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Posted
17 minutes ago, truman1990 said:

I once saw that you need to be without any followers to become Riders Pet, but I might be wrong. I think I read that in script somewhere.

 

That is correct.

Posted
20 minutes ago, Blue Astra said:

Check the spoiler in my previous post :)

 

Thanks :classic_blush:

 

The reason you are not surrendering is you have Combat Strip Lite Damage Threshold set to 6.  If CSL is installed, automatic surrender is disabled until player has this many damage stacks.  And you do have CSL installed, so that's what is going on there.  Set it to 0 if you want to surrender based solely on damage taken.

Posted (edited)
21 minutes ago, EgoBallistic said:

 

Thanks :classic_blush:

 

The reason you are not surrendering is you have Combat Strip Lite Damage Threshold set to 6.  If CSL is installed, automatic surrender is disabled until player has this many damage stacks.  And you do have CSL installed, so that's what is going on there.  Set it to 0 if you want to surrender based solely on damage taken.

 

Hahaha, of course it's something simple like that

 

I thought that was an additional way to trigger the defeat.

 

Like if I'm getting attacked a lot but am able to keep my health above 50% with stimpaks/food, my character will still surrender if I get 6 stacks of CSL.

 

I didn't realise CSL overrides the health based surrender.

 

Thanks for all the help! :)

Edited by Blue Astra
Posted (edited)
1 hour ago, lee3310 said:

Does the NPC get removed from the runaway faction at some point ? 

"akSpeaker.AddToFaction(FPV_Runaway)"

 

No, but that's actually a mistake.  I will change it so it puts the NPC in a RefCollectionAlias with FPV_Runaway as an Alias Faction.  The RefCollectionAlias will be cleared when the Aggressor quest gets restarted, so they won't be stuck in the faction.

 

Edited by EgoBallistic
Posted (edited)
8 hours ago, EgoBallistic said:

 

No, but that's actually a mistake.  I will change it so it puts the NPC in a RefCollectionAlias with FPV_Runaway as an Alias Faction.  The RefCollectionAlias will be cleared when the Aggressor quest gets restarted, so they won't be stuck in the faction.

 

I was trying to make the pacification integration i mentioned in an older post when i found it.

And speaking of integration, the easy part was to make pacified enemy acknowledged as companions by Violate but when i tried to pacify a surrendered enemy the prompt didn't show up and i don't know why, so i decided to use that dialogue instead.

I replaced add to faction with "HoldupPacifySpell.Cast(PlayerRef, akSpeaker)" i also changed the dialogue with shared response (holdupQuestShared...) and it worked just fine excepte that the NPCs are mute.

I tested with 10 NPCs and only one of them was fully voiced but all the others didn't say a word, they just nod (yes/no). 

i thought maybe a voice override issue but there isn't any subtitle either.

Edited by lee3310
Posted
7 hours ago, lee3310 said:

I was trying to make the pacification integration i mentioned in an older post when i found it.

And speaking of integration, the easy part was to make pacified enemy acknowledged as companions by Violate but when i tried to pacify a surrendered enemy the prompt didn't show up and i don't know why, so i decided to use that dialogue instead.

I replaced add to faction with "HoldupPacifySpell.Cast(PlayerRef, akSpeaker)" i also changed the dialogue with shared response (holdupQuestShared...) and it worked just fine excepte that the NPCs are mute.

I tested with 10 NPCs and only one of them was fully voiced but all the others didn't say a word, they just nod (yes/no). 

i thought maybe a voice override issue but there isn't any subtitle either.

 

Pacified enemies are put into one of three referenceAliases (victims, victims01, victims02) that forces them into a voice type (AFV_AggressorVoice).  You will need to remove them from whichever alias they are in so that they get their normal voicetype back.

Posted

New Version 1.60 Beta 1 Uploaded

  • Added surrender on bleedout for essential player character.  If the player is essential, they will now surrender when dropped to zero health if they are fighting appropriate enemies.  This is meant to handle situations where enemies "one-shot" the player.
  • Added option to make player essential.  This can be disabled if you are using another mod that makes the player essential. 
  • Added option to make the player killable while essential.  If this is enabled, you will die if you are killed by enemies that are not eligible to be aggressors, or if you are killed some other way like falling from a building.
  • Changed "Only combatants can be violators" setting so that it will only look for aggressors who are actively in combat with the player as opposed to just alerted to combat.
  • Added new voiced lines for when the player greets surrendered enemies.
  • Added alternative dialogue for surrendered enemy scenes when the player does not have a valid companion.
  • Renamed Perversion to Submission to avoid confusion with the Perversion system in Sex Attributes.  This is a name change only, it still works like before.
  • Minor bug fixes for enemy surrender mechanism and Sex Attributes Perversion interface; see Changelog for details.

It is safe to update this mod in an existing save.  No need to create a new game or use a "clean save".

 

I have tested this pretty extensively, but a number of things have changed so I want to make sure everything is working as expected before I call it 1.60 final.  Feedback is appreciated.

 

One item to note: if you have Deviously Cursed Wasteland installed, make sure you disable the Player Surrender mechanism in that mod.  It triggers when the player goes into bleedout, and it will make a mess if both it and Violate trigger at the same time.

Posted
18 minutes ago, EgoBallistic said:

One item to note: if you have Deviously Cursed Wasteland installed, make sure you disable the Player Surrender mechanism in that mod.  It triggers when the player goes into bleedout, and it will make a mess if both it and Violate trigger at the same time.

I'm not using any mod that makes the player essential and not planning to (don't see the fun in that) but what about Knockout framework ? could be conflict ?

Posted (edited)
11 hours ago, EgoBallistic said:

 

Pacified enemies are put into one of three referenceAliases (victims, victims01, victims02) that forces them into a voice type (AFV_AggressorVoice).  You will need to remove them from whichever alias they are in so that they get their normal voicetype back.

Thanks for the tip. After clearing the alias, i tested on 3 NPCs (Victims, Victims01, Victims02) and they are all voiced.?

So the integration is almost complete all i have to do is repeat the process with the new update. (thanks for the update)

I still have one little bug though but not sure if a want to fix it: using this method to pacify enemies, you can have multiple followers ?.

 I changed the pacify script (created a new magicEffect with a new script attached to it) and i only removed the "weaponSheathe" and "onPlayerTeleport" conditions, so not sure why but it's cool.

 

Edited by lee3310
Posted
43 minutes ago, deathmorph said:

how is that meant? make the player essential and that he can die if he is essential?
I'm just on the hose

 

Yes, that's what it means.  If "Essential player can die" is enabled, when you get knocked down the mod tries to find aggressors to surrender to.  If there are no aggressors it kills you.  It is still possible for mod scripts to kill the player even if the player is essential.

Posted
4 hours ago, RatchetW said:

I noticed the newest version has Voiced Lines. How much of this mod is voiced now? and what scenarios?

 

The only new voiced lines are more aggressive replacements for the generic "Hey there", "Hi", "Excuse me" when the player talks to a surrendered enemy.

Posted
12 hours ago, EgoBallistic said:

Yes, that's what it means.  If "Essential player can die" is enabled, when you get knocked down the mod tries to find aggressors to surrender to.  If there are no aggressors it kills you.  It is still possible for mod scripts to kill the player even if the player is essential.

 

Then it has less to do with the actual fight and more to do with, for example, when the actress falls off a roof?
That it is then checked whether enemies are nearby?

 

And it also applies to the fight, when you actually die and then the test takes place? And instead of dying then the surrender takes place?

Sorry for my ignorance. I'm trying to understand the theory behind it.

Posted
1 minute ago, deathmorph said:

Then it has less to do with the actual fight and more to do with, for example, when the actress falls off a roof?
That it is then checked whether enemies are nearby?

 

And it also applies to the fight, when you actually die and then the test takes place? And instead of dying then the surrender takes place?

Sorry for my ignorance. I'm trying to understand the theory behind it.

 

When the player is Essential, they don't die when their health drops to zero.  Instead, they go into "bleedout" and lie on the ground wounded.  After some time, they will get up again.  This is true whether you are killed in combat, fall off a building, etc.

 

With this update, Violate listens for the "Player in bleedout" event.  When that happens it checks whether you were in combat with valid aggressors (based on "Aggressor Options" MCM settings.  If they are found, the player surrenders to them, just like normal.

 

If you have "Essential Player Can Die" turned on, then if no aggressors were found when you go into bleedout, the player is killed.

 

The main reason I added this is that sometimes enemies will kill you in one hit.  Your health drops from above the surrender threshold to zero, so you die instead of surrendering.  With this update, that can no longer happen.

Posted
5 minutes ago, EgoBallistic said:

The main reason I added this is that sometimes enemies will kill you in one hit.  Your health drops from above the surrender threshold to zero, so you die instead of surrendering.  With this update, that can no longer happen.

 

This is especially great if you're using SCOURGE. SCOURGE can be absolutely punishing when you start, and this at least makes sure Violate gets a chance to do it's thing.

 

Yay for updates. ?

Posted
20 minutes ago, EgoBallistic said:

The main reason I added this is that sometimes enemies will kill you in one hit.

 

Creatures aren't affected, are they? My actress was just attacked by a Nightstreaker and killed in one fell swoop.

Posted (edited)

There seems to be something wrong with the latest version; specifically the player essential feature.

 

I enabled player essential in Violate MCM, yet despite that my character got killed. The game spawned dozen raiders from Crime And Punishment (Raider Retaliations) and one of them threw a grenade which instantly killed the player. I have Raiders enabled as aggressors in Violate, but don't know why my character got killed.

 

Worth mentioning:

1) Prior to updating Violate to 1.60 I used SKK's PlayerUndead. After updating Violate I disabled the SKK's PlayerUndead functionality (disabled it in the game, didn't remove the plugin just yet) and enabled Violate's player essential.

2) I'm also using Cheat Terminal Portable. I'm bringing this up since when I enabled SKK's PlayerUndead, the Cheat Terminal Portable (under Cheats -> Gameplay -> Player Essential) would report it as enabled, indicating my character was in fact, essential. However, upon disabling SKK's PlayerUndead and enabling Violate's essential feature, I checked with Cheat Terminal to see whether the feature is enabled/disabled and this time it reported disabled.

 

Any help?

Thanks for the update!

 

Edited by rubber_duck
Posted
17 minutes ago, rubber_duck said:

I enabled player essential in Violate MCM, yet despite that my character got killed. The game spawned dozen raiders from Crime And Punishment (Raider Retaliations) and one of them threw a grenade which instantly killed the player. I have Raiders enabled as aggressors in Violate, but don't know why my character got killed.

 

That doesn't sound right.  Can you turn the option on in Violate, then go fight some raiders or something else that is a valid aggressor, then post your script log?

Posted
22 minutes ago, EgoBallistic said:

 

That doesn't sound right.  Can you turn the option on in Violate, then go fight some raiders or something else that is a valid aggressor, then post your script log?

 

The option was turned on, all the aggressor settings are valid (I have all the animation packs installed and support for all creatures including Servitron race), yet despite that the player essential feature isn't working.

 

I have since removed SKK's PlayerUndead plugin completely, but that didn't have any effect on it. The best solution I've found is to enable Player Essential in Cheat Terminal, that way everything functions as it should (though I don't understand why that setting in Violate MCM doesn't work).

 

Where can I find the script log?

 

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