Hiana_Deathangel Posted May 14, 2024 Posted May 14, 2024 (edited) Ah my least favourite Topic: Troubleshooting So, despite not changing the Loadorder or adding or removing any Animationpacks, AAF Violate refuses to let me be violated by Humans (Male and Female), every other Enemy works fine: Animals, Giants, Mutanats etc. So here is are the Mods im using and their Spot in the Loadorder AAF 20 AAF Basic Themes 21 (All the basic AAF themes are in the same Folder, so this means normal Sex Animations, kinky Animations and Animals) Torture Devices 24 Devious Devices 25 SKimpyArmourKeywordResource (SAKR) 27 (Honestly, i have no Idea how FO4Edit works, but it is a Requirement for some of the Mods in this List so i have but only use the Override Function in the Debug-Menu) Sexual Harrasment 35 AAF Violate 36 AAF Violate DLC Patch 37 SavageCabbagesAnimations 38 RealHandcuffs 40 AAF BadEnd Animations 41 AAF CreaturePack01 (From BadEnd) 42 Mutated Lust 43 Raid My Heart (From Atomic Lust) 44 Atomic Lust 45 Vioxsis Strap-Ons 57 (For some Reason SavageCabbages refused to let me Intercourse with Human Females, regardless or it being Consensual through Harrasement or "dying" to one via Violate so this is what remained after troubleshooting that Issue, which also worked fine untill yesterday) Sex Attributes 67 Sex Attributes HUD 91 AAF Creature Pack02 (From BadEnd) 98 It worked fine untill yesterday, and i have run out of Ideas on what could be wrong, i didnt change the Loadorder in any Way since it stopped working, nor did i add or remove any Mod, even Mods unrelated to this, so i was wondering if anyone can help me (In Case you are wondering, the Error im getting is InitStatus 3 in Papyros) Edited May 14, 2024 by Hiana_Deathangel
zlazarvs Posted May 14, 2024 Posted May 14, 2024 Hey — I've been zooming through changelogs and options for a while and I've found that in v1.20 a 'settings.isNPCControlled = true' was added. Is there any way to reverse this and take control of the animations in the current version? And if there's not, where is this flag so I can butcher it out? (Perhaps there is already, it's been a while since this mod got called and I've turned on the UI since then, but that's all)
spicydoritos Posted May 14, 2024 Posted May 14, 2024 1 hour ago, zlazarvs said: Hey — I've been zooming through changelogs and options for a while and I've found that in v1.20 a 'settings.isNPCControlled = true' was added. Is there any way to reverse this and take control of the animations in the current version? And if there's not, where is this flag so I can butcher it out? (Perhaps there is already, it's been a while since this mod got called and I've turned on the UI since then, but that's all) In Violate's MCM, under Global options, enable "Show UI during animations".
EgoBallistic Posted May 14, 2024 Author Posted May 14, 2024 10 hours ago, Hiana_Deathangel said: In Case you are wondering, the Error im getting is InitStatus 3 in Papyros OnSceneInit status 3 means "There were no animations that run on the locations nearby (or set via the locationObject setting) for that combination of actors." Basically this means the only human-on-human animations that are tagged as "Aggressive" or "Rough" that you have all take place on furniture, and there isn't any qualifying furniture in the area. You should install the AAF kinky/creatures/etc theme, not just the basic one. I also recommend installing 50 Shades of Fallout 4 and FO4 Animations by Leito so you'll have more variety of animations that fit Violate's theme.
ebbluminous Posted May 14, 2024 Posted May 14, 2024 47 minutes ago, _zz_22_ said: necrophilia when? Preferably never. 2
Hiana_Deathangel Posted May 15, 2024 Posted May 15, 2024 On 5/14/2024 at 1:20 PM, EgoBallistic said: OnSceneInit status 3 means "There were no animations that run on the locations nearby (or set via the locationObject setting) for that combination of actors." Basically this means the only human-on-human animations that are tagged as "Aggressive" or "Rough" that you have all take place on furniture, and there isn't any qualifying furniture in the area. You should install the AAF kinky/creatures/etc theme, not just the basic one. I also recommend installing 50 Shades of Fallout 4 and FO4 Animations by Leito so you'll have more variety of animations that fit Violate's theme. I thought i had the AAF Themes but turns out i only had the basic ones from Nexus, thanks for pointing it out, as for Status 3, that is odd since i ran a Test, when it broke (Using Auto-Surrender Hotkey), 10 Times, 5 in the Wild (2 Raider-Camps, that one Guy Absalom and 2 Mutant-Patrols), 2 in Vault 81 (No they all dead now, well the Non-Essentials are, it was quite the Slaughter) and 3 in Diamondcity, on all 10 i got Status 3, but i am certain (Unless i am getting that mixed up with Sex Harrasment, im not sure) i set Furniture-Use to 50%, and i dont have so much Luck that i roll that 50% 10 Times, but thanks for pointing all this out, i can use this to repair my Shit
Hiana_Deathangel Posted May 15, 2024 Posted May 15, 2024 (edited) 22 hours ago, _zz_22_ said: necrophilia when? https://www.nexusmods.com/fallout4/mods/57938 Here, has a Stat for Nepcrophilia (I assume its related to Sex with Ghouls, but i dont know) but if thats not your Speed, it also contains actual tentacle hentai (you Char getting actually fucked be tentacles) which has compatability for WDF and FPE, so that mod really has a little bit for everyone, in some (mostly Stats) Form Edited May 15, 2024 by Hiana_Deathangel
Dont Tell My Parents Posted May 16, 2024 Posted May 16, 2024 On 5/14/2024 at 11:07 AM, Hiana_Deathangel said: Ah my least favourite Topic: Troubleshooting So, despite not changing the Loadorder or adding or removing any Animationpacks, AAF Violate refuses to let me be violated by Humans (Male and Female), every other Enemy works fine: Animals, Giants, Mutanats etc. So here is are the Mods im using and their Spot in the Loadorder AAF 20 AAF Basic Themes 21 (All the basic AAF themes are in the same Folder, so this means normal Sex Animations, kinky Animations and Animals) Torture Devices 24 Devious Devices 25 SKimpyArmourKeywordResource (SAKR) 27 (Honestly, i have no Idea how FO4Edit works, but it is a Requirement for some of the Mods in this List so i have but only use the Override Function in the Debug-Menu) Sexual Harrasment 35 AAF Violate 36 AAF Violate DLC Patch 37 SavageCabbagesAnimations 38 RealHandcuffs 40 AAF BadEnd Animations 41 AAF CreaturePack01 (From BadEnd) 42 Mutated Lust 43 Raid My Heart (From Atomic Lust) 44 Atomic Lust 45 Vioxsis Strap-Ons 57 (For some Reason SavageCabbages refused to let me Intercourse with Human Females, regardless or it being Consensual through Harrasement or "dying" to one via Violate so this is what remained after troubleshooting that Issue, which also worked fine untill yesterday) Sex Attributes 67 Sex Attributes HUD 91 AAF Creature Pack02 (From BadEnd) 98 It worked fine untill yesterday, and i have run out of Ideas on what could be wrong, i didnt change the Loadorder in any Way since it stopped working, nor did i add or remove any Mod, even Mods unrelated to this, so i was wondering if anyone can help me (In Case you are wondering, the Error im getting is InitStatus 3 in Papyros) You need to have the right load order and requirements.
georgechalkias Posted May 17, 2024 Posted May 17, 2024 Feedback; add an option where you can toggle that only companions can get restrained with kziitd mod. Currently, only Devious Devices has such option. 2
Alou87 Posted May 17, 2024 Posted May 17, 2024 I installed both Raider Pet and ofc the RSE_II_Resources_ESM (v1.0) I did so because inside Violate it said chances for abduction and you needed these to use those options. Ive tried this and you get some txt looking as if its on the correct way but then they leave you alone bound and then eventually turn hostile its af if it doesnt really start or doesnt really support those any suggestions on how to get it to work?
EgoBallistic Posted May 17, 2024 Author Posted May 17, 2024 1 hour ago, Alou87 said: and ofc the RSE_II_Resources_ESM (v1.0) I did so because inside Violate it said chances for abduction and you needed these to use those options. Ive tried this and you get some txt looking as if its on the correct way but then they leave you alone bound and then eventually turn hostile its af if it doesnt really start or doesnt really support those any suggestions on how to get it to work? In Violate's MCM under Misc options, select "Force Update", then exit the MCM. Violate will list the compatible mods it finds, it should list both RSE II CSA and Raider Pet. Also in MCM, make sure you set the percentage chance of the RP and/or CSA outcomes to some nonzero value so they will happen. 1
izzyknows Posted May 17, 2024 Posted May 17, 2024 2 hours ago, Alou87 said: Ive tried this and you get some txt looking as if its on the correct way but then they leave you alone bound and then eventually turn hostile its af if it doesnt really start or doesnt really support those any suggestions on how to get it to work? You also need to disable combat surrender in RSE and let Violate take care of that part. And, a lot of times RSE wont move the "abductor" to the PC and thus can't start the dialogue. Once solution is to use the console command moveto player and target the bad guys until you get the right one. After a few abductions you can kind of tell which one you need to target. They act slightly different than the rest of their buddies. But keep in mind RSE is buggy. 1
Alou87 Posted May 17, 2024 Posted May 17, 2024 24 minutes ago, EgoBallistic said: In Violate's MCM under Misc options, select "Force Update", then exit the MCM. Violate will list the compatible mods it finds, it should list both RSE II CSA and Raider Pet. Also in MCM, make sure you set the percentage chance of the RP and/or CSA outcomes to some nonzero value so they will happen. I have done that Raider Pet dont seem to work, Im currently using the Wasteland of Depravity mods from Wabberjack. and then added those I mentioned to it along with the turn the lights on. I turned it up to 100 percent and am trying em out 1 by one. Area of this test is the Thicket Excavation cant see if the place is the problem, if you have an area you know it should work feel free to recommend. "says works only where there is a leader" the legendary Mathis is there but if he functions as leader not sure. RSEII works fine did turn it off in menu, also hadnt updated Violate prior but either way works fine. Bound in Public is also working. So its only the first one I cant seem to get to work, any suggestions, but still thx on the other 2 I got working Btw your mods are awsome, and thx for the reply.
Alou87 Posted May 17, 2024 Posted May 17, 2024 22 minutes ago, Alou87 said: I have done that Raider Pet dont seem to work, Im currently using the Wasteland of Depravity mods from Wabberjack. and then added those I mentioned to it along with the turn the lights on. I turned it up to 100 percent and am trying em out 1 by one. Area of this test is the Thicket Excavation cant see if the place is the problem, if you have an area you know it should work feel free to recommend. "says works only where there is a leader" the legendary Mathis is there but if he functions as leader not sure. RSEII works fine did turn it off in menu, also hadnt updated Violate prior but either way works fine. Bound in Public is also working. So its only the first one I cant seem to get to work, any suggestions, but still thx on the other 2 I got working Btw your mods are awsome, and thx for the reply. Just to be clear I dnt misunderstand something here the Violate seeks to when you are defeated to make you a Raider Pet or does it only function with the normal quest line started in sanctuary? Not sure how its intended to work hence my question.
izzyknows Posted May 17, 2024 Posted May 17, 2024 3 hours ago, Alou87 said: Just to be clear I dnt misunderstand something here the Violate seeks to when you are defeated to make you a Raider Pet or does it only function with the normal quest line started in sanctuary? Not sure how its intended to work hence my question. That's one of may issues with collections/wabberjack, a person has no idea what the mods do and the ass that put them together doesn't even know how to support them, yet many want "donations" for all their hard work ripping off actual mod authors. </end rant> As for Raider Pet, The note Jun gives you has nothing to do with anything. It's just extra fluff. When the game is loaded RP is working... well waiting for another mod to hand off to it, like Violate, or for you to be unarmed and walk into a Raider camp with a Named Boss. In all camps with a named Boss, once they are killed and the cell resets a generic unnamed Boss will take their place. Each time the cell resets another unnamed Boss will spawn. aka repeatable at each Raider camp. Here's list of eligible camps. Spoiler Andrew Station Back Street Apparel Beantown Brewery Camp Kendall Corvega Assembly Plant Drug Den East Boston Preparatory School NOTE: Bosco is scripted to be hostile, so he needs to be killed and the cell to be reset. It's a real iffy camp. Federal Ration Stockpile Hardware Town Layton Towers Monsignor Plaza Quincy Quarry Revere Beach Station The Shamrock Taphouse USAF Satellite Station Olivia Walden Pond 1
Alou87 Posted May 17, 2024 Posted May 17, 2024 47 minutes ago, izzyknows said: That's one of may issues with collections/wabberjack, a person has no idea what the mods do and the ass that put them together doesn't even know how to support them, yet many want "donations" for all their hard work ripping off actual mod authors. </end rant> As for Raider Pet, The note Jun gives you has nothing to do with anything. It's just extra fluff. When the game is loaded RP is working... well waiting for another mod to hand off to it, like Violate, or for you to be unarmed and walk into a Raider camp with a Named Boss. In all camps with a named Boss, once they are killed and the cell resets a generic unnamed Boss will take their place. Each time the cell resets another unnamed Boss will spawn. aka repeatable at each Raider camp. Here's list of eligible camps. Hide contents Andrew Station Back Street Apparel Beantown Brewery Camp Kendall Corvega Assembly Plant Drug Den East Boston Preparatory School NOTE: Bosco is scripted to be hostile, so he needs to be killed and the cell to be reset. It's a real iffy camp. Federal Ration Stockpile Hardware Town Layton Towers Monsignor Plaza Quincy Quarry Revere Beach Station The Shamrock Taphouse USAF Satellite Station Olivia Walden Pond ty will try it out
Alou87 Posted May 17, 2024 Posted May 17, 2024 Id love to know about the modsetup RSAII in General CSA On/OFF, CSA abductions on/off "seems to have another percent even happening ratio", since I cant get it to work again "could be due to buggy", or does some of these settings have to be on or all OFF, I set em to off, but im not sure if any of em needs to be on for it to work correctly? Sry if im asking too much but tis kindda of a jungle
Alou87 Posted May 17, 2024 Posted May 17, 2024 1 hour ago, Alou87 said: Id love to know about the modsetup RSAII in General CSA On/OFF, CSA abductions on/off "seems to have another percent even happening ratio", since I cant get it to work again "could be due to buggy", or does some of these settings have to be on or all OFF, I set em to off, but im not sure if any of em needs to be on for it to work correctly? Sry if im asking too much but tis kindda of a jungle nwm its just a bit buggy as said sometimes it works sometimes it doesnt. Any recommendable compilations on loverlab that lets you play with all these mods whether it be sm, raiders pet etc, cus I am really not good when it comes to load order its why I use compilations from people who got it to work at some point?
UsernameTaken666 Posted May 18, 2024 Posted May 18, 2024 1 hour ago, Alou87 said: nwm its just a bit buggy as said sometimes it works sometimes it doesnt. Any recommendable compilations on loverlab that lets you play with all these mods whether it be sm, raiders pet etc, cus I am really not good when it comes to load order its why I use compilations from people who got it to work at some point? No because not everyone uses the same mods obviously. Yes, there is a learning curve but if ya wanna mod, doing things yourself and learning is the way.
Alou87 Posted May 18, 2024 Posted May 18, 2024 15 hours ago, izzyknows said: That's one of may issues with collections/wabberjack, a person has no idea what the mods do and the ass that put them together doesn't even know how to support them, yet many want "donations" for all their hard work ripping off actual mod authors. </end rant> As for Raider Pet, The note Jun gives you has nothing to do with anything. It's just extra fluff. When the game is loaded RP is working... well waiting for another mod to hand off to it, like Violate, or for you to be unarmed and walk into a Raider camp with a Named Boss. In all camps with a named Boss, once they are killed and the cell resets a generic unnamed Boss will take their place. Each time the cell resets another unnamed Boss will spawn. aka repeatable at each Raider camp. Here's list of eligible camps. Reveal hidden contents Andrew Station Back Street Apparel Beantown Brewery Camp Kendall Corvega Assembly Plant Drug Den East Boston Preparatory School NOTE: Bosco is scripted to be hostile, so he needs to be killed and the cell to be reset. It's a real iffy camp. Federal Ration Stockpile Hardware Town Layton Towers Monsignor Plaza Quincy Quarry Revere Beach Station The Shamrock Taphouse USAF Satellite Station Olivia Walden Pond They still see me as a threat when I walk in unarmed but it works, if set to 100 percent chance via Violate ty buddy helps a lot.
izzyknows Posted May 18, 2024 Posted May 18, 2024 2 hours ago, Alou87 said: They still see me as a threat when I walk in unarmed but it works, if set to 100 percent chance via Violate ty buddy helps a lot. Yeah, that seems to happen to some folks, I've never noticed a definitive solution aka fix. RP checks if the PC is unarmed when entering a named cell. So.. one thing to try is to store all you weapons at say Red Rocket or Starlight and walk over to Corvega. Keep in mind, that power armor is considered a weapon by RP. But, if it's working via Violate.. it's all good.
Alou87 Posted May 18, 2024 Posted May 18, 2024 4 minutes ago, izzyknows said: Yeah, that seems to happen to some folks, I've never noticed a definitive solution aka fix. RP checks if the PC is unarmed when entering a named cell. So.. one thing to try is to store all you weapons at say Red Rocket or Starlight and walk over to Corvega. Keep in mind, that power armor is considered a weapon by RP. But, if it's working via Violate.. it's all good. Doesnt seem to work right meaning doesnt seem to be a questline since your main focus is to get your gear back eventhough you didnt have any. Meaning its not the true questline or doesnt seem to be anyway. But still somewhat playable, Ive also tried using the 'setpqv RaiderPetDialogueQuest forceDisarm true' and the verbose one it doesnt say anything only time I get a respond is when I use' ' at begin and end otherwise it wont say anything when with ' which I read as " meaning not to be typed just says scripts not saved. They still attack on sight no matter what I do.
Dongeleo Posted May 18, 2024 Posted May 18, 2024 "AAF Violate Disabled: LLFP F4SE Plugin is not loaded." something like that after steam update, mod organizer update and f4se update. can i somehow fix it or it's lost for ever? 2
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