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Posted
22 hours ago, izzyknows said:

You need to follow the Fucking Manual and get setup for adult mods like Violate. You most likely don't have the animations that is being called for the actors involved. You can use the MCM to shut off things like allowing females in gangbangs...

IF, you have the next gen update, roll back manually, second sticky post. Or use a downgrader, or this one, then block Steam updates. Which works great btw.

Oh... and NEVER use the vanilla launcher to load the game. Only launch via f4se_loader.exe.

Thanks, I was using the F4se loader, but was on the next gen update, so that was the problem

Posted

Not sure what happened or what I did, but now my player model's idle animation is the surrender animation for some reason. When I move or force other animations, then it snaps out of it, but as soon as I stand still again it returns to hands up. Anyone know how to fix this kind of thing?

Posted
32 minutes ago, snacpek said:

Not sure what happened or what I did, but now my player model's idle animation is the surrender animation for some reason. When I move or force other animations, then it snaps out of it, but as soon as I stand still again it returns to hands up. Anyone know how to fix this kind of thing?

 

open the console and type
 

prid 14
caf

 

Posted
On 1/13/2024 at 8:20 AM, ptmc2112 said:

One suggestion I have is on defeat, drain all AP, as players using something like Toggle Stealth Boy can end up invisible when surrendering (doesn't affect the actual scenes, due to how AAF works), especially if the AP drain for the toggle stealth boy is set to none. (the toggle stealth boy automatically turns off if the player has no AP, regardless of actual AP drain setting)

managed to make a patch for the mod linked in the quote that fixes that issue for that particular mod

Posted

Help needed.

  • While I was enjoying this wonderful mod, a nasty bug appeared - when those animations ended, I realised that I couldn't regain my hp and my ap disappeared, and even more unacceptably my character couldn't be attacked by hostile creatures. It's not that they don't attack me, it's that they can't hit me. (I'm sure it's not ‘tgm’, I don't have unlimited ammo!) I've done everything I can to get rid of this bug, except for backporting, which fails, this bug happens so often that I can't always backport to fix it!

Someone help me or I'll have to go back to Four-Play to enjoy this mod QAQ!

Posted (edited)
30 minutes ago, wssb2024 said:

Help needed.

  • While I was enjoying this wonderful mod, a nasty bug appeared - when those animations ended, I realised that I couldn't regain my hp and my ap disappeared, and even more unacceptably my character couldn't be attacked by hostile creatures. It's not that they don't attack me, it's that they can't hit me. (I'm sure it's not ‘tgm’, I don't have unlimited ammo!) I've done everything I can to get rid of this bug, except for backporting, which fails, this bug happens so often that I can't always backport to fix it!

Someone help me or I'll have to go back to Four-Play to enjoy this mod QAQ!

 

The next time that happens, try this in a terminal:

 

player.setghost 0

 

In the past I've seen the ghost mode Violate uses to make the player invulnerable between AAF scenes race similar calls used by AAF, and then ghost mode gets stuck on once the violations subside. Generally this only happened to me when surrendering to very large groups, probably leading to excessive script lag. I found that turning off the "god mode" feature in Violate's MCM stopped it from occurring, but I also discovered I liked that turned off anyway for increased realism (sure you can catch a stray bullet and die between scenes, but danger's the name of the game), so if the race condition I used to see has been fixed in the past few years, I wouldn't know.

 

Edit: Note that other mods you're using could be involved too. It's typical for mods that want to equip a potion on the player during an AAF scene to quickly toggle ghost off before equipping it and then back on again immediately afterward, but the asynchronous nature of Papyrus's concurrency model can't guarantee something else didn't come along and also try to toggle ghost for related reasons in between those calls.

Edited by vaultbait
Posted
17 minutes ago, vaultbait said:

 

The next time that happens, try this in a terminal:

 

player.setghost 0

 

In the past I've seen the ghost mode Violate uses to make the player invulnerable between AAF scenes race similar calls used by AAF, and then ghost mode gets stuck on once the violations subside. Generally this only happened to me when surrendering to very large groups, probably leading to excessive script lag. I found that turning off the "god mode" feature in Violate's MCM stopped it from occurring, but I also discovered I liked that turned off anyway for increased realism (sure you can catch a stray bullet and die between scenes, but danger's the name of the game), so if the race condition I used to see has been fixed in the past few years, I wouldn't know.

 

Edit: Note that other mods you're using could be involved too. It's typical for mods that want to equip a potion on the player during an AAF scene to quickly toggle ghost off before equipping it and then back on again immediately afterward, but the asynchronous nature of Papyrus's concurrency model can't guarantee something else didn't come along and also try to toggle ghost for related reasons in between those calls.

It worked. Thank you;)

Posted
9 minutes ago, Anonym0us2DF1CD said:

Heard that this mod has functionality with Bound in Public, how do I get these mods to work together?

 

In the mod integration page of Violate's MCM you can set a percentage chance for your opponents to send you to a Bound in Public scenario after they're done raping you.

Posted (edited)

Another suggestion I have is to use RegisterForRemoteEvent on the OnStageSet event for quest MQ101, the quest "War Never Changes" so if stage 5000 gets set (the one that the nuke kills the player on), the player would actually die, even if marked essential (the script fragment uses Kill() instead of KillEssential() at about 1 second after the fragment starts).

 

That way, you don't have to edit the vanilla script, just check if auiStageID equals 5000 in your own script (also if the script is part of a quest script, check the Quest akSender is MQ101) that receives the event

Edited by ptmc2112
Posted

Violate is soft-breaking Crafting Mastery 2 immersive mode unlocked crafting recipes. CF2 stores those recipes as hidden non-playable flagged ammo, which gets stolen during the whole defeat thing and can't be recovered because non-playable.

Posted
40 minutes ago, GladiatorUA said:

Violate is soft-breaking Crafting Mastery 2 immersive mode unlocked crafting recipes. CF2 stores those recipes as hidden non-playable flagged ammo, which gets stolen during the whole defeat thing and can't be recovered because non-playable.

 

What a silly way to implement crafting recipes.  You can probably fix this by editing the plugin and removing the ObjectTypeAMMO keyword from all of them.

Posted

maybe im an idiot but Every time I load up Violate and start the game it tells me MCM needs to be reinstalled, Ive reinstalled it 38 times now. if anyone knows what to do please let me know. And Yes I do have F4SE installed and am launching the game through f4se_launcher.exe

 

Posted
15 minutes ago, Ganruf said:

maybe im an idiot but Every time I load up Violate and start the game it tells me MCM needs to be reinstalled, Ive reinstalled it 38 times now. if anyone knows what to do please let me know. And Yes I do have F4SE installed and am launching the game through f4se_launcher.exe

 

That message means MCM's scripts are not responding to Violate.  Either because they are not installed in the right place, or the MCM F4SE plugin isn't loaded.

 

Make sure the version of MCM you installed is compatible with the version of F4SE you are using - there are different versions depending on whether you have updated your game to NG or not.

Posted
12 hours ago, EgoBallistic said:

 

That message means MCM's scripts are not responding to Violate.  Either because they are not installed in the right place, or the MCM F4SE plugin isn't loaded.

 

Make sure the version of MCM you installed is compatible with the version of F4SE you are using - there are different versions depending on whether you have updated your game to NG or not.

 

Thank you, I shall try and figure which versions I have since Im pretty sure I have the most up to date ones

Posted
On 5/27/2024 at 11:11 AM, vaultbait said:

 

In the mod integration page of Violate's MCM you can set a percentage chance for your opponents to send you to a Bound in Public scenario after they're done raping you.

I don't see it in the integration page, is this a missing feature or is it some bug?

Posted
13 hours ago, Anonym0us2DF1CD said:

I don't see it in the integration page, is this a missing feature or is it some bug?

 

You should find it here

 

Spoiler

ScreenShot129.jpg.76527e792fab1a05456b39734086dacc.jpg

 

Posted

@EgoBallistic Hey thanks for all your mods, excellent work, enjoying all of them, I think. 

Question, I am using Violate with the Voice Pack from Razor, I just enabled npc surrender, females surrender fine to a female pc, but then the voiced dialog is in a male voice. Is this a problem with the voice files themselves? I read through the 2 pages of comments on that mod, noticed there was some mention awhile back of patching Violate for female voice, but not sure if that is related. Searched this thread and didn't find much in the way of a solution or explanation of the issue.

Curious if I can manipulate the files (rename/replace) or change something in fo4edit to sort this out, silent will be an option if there is no quick fix. I had a quick look through the quest dialog in fo4edit, I think the same voice lines used by the PC when surrending are in a male voice when used for a female NPC, but I find the whole thing hard to wrap my head around atm.

 

Cheers

Posted
58 minutes ago, Whacked said:

@EgoBallistic Hey thanks for all your mods, excellent work, enjoying all of them, I think. 

Question, I am using Violate with the Voice Pack from Razor, I just enabled npc surrender, females surrender fine to a female pc, but then the voiced dialog is in a male voice. Is this a problem with the voice files themselves? I read through the 2 pages of comments on that mod, noticed there was some mention awhile back of patching Violate for female voice, but not sure if that is related. Searched this thread and didn't find much in the way of a solution or explanation of the issue.

Curious if I can manipulate the files (rename/replace) or change something in fo4edit to sort this out, silent will be an option if there is no quick fix. I had a quick look through the quest dialog in fo4edit, I think the same voice lines used by the PC when surrending are in a male voice when used for a female NPC, but I find the whole thing hard to wrap my head around atm.

 

Cheers

The voices are only male, and will take making female voices, then patching Violate to use different voice types (genders).

I just went back to silent voices, a lot less jarring. And since there are only few lines, hearing them over & over gets really boring. Sub titles are easy to ignore. 😜

 

Posted (edited)
2 hours ago, izzyknows said:

The voices are only male, and will take making female voices, then patching Violate to use different voice types (genders).

I just went back to silent voices, a lot less jarring. And since there are only few lines, hearing them over & over gets really boring. Sub titles are easy to ignore. 😜

 

 

Alright thanks for the info, it is a bit scary when the voice changes 😲. Might disable npc surrender for the time being.

Edited by Whacked
Posted (edited)

This mod after some time gets really boring... I was thinking how to make it better and:

After you lose the fight against Raiders, Super Mutants or Gunners, you (and companion) will be taken prisoner and then raped. Your PiP-Boy will send a rescue message to Valentine Detective Agency and a group of mercenary will be gather to rescue you. After some days of rapes, humiliations and beatings, you will be reacued by the mercenary team. It will cost you some caps to pay them and you will get (Sex Attributes) Trauma 5 and Spirit broken.  

Edited by valkimedes
Posted
On 6/3/2024 at 4:10 AM, Whacked said:

 

Alright thanks for the info, it is a bit scary when the voice changes 😲. Might disable npc surrender for the time being.

For your info, I plan on support both male and female voices for Violate in AAF Voices... Just wait a few weeks so I could complete voices for hardship and boston devious helper before 😁

Posted
18 hours ago, valkimedes said:

This mod after some time gets really boring... I was thinking how to make it better and:

After you lose the fight against Raiders, Super Mutants and Gunners you (and companion) will be taken prisoner and then raped. Your PiP-Boy will send a rescue message to Valentine Detective Agency and a group of mercenary will be gather to rescue you. After some days of rapes, humiliations and beatings, you will be reacued by the mercenary team. It will cost you some caps to pay them and you will get (Sex Attributes) Trauma 5 and Spirit broken.  

 

I would LOVE a rescue party!! Also more compatibility with multiple companion mods. Liga of my companions for example when companions are dismissed it should move them to home team not actually dismiss them otherwise recalling them is a HUGE pain.

 

You should look into the abductions mods for abductions.

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