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Posted (edited)
4 hours ago, Slorm said:

Update suggestion

 

I don't know if this is even possible in the game engine.

 

One annoying thing that happens is that incoming grenades and missiles can one shot kill the pc outright. Would it be possible to limit the incoming damage to say pc HP 5 (or surrender HP  amount - 1) to give Violate a chance to kick in rather than an outright kill.

You could adjust incoming explosion damage for your own purposes (with mod like NPC Level Scaling). The only way (except damage immunity, with ghost, for example) to guarantee player alive after a hit that totally depletes HP - make player essential or protected. Well, I don't know what will happen if player will become protected %)

Setting player essential/protected might interfere with other mods logic. So it could be a reason to avoid attempts to control essential state of player because it can be changed at any moment by 3rd side mods.

 

Edited by Dlinny_Lag
Posted
1 hour ago, Dlinny_Lag said:

You could adjust incoming explosion damage for your own purposes (with mod like NPC Level Scaling). The only way (except damage immunity, with ghost, for example) to guarantee player alive after a hit that totally depletes HP - make player essential or protected. Well, I don't know what will happen if player will become protected %)

Setting player essential/protected might interfere with other mods logic. So it could be a reason to avoid attempts to control essential state of player because it can be changed at any moment by 3rd side mods.

 

 

I remember playing with the set essential in Skyrim and would assume that FO4 works the same way. The problem from memory is that without a script to add back HP the pc stays in a permanently rag dolled state neither dead nor alive. It can be done though as Kimy uses it as part of the DCL Surrender option (I still use the old v6.2 but no doubt the same routine is still used). I'll see if I can find it

 

I'm a little loath to play around with incoming damage as I use a mod to beef up incoming damage from Raiders and just nerfing grenades overall makes them a bit pointless

Posted
5 hours ago, Slorm said:

Update suggestion

 

I don't know if this is even possible in the game engine.

 

One annoying thing that happens is that incoming grenades and missiles can one shot kill the pc outright. Would it be possible to limit the incoming damage to say pc HP 5 (or surrender HP  amount - 1) to give Violate a chance to kick in rather than an outright kill.

Not quite sure if it's what you're looking for but there is the mod

Spoiler

image.png.90fcadbf1108f3df33512d76ea35e301.png

It has settings to keep the player alive and violate has mod integration with it

Posted
18 hours ago, Spaceguest991 said:

Not quite sure if it's what you're looking for but there is the mod

  Reveal hidden contents

image.png.90fcadbf1108f3df33512d76ea35e301.png

It has settings to keep the player alive and violate has mod integration with it

 

Brilliant, it works. I use CSL anyway but never bothered with the invulnerability settings. I tested it out in Homeplate by blowing myself up with a load of grenades and it takes the pc down to 5 HP but no lower. Perfect :classic_smile:?

Posted
19 hours ago, Slorm said:

The problem from memory is that without a script to add back HP the pc stays in a permanently rag dolled state neither dead nor alive.

 

There are a couple of issues yeah.  One of them, as you identified, is getting the PC out of bleedout state.  The other is that whenever the PC goes into bleedout, enemies immediately stop combat and become non-hostile.  This interferes with the sequence of events Violate expects, which is player surrenders -> violate identifies the aggressors -> violate pacifies the aggressors.

 

I had previously figured out a relatively clean way to get the player out of bleedout, but solving the second problem seemed like it would require a major rewrite.  I messed around with it some and came up with a pretty good workaround.  I'll do a little more testing and then put it up as a beta for testing.

Posted

I have gotten a notification "violate scene aborted" a couple of times. Could someone explain what triggers it? I can't see a common factor in the instances. Otherwise this is a great mod!

Posted
7 minutes ago, Lisette11 said:

I have gotten a notification "violate scene aborted" a couple of times. Could someone explain what triggers it? I can't see a common factor in the instances. Otherwise this is a great mod!

 

This means an error occurred when Violate tried to play an animation through AAF.  You can pull up the admin console in AAF (hit Home then Del until it shows Admin, then hit Enter) and it will show you the AAF log.  The newest entries are on top.

Posted
26 minutes ago, EgoBallistic said:

 

This means an error occurred when Violate tried to play an animation through AAF.  You can pull up the admin console in AAF (hit Home then Del until it shows Admin, then hit Enter) and it will show you the AAF log.  The newest entries are on top.

Thank you.

Posted

There is a wall of warning 37's and it says Atomic Lust isn't there when I do have it. I checked if I'm missing a requirement, and the only thing I can think of is that the requirements say I need bodytalk 2, I have BT3 and I can't find the older version anywhere. Am I doomed to not having Atomic Lust? I would ask on Nexus, but No one there seems to be getting answers to any of their questions.

Posted
32 minutes ago, Lisette11 said:

There is a wall of warning 37's and it says Atomic Lust isn't there when I do have it. I checked if I'm missing a requirement, and the only thing I can think of is that the requirements say I need bodytalk 2, I have BT3 and I can't find the older version anywhere. Am I doomed to not having Atomic Lust? I would ask on Nexus, but No one there seems to be getting answers to any of their questions.

 

What is the exact message about Atomic Lust?

 

It doesn't actually need BT2, it's just that it uses penis morphs, so without BT or Atomic Muscle the genitals in some animations won't be lined up correctly.  Any of the current male body replacers will work though.

Posted
5 minutes ago, EgoBallistic said:

 

What is the exact message about Atomic Lust?

 

It doesn't say anything about Atomic Lust specifically, but when was googling on why I'm getting those 85 warnings about animations length being below the requirement, I ran into an old (2019) Reddit thread that said it's because of Atomic Lust. 

1942967195_howdoitakeascreenshotingame-Google-hakuja4muutasivua-Profiili1MicrosoftEdge13.8.202219_17_59.png.88a0ae3f09d5015664d24bd8e649d591.png

Posted
3 hours ago, Lisette11 said:

It doesn't say anything about Atomic Lust specifically, but when was googling on why I'm getting those 85 warnings about animations length being below the requirement, I ran into an old (2019) Reddit thread that said it's because of Atomic Lust.

 

Ah, I see.  Well a [037] error just means that file from one of your animation packs is looking for items in a plugin that you don't have installed.  In your case it is looking for furniture from the Mid-Century Modern pack from Creation Club.

 

You will want to look at the admin screen right after you get one of those Violation Aborted errors.  Usually that means you don't have the right animations for the actors.  The most common example is having "Allow female aggressors in gangbangs" turned on but you don't have any animations that work with multiple female actors.

Posted
7 minutes ago, EgoBallistic said:

 

Ah, I see.  Well a [037] error just means that file from one of your animation packs is looking for items in a plugin that you don't have installed.  In your case it is looking for furniture from the Mid-Century Modern pack from Creation Club.

 

You will want to look at the admin screen right after you get one of those Violation Aborted errors.  Usually that means you don't have the right animations for the actors.  The most common example is having "Allow female aggressors in gangbangs" turned on but you don't have any animations that work with multiple female actors.

Thank you for the tip. I understand the [37] warning, but what about the [85] ones? And more importantly can having that many of them cause issues? I promise this will be my last question, at least for some time.

Posted

If the willpower is 0, is the function turned off? To test it, I put my actor next to a glowing ghoul for 10 minutes with low willpower. There was always the perversion message, but nothing more.


However, as soon as I set the Willpower to 1, the actress surrendered almost instantly.

Posted
17 hours ago, Lisette11 said:

Thank you for the tip. I understand the [37] warning, but what about the [85] ones? And more importantly can having that many of them cause issues? I promise this will be my last question, at least for some time.

 

085 is harmless, it happens because old animation packs specify their time in seconds instead of milliseconds so AAF complains.

Posted
16 hours ago, deathmorph said:

If the willpower is 0, is the function turned off? To test it, I put my actor next to a glowing ghoul for 10 minutes with low willpower. There was always the perversion message, but nothing more.


However, as soon as I set the Willpower to 1, the actress surrendered almost instantly.

 

Yes, that is a mistake.  In the next release I changed it so you will surrender if Willpower is less than or equal to the setting, not just less than.

Posted
34 minutes ago, EgoBallistic said:

 

085 is harmless, it happens because old animation packs specify their time in seconds instead of milliseconds so AAF complains.

Thank you!

Posted

@EgoBallistic

 

A sort of bug report update (if it is a bug)

 

Some time back I raised the issue of a problem with the setting for "Only combatants can be violators" not working and from memory you thought it was because of Mutants having LoS  from high buildings so were getting pulled in as well.

 

I just had a run in with some Ghouls in Jamaica Plain, after killing a few the remaining 2 of them defeated me and Violate kicked in. The problem was that after each rape another Ghoul turned up (I saw a couple of them teleport in) so I think at the end there were 8 or 9 of them although only a few had been in the initial fight of which 2 survived. The additional ones had not shown on the HUD radar either.

 

I have noticed a similar effect with Raiders at inside Corvega with Raiders on the first floor joining in even if not aggroed

 

It did have one useful side effect in that once I got away I was able to kill the lot with a single missile as they were all together still :classic_smile:

 

 

 

Posted
11 hours ago, Slorm said:

@EgoBallistic

 

A sort of bug report update (if it is a bug)

 

Some time back I raised the issue of a problem with the setting for "Only combatants can be violators" not working and from memory you thought it was because of Mutants having LoS  from high buildings so were getting pulled in as well.

 

I just had a run in with some Ghouls in Jamaica Plain, after killing a few the remaining 2 of them defeated me and Violate kicked in. The problem was that after each rape another Ghoul turned up (I saw a couple of them teleport in) so I think at the end there were 8 or 9 of them although only a few had been in the initial fight of which 2 survived. The additional ones had not shown on the HUD radar either.

 

I have noticed a similar effect with Raiders at inside Corvega with Raiders on the first floor joining in even if not aggroed

 

It did have one useful side effect in that once I got away I was able to kill the lot with a single missile as they were all together still :classic_smile:

 

 

 

 

Yeah, it kind of is a bug.  The condition I used to determine if an actor is "in combat" seems to include actors who are "alerted".  That tends to include too many actors in crowded areas.  So, I have changed it such that "Only Combatants" requires that the NPCs actually have the player as a combat target, while with it Off the enemies simply need to be reported as "in combat".  This seems to produce more reasonable results with the option On, and still provides plenty of aggressors with the option turned Off.

Posted

A question about RSA integration. The probability is given as standard in the mod with 10%. In RSA, however, a probability has to be named again. There standard with 25%. Now is the chance of kidnapping 10% from 25%? Or does the probability have to be set to 100% in RSA for the 10% in Violate to take effect?


Or is the RSA value ignored when passed to RSA?

Posted
33 minutes ago, deathmorph said:

A question about RSA integration. The probability is given as standard in the mod with 10%. In RSA, however, a probability has to be named again. There standard with 25%. Now is the chance of kidnapping 10% from 25%? Or does the probability have to be set to 100% in RSA for the 10% in Violate to take effect?


Or is the RSA value ignored when passed to RSA?

 

The probably in RSE II CSA's MCM is only for when CSA's combat surrender system is used. It's irrelevant when relying on Violate's handoff to CSA.

Posted
2 hours ago, vaultbait said:

The probably in RSE II CSA's MCM is only for when CSA's combat surrender system is used. It's irrelevant when relying on Violate's handoff to CSA.

 

Okay. Now only theoretically. If it is not relevant - is it sufficient to install RSA or does it also have to be activated? Sorry if the question sounds a bit silly, it's just out of interest.

Posted
1 minute ago, deathmorph said:

Okay. Now only theoretically. If it is not relevant - is it sufficient to install RSA or does it also have to be activated? Sorry if the question sounds a bit silly, it's just out of interest.

 

Depends on what you mean by "install" and "activate" but you do need to enable its plugin(s) in your plugins list if that's the question. In the MCM for it, you can set it to disabled on the first page and then enable it just on the abductions page.

Posted
9 minutes ago, vaultbait said:

Depends on what you mean by "install" and "activate" but you do need to enable its plugin(s) in your plugins list if that's the question. In the MCM for it, you can set it to disabled on the first page and then enable it just on the abductions page.

 

Thanks, that's exactly what I meant. And I set it exactly as you wrote it.

 

Something else: I just saw on Nexus that you use F4z Ro D-oh. I had understood it so that a kind of voice output for silent dialogues is possible. So like in Violate and SH. Does it work for you? With me there is no peep.
Or have I fundamentally misunderstood something?

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