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Posted
7 hours ago, EgoBallistic said:

Well my thought with companions was to only let certain companions help you - Cait for example can pick mechanical locks, Nick can hack electronic locks, perhaps Strong and Danse can rip them apart.  The others would just offer sympathy.  And they wouldn't make mean comments if you are gagged!

 

But what I really want is to make it possible for vendors to help you escape.  Just to make it interesting, armor vendors can help you escape from restraints, while doctors can help you with chastity devices.  Vendors in cities would charge a lot of caps for this service - probably make it even more than what Kimy in Goodneighbor charges for keys - while vendors in your settlements would do it for free.  But, to compensate for this decrease in difficulty, you would be unable to fast travel while restrained.

 

I think I am going to make this into a mod, it's basically just dialogue and a few scripts.  I'll make it so it respects the rules Kimy wants modders to follow, i.e. restraints flagged as quest objects cannot be removed this way.

It would help, yes.  You'd still have the regular options, but if you find yourself totally locked down, you could still fall back to nearest appropriate vendor.  Heh.. would also give you an incentive to build a few extra settlements further down the line.  And yes, tampering with quest items from other (non-vanilla) quests is a quick way to break the save anyway.

 

7 hours ago, EgoBallistic said:

It would be better added to RDD but it's not hard to do in AAFV.  Replace the existing while loop with:

 

Given that it's pretty simple to implement, I'd say it would be good addition to AAFV, although honestly I'd prefer it too if RDD implemented it - and improved the randomizer a bit while at it.  I like to simplify loops and loop conditions, so would probably go with:

        int maxDD = 5 ; in production we would use a GlobalVariable set by MCM
        int _n = Min(maxDD, _forms.length)
        int _i
        while _n
            _i = Utility.RandomInt(0, _forms.length - 1)
            EdVar[1] = _forms[_i] as armor
            bool _result = DDLibs.CallFunction("EquipDevice", EdVar) as bool
            _forms.remove(_i)
            _n -= 1
        endWhile

 

...actually.. I'll just compile it in because why not ?

 

-- edit --

ended up with:

 

        int maxDD = 2 ; in production we would use a GlobalVariable set by MCM
        int _n = maxDD
        if _n > _forms.length
            _n = _forms.length
        endIf
        while _n
            int _i = Utility.RandomInt(0, _forms.length - 1)
            EdVar[1] = _forms[_i] as armor
            bool _result = DDLibs.CallFunction("EquipDevice", EdVar) as bool
            _forms.remove(_i)
            _n -= 1
        endWhile

..seems to work fine.

-- /edit --

7 hours ago, EgoBallistic said:

So if I understand correctly, you implemented timed locks by removing the key requirements and using the LockShield to prevent the device from being unlocked for X amount of time?  That's really clever.

 

I don't really want to distribute modified DD scripts, both because I don't want to annoy Kimy and because it would complicate installation for users.  But it would be really cool if that could be added to DD, especially if it could be controlled by a parameter to EquipDevice.  It would be another way to address the limited number of ways the mod provides to escape from restraints.

 

Happy new year!

Essentially yes.  I really wish the restraint key property wasn't marked as const.  If it was regular auto, I think this all would already be possible from outside the DD mod (although implementing a function to support it would still make it a lot cleaner).  I do get the idea of leaving the restraint properties to restraint creator, but I don't agree with it - because restraints are often assets without true context (one mod providing them without actual context, and several other mods utilizing them in varying scenarios), and so being able to change their properties to match the context of the utilizing mod would make them a lot more versatile.

 

And yes, it's the same reason why I just did a quick hack to suit my own use, rather than try to make it a bit cleaner and post the changes.  Something like that can be source of endless headache for mod's author - so I'd rather just post a suggestion, and when it's easier to formulate the suggestion as a code, just post the code changes, or uncompiled script.

 

- and the same, to everyone: Happy new year 2019! -

Posted
41 minutes ago, Saphiira said:

hey guys, is there a possibility to disable alternate death? in MCM isnt that function.....or i just didnt see it

If you set "Chance to Surrender" to 0 that will prevent automatic surrender but you will still be able to manually surrender and cause enemies to surrender to you.

Posted
1 minute ago, EgoBallistic said:

If you set "Chance to Surrender" to 0 that will prevent automatic surrender but you will still be able to manually surrender and cause enemies to surrender to you.

ehhh i mean tha function after getting violated where ure teleported to any settlement

Posted
3 minutes ago, Saphiira said:

ehhh i mean tha function after getting violated where ure teleported to any settlement

There is the "teleport to safety" option, disable that.

Posted
6 minutes ago, Saphiira said:

sry..........where?

tportsafe.jpg.ebdf3fb8354ab7fb6367a09da7250d2e.jpg

 

Here.  You need to have MCM installed.  ESC to main menu, and pick "mod config" there

Posted
1 minute ago, Saphiira said:

wtf? ur mcm looks different than mine.....better....smoother

It's screen capture from 4k screen, downscaled to 2k image so that probably does part of it. Might also be affected by using ENB, not sure.  Or the color pick (turning HUD blue).

Posted
2 minutes ago, reikiri said:

It's screen capture from 4k screen, downscaled to 2k image so that probably does part of it. Might also be affected by using ENB, not sure.  Or the color pick (turning HUD blue).

no i mean....ur menu is a different one than mine. i dont have good descriptions of the options.....hmm.....or its caused by AAF Violate itself idk

 

Posted

Alright so everything works now, but there is an issue im scared to fix, evey sex scene there are no penises at all and after the super mutant sex the body glows purple which tells me the cum texture is gone or missing.

Posted
4 hours ago, Saphiira said:

no i mean....ur menu is a different one than mine. i dont have good descriptions of the options.....hmm.....or its caused by AAF Violate itself idk

 

Does it look like this:

 

1232522855_Fallout42019-01-0203-01-57-04.thumb.jpg.8f06bc7e9fd0148921c8ee75b53d2b75.jpg

 

The $TEXT labels are replaced at run time by lines from Data\Interface\Translations\AAF_Violate_XX.TXT where XX is a 2-letter code for your game's language.  Violate ships with En, Fr, and Ru files.  If your game is not one of those languages, you need to rename one of those files to your 2-letter code, e.g. if your game is  German you copy it to AAF_Violate_De.TXT.  If your game is in English, French, or Russian, and you are seeing these $TEXT labels, the translation files are missing and you probably need to reinstall the mod.

Posted

What is the AAF error 12 activety 2 not found? Despite it working previously? This during a scene with super mutants. I did install Dongs of the Common wealth so that could the reason because there are 0 erect penis mods as I searched this place for AAF.

 

Also during a tag team it shows my character doing a super mutant with another supermutant, and it looks mutilazted, for obvious reasons my character needs to be in the center. Any help would appreciated.

Posted

@EgoBallistic some feedback:
1. SEU did not block AAF `HOME` key. Violate does. Too bad, it is handy sometimes.
2. Camera is blocked. SEU leaved free camera, violate does not. TBH it has some advantages, because leaves something for imagination :) Maybe an option?

Posted
13 minutes ago, CobraPL said:

@EgoBallistic some feedback:
1. SEU did not block AAF `HOME` key. Violate does. Too bad, it is handy sometimes.
2. Camera is blocked. SEU leaved free camera, violate does not. TBH it has some advantages, because leaves something for imagination :) Maybe an option?

What do you mean it blocks the camera?  Camera should act the same between the two mods.

Posted
2 minutes ago, EgoBallistic said:

What do you mean it blocks the camera?  Camera should act the same between the two mods.

Absolutely not. When companion is violated I can't move PC nor can I use free camera.

Posted
15 minutes ago, CobraPL said:

Absolutely not. When companion is violated I can't move PC nor can I use free camera.

If I understand correctly, you are in a violate scene and "Player can be violated" is set to OFF, so sometimes you can't see your companion being violated?

 

The camera works just the same in both mods.  In both mods, the AAF freecam is used when you are in an animation, and the regular camera controls are available when you are not in an animation.  The difference is that in Violate you can't move.  You can use the normal third-person view, but if your companion is behind something you may not be able to see them.

 

I will look into enabling the AAF freecam mode when "Player can be violated" is off so that you can view your companions.  In the meantime, using TFC in console also works, so if you have that bound to a key you can use that.

Posted
53 minutes ago, Gurvemeh said:

Whats Activety 2 error?

That is happening because one of your animation packs has an XML file that is looking for another XML file that defines "Activity 2" but it is not found.  You should ask about this in the AAF support thread.

Posted

Love the mod, but have a small request

 

Would it be possible to increase the Pacification duration slider? I have the Scene duration set to Default 30 seconds and Pacification duration set to 30 seconds max. I have Exhaustion set to 3 and sex until exhaustion set to ON. So I always end up after the third Scene with Hostile assailants around me. I tried using the Teleport to safe position but it triggers after the first Scene so you never get more that one.

I also have chance to surrender set to zero as I always use the Hotkey so it doesn’t trigger when I don’t want it to.

Posted
2 hours ago, Agnot2014 said:

Love the mod, but have a small request

 

Would it be possible to increase the Pacification duration slider? I have the Scene duration set to Default 30 seconds and Pacification duration set to 30 seconds max. I have Exhaustion set to 3 and sex until exhaustion set to ON. So I always end up after the third Scene with Hostile assailants around me. I tried using the Teleport to safe position but it triggers after the first Scene so you never get more that one.

I also have chance to surrender set to zero as I always use the Hotkey so it doesn’t trigger when I don’t want it to.

Strange.  That's not how those settings are supposed to work.

 

Teleport to Safety happens when the entire violation event completes, i.e. after all the animations are done.  It has no effect on the number of animations that take place. 

 

The pacification timer likewise determines how long the aggressors remain pacified after the violation event is over, to give you time to run away.  In other words the aggressors should remain non-hostile for the entire time you are being violated, plus the value of the pacification slider.

 

The only exception to this is if something attacks the aggressors during the animations.  Then they will immediately become hostile again, and if you have teleport to safety turned on you should get teleported.  You should see a message telling you "My aggressors are being attacked!" when this happens.  Some mods cause cum explosions and other effects that might be interpreted as attacks.  I suspect that is what is happening in your case, because otherwise I don't understand how what you are describing would happen.

Posted
31 minutes ago, EgoBallistic said:

Strange.  That's not how those settings are supposed to work.

 

Teleport to Safety happens when the entire violation event completes, i.e. after all the animations are done.  It has no effect on the number of animations that take place. 

 

The pacification timer likewise determines how long the aggressors remain pacified after the violation event is over, to give you time to run away.  In other words the aggressors should remain non-hostile for the entire time you are being violated, plus the value of the pacification slider.

 

The only exception to this is if something attacks the aggressors during the animations.  Then they will immediately become hostile again, and if you have teleport to safety turned on you should get teleported.  You should see a message telling you "My aggressors are being attacked!" when this happens.  Some mods cause cum explosions and other effects that might be interpreted as attacks.  I suspect that is what is happening in your case, because otherwise I don't understand how what you are describing would happen.

I do have cum effects. So that may be the problem, just noticed that by standing Hostiles always turn aggressive once the last scene finishes which in turn sets my last partner off as well.

If I have teleport on then there is only ever one Scene. I will turn it back on and give it another try. But I prefer to be given chance to run away after the last scene.

I suppose it could always be my MCM settings as I am very new to AAF Violate.

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