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Posted (edited)
4 hours ago, qualcheduna said:

Hello,

I have encountered a problem using this mod that I don't seem to be able to fix by myself.

My character surrenders to on one of the Forged, the flamey raiders, or the Gunners and the scene works fine. After the timer the aggressors go back to be hostile. Everything good.

 

The problem is that now all raiders and gunners are non hostile, except for the aggressors. If I go to a nearby gunner/raider camp they just stand there and don't attack me on sight.

If I bash one of them with my weapon, only that NPC will become hostile to me.

If I pickpocket one, only that one will become hostile to me.

If I shoot one and i am not directly next to them, nothing happens.

 

I tried closing the game and reloadin, nothing.

I tried removing my self from raider/gunner factions and setting player faction and raider/gunner factions enemy, nothing.

I tried disabling/enabling NPCs, nothing.

I tried disabling the ai and re-enabling it, nothing.

I tried loading an earlier save and re-doing the part, same result.

 

Sometimes when I approach a camp it seems like they unsheath their weapons, but then put them back. I don't understand what to do.

 

I have all the requirements correctly installed.

Of the supported 3rd party mods I have everything except Raider Pet, CombatStrip and Human Resources, because these 3 do not interest me.

The only mod that I have installed that modifies raiders is "Raider Children and Other Horrors of the Commonwealth" from nexusmods.

 

Thank you for the mod and the help.

question, did one of the raiders make you pregnant the first time you surrendered? and if so do you have FPER set so that father faction is friendly until birth or forever or something? that could cause the condition you are reporting.

 

Edited by Oldwolf58
Posted (edited)
2 hours ago, EgoBallistic said:

 

Is that happening with any other enemies, or only with Raiders and Gunners?

 

The only thing like this I have seen is when the player is robbed of all weapons and Raider Pet automatically puts the player in the Captive faction.  It does that on its own, it isn't necessary for Violate to start up the Raider Pet integration for that to happen.  You can check whether you are in the Captive faction with console commands:

 

prid 14

getinfaction 3e0c8

 

If it says 1.00 you are in the captive faction, if it says 0.00 you are not.

 

It happens only with raiders and gunners as far as I can see. I just run past a supermutant group and they were definitely hostile.

 

I used the commands you said and it returned 0.00 so i am not in the captive faction. I don't think Raider Pet is doing anything because it is not installed (I double checked). I never installed it. Additionally, the chance to trigger raider pet was set to 0 in Violate MCM, just to be sure.

 

I will try to remove the only mod that, to my knowledge, modifies raiders as suggested by Lee3310. I don't have a save previous to its installation, so I'll start a new game.

 

 

Edited by qualcheduna
Posted
1 hour ago, Oldwolf58 said:

question, did one of the raiders make you pregnant the first time you surrendered? and if so do you have FPER set so that father faction is friendly until birth or forever or something? that could cause the condition you are reporting.

 

Sorry, I did not see your message before posting mine.

Yes, it did make my character pregnant and yes, that option was enabled. I disabled it but nothing changed. Tryed waiting a day but nothing.

 

However, while looking at my character perks I noticed a perk called "New Baby Smell" which i have never seen before. It says that some enemies will not attack me if I have a baby equipped. I unequipped the baby that i was carrying, waited an hour and everyone went back to happily shoot me. 

I am not sure how I got that perk but anyway now the problem is solved.

 

Thank you everyone who took the time to respond.

Mod is great btw.

Posted

hi im new to the modding community and i just finished downloading Violate and downloading everything, i have just downloaded F4SE and the MCM is not showing up and its saying that there is no F4SE,

 

i have also downloaded quite a bit of 4plays mods and same issue with this as well

Posted
4 minutes ago, Kazudatwo said:

hi im new to the modding community and i just finished downloading Violate and downloading everything, i have just downloaded F4SE and the MCM is not showing up and its saying that there is no F4SE,

 

i have also downloaded quite a bit of 4plays mods and same issue with this as well

 

Make sure you followed the installation instructions provided with F4SE. In particular, don't forget to install the scripts from it too.

 

You can use AAF_GFV.exe (get it from Moddingham, same place you get AAF) to check that F4SE, AAF and Themes are correctly installed.

Posted

would it be possible to add an option to the NPC surrender checks to only allow the last available NPC to surrender so you can actually do stuff with them? after they surrender mid-combat they tend to go hostile once i start trying to kill the other NPCs still in combat so they end up dying before i can do anything.

Posted
10 hours ago, qualcheduna said:

Sorry, I did not see your message before posting mine.

Yes, it did make my character pregnant and yes, that option was enabled. I disabled it but nothing changed. Tryed waiting a day but nothing.

 

However, while looking at my character perks I noticed a perk called "New Baby Smell" which i have never seen before. It says that some enemies will not attack me if I have a baby equipped. I unequipped the baby that i was carrying, waited an hour and everyone went back to happily shoot me. 

I am not sure how I got that perk but anyway now the problem is solved.

 

Thank you everyone who took the time to respond.

Mod is great btw.

That perk is part of the FPER set that you get when you get pregnant so that the creatures/raiders/gunners etc know you are carrying one of theirs and won't attack. I leave the faction friendly setting on but equip condoms when ever I'm going up against a group I don't want to get pregnant by. Or I take a contraceptive pill if they get me preggers ;)  I like getting stingwings and guard dogs by letting myself get pregnant by them (being pregnant by stingwings comes in handy for the glowing sea run).  Then I don't have to worry about that group attacking while I'm pregnant plus I don't have to burn condoms to do my prostitution or when I surrender until after the pregnancy runs it's course.

Posted (edited)
17 hours ago, EgoBallistic said:

 

Well, I checked and CSL implements essential player the right way, i.e. by using a referencealias rather than by the setessential() call.  So enabling and then disabling it in CSL should not have any permanent effects.  However, I am not completely sure what happens if the two essential settings overlap, i.e. if you enable essential player in both mods and then turn it off in one mod.  So to be sure I would disable it in both, then enable it in Violate.

 

 

Found it :classic_smile:

 

I think I've got to the bottom of this now and it is a sort of bug and is caused by having Essential Player Can Die switched to OFF

 

I first tested with an old save from before CSL invulnerability was applied and still had the same problem of coming back with a full set of HP. I went back to a very old save just outside the vault where I add all my mods and it was exactly the same.

 

Uninstalled and reloaded with v1.59 and was able to die normally.

 

Reloaded v1.60 beta 1 and tried with Essential Player can die set to ON and it worked correctly. Tested with some bandits with Health Threshold at 0 and that worked as well.

 

Basically the problem is with the non aggressor routine adding back a full set of HP so is effect overriding or supplanting the Essential Player setting

 

EDIT: Just tested Beta 2 and that's doing the same

 

EDIT2: CK is whinging about something in the beta 2 esp, I haven't tried to track it down

MASTERFILE:                File 'AAF_Violate.esp' contains forms which generated warnings on load. Check the EditorWarnings.txt file for <CURRENT> warnings.

 

Edited by Slorm
Posted

Anyone else try the new Beta 2? I downloaded and replaced Beta 1 and it kept telling me that aaf_violate wasn't present.  I checked my plugins to confirm it was indeed there and enabled. Have gone back to Beta 1 with no issues.

Posted (edited)
1 hour ago, Slorm said:

I think I've got to the bottom of this now and it is a sort of bug and is caused by having Essential Player Can Die switched to OFF

 

I first tested with an old save from before CSL invulnerability was applied and still had the same problem of coming back with a full set of HP. I went back to a very old save just outside the vault where I add all my mods and it was exactly the same.

 

Just to make sure I understand - I've gotten a bit lost in the details here - the problem is that when you are fighting, if your health drops to zero you drop into bleedout then come back with full health and don't surrender?  That is the expected behavior if the enemy is not enabled in the Aggressor Settings and Essential Player Can Die is turned Off.  If the enemy is enabled as an aggressor, you should go into bleedout then surrender.

 

The closest thing to this problem that I have seen is if you are essential and your health drops to exactly zero, you will recover about 25% health rather than dropping into bleedout.  This seems to only occur once per combat, the second time you drop to zero health you go into bleedout right away.  And in all cases if you get knocked below zero by a high damage attack, you will immediately go into bleedout.

 

Try this and see if it fixes the issue.  Go into console and do:

prid 14

callfunction "actor.setnobleedoutrecovery" 1

 

When you get knocked into bleedout, you'll have do do the same thing but with a 0 (zero), otherwise you'll stay in bleedout forever.

 

That's just a test, if it works I might add it to the scripts.

 

1 hour ago, Slorm said:

EDIT2: CK is whinging about something in the beta 2 esp, I haven't tried to track it down

MASTERFILE:                File 'AAF_Violate.esp' contains forms which generated warnings on load. Check the EditorWarnings.txt file for <CURRENT> warnings.

 

It's complaining that it can't find the pex file containing the "Overlays" script from LooksMenu.  That's because Violate depends on AAF, AAF depends on LooksMenu, and LooksMenu's pex files are in a BA2.  It's harmless since Violate doesn't use any LooksMenu functions itself.

 

Edited by EgoBallistic
Posted
18 minutes ago, EgoBallistic said:

 

Just to make sure I understand - I've gotten a bit lost in the details here - the problem is that when you are fighting, if your health drops to zero you drop into bleedout then come back with full health and don't surrender?  That is the expected behavior if the enemy is not enabled in the Aggressor Settings and Essential Player Can Die is turned Off.  If the enemy is enabled as an aggressor, you should go into bleedout then surrender.

 

 

 

This is it exactly, with EPCD switched to off the pc goes into bleedout gets back up with full HP and hostilities resume (tested using Raiders (0003183A).

 

I tried with prid 14

callfunction "actor.setnobleedoutrecovery" 1

 

But she just stays in the bleedout pose

 

I just did some further testing and with beta 2 the essential player doesn't seem to be working correctly at all now with EPCD set to ON. Sometimes she goes into the sitdown bleedout and then gets up and surrenders but in about half a dozen tests she was killed outright and just ragdolled and the save reloaded.

 

 

Posted
9 minutes ago, Slorm said:

I just did some further testing and with beta 2 the essential player doesn't seem to be working correctly at all now with EPCD set to ON. Sometimes she goes into the sitdown bleedout and then gets up and surrenders but in about half a dozen tests she was killed outright and just ragdolled and the save reloaded.

 

That's really strange.  Can you enable debug logging and post a script log of that happening?

Posted (edited)
27 minutes ago, EgoBallistic said:

 

That's really strange.  Can you enable debug logging and post a script log of that happening?

 

I just went back to beta 1 and that still works as I reported earlier with EPCD ON the pc either surrenders right around 0 HP or goes into sit down bleedout then gets up and surrenders, so it looks like a problem in beta 2

 

I'll reload beta 2 and get you a log

 

EDIT:

 

Here's the log with 3 tests, the first two times it worked correctly (EPCD ON) she went down got up then surrendered, the third time she ragdolled and dies

 

Papyrus.0.log

 

I'll get another with EPCD OFF

 

Here you go

 

EPCDOFFPapyrus.0.log

Edited by Slorm
Posted

I just want to mention I absolutely love the Essential (no die) feature in your mod update. It's friggin' fantastic and works wonderfully.

 

In the past if I wanted to make a film with UFOs dropping atomic bombs on me or monsters attacking me I had to leave Survival mode to enable god mode. Now I don't have to leave survival mode anymore, and even better I can play as recklessly as I love to do (I die a lot, haha) without having to worry how far back my last save position was, haha. Thanks, EgoBallistic :)

Posted
33 minutes ago, Slorm said:

Here's the log with 3 tests, the first two times it worked correctly (EPCD ON) she went down got up then surrendered, the third time she ragdolled and dies

 

The first 2 tests worked as expected, Violate found aggressors and you surrendered.  In the third test, no suitable enemies were found during surrender.

 

I am not sure why there were no suitable enemies; when you are in bleedout, if the usual check for enemies produces nothing, it does a fallback check using the last set of enemies it scanned during combat.

 

Wait.  Do you have Enemy Surrender Chance at zero?  I just realized that the fallback won't populate if that is set to zero.

Posted
21 minutes ago, EgoBallistic said:

 

The first 2 tests worked as expected, Violate found aggressors and you surrendered.  In the third test, no suitable enemies were found during surrender.

 

I am not sure why there were no suitable enemies; when you are in bleedout, if the usual check for enemies produces nothing, it does a fallback check using the last set of enemies it scanned during combat.

 

Wait.  Do you have Enemy Surrender Chance at zero?  I just realized that the fallback won't populate if that is set to zero.

 

The third test used exactly the same enemies (player.placeatme 3183A 4) it seems to happen fairly often

 

I always have enemy surrender as 0 as I'm not interested in getting prisoners/slaves

Posted
14 minutes ago, Slorm said:

I always have enemy surrender as 0 as I'm not interested in getting prisoners/slaves

 

OK but that is what is causing you to die instead of surrendering.  When you go into bleedout, everyone stops combat.  Depending on the timing of events, that can cause Violate not to find any aggressors to surrender to.  The fallback I added uses the list of potential surrendered enemies in the aggressor check.  But, that is not being populated because you have that setting at zero.  I have fixed this in the next version, but for now I suggest just setting the aggressor surrender chance to 1%.

Posted (edited)
1 hour ago, EgoBallistic said:

 

OK but that is what is causing you to die instead of surrendering.  When you go into bleedout, everyone stops combat.  Depending on the timing of events, that can cause Violate not to find any aggressors to surrender to.  The fallback I added uses the list of potential surrendered enemies in the aggressor check.  But, that is not being populated because you have that setting at zero.  I have fixed this in the next version, but for now I suggest just setting the aggressor surrender chance to 1%.

 

I had to think about the logic of that for a minute, but yeah I can see how it makes sense. Trust me to be the awkward one :classic_smile:

Edited by Slorm
Posted

Would it be possible to have the player surrender chance slider be in increments of 1% instead of 5%?

 

What I am aiming towards is a small chance of a surrender at any time - I set health to 100%, but want a minimal chance for when taking a hit

Posted
2 hours ago, EgoBallistic said:

 

I have fixed this in the next version, but for now I suggest just setting the aggressor surrender chance to 1%.

I fixed my pacification bug and now i'm waiting for the update to play the game (don't want to make any save before being sure that my plugin is fully functional) so i hope it will be released soon ? 

Posted
26 minutes ago, ebbluminous said:

Would it be possible to have the player surrender chance slider be in increments of 1% instead of 5%?

 

What I am aiming towards is a small chance of a surrender at any time - I set health to 100%, but want a minimal chance for when taking a hit

Go to \Data\MCM\Config\AAF_Violate\config.json , look for the option ("fHealth:PlayerSurrender" i think) and change the value ("step": 1)

Posted

Thx for the update ego, i was getting frustrated of getting one shot, this is a nice addition. One thing i'd really like to be featured in the future would a MCM slider to set % chance of getting raped, if not you just get your stuff stolen, they let you go and it would start the standard Violate retrieval quest. I know it pretty much contradict the goal of this mod, after all it"s called violate, not surrender, but just thought it would be a cool suggestion.

Posted

Getting consistent crash if PC get violated, the first one went okay, after the first one, the game instantly ctd

Will be trying to find whats going on.
 

Spoiler
crash-2022-08-20-21-50-40.log
This crash log was automatically scanned.
VER 3.20 | MIGHT CONTAIN FALSE POSITIVES.
====================================================
Main Error: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6A8BB1EEE Fallout4.exe+1B41EEE
====================================================
Detected Buffout Version: Buffout 4 v1.26.2
Latest Buffout Version: Buffout 4 v1.26.2
You have the lastest version of Buffout 4!
====================================================
CHECKING IF BUFFOUT4.TOML PARAMETERS ARE CORRECT...
====================================================
Achievements parameter is correctly configured.
-----
Memory Manager parameter is correctly configured.
-----
Looks Menu (F4EE) parameter is correctly configured.
-----
====================================================
CHECKING IF LOG MATCHES ANY KNOWN CRASH MESSAGES...
====================================================
Checking for Stack Overflow Crash.........All Clear
Checking for Active Effects Crash.........All Clear
Checking for Bad Math Crash...............All Clear
Checking for Null Crash...................All Clear
Checking for DLL Crash....................All Clear
Checking for LOD Crash....................All Clear
Checking for MCM Crash....................All Clear
Checking for Decal Crash..................All Clear
Checking for Equip Crash..................All Clear
Checking for Script Crash.................All Clear
Checking for Generic Crash................All Clear
Checking for BA2 Limit Crash..............All Clear
Checking for Rendering Crash..............All Clear
Checking for Grid Scrap Crash.............All Clear
Checking for Mesh (NIF) Crash.............CULPRIT FOUND!
> Priority Level: [4] | Detected number of LooseFileStream | BSFadeNode | BSMultiBoundNode :  0  |  12  |  0
Checking for Texture (DDS) Crash..........All Clear
Checking for Material (BGSM) Crash........All Clear
Checking for BitDefender Crash............All Clear
Checking for NPC Pathing Crash............All Clear
Checking for Audio Driver Crash...........All Clear
Checking for Body Physics Crash...........CULPRIT FOUND!
> Priority Level: [4] | Detected number of cbp.dll | skeleton.nif :  0  |  12
Checking for Plugin Limit Crash...........All Clear
Checking for Plugin Order Crash...........All Clear
Checking for MO2 Extractor Crash..........All Clear
Checking for Nvidia Debris Crash..........All Clear
Checking for Nvidia Driver Crash..........All Clear
Checking for Vulkan Memory Crash..........All Clear
Checking for Vulkan Settings Crash........All Clear
Checking for Corrupted Audio Crash........All Clear
Checking for Console Command Crash........All Clear
Checking for Particle Effects Crash.......All Clear
Checking for Animation / Physics Crash....All Clear
Checking for Archive Invalidation Crash...All Clear
---------- Unsolved Crash Messages Below ----------
Checking for *[Save Crash]................All Clear
Checking for *[Precombines Crash].........All Clear
Checking for *[Ammo Counter Crash]........All Clear
Checking for *[Player Character Crash]....DETECTED!
> Priority Level: [X] | Detected number of PlayerCharacter | 0x00000007 | 0x00000008 | 0x000000014 :  20  |  28  |  0  |  20
-----
FOR DETAILED DESCRIPTIONS AND POSSIBLE SOLUTIONS TO ANY ABOVE DETECTED CULPRITS,
CHECK THE 'HOW TO READ CRASH LOGS' PDF DOCUMENT INCLUDED WITH THE AUTO-SCANNER!
====================================================
CHECKING FOR MODS THAT CAN CAUSE FREQUENT CRASHES...
====================================================
IF YOU'RE USING DYNAMIC PERFORMANCE TUNER AND/OR LOAD ACCELERATOR,
remove these mods completely and switch to High FPS Physics Fix!
Link: https://www.nexusmods.com/fallout4/mods/44798?tab=files
-----
AUTOSCAN FOUND NO PROBLEMATIC MODS THAT MATCH THE CURRENT DATABASE FOR THIS LOG.
THAT DOESN'T MEAN THERE AREN'T ANY! YOU SHOULD RUN PLUGIN CHECKER IN WRYE BASH.
Wrye Bash Link: https://www.nexusmods.com/fallout4/mods/20032?tab=files
-----
====================================================
CHECKING FOR MODS WITH SOLUTIONS & COMMUNITY PATCHES
====================================================
[!] FOUND 	[0B] ARMOR AND WEAPON KEYWORDS
If you don't rely on AWKCR, you should switch to Equipment and Crafting Overhaul
Better Alternative: https://www.nexusmods.com/fallout4/mods/55503?tab=files
-----
[!] FOUND 	[FE: FALLUI ITEM SORTER MOD
This is a premade item tagging / sorting patch that can cause crashes or conflicts in all kinds of situations.
I strongly recommend to instead generate your own sorting patch and place it last in your load order.
That way, you won't experience any conflicts / crashes and even modded items will be sorted.
Link: https://www.nexusmods.com/fallout4/mods/48826?tab=files
-----
[!] FOUND 	[FE: FALLUI ITEM SORTER MOD
This is a premade item tagging / sorting patch that can cause crashes or conflicts in all kinds of situations.
I strongly recommend to instead generate your own sorting patch and place it last in your load order.
That way, you won't experience any conflicts / crashes and even modded items will be sorted.
Link: https://www.nexusmods.com/fallout4/mods/48826?tab=files
-----
====================================================
CHECKING FOR MODS PATCHED THROUGH OPC INSTALLER...
====================================================
- Found 	[23] Mutilated Dead Bodies
- Found 	[26] Immersive Gunners Plaza
- Found 	[77] Mutilated Dead Bodies
-----
FOR PATCH REPOSITORY THAT PREVENTS CRASHES AND FIXES PROBLEMS IN THESE AND OTHER MODS,
VISIT OPTIMIZATION PATCHES COLLECTION: https://www.nexusmods.com/fallout4/mods/54872
-----
====================================================
SCANNING THE LOG FOR SPECIFIC (POSSIBLE) CUPLRITS...
====================================================
LIST OF (POSSIBLE) PLUGIN CULRIPTS:
- [10]     AAF.esm
- [FE:051] PIP-Pad_LMCC.esp
-----
These Plugins were caught by Buffout 4 and some of them might be responsible for this crash.
You can try disabling any listed plugins and recheck your game, though this method is unreliable.
-----
LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 00000007
Form ID: 00000014
Form ID: 00013746
Form ID: 00000D67
Form ID: 00000D6C
Form ID: 000F7E66
Form ID: 00000D64
Form ID: 100072E2
Form ID: FF023155
-----
These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records.
-----
LIST OF (POSSIBLE) FILE CULPRITS:
skeleton.nif
-----
These files were caught by Buffout 4 and some of them might be related to this crash.
Detected files in most cases seem to be false positives, so no recommendation is given.
-----
FOR FULL LIST OF MODS THAT CAUSE PROBLEMS, THEIR ALTERNATIVES AND DETAILED SOLUTIONS,
VISIT THE BUFFOUT 4 CRASH ARTICLE: https://www.nexusmods.com/fallout4/articles/3115
====================================================
210622 | Author/Made By: Poet#9800 | END OF AUTOSCAN

 

 

crash-2022-08-20-21-50-40.log crash-2022-08-20-21-50-40-AUTOSCAN.md

Posted
22 minutes ago, DasKebab said:

Getting consistent crash if PC get violated, the first one went okay, after the first one, the game instantly ctd

 

Fallout4.exe+1B41EEE seems to be a pretty common crash related to body meshes or equipment.  I don't think this has anything to do with Violate per se.

Posted
14 minutes ago, EgoBallistic said:

 

Fallout4.exe+1B41EEE seems to be a pretty common crash related to body meshes or equipment.  I don't think this has anything to do with Violate per se.


I see. Aight, time to do crash hunting

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