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Posted (edited)
29 minutes ago, fenrir542 said:

okay i would like to know why my violate mod is disabled and what the fuck is LLFP

Couple reasons, maybe because you have a mod that dago doesn't allow you to use (see spoiler). The game may have updated which will require a newer version of LLFP and F4SE and some other mods will also need to be updated, or you can downgrade the game to 163.

 

Edited by izzyknows
Posted

I have ctd when violate starts...Looks like in that stage, when animation should start...thought, that maybe load order makes sense - is there specific place for violate in load order?

 

Checked crashlog as well:

 

PROBABLE CALL STACK:
	[ 0] 0x7FF76EB70FF3 Fallout4.exe+26F0FF3 -> 1194636+0x43
	[ 1] 0x7FFA187EBC26      HHS.dll+000BC26
	[ 2] 0x7FFA187E936A      HHS.dll+000936A
	[ 3] 0x7FFA187E9C12      HHS.dll+0009C12
	[ 4] 0x7FF76D861CB1 Fallout4.exe+13E1CB1 -> 974686+0x71
	[ 5] 0x7FF76D863EDD Fallout4.exe+13E3EDD -> 1267015+0xFD
	[ 6] 0x7FF76EB8D767 Fallout4.exe+270D767 -> 571037+0x217
	[ 7] 0x7FF76EBBF224 Fallout4.exe+273F224 -> 1500402+0xA14
	[ 8] 0x7FF76EBF3911 Fallout4.exe+2773911 -> 529186+0x51
	[ 9] 0x7FF76EBEEC9E Fallout4.exe+276EC9E -> 614585+0x2BE
	[10] 0x7FF76DFD0F26 Fallout4.exe+1B50F26 -> 329005+0xC6
	[11] 0x7FF76DFD1432 Fallout4.exe+1B51432 -> 194800+0x202
	[12] 0x7FF76DFD3F67 Fallout4.exe+1B53F67 -> 1492866+0x67
	[13] 0x7FF76DF9CFED Fallout4.exe+1B1CFED -> 1079791+0x3D
	[14] 0x7FFACD01257D KERNEL32.DLL+001257D
	[15] 0x7FFACE66AF08    ntdll.dll+005AF08

 

It's really HHS can cause crash for Violate? 

Posted

I have a problem where whenever i surrender the animation aborts before starting with the message : AAF Onscenelimit status (4)

Can someone tell me if i have done something wrong and how to fix it ?

 

Posted
4 hours ago, lolfire said:

I have a problem where whenever i surrender the animation aborts before starting with the message : AAF Onscenelimit status (4)

Can someone tell me if i have done something wrong and how to fix it ?

 

You're missing the animation required for the actors chosen. Generally this is female female or gang bangs.

You can either install the animations listed on the manual page or turn off gang bangs and female attackers in Violates MCM settings..

Posted

This is going to sound like a stupid question but is there a way to disable or silence a bit the really loud orgasm sound the character makes. To be honest i dont even know where to ask about it is it from this mod or a generic AAF feature?

 

Posted
3 hours ago, hubibub said:

This is going to sound like a stupid question but is there a way to disable or silence a bit the really loud orgasm sound the character makes. To be honest i dont even know where to ask about it is it from this mod or a generic AAF feature?

 

It's actually part of the animation pack, or a sound pack aka replacer. Those files need to be edited to tone it down a bit.

You can find them in steamapps\common\Fallout 4\Data\sound\fx

 

Posted

Quick question I am going to be working on a Raider mod soon and I might have to add a few new races for them (hopefully not) what do I need to do for them to work with Violate?

Posted

Violate works for me but companion isnt getting violated or teleporting to me and ive confirmed the settings, biggest issue is when I surrender whether forced or voluntary the animation never ends. I held down the hotkey to force stop it and the message came up saying it was aborted and the other enemy shot me once and then went passive again, the animation never ended. So im just stuck in a loop now and cant move.

Posted
On 11/13/2024 at 9:16 AM, hubibub said:

This is going to sound like a stupid question but is there a way to disable or silence a bit the really loud orgasm sound the character makes. To be honest i dont even know where to ask about it is it from this mod or a generic AAF feature?

 

That's most likely from the Sex Attributes mod.

Posted
On 11/12/2024 at 1:48 AM, deff_lv said:

I have ctd when violate starts...Looks like in that stage, when animation should start...thought, that maybe load order makes sense - is there specific place for violate in load order?

 

It's really HHS can cause crash for Violate? 

 

It's not crashing Violate as such, it's crashing AAF.  Make sure you have the latest version of HHS for your version of Fallout, and that you enabled AAF support by plugin in HHS's installer.

Posted
On 11/4/2024 at 2:03 PM, liu5417 said:

Unable to surrender to the enemy, debug: There is no one here to surrender to... AFV report: Control down: FPV_SurrenderKey


Your Violate install is messed up.  The scripts are from Violate 1.60 but the plugin is from an older version, or you have a patch plugin that is based on an earlier version.  As a result, various properties the scripts need to work are not found, like these:

 

[11/05/2024 - 02:11:47AM] error: Property AFV_Global_EssentialPlayerCanDie on script FPV_OnHit attached to alias playerRef on quest FPV_Player (17000F99) cannot be bound because <nullptr form> (170806C9) is not the right type
[11/05/2024 - 02:11:47AM] error: Property Enemies on script FPV_OnHit attached to alias playerRef on quest FPV_Player (17000F99) cannot be bound because <nullptr alias> (4) on quest FPV_EnemyScan (17062065) is not the right type
[11/05/2024 - 02:11:47AM] error: Property ClosestEnemy on script FPV_OnHit attached to alias playerRef on quest FPV_Player (17000F99) cannot be bound because <nullptr alias> (3) on quest FPV_EnemyScan (17062065) is not the right type

 

 

Posted
16 hours ago, selamora said:

Violate works for me but companion isnt getting violated or teleporting to me and ive confirmed the settings, biggest issue is when I surrender whether forced or voluntary the animation never ends. I held down the hotkey to force stop it and the message came up saying it was aborted and the other enemy shot me once and then went passive again, the animation never ended. So im just stuck in a loop now and cant move.

 

No idea what would cause that.  Make the problem happen again and post your script log and I'll take a look.

Posted
19 minutes ago, EgoBallistic said:

 

It's not crashing Violate as such, it's crashing AAF.  Make sure you have the latest version of HHS for your version of Fallout, and that you enabled AAF support by plugin in HHS's installer.

 

Already solved with newest HHS. But why only AAF in Violate? I had no ctd when other mods triggers aaf...

Posted
21 hours ago, deff_lv said:

Already solved with newest HHS. But why only AAF in Violate? I had no ctd when other mods triggers aaf...

 

No idea, but obviously it was a bug in HHS since updating to the newest HHS fixes it.

Posted
8 hours ago, EgoBallistic said:

 

40.

Best I've seen is in the 25 range, for agrressors. All the reset, even when obviously in range to join the fun, just chill until it's over.

Followers is 40.

Posted
55 minutes ago, izzyknows said:

Best I've seen is in the 25 range, for agrressors. All the reset, even when obviously in range to join the fun, just chill until it's over.

Followers is 40.

 

The max number of aggressors is 40.

 

image.png

 

image.png

Posted (edited)
3 hours ago, EgoBallistic said:

The max number of aggressors is 40.

Never had that many! 😭

Lexington/Corvega I have well over 100 NPC's. Standing between Super Duper Mart and Corvega I can aggro over 60 of them and it wont even pull the ones from in front of Corvega that were actively firing at me.

With just the player, I can get 25 NPC's, with several followers, I still only get 25 NPC's and fewer rounds. If I turn on sex until exhaustion, with 10 rounds, I reuse the 25.

Even inside Corvega there's pretty close to 40 NPC's and it wont pull more. And that's running through getting them to aggro without killing any.

 

Edit:

I managed to get 29 with 14 still standing close by. Used Easy City and had NPC's from the prep school pulled in but the ones in the infield were ignored. Was standing on the track in front of the office.

Second round of getting arse whooped (in same spot) pulled another 21 before clearing the "loaded area". So there was plenty to choose from.

But seriously, for normal game play.. it's a non issue. It is nice to know there's potential. 👍

Edited by izzyknows
Posted

I've been doing some digging around in the FPV_Retrieve quest and in passing came across the apparent reason condoms are not robbed (contraceptives are).

 

I checked on FP_FamilyPlanningEnhanced (the Ego version) and the condom is missing a keyword to let the robber know he should take it (it's just has the keyword VendorItemChems [KYWD:00022CE7])

 

Probably only of interest to OCD types like me😃

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