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Posted (edited)

I noticed that for quite some time Nightstrikers no longer work in AAF Violate for me. When I'm trying to surrender I'm getting message "You cannot surrender to those enemies". Though they're properly recognized by AAF in general and I can start animations with them using other mods. Is anyone else having such issues as well? I remember they worked at some point in the past but possibly after multiple updates they no longer do, despite having Nightstrikers patch active.

Edited by Lapsio
Posted
18 hours ago, Lapsio said:

I noticed that for quite some time Nightstrikers no longer work in AAF Violate for me. When I'm trying to surrender I'm getting message "You cannot surrender to those enemies". Though they're properly recognized by AAF in general and I can start animations with them using other mods. Is anyone else having such issues as well? I remember they worked at some point in the past but possibly after multiple updates they no longer do, despite having Nightstrikers patch active.

 

Are you able to surrender to other canines?.  Maybe a stupid question but have you checked your settings to make sure dogs are turned on?, whenever you update the mod it tends to reset them back to default.

Posted
3 hours ago, Evilhomer said:

 

Are you able to surrender to other canines?.  Maybe a stupid question but have you checked your settings to make sure dogs are turned on?, whenever you update the mod it tends to reset them back to default.

 

Yeah, I have no problem with surrendering to wolves/dogs. There's only an issue with NightStrikers. All creatures are turned on in settings. Tried to also toggle those additional switches (only combatants and allow mutually hostile) but it didn't help. Also when there are mixed aggressors then others work fine but NightStrikers don't take part in ambush :T Checked load order and AAF NightStriker Patch loads after NightStriker mod so it sounds reasonable i guess.

Posted
9 hours ago, Lapsio said:

 

Yeah, I have no problem with surrendering to wolves/dogs. There's only an issue with NightStrikers. All creatures are turned on in settings. Tried to also toggle those additional switches (only combatants and allow mutually hostile) but it didn't help. Also when there are mixed aggressors then others work fine but NightStrikers don't take part in ambush :T Checked load order and AAF NightStriker Patch loads after NightStriker mod so it sounds reasonable i guess.

 

There's three possibilities:

 

1) You are using a different mod than Nightstrikers to add these creatures to your game.  I believe there is a creature collection on Nexus that includes its own version of Nightstrikers, that is not compatible with Violate's patch

 

2) The Nightstriker plugin is being overridden by another patch.  Make sure AAF_Violate_Nightstriker_Patch.esp loads after AAF_Violate_DLC_Patch.esp.

 

3) I think the Violate addon plugin may be missing one of the races.  There are three different Nightstriker races in the Nightstrikers version 3.1 mod, but the Violate patch only adds two of them to the list of dog races.  I thought the one I left out wasn't actually used, but that may have changed or I may have been mistaken.

 

I can't do anything myself about 1) and 2), but here is a modified version of the plugin that may address issue 3.  Install this with your mod manager and let it override the one that came with Violate.

 

Let me know if that fixes the problem, if so I'll include it in the next release of Violate.

 

AAF Violate Nightstriker Update.7z

Posted
On 11/8/2023 at 5:14 PM, vaultbait said:

 

What is Overlay Framework in this case? Random Overlay Framework (which applies random overlays to NPCs), or something else? It sounds like you're looking for something more like the Tats After Rape mod.

That's what I meant, 'Random overlay Framework'. Using TAR to apply bruises is good idea!

Posted
On 11/10/2023 at 9:40 AM, EgoBallistic said:

 

There's three possibilities:

 

1) You are using a different mod than Nightstrikers to add these creatures to your game.  I believe there is a creature collection on Nexus that includes its own version of Nightstrikers, that is not compatible with Violate's patch

 

2) The Nightstriker plugin is being overridden by another patch.  Make sure AAF_Violate_Nightstriker_Patch.esp loads after AAF_Violate_DLC_Patch.esp.

 

3) I think the Violate addon plugin may be missing one of the races.  There are three different Nightstriker races in the Nightstrikers version 3.1 mod, but the Violate patch only adds two of them to the list of dog races.  I thought the one I left out wasn't actually used, but that may have changed or I may have been mistaken.

 

I can't do anything myself about 1) and 2), but here is a modified version of the plugin that may address issue 3.  Install this with your mod manager and let it override the one that came with Violate.

 

Let me know if that fixes the problem, if so I'll include it in the next release of Violate.

 

AAF Violate Nightstriker Update.7z 2.62 kB · 4 downloads

 

Thanks, it works now. It was 2), for some reason AAF_Violate_DLC_Patch.esp was loading after AAF_Violate_Nightstriker_Patch.esp since they don't seem to depend on eachother. It would also make sense that sometimes Nightstrikers worked for me and sometimes they didn't since probably Vortex randomly shuffled load order from time to time after installing or reordering some other mods. I have added manual dependency in Vortex so that it won't try to load those two in wrong order ever again.

Posted

I've tried searching for this, but I haven't found anything.

 

AAF SEU Executes normally.

 

Violate PC agressor executes normally.

 

Violate PC Surrender executes normally until the scene should be ending.  At that point, NPC and PC get dressed, but her hands stay in the air.

The last papyrus commands are:

[11/13/2023 - 12:24:10AM] FPA_Main OnPlayerSex: wasRape True baseWearAmount 10.000000 wasOral True wasVaginal False wasAnal False
[11/13/2023 - 12:24:10AM] PVPK Debug: Running OnSceneEnd check
[11/13/2023 - 12:24:10AM] PVPK Debug: Animation playing on stop was SC-FM-Human-Floor01-02Start
[11/13/2023 - 12:24:10AM] PVPK Debug: Animation had these tags: ["SavageCabbage", "F_M", "NOFURN", "Blowjob", "FROMFRONT", "Neutral", "Start", "HELD3", "LOVE3", "STIM1", "DOM-5", "NULLTOSELF", "PenisToMouth"]
[11/13/2023 - 12:24:10AM] PVPK Debug: hasConsensualMeta: False, hasPlayerRapedMeta: False, hasPlayerRapistMeta: False
[11/13/2023 - 12:24:10AM] PVPK Debug: Found and temporarily disabled ghost status.
[11/13/2023 - 12:24:10AM] FPA: Decreasing self esteem by:  20.000000
[11/13/2023 - 12:24:10AM] FPA: New self esteem value: 0.000000
[11/13/2023 - 12:24:15AM] PVPK Debug: Bump unlocked on timer.

 

If I hold the abort key, AAF still works afterwards.

 

log, resuming next line:

[11/13/2023 - 12:28:49AM] AFV report: Control up: FPV_SurrenderKey held for 5.385000 s
[11/13/2023 - 12:28:49AM] AFV report: key held for 5 seconds and major function active, calling scene outcome
[11/13/2023 - 12:28:49AM] AFV report: force outcome.
[11/13/2023 - 12:28:49AM] AFV report: outcome start
[11/13/2023 - 12:28:50AM] FPA: New self esteem value: 0.000000
[11/13/2023 - 12:28:51AM] FPA: New self esteem value: 0.000000

Posted
6 hours ago, oblivioner said:

Violate PC agressor executes normally.

 

Violate PC Surrender executes normally until the scene should be ending.  At that point, NPC and PC get dressed, but her hands stay in the air.

 

Which version of Violate are you using?  There is a bug that happens with some load orders where some AAF data gets lost, and as a result Violate doesn't detect when the animations end.  When that happens you'll get stuck that way.  I added a workaround for this in the latest version (1.60 beta 7).

Posted (edited)
1 hour ago, EgoBallistic said:

 

Which version of Violate are you using?  There is a bug that happens with some load orders where some AAF data gets lost, and as a result Violate doesn't detect when the animations end.  When that happens you'll get stuck that way.  I added a workaround for this in the latest version (1.60 beta 7).

I was using 1.56 and updated to 1.59 in a new save, will try to update and see what happens. Thanks for the help.

 

EDIT: Worked like a charm.

Edited by oblivioner
Posted

Violate remains one of my favorite mods.

I was hoping if its possible to make it so that companions get violated but you don't? As well as have NPCs violate surrendered NPCs at random (ie. Diamond guards violating surrendered enemies on their accord).

Posted (edited)
18 hours ago, georgechalkias said:

I was hoping if its possible to make it so that companions get violated but you don't? As well as have NPCs violate surrendered NPCs at random (ie. Diamond guards violating surrendered enemies on their accord).

 

If you set "Player can be violated" to OFF and "Followers can be violated" to ON then your followers will be violated while you watch helplessly.

 

The mod doesn't support NPC on NPC violations where the player hasn't surrendered first.  I'll get around to implementing that one day but it will require a lot of changes.

 

Edited by EgoBallistic
Posted (edited)

Great mod, I can't find many issues with it. I can see peeps have had problems but I don't think anyone's ever had mine. I only have one problem. I get stuck in an eternal black screen a lot and have to qqq. It's real weird. I've honestly never seen an AAF mod that has such incredibly long transitions to the sex scene. Most don't even seem to need a black screen every time a scene starts. When something like SEU or SexualHarrassment pops open a scene it's always rapid as hell in very stark contrast with this mod.

It's the only mod I've used so far with AAF thas such a hard time gathering actors for scenes and actually playing the scene. I mean, there's no such thing as an AAF mod that behaves well with more than 15 actors in the room, so I don't even consider those situations. Idk how it starts it's scenes, but however violate starts its scenes needs to be reimagined. Badly! lol It also needs to not try to make actors still participate in a following scene when they died during another actor's previous scene with me. Even tho...the dead body seems to...animate fine. It's just weird. lol

At least that's my experience with it.

But overall iz an awesome work. Thank u very very much!

Edited by LynErso666
Posted

had an idea, how about a violate way for players to assault others like sex'em up has, only thing i use that mod for is that ability lol

Posted
3 hours ago, LynErso666 said:

I've honestly never seen an AAF mod that has such incredibly long transitions to the sex scene. Most don't even seem to need a black screen every time a scene starts. When something like SEU or SexualHarrassment pops open a scene it's always rapid as hell in very stark contrast with this mod.

 

A couple of things can impact this:

  • AAF version.  Make sure you are running AAF version 171.  It performs scans and other setup much faster than earlier versions.
  • Violate version.  Likewise, make sure you are running AAF Violate version 160 beta 7
  • Approach scenes.  In Violate's MCM under Global options, turn "Enable Approach Scenes" to OFF or to Player Only.  That will speed up the start of animations, especially if you're in an area that is crowded or difficult to navigate.
Posted
20 hours ago, EgoBallistic said:

 

If you set "Player can be violated" to OFF and "Followers can be violated" to ON then your followers will be violated while you watch helplessly.

 

The mod doesn't support NPC on NPC violations where the player hasn't surrendered first.  I'll get around to implementing that one day but it will require a lot of changes.

 

 

Thanks!

Very understandable that it would require a lot of changes for that. It's just that I like Autonomy Enhanced so much that I was hoping we would be seen NPCvNPC violate interactions without our input. :P

 

Keep up the amazing work. 

Posted (edited)

I wanted to ask. How does the surrender logic work?

For example, if I set 'Allow mutually hostile aggressors' to ON, I imagine the chance of surrender would be almost guaranteed at 100% because of the sheer amount of hostiles you could encounter in a single area.

 

If I set it to OFF, how will the script determinate whether I'll surrender or not?

Say, me and 4 companions (5 total peeps) are fighting 3 mutants and 3 synths, separated factions. Will my character surrender? I imagine my character would if Mutually hostile aggressors was set to ON but it's OFF now, what happens? Furthermore, if its 6 mutants, 3 synths, will they surrender? If so, what happens to synths? Do they stand around doing nothing?

 

"Only combatants can be violators" - If I set it to on, I assume the script will find every single nearby NPCs (uninvolved too) to gather for the violation. Does that mean the chance to surrender is even higher?

 

In the end, there were a few times my character would surrender despite the number of enemies being low. Other times no surrender despite the fact I was near a building full of 20 enemies (of various factions) and, lastly, some moments where my character would surrender instantly to only one enemy (I was next to them) and companions giving it up so I'm confused how it works. ?

 

 

 

Not sure if this is a bug or I didn't understand, I have set 'can be violated' to ON, "health value to player surrender" 0, "criple surrender" OFF, "chance to surrender" 10.

I expected I would be surrendering rarely and get 'revived' more often against the odds. Despite of that, my character always surrenders. I assume setting health value to player surrender to 0 makes chance to surrender 100?

 

Finally, I was hoping if we could have the choice to assign which companion to violate a surrendered NPC. :) - Perhaps even allow us to choose how many companions to violate one. Atm, it's either one or one and you. No choice who can violate either. (for some reason, it's always dogmeat in my case despite the fact that I got humanoid companions).

Edited by georgechalkias
Posted
46 minutes ago, georgechalkias said:

if I set 'Allow mutually hostile aggressors' to ON, I imagine the chance of surrender would be almost guaranteed at 100% because of the sheer amount of hostiles you could encounter in a single area.

 

If I set it to OFF, how will the script determinate whether I'll surrender or not?

 

That setting is about who can violate you after you surrender. Say you happen across some raiders fighting some super mutants. If only the raiders have seen you so far when you surrender, that's the setting to determine whether the super mutants will also rape you.

Posted
2 hours ago, georgechalkias said:

Not sure if this is a bug or I didn't understand, I have set 'can be violated' to ON, "health value to player surrender" 0, "criple surrender" OFF, "chance to surrender" 10.

I expected I would be surrendering rarely and get 'revived' more often against the odds. Despite of that, my character always surrenders. I assume setting health value to player surrender to 0 makes chance to surrender 100?

 

In Violate, you will either surrender when you hit the surrender hotkey, or when you take damage, and you are in combat with eligible enemies.

 

The Health Value for Player Surrender determines how low your health must be before you will surender from taking damage.

 

Once your health drops below that Health Value, your chance to automatically surrender is the Chance to Surrender setting.

 

So if you set Health Value for Player Surrender to 50, and Chance to Surrender to 50, then you have a 50% chance to surrender each time you are hit when your health is below 50%.

 

Most people set a low health value like 20%, and a 100% chance to surrender, so that you will auto surrender when your health drops to 20% in combat.

Posted
On 11/16/2023 at 10:00 PM, EgoBallistic said:

 

A couple of things can impact this:

  • AAF version.  Make sure you are running AAF version 171.  It performs scans and other setup much faster than earlier versions.
  • Violate version.  Likewise, make sure you are running AAF Violate version 160 beta 7
  • Approach scenes.  In Violate's MCM under Global options, turn "Enable Approach Scenes" to OFF or to Player Only.  That will speed up the start of animations, especially if you're in an area that is crowded or difficult to navigate.



Sweeeet thank u, I'm definitely completely up to date. You betta believe I'm checking here for updates all the time just hoping any Loverslab mod I use has been updated and checking each of their pages one by one just in case I didn't get a notification! lol

But yes, turning off approach scenes made the whole Violate thing a lot faster, but doesn't seem to affect the long black screen when a scene is loading up. I'm sure I'll never really know why it only does that with Violate-activated sex scenes for me.

Posted
9 minutes ago, LynErso666 said:

But yes, turning off approach scenes made the whole Violate thing a lot faster, but doesn't seem to affect the long black screen when a scene is loading up. I'm sure I'll never really know why it only does that with Violate-activated sex scenes for me.

 

The fade out/in is a feature of AAF so you don't see actors warping into position, but you can disable it in your AAF_settings.ini file if you want to be able to see what's going on during those times. Some mods like to pop up messageboxes at inopportune times, and if the screen has faded to black you'll be unable to see that they're waiting for a button press.

Posted

After getting the combat surrender or manual surrender, one scene plays, but then the character just stands there with her arms up with the enemies around. I can't bring up the AAF menu with home button during this, only way to get out of being stuck is holding the surrender key to end the scene. Then I get all the scene messages all at one, 'being aroused, orgasms, etc'.

Posted
2 hours ago, HytekDragn said:

After getting the combat surrender or manual surrender, one scene plays, but then the character just stands there with her arms up with the enemies around. I can't bring up the AAF menu with home button during this, only way to get out of being stuck is holding the surrender key to end the scene. Then I get all the scene messages all at one, 'being aroused, orgasms, etc'.

 

Whether or not to hide the UI during violations is an option in MCM, though AAF's admin log might have some clues as to what was going on while the player seemed to be stuck. If not, you can check the Papyrus log for any errors relating to "FPV" (Violate) scripts. Violate itself can also log additional debugging information (MCM -> AAF Violate -> Misc Options -> Debug messages) if it comes down to that.

Posted (edited)
2 hours ago, vaultbait said:

 

Whether or not to hide the UI during violations is an option in MCM, though AAF's admin log might have some clues as to what was going on while the player seemed to be stuck. If not, you can check the Papyrus log for any errors relating to "FPV" (Violate) scripts. Violate itself can also log additional debugging information (MCM -> AAF Violate -> Misc Options -> Debug messages) if it comes down to that.

I have it set to show the UI. Screenshot of admin log. 

*EDIT* I had version 1.59 installed, updated to 1.60 Beta 7 and now it seems to be working, not stuck after a scene now.

Fallout4_2023_11_20_15_56_48_407.png

Edited by HytekDragn
Posted
On 11/19/2023 at 11:04 PM, vaultbait said:

 

That setting is about who can violate you after you surrender. Say you happen across some raiders fighting some super mutants. If only the raiders have seen you so far when you surrender, that's the setting to determine whether the super mutants will also rape you.

Uh, I had mutual aggression tuned to off. Got downed by a robot then my team got violated by radscorpions and deathclaw. I'm tad confused how it works. I thought only one enemy team could violate?

Posted (edited)
On 11/20/2023 at 4:01 PM, vaultbait said:

 

The fade out/in is a feature of AAF so you don't see actors warping into position, but you can disable it in your AAF_settings.ini file if you want to be able to see what's going on during those times. Some mods like to pop up messageboxes at inopportune times, and if the screen has faded to black you'll be unable to see that they're waiting for a button press.

O yeah, there's a settings INI for AAF. I keep forgetting about that. I'll have to look at that. Usually I just press enter and up and down and enter again to get rid of those pop up boxes when a black screen is hiding them from me. But that's not what's happening here. It's straight up freezing during that black load screen a lot. So maybe now I can see what's happening if I disable that. I wish I could disable a ton of stuff. Like stripping? I hate it when mods add strips. lol. Like AAF already has a beautiful feature that lets me keep things from getting stripped I don't want stripped. But everybody always adds a redundant strip, and then AAF does a minor strip before a scene starts, and I'd just like to stop all that crap and stop the stripping, as you can just press "\" with AAF and strip at will. Is that maybe an ini thing too?

Can't I change the hotkeys from there too? lol Cuz AAF weirdly has a lot of hotkeys but no MCM for them. Nvm I think that's like blasphemy to modern modding, but my keyboard accesses half the keys AAF uses via an "FN" key, which AAF doesn't recognize, even tho the game itself fully recognizes it as a button to get to other buttons. I just can't seem to find where the hotkey settings file is. I thought it was json or something.

Edited by LynErso666

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