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Posted
On 12/16/2019 at 10:29 AM, megururu said:

Hi.

I've been trying to make KoF and AAF Violate patch (for me) from time to time, so I probably know why the player character is stuck on the ground.

(I am using AAF Violate with the Health threshold set to 0. I also use KoF, which is set to stand up on the spot when the player character dies.)

 

There is a Spell used on the KoF side to get up from the ragdoll state when the player character is determined to die. This Spell temporarily changes the player character's Actor Value "Paralysis (000002F2)" to 1. This Paralysis should return to 0 when the Spell's effect ends, but if the AAF Violate is also running at the same time, it will remain at 1 for some reason.

I couldn't come up with a cause, but if you can use the console, there is a temporary solution. Simply, enter "14.SetAV 2F2 0" in the console. (KoF will continue to work after this, but It’s better to set theft to occur only in KoF or AAF Violate.)

 

The patch I'm making is wait for the animation that the player character get up after the blown off (about 15 seconds, both can be obtained with KoF's events), and then continue the AAF Violate's processing. However, this mechanism is not good because it requires modification (2 functions to get variables, 4 lines at the beginning of CheckRace for wait) of AAF Violate's FPV_OnHit script. (Also need a new patch script.)

Also, when KoF removes the player character's ragdoll state, the player character is set to the ghost state, so in most cases they will be no longer in combat state. Also, at least one in-game hour will elapse by KoF function until the player character gets up, so hostile NPCs often return to positions that are more than 2000 game units away from the player character.
If this happens, AAF Violate will not react when the player character wakes up, so it is necessary to put the enemy in battle state by a patch's script. And etc etc.

Uh, sorry for my long reply.

what we rly need is a ragdoll replacement for the essential sit animation that's compat with AAF/violate. personally I think i'd be ok with not using KOF at all while using violate if that was an option. solid compromise me thinks. I really really enjoy knocouts ragdoll effect. I found a ragdoll instead of sit mod for skyrim, but not for fallout

Posted (edited)

So one things that kind of bothers me about the Violate mod is the enemy surrender options and how it interacts with enemies wearing power armor. I think it would be nice to have the option if the enemy is wearing power armor then they won't surrender.

 

Because if they surrender they'll exit the power armor and the frame and any armor on it count as being owned being if you want the frame or armor you have to steal it. though I believe the same thing happens if you shoot a fusion core of the armor it'll force them to exit and the power armor counts as own so that isn't unique to the mod.

 

Also I've had the enemy AI-controlled power armor from the creation club quest Malevolent Malfunction surrender and exit out of the power armor.

 

ScreenShot3.png.a1f8a60f1d00b9cc2d4e4d87fe5350aa.png

 

While I don't know if it can happen with the friendly companion Sentinel power armor since I haven't gotten up to that part yet so I'll get back once I do.

 

Okay I don't think it happens with the friendly suit you get after finishing the quest, only the hostile ones you can fight and yes they do show up as headless men.

Edited by Spaceguest991
Posted

I just installed this mod and works great . Are there any mods that allow you to offer sex to get rid of dd devices , handcuffs etc? I think there is a guy in the dugout inn but i think you have to pay him 

Posted
2 hours ago, liniul said:

I just installed this mod and works great . Are there any mods that allow you to offer sex to get rid of dd devices , handcuffs etc? I think there is a guy in the dugout inn but i think you have to pay him 

Boston Devious Helper, which has a toggle so you can turn it off when not needed.

Posted
23 hours ago, Spaceguest991 said:

I think it would be nice to have the option if the enemy is wearing power armor then they won't surrender.

 

Yeah that's a reasonable idea.

 

23 hours ago, Spaceguest991 said:

Because if they surrender they'll exit the power armor and the frame and any armor on it count as being owned being if you want the frame or armor you have to steal it. though I believe the same thing happens if you shoot a fusion core of the armor it'll force them to exit and the power armor counts as own so that isn't unique to the mod.

 

Correct.  There are plenty of mods, like Power Armor Ownership Fix, that fix that.  Or you can just select the armor in console and issue the command "setownership".

 

23 hours ago, Spaceguest991 said:

Also I've had the enemy AI-controlled power armor from the creation club quest Malevolent Malfunction surrender and exit out of the power armor.

 

Yeah that's because the "AI" is just a headless human NPC with a Servitron voice.  I had never heard of that CC mod until now, I guess I can just add the sentinel AI keyword to Violate's blocked keywords list.

Posted
22 hours ago, EgoBallistic said:

 

Yeah that's a reasonable idea.

 

 

Correct.  There are plenty of mods, like Power Armor Ownership Fix, that fix that.  Or you can just select the armor in console and issue the command "setownership".

 

 

Yeah that's because the "AI" is just a headless human NPC with a Servitron voice.  I had never heard of that CC mod until now, I guess I can just add the sentinel AI keyword to Violate's blocked keywords list.

I did kinda figure there was likely a console command for getting ownership of the armor frames didn't know there was a mod so thanks for that.

 

And well how the the "AI" power armor does make sense since you'd probably not notice it during normal game play but now I wonder if I was stealthy enough if they have fusion cores you can pick pocket and force them out of the power armor during vanilla game play.

Posted
1 hour ago, Spaceguest991 said:

And well how the the "AI" power armor does make sense since you'd probably not notice it during normal game play but now I wonder if I was stealthy enough if they have fusion cores you can pick pocket and force them out of the power armor during vanilla game play.

 

Haha yeah I was thinking the same thing - what happens if you pickpocket their core or shoot it out?

Posted
2 hours ago, EgoBallistic said:

 

Haha yeah I was thinking the same thing - what happens if you pickpocket their core or shoot it out?

That CC mod is just a rip of one done long ago. Which uses a "dummy actor". But you couldn't kill it or pickpocket it while it was in the PA. (if I remember right)

 

Posted

Nice mod, but I have a huge qualm about it, (No, this isn't about the loading screen, that's somehow fixed itself miraculously, no, it wasn't a load order issue, least I don't think, but now with the load order (LEFT PANEL) having been sorted, there's even LESS chance for it to screw up) when an enemy surrenders and I'm still in combat, those who DID surrender, UN-surrender... I'm like "Should've just STAYED surrendered" every time I'm forced to kill them, is this normal?

Posted
5 minutes ago, Ender Shadowborne said:

Nice mod, but I have a huge qualm about it, (No, this isn't about the loading screen, that's somehow fixed itself miraculously, no, it wasn't a load order issue, least I don't think, but now with the load order (LEFT PANEL) having been sorted, there's even LESS chance for it to screw up) when an enemy surrenders and I'm still in combat, those who DID surrender, UN-surrender... I'm like "Should've just STAYED surrendered" every time I'm forced to kill them, is this normal?

Yes, continued combat will turn them hostile again if they are near to the battle. If you want them to stay surrendered move away from them so the others follow you then take them out and that one that surrendered will usually still be kneeling and waiting for you.

Posted (edited)

After a violation my companion’s belongings do not get stolen and there is no option for automatic dismissal. This leaves the player way stronger than he should be after such a traumatic event.

 

Edit I activated Combat Surrender and Abductions, with violate passing the player to abduction after the surrender. It dismisses the follower and leaves the player in quite a vulnerable state. I would still like to see a mod with rooming slavers/pimps that will gladly snatch up a vulnerable player roaming the wasteland. Forcing the player to work in some kind of Brothel/strip club for a bit, but it appears fallout 4 modding is dead. Maybe starfield will take it to the next level.

Edited by aslab
Posted

So there was a feature that I thought it would be good if Violate had it.

 

So with Violate there is the option to have Rounds until exhaustion and like Sex until exhaustion and what I'd like to have is a way to multiple rounds of sex with specific enemies like giant creatures for sake of using Sexual Attributes mind break and perversion systems but without have Sex until exhaustion on since I don't want it on all the time and you're probably not going to fight multiply giant enemies like deathclaws and behemoths every often.

 

Not sure how much work it would be to do something like that.

Posted

Heya!, sorry to be a bother again buut i recently updated AAF violate and now bad end does not work, i simply get the normal prompt "i need to retreat". I have bad end animations installed too which use to give me the hanging whipped to death and i have set the bad end to always in the mcm menu, have i done the installation wrong ?, i also have violate purgatory installed too, thanks n sry again ❤️ 

Posted
3 hours ago, LunaGirlDBX said:

Heya!, sorry to be a bother again buut i recently updated AAF violate and now bad end does not work, i simply get the normal prompt "i need to retreat". I have bad end animations installed too which use to give me the hanging whipped to death and i have set the bad end to always in the mcm menu, have i done the installation wrong ?, i also have violate purgatory installed too, thanks n sry again ❤️ 

What OS are you using win10 or 11 and which mod manager, vortex or MO2?

Posted
7 minutes ago, Oldwolf58 said:

What OS are you using win10 or 11 and which mod manager, vortex or MO2?

First of all thank you so much for replying ? , oke i am using Win 10 n MO2 as i keep ol my adult mods there

Posted
6 minutes ago, LunaGirlDBX said:

First of all thank you so much for replying ? , oke i am using Win 10 n MO2 as i keep ol my adult mods there

Is Fallout 4 installed in the programs directory of c or do you have it installed somewhere else. If it's in the programs directory check to make sure windows didn't set it as read only, as it sometimes does. If it's not in the programs directory check the permissions on where it's installed to ensure it isn't read only. Even though MO2 "creates" a game directory to run the game from things like F4SE and others that must be loaded into the game directory itself need write access to the actual game directory. If all of that is ok, the check to make sure that Violate unpacked correctly, sometimes the download is messed up and though it looks like it installed something in the install is corrupted. Try re downloading Violate and reinstalling from the new download.

Posted
9 hours ago, LunaGirlDBX said:

Heya!, sorry to be a bother again buut i recently updated AAF violate and now bad end does not work, i simply get the normal prompt "i need to retreat". I have bad end animations installed too which use to give me the hanging whipped to death and i have set the bad end to always in the mcm menu, have i done the installation wrong ?, i also have violate purgatory installed too, thanks n sry again ❤️ 

 

When you update the mod, your MCM settings get reset, because the mod ships with a new configuration file.  The default chance of Bad End is only 10%.   So, make sure your "Chance of Bad End" is set to 100 or some other reasonable value in the MCM under "Mod integration options".

Posted
On 11/3/2022 at 11:10 AM, aslab said:

Edit I activated Combat Surrender and Abductions, with violate passing the player to abduction after the surrender. It dismisses the follower and leaves the player in quite a vulnerable state. I would still like to see a mod with rooming slavers/pimps that will gladly snatch up a vulnerable player roaming the wasteland. Forcing the player to work in some kind of Brothel/strip club for a bit, but it appears fallout 4 modding is dead. Maybe starfield will take it to the next level.

 

Hardship and Raider Pet both provide versions of that scenario, and JB just released Commonwealth Slavers which is pretty much exactly what you described.

 

Man, seriously, comments like yours really piss mod authors off.  Here we are working for free and if you don't get *exactly* what you want you declare the whole scene not worth looking at.  Fucking entitled prick.

Posted
6 hours ago, EgoBallistic said:

 

Hardship and Raider Pet both provide versions of that scenario, and JB just released Commonwealth Slavers which is pretty much exactly what you described.

 

Man, seriously, comments like yours really piss mod authors off.  Here we are working for free and if you don't get *exactly* what you want you declare the whole scene not worth looking at.  Fucking entitled prick.

WOW, I had Fallout for years without playing it more than my initial 10-hour test run. I tried it again recently and “AAF Nuka Ride: A Porn Studio Mod” got me into the game. Thanks for the heads up on the new mod. JB is the god of fallout quest mods, JB’s mods have character and style. Getting the character naked and fucking is great! But eventually we all like some immersion, if only more mod authors can be like JB. Hardship was great too, that got me into the vanilla game-play until I got board of fallout again.

Posted
11 hours ago, EgoBallistic said:

 

When you update the mod, your MCM settings get reset, because the mod ships with a new configuration file.  The default chance of Bad End is only 10%.   So, make sure your "Chance of Bad End" is set to 100 or some other reasonable value in the MCM under "Mod integration options".

Ok so the reason was i didnt set it to 100 ?‍♀️, m so sorry, 4giv me ❤️ but that fixed the issue , my bad for disturbing ? , it was a huge help and ok i came to kno that optoins reset aftr updating!, cheers ?, thank you keep it up 2 date! :P

Posted
16 hours ago, Oldwolf58 said:

Is Fallout 4 installed in the programs directory of c or do you have it installed somewhere else. If it's in the programs directory check to make sure windows didn't set it as read only, as it sometimes does. If it's not in the programs directory check the permissions on where it's installed to ensure it isn't read only. Even though MO2 "creates" a game directory to run the game from things like F4SE and others that must be loaded into the game directory itself need write access to the actual game directory. If all of that is ok, the check to make sure that Violate unpacked correctly, sometimes the download is messed up and though it looks like it installed something in the install is corrupted. Try re downloading Violate and reinstalling from the new download.

Thank you for helping me too so much ❤️ , by changing the fallout 4 file to read only made my game run at a higher fps n dis whole time i was wondering why it wont go past 60fps ?‍♀️, despite so many option change, dis was anotha huge help ?, appreciate ol the help ❤️ 

Posted
1 hour ago, wareware said:

I am having issues with creature surrenders. They only play the first stage of their animation and never advance beyond that.

 

It's nothing to do with violate, more of a base game engine limitation. Creatures and robots are not really able to switch idles (they'll often wind up stuck in that idle even after the sex scene is over). Bethesda clearly wasn't planning to have creatures engage in complex multi-stage animations.

Posted (edited)
58 minutes ago, wareware said:

So its up to chance whether the entire animation will play out or not?

Can I do anything on my end to fix this?

 

Unless you want to learn to build animations, and merge multiple animations together into a single one (rather than a sequence of separate animations), then no not really.

Edited by vaultbait

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