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Posted
On 6/11/2022 at 12:52 PM, WandererZero said:

 Violate does not do that, it's outside the scope really.

 

What you're looking for is Autonomy.

Thanks for the suggestion. Looking at Autonomy, I meant more like the Defeat mod in Skyrim. MGC is what I use for consensual NPC x NPC in FO4.

Posted
2 hours ago, vaultbait said:

And woe be unto they who wish to put a unique named weapon in a mod...

LOL, well I guess since I didn't know that, I was able to do it without all that extra fluff.  Now IF you're trying to add it to NPC's/factions then you need a quest to inject the Level List.

Level List Injection Toolbox takes all the scripting right out.

Posted (edited)
57 minutes ago, izzyknows said:

LOL, well I guess since I didn't know that, I was able to do it without all that extra fluff.  Now IF you're trying to add it to NPC's/factions then you need a quest to inject the Level List.

Level List Injection Toolbox takes all the scripting right out.

 

Interesting, how did you go about it? The only discussion I could find of doing it was one of Seddon's video tutorials, which seemed to be trying to replicate the way the base game handles placing unique named weapons.

 

Edit: And yeah, all I was really trying to do was put a unique named weapon in a specific unique NPC's inventory (a unique "loot corpse"), or place it on the ground next to them. I considered just copying a base game weapon, modifying and renaming it, then plunking it right into the cell, but I got the impression that might result in respawning or disappearing or other side effects.

 

Accepting that it's this complex may just be a sign that I've bought into a cargo cult.

Edited by vaultbait
Posted
12 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.

 

Thats great! Is it possible to make an option to affect arousal and have that as the base of the chance as well? So throughout the fight your arousal will increase and maybe it hits a threshold (or the chance is just your arousal %) then the auto surrender will trigger. Just that my character is pretty much always under the Willpower threshold (I set it to 1 but my PC is pretty much 0 most of the time).

Posted
2 hours ago, vaultbait said:

 

Interesting, how did you go about it? The only discussion I could find of doing it was one of Seddon's video tutorials, which seemed to be trying to replicate the way the base game handles placing unique named weapons.

 

Edit: And yeah, all I was really trying to do was put a unique named weapon in a specific unique NPC's inventory (a unique "loot corpse"), or place it on the ground next to them. I considered just copying a base game weapon, modifying and renaming it, then plunking it right into the cell, but I got the impression that might result in respawning or disappearing or other side effects.

 

Accepting that it's this complex may just be a sign that I've bought into a cargo cult.

I did exactly that, edit a base game weapon and placed it in a cell. Boom...done. There's only 1 so it doesn't need the LL or anything. You can also set it to never respawn, I think that was the setting.

You can place certain items in cells that have precombines without breaking them. Weapons is one of them. Just don't move anything and after havoc settling it, attach the defaulthavoconload script to it. (just search for havoc, it starts with default) That will keep it from accidentally spazing out on loading the cell.

Posted (edited)
22 hours ago, izzyknows said:

I did exactly that, edit a base game weapon and placed it in a cell. Boom...done. There's only 1 so it doesn't need the LL or anything. You can also set it to never respawn, I think that was the setting.

You can place certain items in cells that have precombines without breaking them. Weapons is one of them. Just don't move anything and after havoc settling it, attach the defaulthavoconload script to it. (just search for havoc, it starts with default) That will keep it from accidentally spazing out on loading the cell.

 

Thanks! That's how I've done other placed items. I guess so long as I don't see it cause a problem, it's good enough for me.

 

Edit: Continuing off-topic discussion here instead.

Edited by vaultbait
Posted (edited)

Greetings. So, I got back into Fallout 4 recently. I'm amazed by the increased stability honestly, as a year ago I had several issues and now with almost 300 mods I'm running pristine. I did notice that some weapons aren't returned after the assault and robbery in this mod, though I saw the above thread and liken that to potentially be the issue. I may actually disable the whole legendary item thing, as I honestly rarely use them because I'm paranoid they will get lost since I have a fairly brutal and harsh Commonwealth to play in (though very action packed and enjoyable). Although a few times I'm fairly certain I didn't get back some basic weaponry (again I just roleplay that not all the items were kept by whatever attacked me, some was sold off).

 

That being said, I was curious as I've noticed that my items are stolen by animals and insects, and I don't remember this occurring before. I've also noticed, those animals and insects don't provide a bag to retrieve those items. Currently, I roleplay this as being low sentient lifeforms, after assaulting my PC they ravaged and destroyed all the remaining gear, but I've found myself reloading a few times when I loose to animals, because I really don't want to loose everything I'm carrying for good. Is this normal? Has anyone else had this issue? Is it possible that in addition to a chance of having a theft, you can put a percentage of the items that will be stolen and/or destroyed?

 

Also, in seeing the above discussion on the life surrendering issue, I've found using the CSL mod in addition to Violate has worked flawlessly for me. I have it so I need 6 stacks of CSL to surrender, and my PC tends to surrender after several hits that have more or less destroyed all of my clothing and armor (which I have as 100% destroyed). Keep in mind though, I also have a lot of damage increasing things or base health only, as while raiders die to 3 or 4 hits, so do I (well not die, I get assaulted, but yeah).

 

I can't remember the last time I enjoyed Fallout this much. Graphically things are insane looking, the game is fluid and intense, and now my issues are minor tweaks here or there like in this example of animals destroying all my items. Although I do feel like somehow molerats became OP in my game... as they intelligently constantly burrow and come up next to me so I can't keep them away and they are already hitting and staggering me as they come up. I may need to bring them down a tiny notch.

Edited by Plaguetard2.0
Posted
2 hours ago, Plaguetard2.0 said:

That being said, I was curious as I've noticed that my items are stolen by animals and insects, and I don't remember this occurring before. I've also noticed, those animals and insects don't provide a bag to retrieve those items.

 

That shouldn't be possible, the mod checks the aggressor race and only humans, ghouls, and super mutants can rob you. 

 

Are you sure your are really being robbed?  Is the Violate: Retrieval quest active, and does the quest target point to one of those creatures?

Posted
5 hours ago, EgoBallistic said:

 

That shouldn't be possible, the mod checks the aggressor race and only humans, ghouls, and super mutants can rob you. 

 

Are you sure your are really being robbed?  Is the Violate: Retrieval quest active, and does the quest target point to one of those creatures?

I'm fairly certain I get the retrieve gear quest and it quest icons the bug/animal, but let me go get robbed by bugs and be certain. One moment

Posted (edited)
6 hours ago, EgoBallistic said:

 

That shouldn't be possible, the mod checks the aggressor race and only humans, ghouls, and super mutants can rob you. 

 

Are you sure your are really being robbed?  Is the Violate: Retrieval quest active, and does the quest target point to one of those creatures?

So, found a Deathclaw, got defeated, assaulted, and sure enough, the Deathclaw robbed the PC. Deathclaw was flagged as "Retrieve Items Quest" I was able to locate the "Player Items" about 20 feet away, and inside, no guns, no clothing outside of a Scavver's backpack, and maybe 1/3 of my Aid items.

 

I do have NPCs Travel and Endless Warfare. However, I don't have either of those spawning Deathclaw's. Just raiders and other humanoids of the sort.

Edited by Plaguetard2.0
Posted

I looked through the troubleshooting section, but didn't see my following issue mentioned.

After my character and three companions (Piper, Cait and Curie) finished being violated by a bunch of various enemies (humans, ferals, dogs and bloodbugs), only Cait ran away with me. Piper and Curie are standing in place. I've tried talking to them, dismissing/un-dismissing them, using the "moveto player" console command while up high in the air, the "kill" console command in attempt to down them so they would hopefully reset, the "resetai" command, and finally fast-travelling away. None of those ideas were successful. Any ideas?

Posted
1 minute ago, Church the Cat said:

I looked through the troubleshooting section, but didn't see my following issue mentioned.

After my character and three companions (Piper, Cait and Curie) finished being violated by a bunch of various enemies (humans, ferals, dogs and bloodbugs), only Cait ran away with me. Piper and Curie are standing in place. I've tried talking to them, dismissing/un-dismissing them, using the "moveto player" console command while up high in the air, the "kill" console command in attempt to down them so they would hopefully reset, the "resetai" command, and finally fast-travelling away. None of those ideas were successful. Any ideas?

Did you try "disable" and "enable" ?

Posted
13 minutes ago, Plaguetard2.0 said:

Did you try "disable" and "enable" ?

Thanks, for the reply. Sadly, it didn't work. I also just noticed, Curie won't speak to me.

Posted
51 minutes ago, Plaguetard2.0 said:

So, found a Deathclaw, got defeated, assaulted, and sure enough, the Deathclaw robbed the PC. Deathclaw was flagged as "Retrieve Items Quest" I was able to locate the "Player Items" about 20 feet away, and inside, no guns, no clothing outside of a Scavver's backpack, and maybe 1/3 of my Aid items.

 

I do have NPCs Travel and Endless Warfare. However, I don't have either of those spawning Deathclaw's. Just raiders and other humanoids of the sort.

 

Do you by chance have FO4 Nude Basics?  Because that mod will leave your gear in a bag on the ground (Violate leaves it on the NPC).  Or maybe some other mod with surrender functionality?  MCG, CAP, RSE/CSA?

Posted (edited)
48 minutes ago, spicydoritos said:

 

Do you by chance have FO4 Nude Basics?  Because that mod will leave your gear in a bag on the ground (Violate leaves it on the NPC).  Or maybe some other mod with surrender functionality?  MCG, CAP, RSE/CSA?

Well shit, I do have NudeBasics, with mostly the Power Armor settings setup... Didn't even realize they were competing for attention post assault. Many thanks

Edited by Plaguetard2.0
Posted
3 hours ago, Church the Cat said:

I looked through the troubleshooting section, but didn't see my following issue mentioned.

After my character and three companions (Piper, Cait and Curie) finished being violated by a bunch of various enemies (humans, ferals, dogs and bloodbugs), only Cait ran away with me. Piper and Curie are standing in place. I've tried talking to them, dismissing/un-dismissing them, using the "moveto player" console command while up high in the air, the "kill" console command in attempt to down them so they would hopefully reset, the "resetai" command, and finally fast-travelling away. None of those ideas were successful. Any ideas?

I'm gonna reply to myself, so people know what I'm referencing. I went ahead and started a new character, after trying out the "Point Lookout" expansion DLC mod on the Nexus. The mod's main story broke, so I decided to just remove the mod and try it again much later, after some more bug fixes are done. Side effect of that is no longer having the character that was suffering from the stuck Piper and Curie after the violation scenes ended.

Posted (edited)

I've noticed two things now: Raider Pet equips my actress with a collar. The captured key broke (which can happen) and my actress went towards NBH (to buy a new key there) with the collar. Along the way, she was attacked by raiders and ghouls, intimacies ensued, and the RP collar triggered without exploding. Then the RP collar was removed with a multi-line error message and replaced with a different collar.


Unfortunately, the error message always disappeared so quickly that I could no longer take a screenshot.

 

The second point is that after meeting the attackers, my companion has handcuffs in her luggage, but they are not equipped. But she turned her arms backwards. To help her I have to go to your menu, put on the handcuffs and then remove them with a bobby pin.

 

Is this a bug or is the cause somewhere with me?

Edited by deathmorph
Posted

Unfortunately I have a problem. My companion was handcuffed and other DD's during a robbery. Then wounded and my actress had to flee because of the superiority. Cait went back to the settlement.


Now I found she in the settlement and she can no longer be activated. I can't get into her inventory to remove the handcuffs either.
What can I do here?

Posted
16 hours ago, deathmorph said:

Is this a bug or is the cause somewhere with me?

 

Sounds like a conflict between DD and Real Handcuffs.  The collar from RP is a DD collar.  Not sure about the handcuffs issue but it's probably related. 

 

Unfortunately, without seeing the error messages, it's really hard to tell what exactly happened.

Posted
26 minutes ago, EgoBallistic said:

Unfortunately, without seeing the error messages, it's really hard to tell what exactly happened.

 

I'll try to be quicker if the problem reoccurs.

 

As for the second problem, I've now reverted to an earlier save. The reason is that Cait couldn't even be recruited anymore when I had hired another companion on an interim basis. I could only get "come" and "stay" from Cait.

 

If a solution is known for this, then gladly for the next time, but it is no longer urgent :)

Posted (edited)

Absolutely one of the must have mods in any of my playthrough.

 

I made a private custom race that I would like to use with this mod, what are the lists I'm supposed to add that race to? 

 

I managed to get it to half-work (actors joining the scene) by adding the race to the HumanRaces prop under FPV_Player via a patch, don't think that's all I need to do. Another problem I ran into is Violate equipping restraints (DD/RH) over existing ones on custom race followers and their outfits reset like you do with recycleactor, but the same doesn't happen to the PC of the same custom race.

 

Any help is appreciated. 

Edited by kirryus
Posted
2 hours ago, kirryus said:

Absolutely one of the must have mods in any of my playthrough.

 

I made a private custom race that I would like to use with this mod, what are the lists I'm supposed to add that race to? 

 

I managed to get it to half-work (actors joining the scene) by adding the race to the HumanRaces prop under FPV_Player via a patch, don't think that's all I need to do. Another problem I ran into is Violate equipping restraints (DD/RH) over existing ones on custom race followers and their outfits reset like you do with recycleactor, but the same doesn't happen to the PC of the same custom race.

 

Any help is appreciated. 

 

If it's a race for potential aggressors, you'll want to add a conditional to the LoadCustomRaces function in FPV_MCM_Script.psc with your race's ID, and the recompile the script (you'll need to make sure you've unpacked AAF's script sources too since the compiler will need to link against them).

Posted

Issue here, I have animation packs SEU and this mod installed, however they don't do anything when I use the hotkeys, I've looked in the troubleshooting section and checked 3 times to make sure F4SE was installed properly and I'm not getting any errors but it just isn't doing anything.

Posted
27 minutes ago, SkwidBoi said:

Issue here, I have animation packs SEU and this mod installed, however they don't do anything when I use the hotkeys, I've looked in the troubleshooting section and checked 3 times to make sure F4SE was installed properly and I'm not getting any errors but it just isn't doing anything.

 

Sounds like some requirement is missing or not installed correctly.  Post your script log in this thread as an attachment and I'll take a look.  Much faster than playing 20 questions to figure out what's wrong.

Posted
31 minutes ago, EgoBallistic said:

 Post your script log in this thread as an attachment and I'll take a look.  Much faster than playing 20 questions to figure out what's wrong.

you might have to do that second thing cause the script log isn't being created, I've tried 5 times now and still the latest script log I have is from 2 days ago.

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