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Posted
1 hour ago, randomguy12324 said:

Im seeing something weird most animations seems to end early? I tried 45 seconds and they still getting cut is there a sweet spot where they are not too long and not too short?

 

What do you mean by "end early"? Are you expecting all sex scenes to end in a climax, or is it something else you're trying to describe?

 

Be aware that not all animations are the same duration, so AAF is just looping them until the requested duration gets exceeded. Also many animators release their animations as piecemeal segments... some foreplay, some slow action, some fast action, a climax, maybe some post-coital bliss... there are animation patches which stitch those together into a longer sequence, possibly looping some of the inner segments multiple times, but they're still generally not going to all end up being the exact same durations.

Posted (edited)

Perhaps adding two new slides would be a good idea;

Chances of violation for player and for companion.

 

In other words, there should be a chance if enemies will violate you or not after surrender. Same goes to companions.

For example, after surrendering, your enemies will not want to violate you and violate your companions instead. Ofc, this can be slid to 100% chance for both violation instead or turned off completely.

 

 

 

Furthemore, another idea is adding an option you can choose is that if you get downed/knocked out, "surrender" shouldn't be possible if your companion(s) are still alive. So, if they get downed (before or after your down), the surrender scene should be started depending on the chances chose by the player. This opinion could be set as OFF by default.

Edited by georgechalkias
Posted

After playing this mod for some time, I find the system of "surrender only when outnumbered" odd.

I had circumstances where there was only one enemy and I had 5 companios (all are counted as followers). Yet, when I got knocked down, companions surrendered as well even though we weren't equal or outnumbered.

 

BUT, there seems a way to "fix" this awkward behavior; ensure you are not near the enemy. If you are, companions tend to surrender immediately. Sometimes, they will not and keep on fighting.

If you get knocked down in a long distance from the enemy, companions will often keep on fighting as normally.

 

Not sure if this is a bug or intended but yeah. I was hoping if you could look into this.

Perhaps give us the ability to adjust the surrender when outnumber mechanic so like I wanna have 3 options; surrender when equal and more, surrender when more than 1 enemy from your entire team and surrender when more than 2 enemies from your team.

Basically if your team is 5 and the enemy team is 5, your team shouldn't surrender if you chose the second option or third.

Posted

I am having a problem with character voices not playing while being raped.
I have not installed any mods to change the sound, and normal conversations are playing without any problems, so I am at a loss as to the cause.
Sorry for the poor English, it is a machine translation.

Posted
28 minutes ago, killopps said:

I am having a problem with character voices not playing while being raped.
I have not installed any mods to change the sound, and normal conversations are playing without any problems, so I am at a loss as to the cause.
Sorry for the poor English, it is a machine translation.

The sound during a scene, moaning, slurping etc. is baked into the animations. Some animations don't have any sound.

The Dialogue of Violate doesn't have voice files.

Posted

With CSA, the companion is also kidnapped, if activated there. How about RP? I've never had a case like this because I've always been alone when it came to RP. Companion doesn't make sense in RP I guess.


What does the companion's teleport feature actually do? I haven't been able to grasp the meaning yet, as the companions are usually near me.

Posted
17 minutes ago, deathmorph said:

With CSA, the companion is also kidnapped, if activated there. How about RP? I've never had a case like this because I've always been alone when it came to RP. Companion doesn't make sense in RP I guess.

 

RP simply ignores your companions, they mostly stand around doing nothing. They don't usually break the mod, but having them along not helping you escape is a bit immersion-breaking.

 

17 minutes ago, deathmorph said:

What does the companion's teleport feature actually do? I haven't been able to grasp the meaning yet, as the companions are usually near me.

 

If your companion is fighting some hostile out on the periphery of the combat, or is downed or otherwise distracted, it will move them to your immediate vicinity when the violation starts.

Posted

I've been playing with your mod/system for a while, using it as the core combat determiner in my games.  After a good year of use I really have one request, and one issue.

The request is an alternate surrender I can access from a controller.  Preferably a surrender upon holster mechanic in combat.

The issue occurred during a feral ghoul raid on a new settlement.  My character was wounded, there was only a few settlers, and a ghoul rushed in and knocked my character down.  The cripple surrender came into effect and....  every settler suddenly put away their weapons and gathered around while the ghouls had their way.   They even stopped and chatted about if for a minute until the escape timer went down.

(Sigh)  Now I know what happened as far as mechanics go, I'm just wondering if they are required.  Here's what I want:

If I go down, I get attacked unless my assailant gets attacked, thus allowing me a chance to heal & escape/continue fighting.  If my companion goes down, they get attacked until their attacker is interrupted and the companion needs to still be healed/stim-packed.  If we all go down, we're hooped.  Main thing is that the fighting shouldn't stop until there is no one left.

 

Bah, just a wish-list from a grumpy player.  Thanks very much for your work.

Posted
3 hours ago, vaultbait said:

RP simply ignores your companions, they mostly stand around doing nothing.

RP shouldn't trigger if you have a companion/follower.  Violate wont hand off to RP if you have a companion/follower.

The only thing RP triggers for is Bloodlust and that's only with very specific companions.

Posted (edited)
12 hours ago, izzyknows said:

RP shouldn't trigger if you have a companion/follower.  Violate wont hand off to RP if you have a companion/follower.

The only thing RP triggers for is Bloodlust and that's only with very specific companions.

 

Right, I forgot about that limit in Violate's RP hand-off (I should remember it, since it's one of the reasons people end up mistakenly thinking it's not working).

 

If you submit to raiders through a normal RP flow instead of through violate, or if you recruit a companion during the RP quests, what I said earlier still applies.

 

Edit: Wait, are you saying RP won't even give you the "welcome" dialogue if you have a companion in tow (not the Violate hand-off)? I could have sworn it did for me in the past as long as I wasn't carrying weapons, but I don't have it installed at the moment to confirm my arguably inaccurate memories.

Edited by vaultbait
Posted
14 hours ago, BHAitken said:

The request is an alternate surrender I can access from a controller.  Preferably a surrender upon holster mechanic in combat.

 

I play with a controller. I've configured the surrender hotkey in MCM and bound that to one of my controller functions, which has been working great for years. It does mean taking up a dedicated button (or in my case a region on my DS4 controller's clckpad) though.

Posted
1 hour ago, vaultbait said:

Wait, are you saying RP won't even give you the "welcome" dialogue if you have a companion in tow (not the Violate hand-off)? I could have sworn it did for me in the past as long as I wasn't carrying weapons, but I don't have it installed at the moment to confirm my arguably inaccurate memories.

Correct. You can recruit a companion/follower "after" being collared, which is really weird to be honest.

I haven't tried to get it to trigger unarmed with a companion. That's something I'll give a shot! :)

 

Posted (edited)
2 hours ago, vaultbait said:

 

Right, I forgot about that limit in Violate's RP hand-off (I should remember it, since it's one of the reasons people end up mistakenly thinking it's not working).

 

If you submit to raiders through a normal RP flow instead of through violate, or if you recruit a companion during the RP quests, what I said earlier still applies.

 

Edit: Wait, are you saying RP won't even give you the "welcome" dialogue if you have a companion in tow (not the Violate hand-off)? I could have sworn it did for me in the past as long as I wasn't carrying weapons, but I don't have it installed at the moment to confirm my arguably inaccurate memories.

shame that no one took over RP, (my first NSFW quest mod in Fo4) i wish i can do it but i'm not a good story teller (let alone writer)

Edited by lee3310
Posted
3 hours ago, vaultbait said:

Right, I forgot about that limit in Violate's RP hand-off (I should remember it, since it's one of the reasons people end up mistakenly thinking it's not working).

If you submit to raiders through a normal RP flow instead of through violate, or if you recruit a companion during the RP quests, what I said earlier still applies.

 

Could there be a minimum number of enemies required for RP to trigger? RP behaves strangely in this run, it was different in the previous run. I haven't changed anything.

As already written, Hardware Town with Demo + 2 other raiders. Two shot each other after a dialogue. So there were still Demo and another raider. I went there alone, several times to test. No RP. Oh yes, the little one who makes the decoy, she was no longer in front of the store at the time.

 

Yesterday then in the state stockpile. Red Tourette and another Raider were there. I killed the rest of the gang first. I was on my way to solve the first Tales task when a hand grenade got me. The usual caresses, but no collar here, either.

 

In both cases I was traveling alone. I do not know what could be the reason.

Posted
2 hours ago, deathmorph said:

 

Could there be a minimum number of enemies required for RP to trigger? RP behaves strangely in this run, it was different in the previous run. I haven't changed anything.

As already written, Hardware Town with Demo + 2 other raiders. Two shot each other after a dialogue. So there were still Demo and another raider. I went there alone, several times to test. No RP. Oh yes, the little one who makes the decoy, she was no longer in front of the store at the time.

 

Yesterday then in the state stockpile. Red Tourette and another Raider were there. I killed the rest of the gang first. I was on my way to solve the first Tales task when a hand grenade got me. The usual caresses, but no collar here, either.

 

In both cases I was traveling alone. I do not know what could be the reason.

You need a minimum of 3 loaded NPC's to fill the aliases. The Boss, Lucky and Bruiser. Less than 3 it "shouldn't" trigger.

Random encounters are buggy and excluded from the normal operation. ?

Posted
17 hours ago, izzyknows said:

You need a minimum of 3 loaded NPC's to fill the aliases. The Boss, Lucky and Bruiser. Less than 3 it "shouldn't" trigger.

Random encounters are buggy and excluded from the normal operation. ?

 

That explains a lot, thanks.

Posted
On 1/14/2023 at 12:10 AM, izzyknows said:

You need a minimum of 3 loaded NPC's to fill the aliases. The Boss, Lucky and Bruiser. Less than 3 it "shouldn't" trigger.

 

I got it now. Did a few tests in the quarry. Quarry full of raiders. If only 2 are engaged in the fight and capture the actress then only regular Violate will apply. If there are 10 (over a minimum of 3), then RP takes effect, provided the player is not kidnapped. The kidnapping seems to have priority.
However, the balloon appears to have the collar function as well. In one experiment, RP was triggered with a balloon. And when I had the one removed via SH, it didn't come with a collar and I got the black widow. The collar ling on a protected slot, the balloon doesn't seem to.

Posted
4 hours ago, deathmorph said:

 

I got it now. Did a few tests in the quarry. Quarry full of raiders. If only 2 are engaged in the fight and capture the actress then only regular Violate will apply. If there are 10 (over a minimum of 3), then RP takes effect, provided the player is not kidnapped. The kidnapping seems to have priority.
However, the balloon appears to have the collar function as well. In one experiment, RP was triggered with a balloon. And when I had the one removed via SH, it didn't come with a collar and I got the black widow. The collar ling on a protected slot, the balloon doesn't seem to.

RP will use "pretty much" any collar that is currently equipped. Haven't looked, but the balloon hood probably uses the same slot. It would be nice if it had a couple check and only use DD salve collar or Real Handcuffs collar. Else remove current item and equip a proper collar.

Posted

[Bug report - possible incompatibility]

 

I'm running a lot of hardcore mods such as True Damage and MAIM 2. From my most recent experience, AAF Violate is partly compatible as the experience isn't the best when running it alongside damage-increasing mods such as MAIM 2.

 

I've set Violate to auto surrender once Player's health is 0 and enabled Essential Player. My character went down in combat quite easily due to low level and that triggered Violate. Here's where the issues arise.

 

Because I run MAIM 2, after surrendering my character was bleeding heavily. Basically, during 90s I was constantly losing HP. Once heavy bleeding stopped, my character was at 6% HP which is very low. Once all the Violate events were finished (certain number of animations played), Violate triggered RSE2: CSA and abducted my character. Once I teleported to abduction location, I received a new quest (CSA) to retrieve my stuff. And this is where everything goes downhill.

 

See, at the time of teleporting to abduction location, my HP was still 6%. I then ran around the location to check it out and then CSA fired its approach. Before CSA scene there's a short dialogue, and because I selected the wrong dialogue option, the harasser was pissed. Then CSA triggered AAF animation, and after that animation the harasser hit my character which triggered Violate once more - because the health dropped below 0, again.

 

Once Violate triggered for the 2nd time, all the nearby abductors (Gunners, in this case) surrendered as well - like they are on the same team as Player. However, that's not all - once PC surrendered the 2nd time, it caused infinite black screen bug. I could still hear the sounds of the environment, background music, but the game kinda soft-locked. I'm assuming it's because my character was going to violator's location, but couldn't find it because there was no violator. To top it all off, at the time the player's HP dropped below 0 (2nd Violate event), PC wasn't even in combat.

 

Perhaps you could implement a check for auto surrender - if the player is currently in combat, enable auto-surrender; else, don't do anything?

 

To properly replicate the issue:

Spoiler

0) Configure Violate to auto surrender once HP drops below 0, chance to 100% and enable Essential Player (Essential Player Can Die should be disabled)

 

1) Violate event start - violators don't rob the player

2) Violate event completed, player's HP very low

3) Violate triggers RSE2: CSA abduction; moves player to abduction location

4) Player now abducted, wait some time for 1st CSA approach to happen

5) Player mean towards CSA abductor, makes abductor pissed

6) CSA animation plays -> finish -> abductor hits the player causing HP to drop to 0% again

7) Violate triggers again, all the nearby abductors appear to be on the same side as Player - problem

 

 

Posted (edited)
2 hours ago, rubber_duck said:

all the nearby abductors (Gunners, in this case) surrendered as well

This is most likely due to the CSA "making Player friendly to abductors" mechanism (add to same faction, set teammate or something like that).

Edited by lee3310
Posted
3 hours ago, rubber_duck said:

enable Essential Player

This is your problem. Violate is doing exactly what it's supposed to according to the settings. And since your using the ever so buggy RSEII... disable essential player.  You can also enable only surrender when outnumbered. Or.. disable Violate after arriving at your captors location.

Basically, play with the settings.

There's a fine line that works with the hot mess known as RSEII. It's just finding it.. or trashing it. LOL

 

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