UsernameTaken666 Posted June 6, 2024 Posted June 6, 2024 2 hours ago, Reet_Harded said: fuck the dumbass devious device integration. LOL. THIS is your first post? Oh my. Fuck these dumbass comments. 1
ebbluminous Posted June 6, 2024 Posted June 6, 2024 9 hours ago, Reet_Harded said: fuck the dumbass devious device integration. So insightful. What did we do before you rolled up.
ptmc2112 Posted June 7, 2024 Posted June 7, 2024 On 5/27/2024 at 12:08 PM, ptmc2112 said: 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 made a mod for it, but it doesn't actually require AAFV, nor does it edit any existing scripts, as it just remotely receive the event for when the bomb goes off prematurely in pre-war sanctuary, and if the player is essential, kill the player anyway (so you don't get stuck with a blinding white screen), also delays it so it only kills the player 0.1 seconds after the vanilla script does. Also, the quest stops itself if MQ101 (the quest that kills the player via the nuke, if the player doesn't go to the vault) itself stops, as there would be no need to receive the event any longer. Essential Player intro death.zip
vaultbait Posted June 8, 2024 Posted June 8, 2024 On 6/4/2024 at 3:51 PM, 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 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. That could easily be a separate mod that Violate hands off to, the same way it can hand off to Raider Pet, RSE II CSA, Bound in Public, Bad End Animations, or similar scenario mods. Adding it to Violate seems like scope creep, but you can always make a scenario mod and then ask to have it supported as a finisher in Violate.
j0hnxmarst0n Posted June 8, 2024 Posted June 8, 2024 (edited) I'm having a hard time getting anything *but* KFT restraints in scenes. I can set the value to 5, and it still occurs 100% of the time. This wouldn't be terribly inconvenient (I like the KFT bonds more than DD and the cuffs) if it wasn't for the fact that KFT restraints aren't automatically unequipped when sent to Bound In Public. Any advice besides disabling KFT? EDIT: For anyone with this issue, disable and reenable the KFT integration at your desired rate. Edited June 9, 2024 by j0hnxmarst0n
Ornerma Posted June 9, 2024 Posted June 9, 2024 It looks like FFO's otter race is missing from the custom races conditional loading. I took a crack at adding it to the script myself but couldn't get it to compile for issues unrelated to my one line addition. Is there any chance of this getting a look-in?
lonaco Posted June 10, 2024 Posted June 10, 2024 (edited) On 6/28/2021 at 10:08 PM, bury02128 said: Hi Guys . Pulling my hair over this one. I have Ivy and Depravity Mods ( Outcasts.. , Valkyrie ). So Game started right. Ivy gets violated with me as always. Have picked up Eden follower from Depravity. No issues both Ivy and her get violated together with my character. Progressing I started Harley follower quest where she becomes temporary follower. Since that moment only Eden gets violated. I don't have multi follower mod , I am using Best friend and Reginalds follower mod which in past playthrough allowed me to have Ivy, Dogmeat and one of the vanilla followers. As I am aware depravity followers not using vanilla follower system , I have not used Reginalds holotape to recruit Eden ( since I believe she doesn't use vanilla system so its not necessary ). But even after dismissing her and ending Harley quest with out recruiting her violate still not working on Ivy. She just runs away to fair distance and wait there for scene to end. She is not attacking violators same like dogmeat, Harley was doing the same in the past... just running to medium distance and waiting. Its not AAF issue, followers don't surrender at all. Any ideas ? I've done clean reinstall of violate and still not working I'm having a similar issue. using the depravity wabbajack modpack, and for some reason Eden (and all other thuggy companions) will not get violated no matter what. she doesn't seem to work with SEU or violate or any other AAF stuff. when in combat and I press the surrender key she will lift her hands up and kneel down, but it never goes past that and I can't prostitute her out with SEU. However all companions from other mods (and vanilla companions) work perfectly. seems to just be an issue with all ThuggySmurf mods for me. any help would be appreciated! Edited June 10, 2024 by lonaco
deathmorph Posted June 13, 2024 Posted June 13, 2024 (edited) A question of understanding, probably because English is not my native language. Every now and then I get a message saying that my actress is completely undressed by a power attack. However, she is not completely undressed, just in one slot. Am I translating that wrong or am I misunderstanding it? PS: Or am I in the wrong thread and this is a question about CSL? Edited June 13, 2024 by deathmorph
vaultbait Posted June 13, 2024 Posted June 13, 2024 1 hour ago, deathmorph said: Or am I in the wrong thread and this is a question about CSL? Yes, that. The effect of being hit by power attacks is configurable in CSL's MCM too. I think normally it guarantees a damage level. But as you note, it's better discussed in the CSL support topic rather than Violate's.
deathmorph Posted June 14, 2024 Posted June 14, 2024 1 hour ago, vaultbait said: Yes, that. ... Thanks for the tip, I'll post there again.
nonofyodambiznes Posted June 18, 2024 Posted June 18, 2024 can i have a patch that disables all the bad end furniture except the impaling pole so its impaling pole every time? im having difficulty editing the pex file also is it possible to make a patch for agressors to use an explosive collar and trigger it instead of bad end furniture?
ptmc2112 Posted June 18, 2024 Posted June 18, 2024 8 hours ago, nonofyodambiznes said: can i have a patch that disables all the bad end furniture except the impaling pole so its impaling pole every time? im having difficulty editing the pex file also is it possible to make a patch for agressors to use an explosive collar and trigger it instead of bad end furniture? never edit the pex file directly, you're better off going into source in the scripts, editing the PSC (the source files that are compiled into the pex files), then using the CK to compile the psc file into the pex files the game can use. 1
nonofyodambiznes Posted June 18, 2024 Posted June 18, 2024 1 hour ago, ptmc2112 said: never edit the pex file directly, you're better off going into source in the scripts, editing the PSC (the source files that are compiled into the pex files), then using the CK to compile the psc file into the pex files the game can use. What's ck?
vaultbait Posted June 18, 2024 Posted June 18, 2024 13 minutes ago, nonofyodambiznes said: What's ck? Fallout 4 Creation Kit. It's the primary SDK for FO4 mod development and includes a compiler for the Papyrus scripting language which generates executable PEX scripts from corresponding PSC source code files.
nonofyodambiznes Posted June 19, 2024 Posted June 19, 2024 7 hours ago, vaultbait said: Fallout 4 Creation Kit. It's the primary SDK for FO4 mod development and includes a compiler for the Papyrus scripting language which generates executable PEX scripts from corresponding PSC source code files. you know what.. forget i asked Quote
therline Posted June 21, 2024 Posted June 21, 2024 Will this ever be updated to work with the current update that broke most mods. My game says its installed and says F4SE is installed correctly(ican check the version at the very least) but i cant surrender and nothing happens when i lose i just die and respawn.
EgoBallistic Posted June 21, 2024 Author Posted June 21, 2024 (edited) 7 hours ago, therline said: Will this ever be updated to work with the current update that broke most mods. My game says its installed and says F4SE is installed correctly(ican check the version at the very least) but i cant surrender and nothing happens when i lose i just die and respawn. This mod itself works fine on the next gen version of Fallout 4. However, to use it and AAF on the NG game you need to install an updated version of the LLFP library since the version that ships with AAF is for the previous game version. You need version LLFP-v50-20240520.7z. Edited June 21, 2024 by EgoBallistic
ptmc2112 Posted June 21, 2024 Posted June 21, 2024 (edited) Found a bug with the current version, if you are in a kind of hazard area with no enemies around, you can get stuck in an endless loop (video only shows the bug, not the fix) Spoiler Fallout 4 2024.06.21 - 13.34.52.08.mp4 Fortunately, I have a patch to fix it, adds a sort of protection from harm with a crazy heal effect for no longer than 30 seconds (has an MCM called AAFV Protect Perk, disabled by default), I don't mind if anyone edits it or uses it in any way Does not edit any existing scripts, uses events to know when to do stuff. The protection only works if the settings for essential player is on, and essential player can die is off, as well as AAF Violate mod itself is enabled (as well as it's own internal enable setting is on). Violate_protection.zip Edited June 22, 2024 by ptmc2112
EgoBallistic Posted June 22, 2024 Author Posted June 22, 2024 20 hours ago, ptmc2112 said: Found a bug with the current version, if you are in a kind of hazard area with no enemies around, you can get stuck in an endless loop (video only shows the bug, not the fix) What is that hazard from? I don't recognize the location. I guess I could add a Player.SetGhost(True) with a timer in the OnEnterBleedout handler so you don't get caught in that endless bleedout/stand up loop in that kind of situation. 1
ptmc2112 Posted June 22, 2024 Posted June 22, 2024 (edited) 1 hour ago, EgoBallistic said: What is that hazard from? I don't recognize the location. I guess I could add a Player.SetGhost(True) with a timer in the OnEnterBleedout handler so you don't get caught in that endless bleedout/stand up loop in that kind of situation. it's from Fallout Who Regenerated, specifically the crashed TARDIS as part of the 1st anomaly quest it has, one other problem is if you did try to move and eventually do, the camera gets stuck at the foot location, and the player can only move forward after getting unstuck the fix is to prevent that from happening in the 1st place (My fix does prevent both issues, so I suppose the ghost one would work as well) The Time lord ability to regenerate in that mod does conflict with AAF Violate, but I made a patch to disable regeneration (only other option was to remove the time lord perk via something hanging from the ceiling in the hypercube room) (so far I think i only posted it on the discord server linked in that mod's description (note about the discord, it doesn't allow NSFW stuff, so I only mentioned this mod as a "death alternative" mod)) Edited June 22, 2024 by ptmc2112
izzyknows Posted June 22, 2024 Posted June 22, 2024 1 hour ago, ptmc2112 said: it's from Fallout Who Regenerated, specifically the crashed TARDIS as part of the 1st anomaly quest it has, one other problem is if you did try to move and eventually do, the camera gets stuck at the foot location, and the player can only move forward after getting unstuck the fix is to prevent that from happening in the 1st place (My fix does prevent both issues, so I suppose the ghost one would work as well) The Time lord ability to regenerate in that mod does conflict with AAF Violate, but I made a patch to disable regeneration (only other option was to remove the time lord perk via something hanging from the ceiling in the hypercube room) (so far I think i only posted it on the discord server linked in that mod's description (note about the discord, it doesn't allow NSFW stuff, so I only mentioned this mod as a "death alternative" mod)) Wouldn't be simpler to just disable Violate while playing FWR? Why patch something that is for the Next Gen version anyway?
ptmc2112 Posted June 22, 2024 Posted June 22, 2024 (edited) 3 hours ago, izzyknows said: Wouldn't be simpler to just disable Violate while playing FWR? Why patch something that is for the Next Gen version anyway? I use the Backported Archive2 Support System mod to play it, so it doesn't matter if it was built using the new BA2 archive or not. Besides, FWR doesn't use F4SE, as the mod author of FWR wants it to be the same on xbox and PC, as it's easier to maintain that way. Also I like the brainpower ability that time lord perk provides, and the death alternative of violate (the regenerate part doesn't actually protect the player from death, it only triggers at 20% health or less, and if you take enough damage to outright die, you don't regenerate and have to load your last save (provided violate isn't protecting the player from death), even if you met all other conditions) Edited June 22, 2024 by ptmc2112 1
deathmorph Posted June 24, 2024 Posted June 24, 2024 (edited) Does the KFT integration setting relate to the DD integration setting or do they run in parallel? Example: DD 10% + KFT 10% = KFT 10% or DD 10% + KFT 100% = KFT 10%? I probably have a translation problem right now. PS: Dogmeat speaks with a woman's voice during battle. Strange. Any idea where that could come from? Edited June 24, 2024 by deathmorph
Devilfish666 Posted June 24, 2024 Posted June 24, 2024 (edited) I'm using a syringer overhaul (https://www.nexusmods.com/fallout4/mods/47628?tab=description) that has syringer ammo that fully cripples limbs and does no health damage. I've got enermy surender options in Violate set to cripple surrender: on and chance to surrender: 100 The syringe works, it cripples all limbs and head and does no health damage, but the enemy doesn't surrender. I tried setting enemy surrender health value to 100 as well for testing and they still don't surrender with all limbs crippled. Am I doing something wrong? (I'm doing all this because I want to reliably get specific enemies to surrender for use with Human Resources without installing Knockout Framework, so if there's a better way to do that I'm interested!) EDIT: after some more testing it seems like enemy cripple surrender doesn't work at all. I've followed the load order instructions in the manual and the rest of the mod works perfectly so I'm not sure why not. Edited June 24, 2024 by Devilfish666 1
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