon as possible locations is trying to resolve. Manual scene selection kicks it in as soon as I'm done selecting actors and continue with right arrow.

Edited by theblindbat
Posted
9 hours ago, vaultbait said:

 

There's already a mechanic like this at work in SA, as it saps your willpower attribute the longer you're in combat with an opponent for whom you have an established perversion, and the mechanism in Violate triggers on the willpower threshold you set in MCM (0 by default, though you can set it higher).

 

Yeah I mean like 100% surrender rate at 0 Willpower seems too much. I personally think a chance based system with a more dynamic attribute works better from a gameplay perspective and an immersion one too

Posted
12 hours ago, theblindbat said:

Might this couch be from a mod like Homemaker or something? I'm not running any settlement object mods except CWSS.

 

Looks like SavageCabbage changed the furniture group name from "Couch_Federalist" to "CouchFederalist" a couple of versions ago.  I never noticed, the error only shows up in the Admin screen normally.  Anyway here's the patch again with the fix.

 

SC Ungendered.7z

Posted
7 hours ago, ray314 said:

Yeah I mean like 100% surrender rate at 0 Willpower seems too much. I personally think a chance based system with a more dynamic attribute works better from a gameplay perspective and an immersion one too

 

Yeah I agree, it's too predictable.  I am going to add a percent surrender chance, with the option to increase the chance as the Perversion level increases.

Posted (edited)
2 hours ago, EgoBallistic said:

 

Yeah I agree, it's too predictable.  I am going to add a percent surrender chance, with the option to increase the chance as the Perversion level increases.

That sounds great.

 

Apologies if I've mentioned this before (can't remember). Would it be possible to add to the Bad End outcome a random option for a bad end. At the moment it's only Always, Never or HLE, adding a random element for all levels of NPC's would add an element of uncertainty (put another way a randomised always).

Edited by Slorm
Posted

Bug Report - Important but not game breaking

 

I had a run with some Raiders who stole my gear. I had a Tinker Tom Special Sniper Rifle (set to key 9 as a favourite) also in inventory I had a Legendary Ghoul Slayer Calibrated Powerful Sniper Rifle.

 

When I got my stuff back instead of the above I had 3 Legendary Ghoul Slayer Calibrated Powerful Sniper Rifles. but no Tinker Tom Sniper Rifle.

 

I've noticed the doubling up of returned weapons before but it's the first time I've seen an incorrect weapon returned.

 

It's not a huge problem for me as I don't get precious about weapons and armour as some do, and as it turns out I can console in a suppressor which makes the substitution the same or even marginally better than what I had.

 

I can't actually see a way to change it back via the console as they just seem to be based on the hunting rifle (0004F46A)

Posted
8 minutes ago, Slorm said:

I can't actually see a way to change it back via the console as they just seem to be based on the hunting rifle (0004F46A)

Other mods also have an issue with retrievable custom/legendary weapons. Engine issue?

Your Tinker Tom fix..

amod 1F04BD

 

Legendary weapon effects

Posted
1 hour ago, izzyknows said:

Other mods also have an issue with retrievable custom/legendary weapons. Engine issue?

Your Tinker Tom fix..

amod 1F04BD

 

Legendary weapon effects

Thanks you for that. That's an interesting link, I wondered how the unique/legendary effects were handled, learn something everyday :classic_smile:

Posted
39 minutes ago, Slorm said:

Thanks you for that. That's an interesting link, I wondered how the unique/legendary effects were handled, learn something everyday :classic_smile:

 

And woe be unto they who wish to put a unique named weapon in a mod... it requires a quest with a script linked to a formlist and a leveled list just to name it and put it in a container or place it at a marker. Struggling with it now, since it also seems to not even be that straightforward if you want to put it into an interior cell...

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