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Posted (edited)

Update on that; After some time of reviewing mods I've narrowed the issue down to AAF, probably has to do with me installing it wrong, I'll re-install that and inform you if it persists.

Edited by SkwidBoi
Posted
3 hours ago, xyzxyz said:

Is it possible to add an NPC-NPC system to the mod?

 

This question comes up roughly once a month, might be a good one to add to the FAQ on the file page.

Posted (edited)
48 minutes ago, vaultbait said:

 

This question comes up roughly once a month, might be a good one to add to the FAQ on the file page.

Haven't been here a while^^ Nevermind then. I guess the answer is still No, because to complex?

Edited by xyzxyz
Posted
3 hours ago, xyzxyz said:

Haven't been here a while^^ Nevermind then. I guess the answer is still No, because to complex?

 

Scrolling back through the comment history on this topic, the question comes up far less often than I recalled after all, though also in a number of variations. In one answer, it's explained that NPC-on-NPC combat as implemented in the game is excruciatingly slow (this was in reference to the possibility for NPCs to continue fighting after the player has surrendered). Another points out that the mod already sort of has this insofar as you can configure it so only your companions are violated while the player just waits in a surrendered pose.

 

I don't want to speak for the author, but the current scope of the mod is focused on switching from combat involving the player to animations, once the player surrenders to their assailant(s). It seems to me that having NPCs surrender to each other while the player goes about their merry business is a significant departure from how the mod is designed.

Posted
1 hour ago, vaultbait said:

 

I don't want to speak for the author, but the current scope of the mod is focused on switching from combat involving the player to animations, once the player surrenders to their assailant(s). It seems to me that having NPCs surrender to each other while the player goes about their merry business is a significant departure from how the mod is designed.

I was hoping for something like the Defeat mod for skyrim and it's features since this mod is similar to it.

Posted

What up, thanks for all the work you put into these mods, like actually.

Got two ideas to pitch, tbh I'm not sure how much work they'd be.

1. Option to give enemies "god mode" when they surrender.
I keep killing enemies while they surrender. Measuring my shots to make sure they survive is kinda meh.
I'm guessing just doing a 1-2 second timer or something would be the easiest implementation that would break the least.

2. Option for enemies to not rejoin combat. I saw EgoBallistic respond to some other post about enemies getting up again, and he said it's because combat starts again. Makes sense.
It'd be nice for them to not stand up again, especially if they have god mode, but yeah, might be too much work to implement.

Sorry if these things were already requested. I looked through a couple of pages back but didn't see anything similar.

Posted

When I was doomscrolling back through the topic history yesterday, I happened across a bug report from when the non-combatants option was added about sleeping enemies staying in sleep pose but getting added to animations. Last week I noticed a similar behavior may still be present in the form of ferals who are "playing dead."

 

I was crossing the rooftops, minding my own business, and came crashing down on the group of ferals who are situated across the street from Faneuil Hall. Because that character acquired a perversion for ferals earlier, she surrendered immediately to one of them. The others in the vicinity joined in, but most still stayed in their "playing dead" pose for the duration of the animations in which they were performing. Is a similar solution needed? Or have I tripped some impossible corner case?

Posted
1 hour ago, vaultbait said:

Or have I tripped some impossible corner case?

 

No. Not a one-off. I come across this phenomenon regularly. My actress does animations with feral ghouls that don't react any further.

Posted

There is something odd about ghouls, I've noticed that now and again they carry on with their actions in the animation when the animation has finished. They don't seem to attack again but carry on air humping.

Posted
16 minutes ago, Slorm said:

There is something odd about ghouls, I've noticed that now and again they carry on with their actions in the animation when the animation has finished. They don't seem to attack again but carry on air humping.

 

It's not just the feral ghouls which sometimes get stuck in idle loops like that. I see it happen far more often with creatures in fact, and robots as well.

Posted
4 hours ago, vaultbait said:

The others in the vicinity joined in, but most still stayed in their "playing dead" pose for the duration of the animations in which they were performing. Is a similar solution needed? Or have I tripped some impossible corner case?


It sounds like the same sort of issue as sleeping / sitting humans.  I will take a look.  Probably they are not technically sitting or sleeping so I’ll need to detect whatever state they are in and reset them out of it.

 

1 hour ago, Slorm said:

There is something odd about ghouls, I've noticed that now and again they carry on with their actions in the animation when the animation has finished. They don't seem to attack again but carry on air humping.

 

That has to do with how they handle idle animations.  Ferals do it on occasion, bugs do it all the time.  That is an issue that would be better handled in AAF.

Posted

Not sure if this is the correct place to ask for help with this; I have AAf installed along with the sex stat mods. When I engage and defeat a foe in combat they surrender to me. I engage them in dialogue and decide to force them to have sex. However when the scene plays my character is the one getting violated. I have the MCM set so that males are targetable, and I have the mod that allow female character to use strap ons, although the object doesn't appear when the animation plays.

 

Sorry this is kinda vague, hoping someone can help and it's just an MCM issue on my part or something. Thanks in advance. 

Posted
14 hours ago, Garth813 said:

Not sure if this is the correct place to ask for help with this; I have AAf installed along with the sex stat mods. When I engage and defeat a foe in combat they surrender to me. I engage them in dialogue and decide to force them to have sex. However when the scene plays my character is the one getting violated. I have the MCM set so that males are targetable, and I have the mod that allow female character to use strap ons, although the object doesn't appear when the animation plays.

 

Sorry this is kinda vague, hoping someone can help and it's just an MCM issue on my part or something. Thanks in advance. 

 

Set "Override Male Enemy Gender" to ON in the "Enemy Surrender Options" of the MCM.

Posted

So I'm having an issue. I believe I have all of the installed requirements but no one is surrendering. I have it set to 100% chance and still nothing

image.png.037d607094f4960f2010211516a7dc53.png

 

 

Is there something I did wrong?

 

image.png.93b7c4d5d7f816dad7d426871f7ffee6.png

Posted
7 hours ago, EgoBallistic said:

 

Your MCM settings look OK but there is probably something else going on.

 

Post your Papyrus script log (instructions here) and I will take a look.

 

 

 

I'm also getting this now I followed the instructions(I thought) added the plugin to steam....fallout folder then installed buffout.

 

 

 

image.png.e1278678962b021af388d320facd0e23.png

Posted
1 hour ago, someguy64461 said:

I dont have a logs section in MyFolder

 

It only gets created if you enable logging as shown in my instructions.

 

1 hour ago, someguy64461 said:

I'm also getting this now I followed the instructions(I thought) added the plugin to steam....fallout folder then installed buffout.

 

You did not install F4SE correctly.

 

You have to install everything from the f4se_0_06_23\ folder in the archive, into the steamaps\...\Fallout4 folder.

Posted
8 hours ago, EgoBallistic said:

 

It only gets created if you enable logging as shown in my instructions.

 

 

You did not install F4SE correctly.

 

You have to install everything from the f4se_0_06_23\ folder in the archive, into the steamaps\...\Fallout4 folder.

Ok so I extracted the f4se into the correct folder and updated the ini file

 

 

 

 

This is the settings set to 100% chance to surrender

image.png.421f16abf6664d76c6f87e9d0e4f9575.png

 

 

 

The .0 log is me trying to get any one of 6 raiders to surrender. I killed 3 with one shot, the other 3 we around 5-10% health and did not surrender.

 

 

 

 

 

 

 

 

 

 

 

 

 

Papyrus.0.log

Posted
9 hours ago, someguy64461 said:

The .0 log is me trying to get any one of 6 raiders to surrender. I killed 3 with one shot, the other 3 we around 5-10% health and did not surrender.

 

The log shows that Violate's main quest is not running.  This is probably because of the F4SE problems you were having earlier.

 

Go into the Misc Options section of Violate's MCM and use the Force Update option.  That will restart the mod.

Posted

Really new to this stuff so I don't even know if I am in the right place for this. I have a female follower and whenever I try to violate someone with her together it cant find an animation. Does someone know any animation packs that have ffm as aggressors. Thanks in advance.

Posted
21 minutes ago, vasilis22 said:

Really new to this stuff so I don't even know if I am in the right place for this. I have a female follower and whenever I try to violate someone with her together it cant find an animation. Does someone know any animation packs that have ffm as aggressors. Thanks in advance.

 

A couple of pages back in this thread I posted the one I use - it's SavageCabbage's ones converted to be gender-neutral.

Posted
5 hours ago, EgoBallistic said:

 

The log shows that Violate's main quest is not running.  This is probably because of the F4SE problems you were having earlier.

 

Go into the Misc Options section of Violate's MCM and use the Force Update option.  That will restart the mod.

I forced update, it initialized and said a bunch of stuf was insatlled and finished initializing. I surrendered and nothing happened again. I also cannot get AAF to pop up with the home key. 

Papyrus.0.log

Posted
35 minutes ago, someguy64461 said:

I forced update, it initialized and said a bunch of stuf was insatlled and finished initializing. I surrendered and nothing happened again. I also cannot get AAF to pop up with the home key. 

 

AAF isn't running either.  Open the console and issue the following commands:

 

prid 14

callfunction "objectreference.removekeyword" aaf_actorbusy

stopquest aaf_mainquest

 

then exit the console, wait a few seconds, open the console again and issue this command:

 

startquest aaf_mainquest

 

You should see the AAF startup messages and it should work after that.

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