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Posted
2 hours ago, Captain africa said:

Thanks for the great mod!
Can this mod and "Crime And Punishment" work well together?

 

I used them together for a little while, haven't tried more recent versions of CAP but I expect it still works similarly. You have to make sure CAP's combat surrender features are completely disabled. Also Violate doesn't have integration for CAP abductions like it does for RSE II:CSA.

Posted
3 hours ago, Captain africa said:

Can this mod and "Crime And Punishment" work well together?

 

I am currently using both. However, I have completely disabled the combat system in CAP and RSEII-CSA, but enabled the abduction system in CSA. So, by and large, CAP/CSA works good with Violate.

Posted
1 hour ago, vaultbait said:

 

CAP の最近のバージョンはまだ試していませんが、同じように動作することを期待しています。CAP の戦闘降伏機能が完全に無効になっていることを確認する必要があります。また、Violate には、RSE II:CSA のように CAP 誘拐の統合がありません。

 

1 minute ago, deathmorph said:

 

私は現在、両方を使用しています。ただし、CAP と RSEII-CSA では戦闘システムを完全に無効にしましたが、CSA では拉致システムを有効にしました。したがって、概して、CAP/CSA は Violate とうまく連携します。

Thank you for your kindness!I'll make some adjustments.

Posted

I have problems with the mod.

To test I have occupied the surrender Hotky and me human enemies searched.
Now the problem is that the NPCs strip my char and the messages "Violation aborted" and "AAF OnSceneInot status [4]" are displayed.
The NPCS stand around for a short time and then become aggressive again. Nothing else happens?

I have installed all requiement sinstalliert and also read the guide on the subject of AAF.

Posted (edited)
17 minutes ago, N.Gamma said:

I have problems with the mod.

To test I have occupied the surrender Hotky and me human enemies searched.
Now the problem is that the NPCs strip my char and the messages "Violation aborted" and "AAF OnSceneInot status [4]" are displayed.
The NPCS stand around for a short time and then become aggressive again. Nothing else happens?

I have installed all requiement sinstalliert and also read the guide on the subject of AAF.

 

AAF OnSceneInit status 4 is AAF's error code for when you don't have an available animation matching the requested combination of actors, tags, and so on. If you check AAF's admin log it should indicate what the requested was that failed.

 

For example, if you play as a human female and Violate chooses a female aggressor and you have it set to use only animations tagged aggressive, then it's likely you don't have a human female on human female aggressive animation for AAF to play. Usually some combination of disabling females, disabling threesomes, disabling use of the aggressive tag, installing additional animation packs, or installing animation patches which add female+strapon versions of male on female animations will help. It really depends on your specific situation as to what the best course of action is, though.

Edited by vaultbait
Posted
13 minutes ago, vaultbait said:

 

AAF OnSceneInit status 4 is AAF's error code for when you don't have an available animation matching the requested combination of actors, tags, and so on. If you check AAF's admin log it should indicate what the requested was that failed.

 

For example, if you play as a human female and Violate chooses a female aggressor and you have it set to use only animations tagged aggressive, then it's likely you don't have a human female on human female aggressive animation for AAF to play. Usually some combination of disabling females, disabling threesomes, disabling use of the aggressive tag, installing additional animation packs, or installing animation patches which add female+strapon versions of male on female animations will help. It really depends on your specific situation as to what the best course of action is, though.

Thanks, is there a recommendation for AAF Violate which animations mods cover all the functions of the basic settings?

Posted
33 minutes ago, N.Gamma said:

Thanks, is there a recommendation for AAF Violate which animations mods cover all the functions of the basic settings?

From the OP:

Q: What animation packs do I need?

AAF Violate will work with any animation pack that can be played through AAF.  The following packs are recommended for aggressive type animations:

Posted
1 hour ago, N.Gamma said:

Is there a setting option so that I am not stripped of everything at the beginning?

 

Set "Chance of Equipment Theft" to 0 under Player Surrender Options.

Posted
4 hours ago, N.Gamma said:

Is there a setting option so that I am not stripped of everything at the beginning?

 

In addition to the aforementioned equipment theft option, if by "stripped" you mean the undressing, there's a Violate MCM option for whether it should undress the actors before calling AAF instead of relying on AAF's undressing/redressing routine.

Posted

So, just curious, anyone use the Nightstriker mod, and this patch, and have creature assets for it? I have tried both Creature Resources and UAP's patch, neither seems to be adding the penis to the nightstriker. I checked Violate and I see no meshes for it included here either. Am I missing something? I don't see anything other than needing the Nightstriker mod (which I have) in the install and nothing I am seeing (unless I'm just looking past it) on the install page.

 

Thanks!

Posted
57 minutes ago, Plaguetard2.0 said:

So, just curious, anyone use the Nightstriker mod, and this patch, and have creature assets for it? I have tried both Creature Resources and UAP's patch, neither seems to be adding the penis to the nightstriker. I checked Violate and I see no meshes for it included here either. Am I missing something? I don't see anything other than needing the Nightstriker mod (which I have) in the install and nothing I am seeing (unless I'm just looking past it) on the install page.

 

Thanks!

i found this after a quick search here:

 

Posted
8 hours ago, lee3310 said:

i found this after a quick search here:

 

Thank you so much! I'd tried to search "Nightstriker" "night" and "Striker" all in the forums and it wasn't coming back with any results. I really appreciate the help!

Posted (edited)

So i heard the animations not starting is a common "bug" ..any tips to fix it?

nvm addonsfixes w/e mod was making animations not happend..but now its weird when she surrender enemies spawn in front of her have their "fun" for a few seconds then continue humping the air o.O

Edited by Uxot
Posted
3 hours ago, Uxot said:

So i heard the animations not starting is a common "bug" ..any tips to fix it?

nvm addonsfixes w/e mod was making animations not happend..but now its weird when she surrender enemies spawn in front of her have their "fun" for a few seconds then continue humping the air o.O

Head over to the Fucking Manual and get your system setup correctly. That alone will most likely fix your issues, and maybe even ones you haven't seen yet.

Posted

I love this mod Im using for very long time. Im using with enemy surrender on but at the same time Im using MAIM to, and enemys are bleeding. When they surrender, after few seconds they bleed to death. So is there anyway to set some settings like, surrendered enemies are "protected" or someting?

Posted
29 minutes ago, Koopstaknicca21 said:

is there anyway that i could stop violate from taking some items from my inventory during a robbery, i have a custom race that uses apparel and i dont want them to be removed

 

yes you can set robbery chance to zero in the MCM

Posted
30 minutes ago, Koopstaknicca21 said:

is there anyway that i could stop violate from taking some items from my inventory during a robbery, i have a custom race that uses apparel and i dont want them to be removed

Turn robbery off.

Posted
40 minutes ago, Koopstaknicca21 said:

is there anyway that i could stop violate from taking some items from my inventory during a robbery, i have a custom race that uses apparel and i dont want them to be removed

 

Have you tried "locking" the apparel when it's worn? I don't think Violate steals Devious Devices clothing that's locked on the player, for example.

Posted
5 minutes ago, vaultbait said:

Have you tried "locking" the apparel when it's worn? I don't think Violate steals Devious Devices clothing that's locked on the player, for example.

what with the console command or somthing

Posted
13 minutes ago, Koopstaknicca21 said:

what with the console command or somthing

 

Yes, the equipitem console command takes a second optional parameter to indicate whether removal should be prevented. If you add a space followed by a 1 after the ID, it will be equipped as "locked" (this will also be visible in the showinventory command output if you want to verify that it worked).

Posted
On 5/19/2022 at 1:25 AM, vaultbait said:

 

I've gone through editing and making a custom version of the AAF_Violate_DLC_patch adding custom races, but I couldn't find which section (if there is one) to add custom victims (rather than aggressors),
So I edited the FPV_MCM_Script to add them
\/
    If Game.IsPluginInstalled("FO4 DOA Follower - Tina ArmstrongWFlexibleOutfits.esp")
        AddRace(Game.GetFormFromFile(0x0700ADBA, "FO4 DOA Follower - Tina ArmstrongWFlexibleOutfits.esp") as Race)
    EndIf
    If Game.IsPluginInstalled("FO4 DOA - New York Knights MilaDiegoFollowers.esp")
        AddRace(Game.GetFormFromFile(0x08001ED3, "FO4 DOA - New York Knights MilaDiegoFollowers.esp") as Race)
        AddRace(Game.GetFormFromFile(0x08003D75, "FO4 DOA - New York Knights MilaDiegoFollowers.esp") as Race)
    EndIf
    If Game.IsPluginInstalled("FO4 DOA Follower - Kasumi.esp")
        AddRace(Game.GetFormFromFile(0x0A000F99, "FO4 DOA Follower - Kasumi.esp") as Race)
    EndIf
    If Game.IsPluginInstalled("DOA Follower Mai Shiranui.esp")
        AddRace(Game.GetFormFromFile(0x09001738, "DOA Follower Mai Shiranui.esp") as Race)
    EndIf
    If Game.IsPluginInstalled("FO4 DOA Follower - Momiji - Hayabusa.esp")
        AddRace(Game.GetFormFromFile(0x09001738, "FO4 DOA Follower - Momiji - Hayabusa.esp") as Race)
    EndIf
I've been trying all day to get it to compile but I'm throwing in the towel
I'm hoping just adding these races to the HumanRaces array in the FPV_Player quest will work, but I'm assuming these races are just for aggressors
But if somebody could paste those lines in and compile a FPV_MCM_Script.pex It'd help me out big time

 

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