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Posted
17 hours ago, deathmorph said:

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%?

 

KFT and DD are mutually exclusive, and the mod tries to apply KFT first.

 

With KFT set to 10% and DD set to 10%, you have a 10% chance of getting KFT devices, and if you don't get KFT devices then you have a 10% chance of getting DD devices.

 

With KFT set to 100% and DD set to 10%, you will always get KFT devices and never DD devices.

 

There are no KFT devices for males, so in the above examples a male character would always have a 10% chance of getting DD devices.

Posted
15 hours ago, Devilfish666 said:

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. 

 

You are correct, I need to fix that.

Posted
19 hours ago, deathmorph said:

PS: Dogmeat speaks with a woman's voice during battle. Strange. Any idea where that could come from?

 

I had this happen with Autonomy Enhanced Redux 3.00x not the newest one, but it might happen with any of them. Strangely Dogmeat's Race has 2 voices by default from Fallout4.esm, barky and FemaleEvenToned, not sure that matters though. The Alias quest from Autonomy (which I don't think has changed much since FlashyJo made it) forces a female voice onto at least one of the participants in the scene. It happened to me when creatures were disabled, but dogmeat got selected anyway, it chooses the race first then figures out if it can continue, so when it figured out creatures were disabled, it disallowed the scene, but the alias quest gets stuck and doesn't release the actors. I have heard that you can force a scene through AAF with the actor that is bugged, and it should fix it, I just burnt the save and started over.


I did find it funny when Dogmeat said "Ugg, I'm gonna throw up" after we killed a gunner dog.

Posted (edited)
14 hours ago, Whacked said:

I did find it funny when Dogmeat said "Ugg, I'm gonna throw up" after we killed a gunner dog.

 

Sounds funny :)
I get comments like "What's going on here?" I first thought it could be from the Violate Voice Mod, but I deleted it and reinstalled Violate.
I use Autonomy in the latest version, maybe that's really the problem. Thanks for the tip. I'll play without Dogmeat again, that's too weird for me.

And sorry for the OT, Ego

 

@EgoBallistic I do have one more question. In the Rogg Manager I had set that this cowbell plug should not be equipped. However, Nora recently received exactly this one, in addition to some KFT devices. Is the cowbell also included in KFT?

Edited by deathmorph
Posted
20 hours ago, deathmorph said:

 

@EgoBallistic I do have one more question. In the Rogg Manager I had set that this cowbell plug should not be equipped. However, Nora recently received exactly this one, in addition to some KFT devices. Is the cowbell also included in KFT?

 

No, there are no plugs currently in KFT.  I don't know how that would happen.

Posted
On 6/25/2024 at 4:03 PM, EgoBallistic said:

 

KFT and DD are mutually exclusive, and the mod tries to apply KFT first.

 

With KFT set to 10% and DD set to 10%, you have a 10% chance of getting KFT devices, and if you don't get KFT devices then you have a 10% chance of getting DD devices.

 

With KFT set to 100% and DD set to 10%, you will always get KFT devices and never DD devices.

 

There are no KFT devices for males, so in the above examples a male character would always have a 10% chance of getting DD devices.

for now using, 

 

I found the rate of KFT device event after surrender, is always 100%

no matter it adjust the rate from MCM.

 

even its 1%, the player will always get bound by KFT   wwwwwwwwwwww

Posted

I just ran into a weird thing for the first time. I went into the Combat Zone and surrendered, Violate tried to start a FMMMM but AAF said it doesn't exist, and I got a pop up that gave a short description of what happened, then it just ended, like it was time to leave but no message. Thing is the FMMMM animation exists, I can start it through the wizard, and Raider Pet uses it in that quest, so where could the issue be? I have only 2 animations that show in the wizard, both SavageCabbage. Is the pop up from AAF or a fallback in Violate? Is the Combat zone buggy, since it's a Vanilla Quest? I never surrendered in the before, though I would try it this time, I don't have any mods that change any part of it the Combat Zone or any of the quests.

 

I reloaded and tried a few times, and it really wants to use the FMMMM animation, but a couple of times it chose a FMM animation.

Posted
4 hours ago, Whacked said:

I just ran into a weird thing for the first time. I went into the Combat Zone and surrendered, Violate tried to start a FMMMM but AAF said it doesn't exist, and I got a pop up that gave a short description of what happened, then it just ended, like it was time to leave but no message. Thing is the FMMMM animation exists, I can start it through the wizard, and Raider Pet uses it in that quest, so where could the issue be? I have only 2 animations that show in the wizard, both SavageCabbage. Is the pop up from AAF or a fallback in Violate? Is the Combat zone buggy, since it's a Vanilla Quest? I never surrendered in the before, though I would try it this time, I don't have any mods that change any part of it the Combat Zone or any of the quests.

 

I reloaded and tried a few times, and it really wants to use the FMMMM animation, but a couple of times it chose a FMM animation.

 

Is Violate configured to only use animations tagged "aggressive"? It may be that all your FMMM and FMMMM animations aren't aggressive.

Posted
4 hours ago, Whacked said:

I just ran into a weird thing for the first time. I went into the Combat Zone and surrendered, Violate tried to start a FMMMM but AAF said it doesn't exist, and I got a pop up that gave a short description of what happened, then it just ended, like it was time to leave but no message. Thing is the FMMMM animation exists, I can start it through the wizard, and Raider Pet uses it in that quest, so where could the issue be? I have only 2 animations that show in the wizard, both SavageCabbage. Is the pop up from AAF or a fallback in Violate? Is the Combat zone buggy, since it's a Vanilla Quest? I never surrendered in the before, though I would try it this time, I don't have any mods that change any part of it the Combat Zone or any of the quests.

 

I reloaded and tried a few times, and it really wants to use the FMMMM animation, but a couple of times it chose a FMM animation.

It's most likely looking for a FMMMM with the "aggressive" tag.

Set your Violate rounds until submission to 0, and see if that helps.

Personally, I'm not sure why it would call for that unless your PC was submissive. SC has up to 8 way but they're all consensual.

Posted
On 6/25/2024 at 2:14 AM, Devilfish666 said:

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. 

 

I have wanted the same thing for the same reason!! Good find!

 

On 6/25/2024 at 6:04 PM, EgoBallistic said:

 

You are correct, I need to fix that.

 

Maybe when you do you could make surrender ammo for the syringer too please? :D 

Posted
10 hours ago, vaultbait said:

 

Is Violate configured to only use animations tagged "aggressive"? It may be that all your FMMM and FMMMM animations aren't aggressive.

 

Thanks, that sounds like the problem. So, the pop up is the AAF fallback then? Was confused and a little concerned since I had never seen it before, and I have been studying the xml's and changing a few things, but not in any of the files that would have been used by Violate or uap/sc.

 

10 hours ago, izzyknows said:

It's most likely looking for a FMMMM with the "aggressive" tag.

Set your Violate rounds until submission to 0, and see if that helps.

Personally, I'm not sure why it would call for that unless your PC was submissive. SC has up to 8 way but they're all consensual.

 

PC is atm, Extremely Dominant, which is a little too dominant for my taste, need to adjust my settings in Attributes I guess.

 

Thanks for the answers.

Posted

I looked through the Violate MCM and cannot find an option to use aggressive tags or not for animations. ??? Is this configured somewhere else? I don't see anything in AAF Settings.

Posted
1 hour ago, Whacked said:

I looked through the Violate MCM and cannot find an option to use aggressive tags or not for animations. ??? Is this configured somewhere else? I don't see anything in AAF Settings.

 Rounds until perversion adjust it. As soon as prevision is triggered it stops only using aggressive tags.

Posted (edited)

Just experienced something strange. Came between two groups of combat stalkers. After they were done with Nora, it didn't go any further. They clapped their hands and Nora kept her hands up. I then tried using Crackle's sleep to break the cycle. Nora lay down and slept, then the stalkers were gone, but Nora kept her hands up and I couldn't go any further.
Is there a solution for this?

 

PS: Same situation. The scene ends and is stuck.

 

2024-07-0215_51_18-Fallout4.png.f5fe913539904762ab39ade396216f3f.png

Edited by deathmorph
Posted
1 hour ago, deathmorph said:

Just experienced something strange. Came between two groups of combat stalkers. After they were done with Nora, it didn't go any further. They clapped their hands and Nora kept her hands up. I then tried using Crackle's sleep to break the cycle. Nora lay down and slept, then the stalkers were gone, but Nora kept her hands up and I couldn't go any further.
Is there a solution for this?

 

PS: Same situation. The scene ends and is stuck.

Try holding the surrender key for more than 5 seconds.

Posted

I use HH training. That means that Nora cannot run during the "closed season", at least not as long as she is not wearing HH (Nora is naked). The problem with that, however, is something else. During the closed season, Nora is approached by the victors of the battle via SH about her handcuffs or DD. During the closed season, these are not hostile. After that, they immediately become hostile and Nora dies.


One idea would be to suspend SH during the closed season so that Nora can move away from the scene of the incident. Would that be an option for a later update?

Posted
11 hours ago, deathmorph said:

I use HH training. That means that Nora cannot run during the "closed season", at least not as long as she is not wearing HH (Nora is naked). The problem with that, however, is something else. During the closed season, Nora is approached by the victors of the battle via SH about her handcuffs or DD. During the closed season, these are not hostile. After that, they immediately become hostile and Nora dies.


One idea would be to suspend SH during the closed season so that Nora can move away from the scene of the incident. Would that be an option for a later update?

 

I need to look into something like this for an update in one of my mods too. I'm hoping Violate is using a custom faction for this purpose, so it should be sufficient to perform a check for whether the player is in that faction and consider them unavailable for approach during that time if so.

Posted
On 7/2/2024 at 4:46 PM, izzyknows said:

Try holding the surrender key for more than 5 seconds.

 

That worked, thank you. However, after about 1 minute there was a black screen, but I was able to confirm something with E. But I don't know what. After about another 30 seconds Nora was kidnapped (CSA). That was strange.


But at least I was able to overcome the freeze with this method and carry on playing :)

Posted
On 1/1/2023 at 11:47 PM, Lennix said:

I have noticed that when using Violate + Real Handcuffs, handcuffs are applied but the shock collar never seems to be used. I've tried setting the shock collar percentage to 100% in MCM. Can spawn and craft the shock collars from RH, and they seem functional. Not using Devious Devices. Real Handcuffs is above Violate in the load order.

 

Any debugging advice would be appreciated!

 

I also noticed this today. I created a new character using only Real Handcuffs instead of also Devious Devices, and despite 100% chance for the collar in the MCM, and testing the hell out of it over and over by moving to different raiders, NO collar was ever added. I tested some other options in the MCM, and they do work, but not the collar.

 

Characters with DD installed always got the collar.

 

Any ideas anyone?

Posted

Heya, I updated AAF_Violate from 1.5...2? to 1.60 today (overwriting the old stuff). After running LOOT I get this error (in LOOT)

 

Cyclic interaction detected between plugins "AAF_Violate_DLC_Patch.esp" and "AAF_Violate.esp". Back cycle: AAF_Violate.esp, AAF_Violate_DLC_Patch.esp

 

I tried editing the metafile manually in LOOT and set A-V_DLC_Patch.esp to load after A-V.esp but that doesn't seem to resolve it. Any ideas ?

Posted
17 hours ago, snoopy102 said:

Heya, I updated AAF_Violate from 1.5...2? to 1.60 today (overwriting the old stuff). After running LOOT I get this error (in LOOT)

 

Cyclic interaction detected between plugins "AAF_Violate_DLC_Patch.esp" and "AAF_Violate.esp". Back cycle: AAF_Violate.esp, AAF_Violate_DLC_Patch.esp

 

I tried editing the metafile manually in LOOT and set A-V_DLC_Patch.esp to load after A-V.esp but that doesn't seem to resolve it. Any ideas ?

 

What mod manager? Vortex's LOOT integration isn't complaining for me and I have both of those plugins.

 

But also, if you really mean you overwrote an old version of Violate with a new version rather than cleanly uninstalling the old version and replacing it with the new version, that's a terrible idea for just about any mod unless the author specifically says that's how they expect their mod to be upgraded.

Posted
On 7/7/2024 at 5:00 PM, ETSubmariner said:

I also noticed this today. I created a new character using only Real Handcuffs instead of also Devious Devices, and despite 100% chance for the collar in the MCM, and testing the hell out of it over and over by moving to different raiders, NO collar was ever added. I tested some other options in the MCM, and they do work, but not the collar.

 

Characters with DD installed always got the collar.

 

Any ideas anyone?

 

Ah, that's a bug.  The code that tries to add a Real Handcuffs collar checks whether you have a DD collar equipped first, to avoid conflicts.  But the check always fails if the DD keyword for collars doesn't exist, which is the case if DD isn't installed.  I'll fix this in the next release.

Posted
5 hours ago, EgoBallistic said:

 

Ah, that's a bug.  The code that tries to add a Real Handcuffs collar checks whether you have a DD collar equipped first, to avoid conflicts.  But the check always fails if the DD keyword for collars doesn't exist, which is the case if DD isn't installed.  I'll fix this in the next release.

 

Cool, thanks!

Posted
16 hours ago, vaultbait said:

 

What mod manager? Vortex's LOOT integration isn't complaining for me and I have both of those plugins.

 

But also, if you really mean you overwrote an old version of Violate with a new version rather than cleanly uninstalling the old version and replacing it with the new version, that's a terrible idea for just about any mod unless the author specifically says that's how they expect their mod to be upgraded.

Mod Organizer 2

 

Also for the record the game works fine :) it's just a bit unsettling in the back of my mind.

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