Diziet Posted January 7, 2025 Posted January 7, 2025 Hi @EgoBallistic, Got a question/request for you: I've started a new playthrough having added an advanced needs mod and a drug addiction mod to my usual mod list. The idea is to try to get a more survival oriented game going. I'm still fiddling around with the settings, cos i'd like to have more of a challenge without the game becoming a chore. One thing I'm finding out is that equipment theft after defeat makes the game way more difficult, so I'm wondering whether it would be feasible to have the possibility to configure exactly what get's stolen in the MCM. And of course if you'd be willing to implement such a feature. Maybe simply have the option that only money get's stolen? Another idea I had was that the player would get force drugged before being abused, which would make the addiction side more challenging. Let me know what you think. Cheers 1
Slorm Posted January 7, 2025 Posted January 7, 2025 (edited) 20 minutes ago, Diziet said: One thing I'm finding out is that equipment theft after defeat makes the game way more difficult, so I'm wondering whether it would be feasible to have the possibility to configure exactly what get's stolen in the MCM. And of course if you'd be willing to implement such a feature. Maybe simply have the option that only money get's stolen? If you're happy using xEdit you can do this for yourself by editing the quest Violate Retrieval - Keywords Array of Object =, and edit the list of keywords I usually adjust mine to remove armour, caps and chems, as I trigger Violate a lot and it starts to get a bit tiresome trekking back and forth to Homeplate to pick up spare weapons and ammo - but that's just me Edited January 7, 2025 by Slorm
detective pyro Posted January 7, 2025 Posted January 7, 2025 I keep getting a message in the mod manager saying that I am missing a plugin called AAF_violate.exp can anyone please tell me either where I can find the plug in or if it is just cause I installed it wrong.
EgoBallistic Posted January 7, 2025 Author Posted January 7, 2025 1 hour ago, detective pyro said: I keep getting a message in the mod manager saying that I am missing a plugin called AAF_violate.exp can anyone please tell me either where I can find the plug in or if it is just cause I installed it wrong. The error is telling you that the mod's plugin, AAF_Violate.esp, is not loaded. Make sure it is enabled in your mod manager.
detective pyro Posted January 7, 2025 Posted January 7, 2025 5 hours ago, EgoBallistic said: The error is telling you that the mod's plugin, AAF_Violate.esp, is not loaded. Make sure it is enabled in your mod manager. thanks
muhavaux33 Posted January 8, 2025 Posted January 8, 2025 (edited) Hi ego. Im having an issue with the mod that I hope you could help me fix. Everytime an aaf violate scene ends I cant re open pib boy again. Maybe theres a console command that enables pip boy functionality again? and this is persistent on all saves until I reload the game. (I already have pip boy equipped it just wont open the interface or do anything when I press tab) Edited January 8, 2025 by muhavaux33
EgoBallistic Posted January 8, 2025 Author Posted January 8, 2025 2 hours ago, muhavaux33 said: Hi ego. Im having an issue with the mod that I hope you could help me fix. Everytime an aaf violate scene ends I cant re open pib boy again. Maybe theres a console command that enables pip boy functionality again? and this is persistent on all saves until I reload the game. (I already have pip boy equipped it just wont open the interface or do anything when I press tab) A couple of people have reported this over the years but I never got enough information from them to investigate the issue. Can you open the pip boy by using the other keys, I.e. hitting ‘I’ for inventory or ‘m’ for map? That will help narrow it down. Also, when it happens again can you open the console and run the command “DIEL” and paste a screenshot of that in here? That command lists the active Input Layers which are used to limit what controls the player can use (e.g. how Violate locks you in place).
ruggsy9 Posted January 8, 2025 Posted January 8, 2025 (edited) Do you have get dirty take a shower mod installed as well as cwss reduce? Those were the cause of my pipboy lockout after violate or SEU ended. Applied their patch for each other and the issue seemed to have resolved. As always make sure violate is in the correct load order. Edited January 8, 2025 by ruggsy9
muhavaux33 Posted January 8, 2025 Posted January 8, 2025 9 hours ago, ruggsy9 said: Do you have get dirty take a shower mod installed as well as cwss reduce? Those were the cause of my pipboy lockout after violate or SEU ended. Applied their patch for each other and the issue seemed to have resolved. As always make sure violate is in the correct load order. I don't use any of those mods 10 hours ago, EgoBallistic said: A couple of people have reported this over the years but I never got enough information from them to investigate the issue. Can you open the pip boy by using the other keys, I.e. hitting ‘I’ for inventory or ‘m’ for map? That will help narrow it down. Also, when it happens again can you open the console and run the command “DIEL” and paste a screenshot of that in here? That command lists the active Input Layers which are used to limit what controls the player can use (e.g. how Violate locks you in place). My luck is terrible. Yesterday every outcome would bug my pipboy. Today with absolutely no modifications done to my mod list and no matter how hard I tried I couldn't get it to bug out again. I tried a variety of settings such as toggling bad outcomes and misc outcomes on and off, changing restraint application to start vs end of scene, continously staying in the same spot after violate scenes to start scenes over and over again and see if repetition would bug it out, using DD only restraints, using DD and KFT restraints. I even thought that the number 1 culprit would be something related to the stripping bugging out pipboy, but after trying AAF violate stripping option both on and off (apparently off means it will fallback to use AAF's default settings of stripping) it still wouldn't bug my pipboy out and I could press TAB normally to either struggle out of KFT restraints if I had them or open the pipboy completely if the character was bound with DD restraints. I also did notice a rather redundant setting. "Strip before applying restraints" below the KFT restraint options in AAF violate. I didnt mess with that one but I wonder why its there if your character will end up being stripped anyway in an AAF scene and I think KFT itself does not allow bindings to be worn on top of clothes. Either way. The next time I encounter this bug I will make sure to try the steps you mentioned.
EgoBallistic Posted January 8, 2025 Author Posted January 8, 2025 36 minutes ago, muhavaux33 said: Today with absolutely no modifications done to my mod list and no matter how hard I tried I couldn't get it to bug out again. That's how it goes sometimes with these games. 37 minutes ago, muhavaux33 said: I also did notice a rather redundant setting. "Strip before applying restraints" below the KFT restraint options in AAF violate. I didnt mess with that one but I wonder why its there if your character will end up being stripped anyway in an AAF scene and I think KFT itself does not allow bindings to be worn on top of clothes. Right, but there are other restraint options like DD which work to some degree with clothes. And then some people want their character to keep a sexy outfit on during animations, but then have it taken off at the end when they get tied up and released. 40 minutes ago, muhavaux33 said: Either way. The next time I encounter this bug I will make sure to try the steps you mentioned. Thanks, I'd love to finally figure this out. 1
muhavaux33 Posted January 8, 2025 Posted January 8, 2025 1 minute ago, EgoBallistic said: Right, but there are other restraint options like DD which work to some degree with clothes. And then some people want their character to keep a sexy outfit on during animations, but then have it taken off at the end when they get tied up and released. Now that you mention this. It has reminded me that for some reason even after having the restraint options to be placed before the start of the scene sometimes the mod will ignore that and head up straight to the scene. It doesn't always happen but when it does it irks me a bit. I'm not sure if this is a random bug or a limitation of animations and how it picks an animation first and if the animation does not support restraint devices it doesnt apply them
Randomlocke Posted January 9, 2025 Posted January 9, 2025 (edited) Hi! I'm having that pip-boy issue, but i could open the map with M, Tab didn't work. Reloading an older save (i was jsut testing things) fixed it. But now... my character is invincible, like TGM but i can aggro stuff, get shot, crippled, violated, but i just don't die. I've tried toggling essential player and essential player can die, disabling the mod via MCM, nothing. Not even turning OFF the mod via Vortex. Older save with the mod turned OFF are normal, newer saves are NOT. HP is 0/max, player.kill does nothing, player.setghost 0 does NOT resolve anything, if that helps What can i do? Thanks in advance! Edited January 9, 2025 by Randomlocke tried more stuff
DeadEye313 Posted January 9, 2025 Posted January 9, 2025 (edited) I am stuck on Surrender pose after everything is back to normal i can move freely and fine but when i stand idle thats when it makes the pose Edited January 9, 2025 by DeadEye313
Diziet Posted January 9, 2025 Posted January 9, 2025 On 1/7/2025 at 2:28 PM, Slorm said: If you're happy using xEdit you can do this for yourself by editing the quest Violate Retrieval - Keywords Array of Object =, and edit the list of keywords I usually adjust mine to remove armour, caps and chems, as I trigger Violate a lot and it starts to get a bit tiresome trekking back and forth to Homeplate to pick up spare weapons and ammo - but that's just me Thanx for the suggestion, i'll have have a look at how that works, but I have zero experience with the xEdits and FO4Edits out there, or coding in general, so I try to avoid making modifications that could potentially break things, especially if I don't really know what I'm doing. I mean, it's just a game (on which I waste way to much time already, I might add...) so if don't like a feature or if it just isn't there, welll, that's fine: I'll either deactivate said feature or cheat my way around it. Also, I am very, very lazy, so anything with a seemingly steep learning curve usually remains at the bottom of my to do list for a looooong time and never get's tackled 😉 Cheers
EgoBallistic Posted January 9, 2025 Author Posted January 9, 2025 4 hours ago, Randomlocke said: But now... mu character is invincible, like TGM but i can aggro stuff, get shot, crippled, violated, but i just don't die. I've tried toggling essential player and essential player can die, disabling the mod via MCM, nothing. Not even turning OFF the mod via Vortex. Older save with the mod turned OFF are normal, newer saves are NOT. Violate makes you essential by putting your character into an alias with the Essential flag set on it. If you turned the mod off in Vortex and you were still essential then it doesn't sound like Violate is the culprit. Other mods that make the player essential include Deviously Cursed Wasteland and Knockout Framework. Do you perhaps have one of those installed? As far as Violate, you can verify that it is not making you essential by running the console command stopquest fpv_essentialplayer That stops the essential alias quest, so once you have done that there is no way Violate is making you essential.
EgoBallistic Posted January 9, 2025 Author Posted January 9, 2025 3 hours ago, DeadEye313 said: I am stuck on Surrender pose after everything is back to normal i can move freely and fine but when i stand idle thats when it makes the pose open the console and run these commands: prid 14 caf That will reset your animation flavor back to the default one
Randomlocke Posted January 9, 2025 Posted January 9, 2025 (edited) 7 hours ago, EgoBallistic said: Violate makes you essential by putting your character into an alias with the Essential flag set on it. If you turned the mod off in Vortex and you were still essential then it doesn't sound like Violate is the culprit. Other mods that make the player essential include Deviously Cursed Wasteland and Knockout Framework. Do you perhaps have one of those installed? As far as Violate, you can verify that it is not making you essential by running the console command stopquest fpv_essentialplayer That stops the essential alias quest, so once you have done that there is no way Violate is making you essential. " If you turned the mod off in Vortex and you were still essential then it doesn't sound like Violate is the culprit." Yeah, that made me VERY confused. Sadly, out of frustration, i removed all the saves where i was inmortal, so, unless it happens again, i have no way of checking that (maybe another character has that bug, idk). But, i dont have neither Deviously Cursed Wasteland nor Knockout Framework. I noticed this bug after installing things in this guide, before "nothing happended" NPC and Player just stared briefly and parted ways... But on the other hand, the bug didn't happen inmediately, the character i use was lvl 5 or so and i've been killed multiple times, now the last non-bugged save is lvl 13, so i'll play with it. I noticed the bug after turning TGM ON to test some furniture of one of the mods, but then i turned it OFF, and i doubleckecked it. (read somewhere there are more god-mode commands, but alas, the saves are no more) Helped me to get everything working, so i'm not saying it's the guide's author fault!! Thanks for your interest! (and please excuse me if something i said doesn't make sense, english is not my first language, also sorry because i kinda rambled ^^) Here is the mod list, sorry if the format is a mess, i do what i can ^^! modlist.txt Edited January 9, 2025 by Randomlocke
Dookiefresh91 Posted January 12, 2025 Posted January 12, 2025 I Keep getting the info pop up that i need to re install MCM
daboi32 Posted January 13, 2025 Posted January 13, 2025 Hello there. Got to say that I love your mod at first, it really changes the game as a whole and I love it. I really love the feature that violators are pacified for a certain time after the scenes. I want to keep that permanent, so as long as i don't attack those same npcs, i want them to stay pacificied. I set the timer to a few days with a simple adjustments to the mcm config file, but there's an issue. Whenever I use pipboy, after putting it down, every pacified npc becomes hostile to me again. Is there something we can do about it ? It's also a problem even if not trying to achieve something like I do.
EgoBallistic Posted January 13, 2025 Author Posted January 13, 2025 (edited) 13 minutes ago, daboi32 said: Whenever I use pipboy, after putting it down, every pacified npc becomes hostile to me again. Is there something we can do about it ? It's also a problem even if not trying to achieve something like I do. That's by design. Pacification is supposed to allow you to flee. If the enemy sees you rummaging through your inventory they'll get hostile and attack. If you want a similar effect for longer, you could install Raider Pet, which will keep enemy factions passive as long as you don't have a weapon equipped. Since all your weapons are unequipped when you get violated, that will automatically kick in. Edited January 13, 2025 by EgoBallistic
ruggsy9 Posted January 13, 2025 Posted January 13, 2025 4 hours ago, daboi32 said: Hello there. Got to say that I love your mod at first, it really changes the game as a whole and I love it. I really love the feature that violators are pacified for a certain time after the scenes. I want to keep that permanent, so as long as i don't attack those same npcs, i want them to stay pacificied. I set the timer to a few days with a simple adjustments to the mcm config file, but there's an issue. Whenever I use pipboy, after putting it down, every pacified npc becomes hostile to me again. Is there something we can do about it ? It's also a problem even if not trying to achieve something like I do. you could also try this mod.... https://moddinghaven.com/mediawiki/index.php/Fallout_4_mods/You've_got_a_raider_or_gunner_in_me
georgechalkias Posted January 14, 2025 Posted January 14, 2025 If I may suggest... In your mod, under restraint options, Devious Devices have an option whether you OR companions OR both of you and companions get restraints. For Kziitd's restraints, however, there isn't such option other than turn on or off. I was hoping you could add similar options from DD to KZiitd's as I prefer have my companions restrained over my character. Thanks! 2
daboi32 Posted January 14, 2025 Posted January 14, 2025 On 1/13/2025 at 5:37 PM, EgoBallistic said: That's by design. Pacification is supposed to allow you to flee. If the enemy sees you rummaging through your inventory they'll get hostile and attack. If you want a similar effect for longer, you could install Raider Pet, which will keep enemy factions passive as long as you don't have a weapon equipped. Since all your weapons are unequipped when you get violated, that will automatically kick in. Thanks for the fast reply. Well, looking at the source code you provided with the mode, it should be really easy to implement a setting for this particular case, a simple if statement would do wonders, for people like me. Appreciate the explanation and reply nonetheless.
Here4SlootyMods Posted January 15, 2025 Posted January 15, 2025 On 1/13/2025 at 2:37 PM, EgoBallistic said: That's by design. Pacification is supposed to allow you to flee. Any thoughts on making that an option in the Mod Configuration Menu? "Enemies Become Hostile if Pip Boy Activated" or something.
Dojo_dude Posted January 20, 2025 Posted January 20, 2025 So, I FINALLY [since 2012?] found the Atom Cats garage (or bothered to go that way). Triggerman attacked form SKK combat Stalkers, killed 90% of them. Did the quest for the water pump at Warwick, got back to the Atom Cats, Gunners attacked as per quest. Apparently was being singled out by a f*cking Assaultron of all things, got scorched to hell, 0% HP, auto-surrender. Atom Cats did NOT keep fighting the gunners... and ? I, there NEW FRIEND get abducted right in front of them! I have, only if outnumbered in MCN. But what the hell else can I do!>? Also, for anyone... how do you actually get out of an abduction.. when your cuffed and in a ballon hood! You're boned..
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