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Posted (edited)
14 hours ago, Insultedreference445 said:

I added races that change my follower that aren't on the list. Is there an easy way to patch them in?

 

I may be wrong but I think violate works off factions?

 

Personally, I'd look into patching via robco if at all possible.

Edited by eflat01
Posted
On 9/6/2023 at 10:11 AM, EgoBallistic said:

 

I spent several whole days trying to diagnose this issue for you and Robert T, it's something nobody else has reported before or since and involves some animation data going missing inside AAF itself.  While I am sorry I was unable to find a cause for your very specific issue, I don't appreciate you telling people to just uninstall this mod when they have a problem.

 

I also have the same issue.  Also have SS2 chapter 3 installed.  After 1st animation, no progress.  Interesting is that before first violation, i ensured logging was turned on in MCM.  Did this in an attempt to get some logs for debugging.  I see all the setup for the violation and then this: [09/10/2023 - 09:20:29AM] AFV report: CheckForRapeEnd start, interrupted is 0.  Then nothing from AFV logs at all.  A ton however of errors get logged coming from FP, invictus version, not yours.  I attached my log in hopes it helps.

Papyrus.0.log

Posted
18 hours ago, Insultedreference445 said:

I added races that change my follower that aren't on the list. Is there an easy way to patch them in?

 

You have to edit FPV_MCM_Script.psc and modify the "LoadCustomRaces" function to add your custom race, then recompile the script.

 

If Game.IsPluginInstalled("YourCustomRace.esp")
        AddRace(Game.GetFormFromFile(0x00000F99, "YourCustomRace.esp") as Race)
EndIf

 

Replacing 00000F99 with the Form ID of the RACE record in YourCustomRace.esp.

Posted
2 hours ago, xspertone said:

I also have the same issue.  Also have SS2 chapter 3 installed.  After 1st animation, no progress.  Interesting is that before first violation, i ensured logging was turned on in MCM.  Did this in an attempt to get some logs for debugging.  I see all the setup for the violation and then this: [09/10/2023 - 09:20:29AM] AFV report: CheckForRapeEnd start, interrupted is 0.  Then nothing from AFV logs at all.  A ton however of errors get logged coming from FP, invictus version, not yours.  I attached my log in hopes it help

 

It does appear to be the same issue.  The animation gets started but the Meta string is missing so Violate doesn't react to the events.  It looks like later on you started up an animation with SEU and the Meta string was missing there as well.

 

I can add a workaround for this issue that should let Violate continue even if the Meta string is mising from the animation events.  I would much rather fix the core issue but I can't see what the problem is so this will have to suffice for now.

Posted
On 8/15/2023 at 10:26 AM, Spectre5342 said:

Think issue for me was that I escaped by killing the boss but the task cozy up to the boss was still in the quest log. Like it got hung up on that stage any efforts to use console command didn't move it so gonna try it on a clean save quickly run through the first round of captivity then do it again. Just not sure why Violate wouldn't pick it up but the old fashioned manual way of Raider Pet still worked its a mystery. I'll try what you mentioned though if it has issues again. I may just move over to using Rse Abductions but having the movement range of a closet is kinda suckish maybe can try that stuff with raider pet integration to remove the movement penalties testing testing time

unrelated but or female deathclaw extende how does it work

Posted
17 hours ago, EgoBallistic said:

 

It does appear to be the same issue.  The animation gets started but the Meta string is missing so Violate doesn't react to the events.  It looks like later on you started up an animation with SEU and the Meta string was missing there as well.

 

I can add a workaround for this issue that should let Violate continue even if the Meta string is mising from the animation events.  I would much rather fix the core issue but I can't see what the problem is so this will have to suffice for now.

 

For what it's worth, thank you.  This issue did not arise on the initial release of SS2 Chap 3 / WSFW update.  It occurred somewhere during the daily updates over 15 days.  Day 1, AFV worked just fine.  My guess, though a hacky one at best is that the issue is not within SS2 rather the WSFW part as that is truly buggy as all get out.

Posted

(sorry if someone's brought this up before, I did *try* to search, but we know how bad that can be here)

 

The SA self-esteem regain from revenge isn't restoring properly for me. It maybe hasn't been for a while, but I'd only been in a position to notice today - I'd been tracking the self-esteem gains and losses, and had finally gotten back up to 100. Then assaults happened. Then revenge happened. And a small fraction of the loss was recovered. I have it set to be 100% of the loss restored on revenge.
 

Particulars: it was one creature, 8 acts...and it seemed like it was the return for just one act (I have Sex Education, so some xp was gained and thus esteem partially restored after each act) rather than all 8 (where I set exhaustion to be, not very nice but could be meaner). I don't expect the tracking Violate's doing for that would have been broken by Sex Ed...someone besides me would have noticed something by now and reported it.

Posted
5 hours ago, ihateaccountrequirements said:

it was one creature, 8 acts...and it seemed like it was the return for just one act

 

That's how it works - killing a rapist gives you back X% of the self esteem loss for one rape.

Posted
4 hours ago, ultrasonique said:

Is there a way to exclude certain NPCs by their respective IDs? For instance i use IVY Companion and would like to exclude her

 

No, but if you add the "AAF_ActorLocked" keyword to her it will prevent her from getting violated.  This will also exclude her from being used by several other mods.  Note that the keyword doesn't make AAF itself ignore the actor, it's just a way for mods to notify one another that the actor is not available for use in sex related quests.

Posted
9 hours ago, EgoBallistic said:

 

That's how it works - killing a rapist gives you back X% of the self esteem loss for one rape.

That's...confusing. It's phrased like you get it back for the entire event - at least that's how it read to me - like if you kill all the raiders who raped in a series (separate animations, not gang bang with all actors in one single animation - though now I'm curious...how DOES it work in that case? Do you have to kill them all to get anything? Does it just pick one? Is it divided amongst them?), you get it back for each of them. Not just one of them. This was one event, just only had one actor, so repeat offenses by the same actor in the same event. Would it have credited "properly" if there WERE multiple actors instead of just one?

 

I want to make sure I know *exactly* what's supposed to happen so I can change my settings accordingly. Thanks.

Posted (edited)
5 hours ago, ihateaccountrequirements said:

That's...confusing. It's phrased like you get it back for the entire event - at least that's how it read to me - like if you kill all the raiders who raped in a series (separate animations, not gang bang with all actors in one single animation - though now I'm curious...how DOES it work in that case? Do you have to kill them all to get anything? Does it just pick one? Is it divided amongst them?), you get it back for each of them. Not just one of them. This was one event, just only had one actor, so repeat offenses by the same actor in the same event. Would it have credited "properly" if there WERE multiple actors instead of just one?

 

I want to make sure I know *exactly* what's supposed to happen so I can change my settings accordingly. Thanks.

 

Think of it this way.  Every NPC who violates you gets a big ol' participation trophy.  Doesn't matter if they're all in one animation together, or they take turns one after another.  They still get one trophy each.  If the same NPC violates you more than once, then they get an extra notch on their trophy. 

 

When you kill them, it doesn't matter how many notches are on the trophy.  The only thing that matters is whether they have a trophy at all.

 

The trophy is worth one big steaming mug of self esteem, based on your settings.  The notches are worth squat.

Edited by spicydoritos
Posted
4 hours ago, spicydoritos said:

 

Think of it this way.  Every NPC who violates you gets a big ol' participation trophy.  Doesn't matter if they're all in one animation together, or they take turns one after another.  They still get one trophy each.  If the same NPC violates you more than once, then they get an extra notch on their trophy. 

 

When you kill them, it doesn't matter how many notches are on the trophy.  The only thing that matters is whether they have a trophy at all.

 

The trophy is worth one big steaming mug of self esteem, based on your settings.  The notches are worth squat.

Right. Thanks for the clarification/confirmation.

Posted
14 hours ago, ihateaccountrequirements said:

if you kill all the raiders who raped in a series (separate animations, not gang bang with all actors in one single animation - though now I'm curious...how DOES it work in that case?

 

Pretty much what Spicydoritos said.  Each NPC who participates in any way as an aggressor in a violation scene gets flagged as a rapist.  Killing one of those NPCs gives you back the amount of self esteem set in the MCM.  If you got violated by 5 Raiders, each one you kill will give you back that amount of self esteem, whether they were in a series or in a gangbang.

Posted

I wish that different factions could violate each other during the fight. Like the enemies now the player character.

I would like to see the settlers rape the raiders after the raiders are defeated.

 

Would it be possible?

Posted
13 hours ago, EgoBallistic said:

 

Pretty much what Spicydoritos said.  Each NPC who participates in any way as an aggressor in a violation scene gets flagged as a rapist.  Killing one of those NPCs gives you back the amount of self esteem set in the MCM.  If you got violated by 5 Raiders, each one you kill will give you back that amount of self esteem, whether they were in a series or in a gangbang.

...so you can make "bonus" esteem back if it is gang not serial, since it's one rape instance (so one penalty) but multiple participants each with (up to) full redemptions? The opposite of the issue I had. Interesting. **contemplates ways to farm esteem using that LOL** Thanks again.

Posted
51 minutes ago, ihateaccountrequirements said:

Interesting. **contemplates ways to farm esteem using that LOL**

Use Bullet Time, get out of any arm restraints, kill em all.

Surrendering early will bring the chicken shit ones out for easy pickings after the fun & games are over.

Posted
On 9/10/2023 at 12:35 PM, EgoBallistic said:

 

It does appear to be the same issue.  The animation gets started but the Meta string is missing so Violate doesn't react to the events.  It looks like later on you started up an animation with SEU and the Meta string was missing there as well.

 

I can add a workaround for this issue that should let Violate continue even if the Meta string is mising from the animation events.  I would much rather fix the core issue but I can't see what the problem is so this will have to suffice for now.

 

Is there a chance we'll see a Beta6 soon with that workaround?  RIght now, this has become a showstopper for using Violate in my playthru's.  I miss it, since it adds so much to the game. I know it's not your fault, blame lays squarely on SS2's shoulders for this one.

Posted (edited)
17 hours ago, ihateaccountrequirements said:

...so you can make "bonus" esteem back if it is gang not serial, since it's one rape instance (so one penalty) but multiple participants each with (up to) full redemptions? The opposite of the issue I had. Interesting. **contemplates ways to farm esteem using that LOL** Thanks again.

 

When you think about this, it depends on the values being used in each act's esteem reduction for the rapes and frequency of rape events by the npc too. iow... each rape act a npc commit's reduces self-esteem.

 

So, If you set the rounds until exhaustion way up and turn on the until exhaustion, and there a re fewer npcs , one npc may have raped the pc multiple times - that can yield a ton of esteem loss from a single npc if rounds are way up but there are few rapist. 

 

i.e. Sixteen rounds at DB technical high school (tons of npcs - more than a dozen rapist) vs some place where there are fewer... 

Edited by eflat01
Posted
41 minutes ago, eflat01 said:

 

When you think about this, it depends on the values being used in each act's esteem reduction for the rapes and frequency of rape events by the npc too. iow... each rape act a npc commit's reduces self-esteem.

 

So, If you set the rounds until exhaustion way up and turn on the until exhaustion, and there a re fewer npcs , one npc may have raped the pc multiple times - that can yield a ton of esteem loss from a single npc if rounds are way up but there are few rapist. 

 

i.e. Sixteen rounds at DB technical high school (tons of npcs - more than a dozen rapist) vs some place where there are fewer... 

Right. The issue I'd had was having until exhaustion enabled (and not always enough actors). Since I can't kill an offender more than once, they no longer get the *built-in* opportunity to offend more than once...my failing to heal/back off/finish killing them before I'm crippled or downed to surrender threshold *again* aside - that can still happen.

 

With other character builds it never came up, since they were set at "I'm just gonna let it happen" of 100% health (get hit = submit), with the various consequences of that being intended, but it turns out trying to get the settings to be more...natural or 'realistic', I guess?...is complicated. Kept killing enemies before they did enough damage and - even without healing during or between fights (which already exceeded 'realistic' opportunity levels) - leveling was keeping me healthy enough. Had to keep turning up the game difficulty to give it a chance of triggering without "help" (premature surrender via hotkey, not actually trying to win a fight, etc.). It's an interesting challenge, I just didn't know the redemption was once per actor regardless of number of acts so had until exhaustion enabled.

Posted
6 hours ago, xspertone said:

 

Is there a chance we'll see a Beta6 soon with that workaround?  RIght now, this has become a showstopper for using Violate in my playthru's.  I miss it, since it adds so much to the game. I know it's not your fault, blame lays squarely on SS2's shoulders for this one.

 

Yes, next day or so at most.  I just need to test a couple more things and I'll package it up.

Posted

New Version 1.60 Beta 6 Uploaded

  • Added workaround for Sim Settlements 2 interfering with AAF animation events.
  • RSE CSA abductions can now recapture the player if player has escaped the location but not yet killed the Boss there.  If you surrender to enemies of the same faction that abducted you, they will send you back to your captors after violating you.
  • Raider Pet integration now allows player to be captured even if they have followers.  Your followers will be moved out of sight and will return after you remove your slave collar and change locations.
  • Bound in Public integration will now move your followers out of sight for the duration of the event.  Your followers will return once you are freed from the device.
  • Essential Player feature now works even if player's essential state was directly changed by a script (e.g. DiMa's memory quest).  Requires AAF version Beta 169 or later.
  • Robberies will now take the player's ammunition
  • Added global variables AFV_Global_Threesome_Max_Human and AFV_Global_Threesome_Max_SM to set max number of actors in gangbang animations for humans and super mutants.  The default values are 5 and 3 respectively.  Only increase these if you know you have animations that can handle higher values, e.g. patches that add the full range of SC gangbang animations from 5P to 10P actors.
  • GCP debug function now prints its output in the console as well as in the script log (cqf fpv_player gcp [refID])
  • Fixed option to prevent enemies in Power Armor from surrendering, it previously had no effect
  • Fixed Bad End outcome still able to occur even though all aggressors are dead
Posted
2 hours ago, EgoBallistic said:

New Version 1.60 Beta 6 Uploaded

  • Added workaround for Sim Settlements 2 interfering with AAF animation events.
  • RSE CSA abductions can now recapture the player if player has escaped the location but not yet killed the Boss there.  If you surrender to enemies of the same faction that abducted you, they will send you back to your captors after violating you.
  • Raider Pet integration now allows player to be captured even if they have followers.  Your followers will be moved out of sight and will return after you remove your slave collar and change locations.
  • Bound in Public integration will now move your followers out of sight for the duration of the event.  Your followers will return once you are freed from the device.
  • Essential Player feature now works even if player's essential state was directly changed by a script (e.g. DiMa's memory quest).  Requires AAF version Beta 169 or later.
  • Robberies will now take the player's ammunition
  • Added global variables AFV_Global_Threesome_Max_Human and AFV_Global_Threesome_Max_SM to set max number of actors in gangbang animations for humans and super mutants.  The default values are 5 and 3 respectively.  Only increase these if you know you have animations that can handle higher values, e.g. patches that add the full range of SC gangbang animations from 5P to 10P actors.
  • GCP debug function now prints its output in the console as well as in the script log (cqf fpv_player gcp [refID])
  • Fixed option to prevent enemies in Power Armor from surrendering, it previously had no effect
  • Fixed Bad End outcome still able to occur even though all aggressors are dead

 

Did this also include the WornHasKeyword(isPowerArmorFrame) check for the situation I found where companions in power armor weren't always being identified as such and didn't exit before being put into animations?

Posted

In this version, the rapist runs after the actress after the scenes end. The period of time in which the actress can leave is therefore ineffective. The actress can no longer escape effectively.

 

Is it wanted like that?

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