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Posted
54 minutes ago, EgoBallistic said:

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

 

Thanks for confirming. This should hopefully get corrected in the community versions of DD in that case, since the current focus is on bug squashing before asking Kimy to make it 2.1 or 3.0 or whatever.

Posted
57 minutes ago, izzyknows said:

That's Elsidia version that continues on form RC8

"DD 2.0 CE9 beta" is there a download link somewhere that i couldn't find or still not published yet?

Posted
2 hours ago, lee3310 said:

"DD 2.0 CE9 beta" is there a download link somewhere that i couldn't find or still not published yet?

It's still bits & pieces at the moment.

Posted

i'm sorry if this has been posted already...i'm having problems with being restrained/handcuffed...whenever i fast travel and wherever i end up i am handcuffed and even though my followers are not handcuffed they won't remove their arms from behind their backs...even if i draw my weapon their arms stay behind their backs...any help would be greatly appreciated

Posted
17 hours ago, Balboa2151 said:

i'm sorry if this has been posted already...i'm having problems with being restrained/handcuffed...whenever i fast travel and wherever i end up i am handcuffed and even though my followers are not handcuffed they won't remove their arms from behind their backs...even if i draw my weapon their arms stay behind their backs...any help would be greatly appreciated

 

Sounds like something is going wrong with the handcuffs themselves.  Violate just puts the handcuffs on you and your companions and then forgets about them, the Real Handcuffs mod handles keeping them locked on you from that point on.  It kind of sounds like the handcuffs got unequipped in an improper way, so the handcuffs animations weren't canceled.

Posted
18 hours ago, Balboa2151 said:

i'm sorry if this has been posted already...i'm having problems with being restrained/handcuffed...whenever i fast travel and wherever i end up i am handcuffed and even though my followers are not handcuffed they won't remove their arms from behind their backs...even if i draw my weapon their arms stay behind their backs...any help would be greatly appreciated

try targeting the person that is stuck and using the console command "CAA AnimArcheTypePlayer" then "CAF" no quotes and see if it fixes it.

Posted
4 hours ago, Balboa2151 said:

THANK YOU...everyone here is awesome...do you think i should delete real handcuffs mod and reinstall it and make a new save? thanks again

It wouldn't hurt to do a re-install of the real handcuffs mod, also make sure it comes before any mod that calls on it in your load order. I've always  had real handcuffs in my load order and never had a problem with it, it's always before any animation mods and before any mod that might call it , like Violate.

Posted
9 hours ago, Balboa2151 said:

THANK YOU...everyone here is awesome...do you think i should delete real handcuffs mod and reinstall it and make a new save? thanks again

Another option to fix your follower's arms animation:

 

 - Open equipment exchange window on NPC

 - Equip handcuffs explicitly

 - Close inventory exchange window. Ensure handcuffs are equipped on NPC

 - Open equipment exchange window once again and unequip handcuffs.

 - Now arms animation will be set to normal.

 

Moreover, such approach will fix NPC if it stuck in arm animation provoked by DD hundcuffs as well.

 

 

Posted

Looks almost like the problem I posted earlier. My actress was handcuffed, but my companion was not. However, she had her arms behind. However, handcuffs were in inventory but inactive. Had to activate it every time and was then able to remove it.

Posted (edited)

I'm encountering annoying issue where Cait and Curie behave strangely during Violate event. Instead of kneel down and get violated,  she runs away backwards. Only Piper isn't broken yet.

 

Some of the oter AAF mods caused this, my guess is Autonomy or Vanilla Fudge, but I'm not sure. Previously it was enough to dismiss the companion, but right now they are stuck permanently.

 

Any tips how to fix this? Console command or somethink.

 

Edit: Here is example how Violate stopped recognising Curie and Cait as valid target. Strong, Piper and MacCready are pacified. Curie and Cait (out of view) aren't. All of them are dismissed.

Spoiler

enb2022_9_26_23_31_41.thumb.jpg.774874ef82f8ac2906c0bcfe173b2de1.jpg

 

Edited by zlota
Posted
On 9/21/2022 at 5:23 AM, EgoBallistic said:

and is missing both corset belt add-ons. 

 

On 9/21/2022 at 5:37 PM, 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?

i added those belts addons to list (4 pieces), but there is still problem about you can think. probably in fast future you can test those changes in life.

I think those belts not added to list specially. As those is addons and if randomizer choose it, it fail to equip. Only if corset is on. So in most cases it's fail and lost 1 random aptempt. So there need your opinion: is it worth add those devices to list?

Posted
On 9/26/2022 at 11:19 AM, zlota said:

Here is example how Violate stopped recognising Curie and Cait as valid target. Strong, Piper and MacCready are pacified. Curie and Cait (out of view) aren't. All of them are dismissed.

 

Since they are dismissed, you must be using another mod to make them follow you.  I suspect that mod is using a follower mechanism Violate doesn't recognize, so it is treating them as "Other combatants" rather than as "Companions".

 

Can you tell me what that mod is?  I can take a look and see about modifying the conditions so the followers are recognized.

Posted
9 hours ago, Elsidia said:

i added those belts addons to list (4 pieces), but there is still problem about you can think. probably in fast future you can test those changes in life.

I think those belts not added to list specially. As those is addons and if randomizer choose it, it fail to equip. Only if corset is on. So in most cases it's fail and lost 1 random aptempt. So there need your opinion: is it worth add those devices to list?

 

To completely fix this would require additional scripting to ensure that the corset add-on belts are only applied if the corsets were applied first.  In that case, it may be better to put the add-on belts into a separate list.  I am in favor of this approach; I would prefer that the formlists exist in DD rather than add them to my own mods.

 

For now, in Violate I am using the RoggDDM_Default_ChastityBelts formlist which has all of the chastity belts, both standalone and add-on.

Posted
1 hour ago, EgoBallistic said:

To completely fix this would require additional scripting

DD randomizer build in that way, that there no need additional scripting. To put on device it use defined cycles (by modder) and, if device failed, it use next cycle. So only, what can add, is skip equip process, if addon conditions not completed and avoid for player 1 pop up menu. So if you will be sure that device equipped and no bother about time, you can set cycle 100 and hope, that player have enough free slots to equip at least one DD item)

Posted
2 hours ago, Elsidia said:

DD randomizer build in that way, that there no need additional scripting. To put on device it use defined cycles (by modder) and, if device failed, it use next cycle.

 

Sorry, I meant that Violate would require additional scripting.  Rogg's DD Items Manager does not guarantee that the set of devices it returns will include all requirements.  For example, you can configure it so that it returns no corsets but require a 100% chance of add-on chastity belts, and it will do that.


Anyway I am happy enough with how it works in Violate.  As I said before, I think the DD formlists should be changed so that the DD_FL_ChastityBelts no longer contains a chastity bra, and then a new formlist should be created just for the add-on chastity belts.  That will give mod authors the options they need.

Posted
3 minutes ago, EgoBallistic said:

DD_FL_ChastityBelts no longer contains a chastity bra,

Already removed in my work version as it added by error and are duplicated item (are too in bra list)

4 minutes ago, EgoBallistic said:

and then a new formlist should be created just for the add-on chastity belts. 

Will check how to do it - so there is some problems. Can more say, when I see original item list in DD (not on my own PC now). At this point (i check this list yesterday, because work on some update) i can say that randomizer list looks like list DD_**_ALL and in this list is used for get any device (DCW uses it) So addon item list will be added to this list too. Also if made a list DD_**_ChastityBelts_Addon, where put those addons inside, so this list logically will need add to list DD_**_ChastityBelts, so got the same result as before. If you choose use only belts, addons still inside this list, even it have own list. Maybe somehow we can avoid it, i need check home more carefully Kimy lists default structure.  But i you have idea, how to avoid this situation, will likely hear it. 

 

** - i still don't remember right names of lists, so i use it from my memory (can't check lists, as i don't have Fallout 4 on this PC)

PS: I  not drop the idea to change default EquipRandom procedure by adding filters inside DD as it in Skyrim and not similar to Roggvirs. My idea is added filter by formlist, what can be unchecked in MCM, and, if randomizer get this list, it skips it and go to next list without spare a attempt. I at this moment check script source and see, that it can be done. /still need some tests in fallout 4 and write this script/.

PS2: I plan to add some post in DD thread as i found one misunderstanding. Need know other player, modders opinion.

 

Posted

New Version 1.60 Beta 4 Uploaded

  • Modified Essential Player handling so player can die from scripted damage (such as the Fucked to Death effect from Sex Attributes) during violations if Essential Player Can Die is enabled.
  • Changed Devious Devices handling so that chastity belts are always equipped last. This ensures plugs will not fail to equip due to being blocked by a chastity belt.
  • Changed the actor stripping routine to better handle "Locked" NPC inventory items.
  • Added hands-up kneeling surrender animation for Super Mutant followers.  Strong won't just stand around any more.
  • Fixed a long-standing bug where companions and friendly NPCs sometimes would not use the correct AI packages at the start of a violation scene.
  • Fixed another long-standing bug where companions sometimes would not follow the player until after pacification ended.
Posted (edited)
17 hours ago, EgoBallistic said:

 

Since they are dismissed, you must be using another mod to make them follow you.  I suspect that mod is using a follower mechanism Violate doesn't recognize, so it is treating them as "Other combatants" rather than as "Companions".

 

Can you tell me what that mod is?  I can take a look and see about modifying the conditions so the followers are recognized.

 

Mod that alter Companions behavior is Better Companions - All In One .Maybe there is something else, but can't post full modlist right now.
I'll try new Beta 4 update and check xEdit for conflicts and if it won't help I'll uninstall it and hope that won't break anythink too much.

Edited by zlota
Posted
31 minutes ago, Creaz said:

I cannot check the boxes, says that they're not active. How do I solve this?

 

All of the options in the installer require other mods or DLC to be installed and active in your load order before you can select them.  Those requirements are listed in the option descriptions.

Posted
30 minutes ago, Creaz said:

I cannot check the boxes, says that they're not active. How do I solve this?

If you mean during installation, then download & install the required animations/mods, then install install Violate.

Posted (edited)
3 hours ago, zlota said:

Mod that alter Companions behavior is Better Companions - All In One .Maybe there is something else, but can't post full modlist right now.
I'll try new Beta 4 update and check xEdit for conflicts and if it won't help I'll uninstall it and hope that won't break anythink too much.

 

I took a look at BC but it doesn't seem to have an option to recruit more than one companion at a time. 

 

So, in your original post, did you just teleport your companions to you but they weren't actively following you?

 

If so, with 1.60 Beta 4, they will surrender with you (kneel and put their hands up) but they won't actually be violated since they are not technically followers.  You would need to use a multi-follower mod like UCF for that.

 

Edited by EgoBallistic

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