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Posted (edited)

Hi! 

 

Loving the mod and ive had no real issues with it. One thing I have noticed is that animations play but they can end rather abruptly. By this I mean consensual animations seem to have one during the "exiting phase" where there will be a few pumps, money shot, etc. 

 

Is this just a case of consensual animations having a bit more than others? I followed the AAF manual thoroughly. Its not a huge issue but it would be nice for immersion to have a finishing stage. I also just realized I have no option to turn on essential player

 

Anyways thanks for all the work! 

Edited by FlyingSheep33
Posted
1 hour ago, FlyingSheep33 said:

s this just a case of consensual animations having a bit more than others? I followed the AAF manual thoroughly. Its not a huge issue but it would be nice for immersion to have a finishing stage. 

 

It's up to the animations and how they are configured.  Violate doesn't do anything to manage animations once they are launched.

 

1 hour ago, FlyingSheep33 said:

I also just realized I have no option to turn on essential player

 

That option is under Global Options in the MCM.  It was introduced in version 1.60 beta 1 so if you have version 1.59 or older it will not be available.  You can safely update the mod at any time.

Posted
3 hours ago, EgoBallistic said:

 

It's up to the animations and how they are configured.  Violate doesn't do anything to manage animations once they are launched.

 

 

That option is under Global Options in the MCM.  It was introduced in version 1.60 beta 1 so if you have version 1.59 or older it will not be available.  You can safely update the mod at any time.

Lmao I feel silly. Thanks for the help! 

Posted (edited)

Anyone having an issue that a few hours into their game, the Violate scenarios are taking significantly longer than normal to play out? Like 1 or 2 minutes between dialogues, another 3 minutes to take the PCs items, animations taking 2 minutes to call up, etc?

Edited by Plaguetard2.0
Posted
41 minutes ago, Plaguetard2.0 said:

Anyone having an issue that a few hours into their game, the Violate scenarios are taking significantly longer than normal to play out? Like 1 or 2 minutes between dialogues, another 3 minutes to take the PCs items, animations taking 2 minutes to call up, etc?

Sounds like some serious script lag. Check your load order for heavy script mods (like SS2...)

Posted
1 hour ago, Plaguetard2.0 said:

Anyone having an issue that a few hours into their game, the Violate scenarios are taking significantly longer than normal to play out? Like 1 or 2 minutes between dialogues, another 3 minutes to take the PCs items, animations taking 2 minutes to call up, etc?

 

18 minutes ago, lee3310 said:

Sounds like some serious script lag. Check your load order for heavy script mods (like SS2...)

 

You may be aided by using SKK's utility for this.

 

Posted

is there a way to stop enemies in power armor from surrendering as when they do the get out of their power armor and I counts as stealing if I take anything from it?

Posted (edited)
5 minutes ago, darthvaapad said:

is there a way to stop enemies in power armor from surrendering as when they do the get out of their power armor and I counts as stealing if I take anything from it?

 

Just to make sure I understand what you're asking... you're accosting someone on the street, taking their things from them, and you want that to not be considered stealing?

 

I guess the problem is that taking things from a corpse isn't counted as stealing, but if they exit the PA it continues to be marked as "owned" after they're dead?

Edited by vaultbait
Posted
18 hours ago, darthvaapad said:

is there a way to stop enemies in power armor from surrendering as when they do the get out of their power armor and I counts as stealing if I take anything from it?

Simplest way, open the console, target the PA and run

setownership

Posted
20 hours ago, vaultbait said:

 

Just to make sure I understand what you're asking... you're accosting someone on the street, taking their things from them, and you want that to not be considered stealing?

I always found it odd that anybody gave a damn if it was stolen from a raider.

Posted
16 hours ago, Valykry said:

I always found it odd that anybody gave a damn if it was stolen from a raider.

 

Maybe Fallout 4/Bethesda is making a Kantian statement of morality...

Posted
3 hours ago, asdfer1234 said:

 

Maybe Fallout 4/Bethesda is making a Kantian statement of morality...

So horrific, bloody violence is okay, as long as you don't take their armor when you're done dismembering them.  Gotcha.

Posted
16 hours ago, astor said:

Is there no way to have companions violate a surrendered enemy?

 

Yes, there is, it's done through dialogue with the surrendered enemy.

Posted

Is there a patch out there that adds support for the Nanakochan race? Haven't been able to find anything by searching.

Posted
1 hour ago, Hypere said:

Is there a patch out there that adds support for the Nanakochan race? Haven't been able to find anything by searching.

Not on LL. Maybe somewhere else. Dunno.

But IF you do find/make one, don't post it here.

Posted

Hello,

 

This is my first try at this mod and i can't seem to get anyone to surrender to me. I set everything to 95 and get them love but they don't surrender. I know im doing something wrong but i don't know what it is.

 

I'm running this with Human Recourses. 

Posted

Hey there! Was curious... How far does Violate check for allowed violators?

 

Asking because something weird happened a few moments ago... My character surrendered to a Gunner NPC who died. Then, out of a sudden, two random hostile NPCs appear (Scavengers) and they proceed to violate the player.

 

Isn't there a failsafe to handle such situations? Not reporting this as a bug, I'm just curious.

Posted

He

40 minutes ago, rubber_duck said:

Hey there! Was curious... How far does Violate check for allowed violators?

 

Asking because something weird happened a few moments ago... My character surrendered to a Gunner NPC who died. Then, out of a sudden, two random hostile NPCs appear (Scavengers) and they proceed to violate the player.

 

Isn't there a failsafe to handle such situations? Not reporting this as a bug, I'm just curious.

There are 2 options in the MCM in agressor options for this. To allow hostiles factions to team up and to allow or not people out of combat to violate.

 

 

I have a question myself : since I installed CAP and MCG, I can't get my ennemies to surrender with AAF. Meaning they do surrender, but my options are then rob them, execute them take prisonner or show mercy. I tried upping the chances of surrender in AAF violate, but it still doesn't work, my opponents surrender and then 1 of the mods above takes it from here... I tried turning off MCG defeat combat system, and keep CAP's on, but no luck so far.

It says in CAP that it is compatible with AAF violate. I would like at best to get all options of both mod every time, or get one mod or the other so I can choose sex options or enslave options on defeated ennemies.

Anyone had this working ? I had a similar system work perfectly in SSE, with the choice of both mods at each defeated ennemy. But I know there is only 4 dialogues options in FO4...

Posted
4 hours ago, Anorf said:

He

There are 2 options in the MCM in agressor options for this. To allow hostiles factions to team up and to allow or not people out of combat to violate.

 

 

I have a question myself : since I installed CAP and MCG, I can't get my ennemies to surrender with AAF. Meaning they do surrender, but my options are then rob them, execute them take prisonner or show mercy. I tried upping the chances of surrender in AAF violate, but it still doesn't work, my opponents surrender and then 1 of the mods above takes it from here... I tried turning off MCG defeat combat system, and keep CAP's on, but no luck so far.

It says in CAP that it is compatible with AAF violate. I would like at best to get all options of both mod every time, or get one mod or the other so I can choose sex options or enslave options on defeated ennemies.

Anyone had this working ? I had a similar system work perfectly in SSE, with the choice of both mods at each defeated ennemy. But I know there is only 4 dialogues options in FO4...

the dialogue options you listed are probably CAP, to get Violate options, i suppose that you need to disable the surrender mechanism on CAP and MCG if they have an MCM setting for it (or maybe edit quest(s) priorities).
PS
Having all dialogue options available from different mods is technically impossible without an elaborated patch (for all three mods)

Posted

Well I found a solution, which is : 
Put 100% of chance to surrender at violate under 20% health.
MCG and CAP have 30% chance with 25% health.

If an ennemy surrenders, I just release him/rob him/take him prisoner, if he refuses, he rejoins fight and automatically surrenders with violate this time :D

 

I like this, couldn't find any other way for now.

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