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Posted
13 minutes ago, DirtyUrban said:

Is there a way for a user to add detection for a custom race to this mod?

 

I've done it in the past by patching the script source code with a section for the new race I wanted to support and recompiling. Violate includes source code for all its scripts, so as long as you get slightly familiar with the Papyrus scripting language and how to use the compiler in the Fallout 4 Creation Kit, it's pretty easy since you can just copy the conditional blocks for the other custom races. Just make sure you also install AAF's script sources since Violate's scripts use them (source code is an option in AAF's FOMOD installer menu). Also you'll have to use FO4Edit or the CK to find the FormID for the race you want to add integration with.

Posted
1 hour ago, vaultbait said:

 

I've done it in the past by patching the script source code with a section for the new race I wanted to support and recompiling. Violate includes source code for all its scripts, so as long as you get slightly familiar with the Papyrus scripting language and how to use the compiler in the Fallout 4 Creation Kit, it's pretty easy since you can just copy the conditional blocks for the other custom races. Just make sure you also install AAF's script sources since Violate's scripts use them (source code is an option in AAF's FOMOD installer menu). Also you'll have to use FO4Edit or the CK to find the FormID for the race you want to add integration with.

Thanks! I'll give that a try and see how far I can get. 

Posted (edited)
44 minutes ago, DirtyUrban said:

Thanks! I'll give that a try and see how far I can get. 

 

Specifically, the LoadCustomRaces() function in the FPV_MCM_Script.psc file, you'd put in a conditional block for the IKAROS plugin (whatever it's called) and then call AddRace() passing the hexidecimal FormID for the race it includes into the inner Game.GetFormFromFile() call.

 

Assuming you have the CK installed already, you can either call the PapyrusCompiler.exe it includes from the command line to recompile that script, or you can try to use the script manager within the CK interface to recompile it, or you can set up an extensible text editor like Notepad++ with a menu option to compile scripts if you expect to be doing more of this sort of thing regularly.

 

And don't forget to reinstall AAF and select the option in its FOMOD installer menu to install its script source code too.

 

Edit: Oh, and once you get it working, make extensive notes on the steps you followed, since you'll want to redo them every time there's a new version of Violate (as in reapply your edits and rebuild FPV_MCM_Script.psc, not just copy your old compiled version back, in case the script's content changed in that version).

Edited by vaultbait
Posted
On 1/17/2019 at 5:22 AM, KyLeeKu said:

Was it previously working? I had issue where it stopped working for some reason (one of the updates I think). I disabled the mod, loaded most recent save, made a new save, loaded that new save, saved again, reactivated mod, loaded newest save. Worked again after that.

I had that problem about half way through my playthrough.  I disabled all the AFF mods, loaded my save, saved it, then re-enabled all the AAFs and it worked again.

Posted (edited)

i'm having an Horizon + AAF Violate issue (playing in Survival mode), where the knockdown-death alternative/revival feature in Horizon also triggers the knockdown-auto-surrender feature in AAF, so i would get teleported back to a safezone and see the auto-surrender animation playing up, before a black loading screen (which i think AAF violate is trying to teleport me back to my would-be violator, but the loading screen just loops indefinitely)


Things i have done to remedy:
1) toggled off knockdown-death alternative/revival feature in Horizon, while using AAF: Violate options to set player as essential, somehow it just kills my character directly.
2)tried typing setessential for player, also just dies immediately.

 

Question:
how do i set it so AAF: Violate only allows manual surrender so that it doesn't clash with the revival-features in Horizon ?
 

poo.png

Edited by boinboinhime
Posted
3 minutes ago, boinboinhime said:

Question:
how do i set it so AAF: Violate only allows manual surrender so that it doesn't clash with the revival-features in Horizon

 

Make sure you are running the latest version (1.60 Beta 3).  Turn the Essential Player option in Violate to OFF.  With that set to OFF, Violate won't react when you get knocked down so the other mod can do its thing.

 

If you want to make surrender completely manual-only, also set the Chance to Surrender to 0 in the Player Surrender Options menu.  That will prevent you from auto-surrendering when health is low or when you are crippled.

Posted

I want my character wearing some during sex stage, I tried to modify the aaf stripping setting but it seems the male character aren't naked and if it works, the robbery stage will remove all items anyway. How can I keep some trinkets after triggering the mod? Will it work if I modifile scrips of the mod?

Posted

i set the enemy gender for surrender only be female.

but at time playing the game for quite some time in 1 session, male enemy will surrender too.

 

not sure is it bug or the vanilla game issue.

restarting game seems ok, until after some time, it happen again.

Posted

Im having a problem where male surrendered npc have female voice lines. I dont know if its a common bug or something else interfering with the mod.

Posted
7 minutes ago, sajeebm said:

Im having a problem where male surrendered npc have female voice lines. I dont know if its a common bug or something else interfering with the mod.

It's not really a bug cause there is only one voice type for all surrendered enemies and the voices are made by a third party (not part of AAf Violate base mod). You can always disable the voices and stick to subtitles

Posted
On 9/16/2022 at 4:55 AM, lk4177 said:

I want my character wearing some during sex stage, I tried to modify the aaf stripping setting but it seems the male character aren't naked and if it works, the robbery stage will remove all items anyway. How can I keep some trinkets after triggering the mod? Will it work if I modifile scrips of the mod?

 

The functions where Violate strips victims, i.e. "Strip victims before violation" and "Strip victims before restraining" will not strip items marked as protected equipment by AAF.  You can use Rogg's No-Strip Items Manager to easily manage that without having to edit any files.

 

Robbery will strip you of any wearable object that has any of the following keywords: ObjectTypeArmor, Armor_NoFirstTimeLoot, DogmeatNoVisualsOnRetrieve, or ma_armor_lining.  This includes pretty much all armor and clothing, and most accessories like necklaces, that you will find in the game or in mods.

 

If you really want to change that, you can edit the Keywords[] property on the Papyrus Fragment in Quest Stages -> Stage 0 of the FPV_Retrieve quest.  Or just turn off robberies.

Posted
On 9/16/2022 at 7:55 AM, handsome2 said:

i set the enemy gender for surrender only be female.

but at time playing the game for quite some time in 1 session, male enemy will surrender too.

 

Not sure how this would happen, there's only one place in the mod where surrendered enemy gender is checked.  The only way I can see that the check would start to fail is if a female enemy that was being tracked during a fight was to respawn as male.  That seems unlikely.

 

Are you running any patches that modify Violate?

Posted
1 hour ago, sajeebm said:

Im having a problem where male surrendered npc have female voice lines. I dont know if its a common bug or something else interfering with the mod.

 

Violate uses the same non-voiced lines for male and female surrendered enemies.  Are you running a patch that adds voice lines to Violate?  If so, which one?

Posted
8 hours ago, ExtraKat said:

Where do you set animation preferences in "Global Options"?

 

The Violate section in MCM. Can you elaborate on what preferences you're trying to set and what you think may be missing?

Posted

It would be nice if Violate used code similar to Sexual Harassment to equip chastity belts last, which would ensure any plugs it is trying to insert do so successfully. You can check out the EquipDD function in FPSH_RestraintHelper.psc (in Scripts\Source\User\FPSH in your SH directory) to see what SH is doing. Basically it initializes a list of chastity devices in the InitializeBeltRestraints function, then when looping through the DD list from RDDM it pulls out the first match and equips that after the rest of the list. This would also ensure corset belts are equipped after the requisite corset, if by luck or design both a corset and its applicable belt are in the list.

Posted
3 hours ago, ExtraKat said:

im just wondering where its at, cause i do not see it anywhere or, any instructions where (Sorry im stupid xd)

 

While you're in the game, bring up the pause menu and select "mod config" there, then scroll down and choose AAF Violate and you should get a number of sub-pages with groups of settings to adjust.

Posted
4 hours ago, edinburg said:

It would be nice if Violate used code similar to Sexual Harassment to equip chastity belts last, which would ensure any plugs it is trying to insert do so successfully. You can check out the EquipDD function in FPSH_RestraintHelper.psc (in Scripts\Source\User\FPSH in your SH directory) to see what SH is doing. Basically it initializes a list of chastity devices in the InitializeBeltRestraints function, then when looping through the DD list from RDDM it pulls out the first match and equips that after the rest of the list. This would also ensure corset belts are equipped after the requisite corset, if by luck or design both a corset and its applicable belt are in the list.

 

That's a good idea, I have gone ahead and implemented it.  I modified SH's version so it checks a formlist rather than an array, and in so doing discovered that there are a couple of mistakes in DD's DD_FL_ChastityBelts formlist -- it includes one chastity bra and is missing both corset belt add-ons.  Fortunately Rogg's DD Items Manager has a similar formlist but that one is correct.  It works great with plugs now, and you're guaranteed not to get the "This device cannot be equiped as long as its required items are missing" message when both the corset and add-on are in the RDDM list.

Posted
12 hours ago, EgoBallistic said:

there are a couple of mistakes in DD's DD_FL_ChastityBelts formlist -- it includes one chastity bra and is missing both corset belt add-ons

 

Do you happen to know whether that's still the case in RC8/CE9 as well, or were you looking at 2.0?

Posted
57 minutes ago, vaultbait said:

Do you happen to know whether that's still the case in RC8/CE9 as well, or were you looking at 2.0?

 

The formlist is the same in RC8 and 2.0, so they both have that problem.

 

I think I'm having a senior moment here: what is CE9 again?

Posted
31 minutes ago, EgoBallistic said:

 

The formlist is the same in RC8 and 2.0, so they both have that problem.

 

I think I'm having a senior moment here: what is CE9 again?

That's Elsidia version that continues on form RC8

Posted
2 minutes ago, izzyknows said:

That's Elsidia version that continues on form RC8

 

Thanks.  I was just going back over the DD thread and read about that.

 

I can sympathize with a lot of the issues they are trying to deal with in the new version.  Magic effects disappearing when you manipulate an NPC's inventory, NPCs reverting to their base outfits when the cell they are in unloads or when an Armor base form is added to their inventory, etc.  I have been fighting against all of these with the new framework Kziitd and I are working on.  It's a real pain in the ass, every time I think I've got it nice and stable I discover something else, it's a real game of whack-a-mole.

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