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Posted
2 hours ago, gregaaz said:

Any recommendations on how to keep gear attached? I wouldn't mind doing something similar for eyeglasses and one or two other incidental items as well.

 

Equipment is removed by keyword.  The list is:

 

ObjectTypeStimpak

ObjectTypeChem

ObjectTypeWeapon

WeaponTypeExplosive

ObjectTypeArmor

Armor_NoFirstTimeLoot

DogmeatNoVisualsOnRetrieve

ma_armor_lining

ObjectTypeNukaCola
ObjectTypeAlcohol

ObjectTypeWater

ChemTypeStealthBoy

ObjectTypeAmmo

 

So I would just make sure the hair and whatever other equipment doesn't have any of those.  There's no reason pubic hair or eyeglasses should have ObjectTypeArmor, Armor_NoFirstTimeLoot, DogmeatNoVisualsOnRetrieve, or ma_armor_lining in any event.

Posted

Did I mention how awesome this mod and how great @EgoBallistic is for adding such immersion to a game that literally shoots itself in terms of immersion?
With mods like CAP and Violate, the game has consequences. I'm not just lobbing gas explosion molotovs at unmoving static objects whilst Raiders go "oof" & "eaaargh!"

Posted
7 hours ago, EgoBallistic said:

 

Equipment is removed by keyword.  The list is:

 

ObjectTypeStimpak

ObjectTypeChem

ObjectTypeWeapon

WeaponTypeExplosive

ObjectTypeArmor

Armor_NoFirstTimeLoot

DogmeatNoVisualsOnRetrieve

ma_armor_lining

ObjectTypeNukaCola
ObjectTypeAlcohol

ObjectTypeWater

ChemTypeStealthBoy

ObjectTypeAmmo

 

So I would just make sure the hair and whatever other equipment doesn't have any of those.  There's no reason pubic hair or eyeglasses should have ObjectTypeArmor, Armor_NoFirstTimeLoot, DogmeatNoVisualsOnRetrieve, or ma_armor_lining in any event.

 

This is great information, thank you!

Posted
10 hours ago, gregaaz said:

@EgoBallistic thanks again for making this fantastic mod. I had a quick technical question that's related to a mod I'm working on.

 

If I have a piece of equipment that I want to stay on the character even if she has been robbed (equippable pubic hair, for example), is there a way to exempt it from AAF Violate's theft procedure? I have included an XML in the mod that prevents AAF from removing the hair but whenever my test character gets robbed at the start of the scene she ends up shaved bare.

 

Though in a world where we all had unlimited time and resources, I'd love to see an in-between scene where the victim ends up tied down and getting shaved against their will while they struggle... but I digress.

 

Any recommendations on how to keep gear attached? I wouldn't mind doing something similar for eyeglasses and one or two other incidental items as well.

Sorry I laughed because you said your pubic hair was stolen.🤣🤣
Glad to see Ego come up with a solution.

Posted
11 hours ago, kziitd said:

Sorry I laughed because you said your pubic hair was stolen.🤣🤣
Glad to see Ego come up with a solution.

 

No need to apologize, I share the sentiment 😛 

 

By the way, congratulations on making the first mod I've ever seen that really gets the visuals for gags right in a Bethesda game. Good stuff! Hopefully the Skyrim side of the house (and future Starfield NSFW modders) will take a note of inspiration from your work. Now we just need someone to make a similar quality dildos/buttplugs/sounds/catheters mod, ideally with AAF insertion/removal animations and FO4 will be perfectly situated for all kinds of body control/medical bondage/unethical science type fetish content.

Posted

I have a problem with the modem. When starting the game, the message AAF Violate Disabled: LLFP pulgin is not loaded appears in the corner of the screen.
I tried force update reinstall but nothing helped.
I have a newer version with the Next Gen patch

Posted
1 hour ago, rawencz said:

I have a problem with the modem. When starting the game, the message AAF Violate Disabled: LLFP pulgin is not loaded appears in the corner of the screen.
I tried force update reinstall but nothing helped.
I have a newer version with the Next Gen patch

 

The LLFP plugin comes with AAF.  You should install AAF 1.0 if you are on NG.

Posted (edited)

So I'm pretty sure Ik the answer to this, and this issue has already been solved on this forum just cant find it (because its a thicc forum) but id like clarification just in case I'm wrong. The whole animation refusing to play in the violate scene (see picture) where the two actors involved just stand inside of each other is because of a lack of aggressive tagged animations in your list. Im running Atomic Lust and Savage Cabbage animations only due to being strapped for esp slots. Atomic lust for consensual and savage cabbage for violate and aggressive animations. Atomic Lust from what I recall doesn't have aggressive tagged animations but I swore Savage Cabbage had a few or something that was at least tagged aggressive. When I turn the submission down to 1 round animations from savage and atomic lust play. So I'm sure this is the reason. Perhaps its just me misremembering that savage cabbage doesn't have aggressive animation tags and I have two animation lists that don't fit the criteria to be called on for violate. Pretty sure this is the issue but id like a second opinion. 



So turns out it wasn't the problem... Animations themselves are just flat out not playing.  Here is the papyrus log 
 

image.jpeg

Edited by DerpCake Official
Was not the problem cant get animations to rigger at all
Posted
18 minutes ago, DerpCake Official said:

So I'm pretty sure Ik the answer to this, and this issue has already been solved on this forum just cant find it (because its a thicc forum) but id like clarification just in case I'm wrong. The whole animation refusing to play in the violate scene (see picture) where the two actors involved just stand inside of each other is because of a lack of aggressive tagged animations in your list. Im running Atomic Lust and Savage Cabbage animations only due to being strapped for esp slots. Atomic lust for consensual and savage cabbage for violate and aggressive animations. Atomic Lust from what I recall doesn't have aggressive tagged animations but I swore Savage Cabbage had a few or something that was at least tagged aggressive. When I turn the submission down to 1 round animations from savage and atomic lust play. So I'm sure this is the reason. Perhaps its just me misremembering that savage cabbage doesn't have aggressive animation tags and I have two animation lists that don't fit the criteria to be called on for violate. Pretty sure this is the issue but id like a second opinion. 

 

You can actually add the aggressive tag to the xml file if you want, or use a patch which edits/adds xml files.

Posted (edited)
3 hours ago, izzyknows said:

You can actually add the aggressive tag to the xml file if you want, or use a patch which edits/adds xml files.

So it turns out I'm completely wrong animations are just not playing for me and just getting actors standing inside each other without playing the animations.

Incoming Violate Pap log.

Edited by DerpCake Official
Posted (edited)

I have modded the game a long time ago and everything was working fine. Today I played again after a long time and AAF Violate broke today. After a lot of reloading I found out that it broke after I finished the mission where you do the simulation to get the data about the synths. (lots of tedious block puzzling game). I finished block puzzle 5 and either that mission or something else bugged it out. 
Every savefile before works, every savefile afterwards doesn´t.

 

Now when any enemy gets me to 0 HP I die.

Before I got knocked down. I turned player essential on and off and so on, nothing changes.

 

Anyone knows a fix for this bug or do I need to get to an older savefile and lose all the progress?

Also I did no updates to any mods at all.

 

Edit 1: Tried to re-enter the block simulation but its just a terminal now since I finished it. Doing a manual surrender with the surrender button didn´t fix the essential/knock down bug either.

Edited by sirlanzeshort
Posted (edited)
3 hours ago, sirlanzeshort said:

I have modded the game a long time ago and everything was working fine. Today I played again after a long time and AAF Violate broke today. After a lot of reloading I found out that it broke after I finished the mission where you do the simulation to get the data about the synths. (lots of tedious block puzzling game). I finished block puzzle 5 and either that mission or something else bugged it out. 
Every savefile before works, every savefile afterwards doesn´t.

 

That DiMa quest has a bug that prevents you from being made essential.  I added a fix for this in Violate 1.60 beta 6, and it requires AAF Beta 169 or later.  If you are running older versions of either mod then the fix won't work.  If you update to the latest versions you should be able to disable/enable the Player Essential mode and it should fix the issue.

 

Technical details: the DiMa quest script DLC03:MQ04Script calls Actor.SetEssential(true) on the player when you enter VR space and Actor.SetEssential(false) when you leave it.  That function should never be used.  Calling Actor.SetEssential() permanently overrides the Essential flag on the actor base. Changing the Essential flag on the actor base will no longer have any effect, and neither will the Essential flag on Aliases.  I added a function called ResetEssential() to version 43 of the LLFP library that resets the override so ActorBase and alias flags will work again.  That version of LLFP is included in AAF Beta 169 and all later versions of AAF include the same function.

 

Edited by EgoBallistic
Posted
9 hours ago, EgoBallistic said:

 

That DiMa quest has a bug that prevents you from being made essential.  I added a fix for this in Violate 1.60 beta 6, and it requires AAF Beta 169 or later.  If you are running older versions of either mod then the fix won't work.  If you update to the latest versions you should be able to disable/enable the Player Essential mode and it should fix the issue.

 

Technical details: the DiMa quest script DLC03:MQ04Script calls Actor.SetEssential(true) on the player when you enter VR space and Actor.SetEssential(false) when you leave it.  That function should never be used.  Calling Actor.SetEssential() permanently overrides the Essential flag on the actor base. Changing the Essential flag on the actor base will no longer have any effect, and neither will the Essential flag on Aliases.  I added a function called ResetEssential() to version 43 of the LLFP library that resets the override so ActorBase and alias flags will work again.  That version of LLFP is included in AAF Beta 169 and all later versions of AAF include the same function.

 

O man, I am always so afraid of reinstalling mods into a running savefile. Maybe it´s normal, but it takes me a whole day to install full running and well working modded skyrim or fallout. And I´m a player who only plays 1 savefile a lifetime :P. So if the game breaks by reinstalling the mods and the savefile gets corrupted I would probably never play fallout 4 again.

 

But thats really informative! Thanks for the effort. Im going to blacklist that quest then.

Also: woah, so you can lose allies permanently? Like piper, after you finish the simulation?? Thats a huge overseight by bathesda

 

I did read about a way to finish the DiMa quest by writing some code somewhere into your savefile or something else, its so long ago I looked it up but did the boring puzzle instead.

By just marking the quest as finished without entering the flagging zone, that should leave the essential flag untouched, right?

Posted
1 hour ago, sirlanzeshort said:

I did read about a way to finish the DiMa quest by writing some code somewhere into your savefile or something else, its so long ago I looked it up but did the boring puzzle instead.

Drop the attached file in your Fallout4 folder, then in game type bat puzzle. It will give you all the tapes and you just need to listen to them.

I haven't been in the VR world in years.

puzzle.txt

Posted
3 hours ago, sirlanzeshort said:

But thats really informative! Thanks for the effort. Im going to blacklist that quest then.

Also: woah, so you can lose allies permanently? Like piper, after you finish the simulation?? Thats a huge overseight by bathesda

 

No, thankfully you don't lose allies or companions.  The game uses the concept of an "Alias" in quests - sort of like a role that an actor (the player or an NPC) has in a quest.  Aliases can be used to temporarily add or change attributes on an actor, and Violate uses that mechanism to make the player Essential or not.  But after that function I wrote about is used on the player, using an Alias to control whether the player is Essential or not no longer works.  My fix undoes that change, allowing the mechanism to work again.

 

I understand your  concern about updating mods in a running saves.  My mods are always designed to be safe to update in the course of a playthrough, but if you don't want to do that then you'll need to follow @izzyknows' instructions.

  • 2 weeks later...
Posted

so I am having a lot of crashes that are not leaving a ton of info in buffout, but I did notice in the some of the other logs that it might be an issue with autosaves which I will turn off to see if that was the issue.   Its always in an AAF scene, but not always at the start of them.   I had an issue with the mod Raider Pet in that the collar would go off for unknown reason and it would start the violate surrender again, which would cause an instant crash at the start of the 1st scene in AAF.   I am saving often so its not a huge issue.   I see the these form types showing up alot in the crash logs: FormType: kACHR (65) and FormType: kNPC_ (45) both from the fallout4.esm file.   Maybe someone can see something here to point me towards a solution.   This is with AAF 1.1 and have reinstalled all the mods in the load order, but might be missing a patch or possible load order issue but its not that bad of a crash report from what I have seen.

crash-2024-09-10-23-41-07.log f4se.log

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