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Posted (edited)
3 hours ago, izzyknows said:

I'd just turn Papyrus logging off then. Save the processing time and disk space. We'll just pretend we didn't see anything... it'll be fine! LOL

Sure, orrrrr lez just not, and keep em in case we need em, and also avoid pretending there are problems that simply aren't there. 

Edited by LynErso666
Posted
On 11/28/2023 at 3:01 PM, Kanlaon said:

But nothing happens until a timeout (in my own mod) occur that lets the player stand up.

Than the raping scene starts as usual with the black screen and putting the playerclone generated from AAF framework back into the bed ....

 

If your quest has a higher Priority than Violate's quest then your AI package will keep control of the player until you release them.  You probably need to lower your quest's Priority.

Posted (edited)

Is it possible to have Violate integrated with Crime and Punishments surrender outcomes (kidnapping)?  Similar to how it is integrated with RSE II: CSA?

Edited by Haamernus
Posted
13 hours ago, Haamernus said:

Is it possible to have Violate integrated with Crime and Punishments surrender outcomes (kidnapping)?  Similar to how it is integrated with RSE II: CSA?

 

Not by me.  Flashy never released the source for CAP and I'm not going to waste my time decompiling all that spaghetti code to make an interface for it.  I'm going to work on my own abduction / captivity mod once the current big project I'm working on is released and stable.

Posted

Not sure why but Violate fails to register POTC for me:
The only thing that overwrites POTC is FG-potc-addon, I've tried to use force Violate update feature with and without it on a clean save
And the only thing that overwrites Violate is the voice addon (but its only sound files)

dcc-bp-lol.esp itself is enabled and works just fine in game, i can equip them and see the Hud effects with their special variations

I am using the latest Violate and POTC (No Navi Version, Slot 57) 

I dunno if it will help in my case but here is the log file during violate force updating

If anyone encountered this issue pls help :')

 Papyrus.2.log

Posted
1 hour ago, HeavyYoungHeathens said:

Not sure why but Violate fails to register POTC for me:
The only thing that overwrites POTC is FG-potc-addon, I've tried to use force Violate update feature with and without it on a clean save
And the only thing that overwrites Violate is the voice addon (but its only sound files)

dcc-bp-lol.esp itself is enabled and works just fine in game, i can equip them and see the Hud effects with their special variations

I am using the latest Violate and POTC (No Navi Version, Slot 57) 

I dunno if it will help in my case but here is the log file during violate force updating

If anyone encountered this issue pls help :')

 Papyrus.2.log

That's a mess, and you never want to see this entry:

Errors occurred while loading the Papyrus save game data

 

Start a new run and see if things clear up. Good chance they will as you've removed/disabled several scripted mods. Big no no that is. ;)

 

Posted
1 hour ago, izzyknows said:

That's a mess, and you never want to see this entry:

Errors occurred while loading the Papyrus save game data

 

Start a new run and see if things clear up. Good chance they will as you've removed/disabled several scripted mods. Big no no that is. ;)

 

Yuh my main save is a bit on the funny side, however i did a test on a new safe and it still didn't register it 
I wonder what could possibly cause this

Papyrus.0.log

Posted
44 minutes ago, HeavyYoungHeathens said:

I wonder what could possibly cause this

Papyrus.0.log

 

Care to elaborate on what specifically you're asking about in the attached log? I don't see any errors related to FPV (Violate).

Posted
26 minutes ago, vaultbait said:

 

Care to elaborate on what specifically you're asking about in the attached log? I don't see any errors related to FPV (Violate).


I am not sure if the logs are even helpful in this case, aaf violate debug is set on, and i simply force update it to see if it detects potc. 
dcc-bp-lol.esp (potc esp) is installed and running, it works as intended in my game, i can craft, equip and use everything from the mod but violate just ignores it for some reason :(

image.png.998a754f34fe3281279202e94b85015f.png

Posted
1 hour ago, HeavyYoungHeathens said:


I am not sure if the logs are even helpful in this case, aaf violate debug is set on, and i simply force update it to see if it detects potc. 
dcc-bp-lol.esp (potc esp) is installed and running, it works as intended in my game, i can craft, equip and use everything from the mod but violate just ignores it for some reason :(

 

If the "dcc-bp-lol.esp" plugin is loaded, you should see a message in your logs, "AFV FPV_POTC: Plugs of the Commonwealth loaded".

 

Try manually restarting Violate's POTC quest in console:  
 

stopquest fpv_potc
startquest fpv_potc

 

You should see the message above in your log after that.

Posted
8 hours ago, EgoBallistic said:

 

If the "dcc-bp-lol.esp" plugin is loaded, you should see a message in your logs, "AFV FPV_POTC: Plugs of the Commonwealth loaded".

 

Try manually restarting Violate's POTC quest in console:  
 

stopquest fpv_potc
startquest fpv_potc

 

You should see the message above in your log after that.


Yop that helped! Thank you so much ?

 

Posted

im having issues where it cant find 

Some of the enabled plugins depend on others that are not enabled: RealHandcuffs_SS_CQ_Compatibility esp depends on SimSettlements_XPAC_Conqueror.esp
dcc-bp-lol-navi.esp depends on BNPA Ship Armor.esp dcc-bp-lol.esp
Posted
8 hours ago, MRLewdguy said:

im having issues where it cant find 

Some of the enabled plugins depend on others that are not enabled: RealHandcuffs_SS_CQ_Compatibility esp depends on SimSettlements_XPAC_Conqueror.esp
dcc-bp-lol-navi.esp depends on BNPA Ship Armor.esp dcc-bp-lol.esp

 

Those are not really related to this mod.

 

It looks like you enabled a Sim Settlements Conqueror compatibility patch for Real Handcuffs, and a BNPA Ship Armor patch for Plugs of the Commonwealth, but you don't have Sim Settlements Conqueror or BNPA Ship Armor installed.  So, you should disable those two comparibility patches.

Posted

I see one big problem with this modification:
If there are several rape scenes, then EVERY TIME after the scene all participants re-equip their clothes, and EVERY TIME before the start of the scene all participants un-equip their clothes.

As a result, firstly, it takes up resources, and secondly, it causes a failure. For example: if a paper or curie is being fucked, then a script glitch puts on her clothes by default (which are not even in the inventory), as a result of another glitch, the same paper is fucked without taking off her clothes (do you know how ridiculous this looks?). This happens especially often when overriding restrictive devices. But even without them this happens.

Yes, I know about "know strip manager" or something like that. I have already entered items that cannot be removed.
Yes, I know that in the Volate settings you can turn off the “do not forcefully remove clothes” option. But I've already done all this, it doesn't help.

QUESTION: Is it possible in the new version to make life easier for everyone and add 2 conditions: 1) Participants “unequip” clothes and use “devices” ONLY at the very beginning, after surrender. 2) after finishing the Volate, DO NOT “equip” the clothes again.?

Posted (edited)
1 hour ago, REB85 said:

If there are several rape scenes, then EVERY TIME after the scene all participants re-equip their clothes, and EVERY TIME before the start of the scene all participants un-equip their clothes.

 

This only happens if AAF is managing the victims' clothes. 

 

You can prevent AAF from doing anything with the victims' clothes by enabling the "Strip victims before violation" option in the MCM under Global options.  When you do this, Violate will remove the victims' clothes before AAF takes any action, so as far as AAF is concerned they have no clothing to unequip or re-equip.

 

1 hour ago, REB85 said:

QUESTION: Is it possible in the new version to make life easier for everyone and add 2 conditions: 1) Participants “unequip” clothes and use “devices” ONLY at the very beginning, after surrender. 2) after finishing the Volate, DO NOT “equip” the clothes again.?

 

You can do that now.  Under Global Options, Enable "Strip Victims before Violation".  Under Restraint Options, set "Apply Restraints" to "Start of scene" and "Strip Victims before Restraining" to ON.

 

Violate doesn't ever re-equip clothes on anyone.  Only AAF does that.  If clothes are being reequipped that is because AAF is doing it, which means you don't have Violate's "strip victims" options enabled.

 

Edited by EgoBallistic
Posted
1 hour ago, REB85 said:

1) Participants “unequip” clothes and use “devices” ONLY at the very beginning, after surrender. 2) after finishing the Volate, DO NOT “equip” the clothes again.?

MCM>AAF Violate>Restraint Options>

Devious Devices (Player Only strongly suggested) or Real Hand cuffs

Apply Restraints > Start of Scene 

Strip victims before restraining > On

Posted (edited)

Been using this for a while. It's a great mod. Just wanted to ask if there's anything that can be done about npc's abandoning their power armour after an encounter? It's not really a huge issue, I just disable them in console after a while. Some of them eventually become ownerless lol. 

 

Also I don't suppose there have been any improvements or add-ons for the weird dialogue package that plays during encounters? Like the weird high-pitched squealing sound and absence of any appropriate human dialogue. 

 

A long while ago I looked into making some but only really succeeded in making some death emotes for female npc's. I'm not sure how that could be done other than maybe using some stock insults during the clapping phase. 

 

 

Edit: Cool I found Razor's voice projects. Guess I need to open my eyes and look around sometime lol. 

 

 

Edited by Reefymapupset
Posted
1 hour ago, Reefymapupset said:

Just wanted to ask if there's anything that can be done about npc's abandoning their power armour after an encounter?

In the Data\AAF\AAF_settings.ini at line 39 you'll find
return_to_powerarmor

change the setting from False to True.

Posted
10 minutes ago, izzyknows said:

In the Data\AAF\AAF_settings.ini at line 39 you'll find
return_to_powerarmor

change the setting from False to True.

 

Oh nice. Thanks a lot for that. 

 

Slightly unrelated but I had the most obscure and macabre thought while processing your reply. I had a vision of raiders using power-armour attachments which are essentially their captured enemies/slaves chained up to the front of the armour, legs hoisted up so that they can be taken along for the 'ride' in the most literal sense. Of course that would necessitate a handy little compartment door to facilitate the special 'interface' between user and living attachment. It sure would be a sight to see lol.  

Posted

Question: The surrender button does not seem to work for me. It says "There is no one around to surrender to" despite being shot at by raiders. Anyone know the cause?

Posted
2 minutes ago, AJHell said:

Question: The surrender button does not seem to work for me. It says "There is no one around to surrender to" despite being shot at by raiders. Anyone know the cause?

Do you have a fully functioning AAF with animation packs (and the plethora of required goodies)?

Are you playing as a human or a race that has a patch? If not human, did you install the needed patch?

And check the MCM>AAF Violate>Aggressor Options just to make sure the Raiders didn't get unchecked.

And if you're using Profile Redirector, disable it as it causes issues with MCM.

Posted

I'm having the same problem as AJHell. I can shoot at the raider and make him surrender, have sex with him, etc. The only issue is surrendering myself.  Same problem happens with dogs, mutants, and I assume every other enemy type. I get the same message that he got. I assume that the scan to find potential hostiles is missing something or is broken somehow. Any idea what could cause issues there?image.thumb.jpeg.0ff25dd89e485e75bc2f45850b2341df.jpeg

Posted
36 minutes ago, denten23 said:

I'm having the same problem as AJHell. I can shoot at the raider and make him surrender, have sex with him, etc. The only issue is surrendering myself.  Same problem happens with dogs, mutants, and I assume every other enemy type. I get the same message that he got. I assume that the scan to find potential hostiles is missing something or is broken somehow. Any idea what could cause issues there?


Make sure you do not have any patches installed that modify Violate’s scripts or plugins, and that you are not mixing old pieces of Violate with new ones.  
 

The code that looks for enemies to surrender to changed in the latest release of the mod, and old patches or components of old versions of the mod will cause those changes not to work.

Posted
12 hours ago, EgoBallistic said:


Make sure you do not have any patches installed that modify Violate’s scripts or plugins, and that you are not mixing old pieces of Violate with new ones.  
 

The code that looks for enemies to surrender to changed in the latest release of the mod, and old patches or components of old versions of the mod will cause those changes not to work.

 

Downgrading to the older violate (1.59) seemed to fix it. I still don't know what mod caused the problem, but its working now without any other changes being necessary, so I'm just going to count my blessings and leave the troubleshooting there. Thanks for the help!

 

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