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Posted (edited)

Hello. Thank you for your hard work on the mods.

I do have a problem with this mod exactly: whenever PC is violated my pip-boy is unequipped and its not equipping back after scene ends. It means that it will no longer possible to access inventory, quests, etc. I do use pip-boy from other mod (it adds proper flashlight to pip-boy instead of highlighting area around player). However, any other AAF-related mods preserve pop-boy for me so it's only AFF Violate I have issues with. Even BYOP after taking shower equips pip-boy but not in this mod. So far I tried:

- In AAF_settings.ini I changed setting:

remove_pipboy                    = false        ; If true, the pipboy is removed from the player character during animations.

- In mod settings I set "Strip victims before violation" to false to let AAF handle unequipping.

But I still lose pip-boy. Not sure what else I can try to fix this issue. I didn't find anything related in FAQ unfortunately.

affvsettings.PNG

Edited by Tsukiha738
upd
Posted

Hi

 

I am having a problem with Violate, SC animations and UAP.  When the PC is going to be gangbanged by 4 NPCs, UAP stops the mod picking SC and violate aborts.  I appreciate that if I do not allow UAP to run that violate will find a 4 on one gangbang without an issue, but I like the way UAP runs through the full animation and it works with Harassment which I also use.  So is there a way I can restrict the maximum number of NPCs to three as I there isn't anything in the MCM?

 

Kind of a shame as  SC having 8 on 1 and 9 on 1 optins, although violate does not appear to be using that, which I would love to see.

 

Is it better to not use UAP and run with something like Patch for animations even though that isn't supported on the AAF fucking guide?

 

Seriously, if someone has worked out how to cut out the 4 NPCs breakingt he mod or change the animations to the 2 in UAP (blow bang and a tease) could you let me know?  Finally if this has been asked before I apologise,  I looked back but couldn't see anything.

Posted
4 hours ago, Kalamaki22 said:

Is it better to not use UAP and run with something like Patch for animations even though that isn't supported on the AAF fucking guide?

 

Another option is to not use any of those omnibus patches. I just use Staged Leito Plus (to keep Leito's animations functional, because pretty much every other pack has been updated to work with modern AAF), and Creature Resources (for the creature parts and fixed super mutant skeleton).

Posted

The one patch to bang them all forced me to learn to edit & make my own xml files. Haven't used any of the patches since, other than skeleton fixes of course.

Posted
19 hours ago, vaultbait said:

 

Another option is to not use any of those omnibus patches. I just use Staged Leito Plus (to keep Leito's animations functional, because pretty much every other pack has been updated to work with modern AAF), and Creature Resources (for the creature parts and fixed super mutant skeleton).

Hi Vaultbait and Izzyknows

 

Thanks for coming back.

 

VB when you mention works with modern AAF how do you make the scenes progress, with UAP it cycles through a specific animation set, which I haven't achieved outside of it, is there something I am missing or is what Izzyknows mentions with XML, does that cause them to progress and if so how do I do it?

 

And I take it the patch for animations is just a no no?

 

Sorry for the questions, just trying to learn.

 

 

Posted
4 hours ago, Kalamaki22 said:

when you mention works with modern AAF how do you make the scenes progress, with UAP it cycles through a specific animation set, which I haven't achieved outside of it, is there something I am missing or is what Izzyknows mentions with XML, does that cause them to progress and if so how do I do it?

 

I don't usually bother, it just picks a random scene and loops it for the duration of the timer. If I want to switch to the next compatible animation I hit the Home key to bring up the AAF interface and then PgDn to move to the next animation (and Home again to hide the interface). For Violate specifically, you have to set its MCM not to hide the UI during scenes though.

 

4 hours ago, Kalamaki22 said:

And I take it the patch for animations is just a no no?

 

I wouldn't say that. I've used it before, I just find the added complexity not worth it for me, and would rather avoid the delays waiting for large patch mods like that to refresh after some animation pack gets a new update. It's purely a matter of personal preference.

Posted
8 hours ago, vaultbait said:

 

I don't usually bother, it just picks a random scene and loops it for the duration of the timer. If I want to switch to the next compatible animation I hit the Home key to bring up the AAF interface and then PgDn to move to the next animation (and Home again to hide the interface). For Violate specifically, you have to set its MCM not to hide the UI during scenes though.

 

 

I wouldn't say that. I've used it before, I just find the added complexity not worth it for me, and would rather avoid the delays waiting for large patch mods like that to refresh after some animation pack gets a new update. It's purely a matter of personal preference.

Thank you, I hadn't noticed the hiding UI in MCM on violate, will change that and follow the rest you mentioned in your first post.

Posted

This will probably be a weird request. Is there a way to have this mod just fade to black instead of playing out the animations? Pretty much I like the idea of being left for dead. 

Posted

New Version 1.60 Beta 5 Uploaded

  • Added support for Bound in Public by TwistedTrebla as a possible outcome, see the Mod Integration Options in MCM
  • Added keyword block so Power Armor AI from Sentinel Control System CC mod will not surrender to the player
  • Added an MCM option under Enemy Surrender Options to allow / prevent enemies in Power Armor from surrendering to the player
  • Changed the FPA Perversion compatibility so that player may surrender if Willpower falls to or below threshold, instead of only below it
  • Fixed the player getting abducted a second time when they are violated while already in an RSE CSA abduction scenario
Posted
1 hour ago, EgoBallistic said:

New Version 1.60 Beta 5 Uploaded

  • Added support for Bound in Public by TwistedTrebla as a possible outcome, see the Mod Integration Options in MCM
  • Added keyword block so Power Armor AI from Sentinel Control System CC mod will not surrender to the player
  • Added an MCM option under Enemy Surrender Options to allow / prevent enemies in Power Armor from surrendering to the player
  • Changed the FPA Perversion compatibility so that player may surrender if Willpower falls to or below threshold, instead of only below it
  • Fixed the player getting abducted a second time when they are violated while already in an RSE CSA abduction scenario

Would it be possible to have an option for the player to not surrender when in power armour. To me it seems walking tanks are less likely to give it up :D

Posted

So I don't like going around asking for stuff, I tried to look through the pages here but didn't really find anything...but I was wondering can we ever hope to see to have the option to only have "female human+ creature defeat" at the same time without male humans? As I currently understand it, it's either female/male only, All or just creatures.
I don't know if it's even possible code wise though I suppose it should be. Would be great seeing this in the future, still thanks for this mod mate, cheers.

Posted
16 minutes ago, Swagmeister. said:

So I don't like going around asking for stuff, I tried to look through the pages here but didn't really find anything...but I was wondering can we ever hope to see to have the option to only have "female human+ creature defeat" at the same time without male humans? As I currently understand it, it's either female/male only, All or just creatures.
I don't know if it's even possible code wise though I suppose it should be. Would be great seeing this in the future, still thanks for this mod mate, cheers.

 

I had assumed setting aggressor gender to female and then enabling all the creatures you want to also be allowed would accomplish that. Did it not?

Posted
14 minutes ago, vaultbait said:

 

I had assumed setting aggressor gender to female and then enabling all the creatures you want to also be allowed would accomplish that. Did it not?

no it unfortunately does not, when setting it to female and leaving creatures enabled it stops triggering be it combat defeat or surrender, i guess the "male" value used here is some global value and because creatures are set as male in the game files it simply stops working for them too.

Posted
1 hour ago, Swagmeister. said:

no it unfortunately does not, when setting it to female and leaving creatures enabled it stops triggering be it combat defeat or surrender, i guess the "male" value used here is some global value and because creatures are set as male in the game files it simply stops working for them too.

 

That's correct, all creatures are male, even ones whose name implies female like Mirelurk Queens.

 

I'll try and figure out an efficient way to determine whether a race really has genders or not.  I don't want to add too many conditions on the aggressors for performance reasons.

Posted
9 hours ago, EgoBallistic said:

 

That's correct, all creatures are male, even ones whose name implies female like Mirelurk Queens.

 

I'll try and figure out an efficient way to determine whether a race really has genders or not.  I don't want to add too many conditions on the aggressors for performance reasons.


I'll take this as a yes in the hopes that we will see this option be possible be one day and not me just trying to cope with it. :)

Posted
47 minutes ago, youyushaorong2021 said:

Can you allow me to share your MOD?

I mean, forwarding...

 

I do not give permission for my mods to be made available for download on other sites.

 

49 minutes ago, youyushaorong2021 said:

By the way, this is still a beta version, isn't it ?...
When will there be an official version ?...

 

The current 1.60 beta 4 is called a beta because there are a lot of new features being added and some of the details may have to change.  If you want the "official, stable" version 1.59 is still available on the download page.

Posted
4 minutes ago, EgoBallistic said:

 

I do not give permission for my mods to be made available for download on other sites.

 

 

The current 1.60 beta 4 is called a beta because there are a lot of new features being added and some of the details may have to change.  If you want the "official, stable" version 1.59 is still available on the download page.

oh!...thank you...

thank you for you work!

Posted

Just tested it and everything seems to be working fine with the new BiP integration (brilliant btw - thank you :classic_smile:)

 

I have one question as I would prefer that BiP fires for all actors rather than just sentient (I roleplay this as a rescuer finding the pc (unconscious) who has a nasty sense of humour) so was wondering if I find the appropriate actor keywords and add them to FPV_BoundInPublicScript.psc line 13

 

return Game.IsPluginInstalled("BoundInPublic.esp") && (akAggressor.HasKeyword(ActorTypeHuman) || akAggressor.HasKeyword(ActorTypeGhoul) || akAggressor.HasKeyword(ActorTypeSuperMutant)) && !akAggressor.IsDead()

 

and compile, would that do the trick?

Posted

Hi!
Hum... I let the mod rest for a while but with this update, just installed it back, and twice the DC Guards attacked me when i arrived, first time it was a quick travel, thay kicked my ass and raped me, so i reloaded a previous game; second i landed in the VB, as soon as they saw me started shooting, the weirdest thing is... i ran, found a radroach, killed it, and that pacified them, then i could go in DC...

I didn't shoot or even draw my gun when i arrived... they just went nuts...

 

Posted
8 minutes ago, Slorm said:

I have one question as I would prefer that BiP fires for all actors rather than just sentient (I roleplay this as a rescuer finding the pc (unconscious) who has a nasty sense of humour) so was wondering if I find the appropriate actor keywords and add them to FPV_BoundInPublicScript.psc line 13

 

Neat idea for a scenario!

 

If you want all actor types to work, you could just remove the HasKeyword conditions so the line reads

 

return Game.IsPluginInstalled("BoundInPublic.esp") && !akAggressor.IsDead()

 

If you want to include or exclude specific actor keywords, you will need to define them in the script.  I used Properties to do that, e.g. the "Keyword Property ActorTypeHuman Auto Const" at the top of the script.  That however requires that you edit the plugin and fill that property.

 

A simpler way is to declare the keyword as a variable in the ValidateConditions() function and populate it with GetFormFromFile(), e.g.

 

Keyword ActorTypeCreature = Game.GetFormFromFile(013795, "Fallout4.esm") as Keyword

 

and then add a include (or exclude) condition to the return line.  This avoids the need to modify the plugin.

Posted
16 minutes ago, EgoBallistic said:

 

Neat idea for a scenario!

 

If you want all actor types to work, you could just remove the HasKeyword conditions so the line reads

 

return Game.IsPluginInstalled("BoundInPublic.esp") && !akAggressor.IsDead()

 

If you want to include or exclude specific actor keywords, you will need to define them in the script.  I used Properties to do that, e.g. the "Keyword Property ActorTypeHuman Auto Const" at the top of the script.  That however requires that you edit the plugin and fill that property.

 

A simpler way is to declare the keyword as a variable in the ValidateConditions() function and populate it with GetFormFromFile(), e.g.

 

Keyword ActorTypeCreature = Game.GetFormFromFile(013795, "Fallout4.esm") as Keyword

 

and then add a include (or exclude) condition to the return line.  This avoids the need to modify the plugin.

 

Brilliant. Many thanks just tested it and it works perfectly ?

Posted (edited)

Hey, I absolutely can't play without this mod. (Or Defeat on Skyrim!)

 

I noticed something while playing that raised an eyebrow and was wondering if you could implement/enhance something. If the player is defeated by fewer opponents than there are total player plus companion(s) that there are "leftover" companions left unprocessed. I was hoping there could be someway that all companions might get somehow reamed. On the same track, post reaming events, only the player and any companions violated are processed by the strip/handcuff event. A helpless player isn't that helpless with a somehow fully armored/armed companion with them. Do you think you could process all companions for stripping/cuffing after all events are finished even if they weren't reamed, er, violated?

 

So two ideas: Either process all companions so they're violated (should process post violation handling), or if not all companions violated to still process post event handling. Maybe an MCM option or two.

 

Would totally greatly appreciate it!

Edited by theblindbat

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