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Posted

I have a question about animation: the Zetan are available as aggressor, and there's this mod that adds them to the game. But I don't remember finding any animation pack for them, anyone haves an idea if there is at least one animation?

Posted
8 hours ago, Verasmile2 said:

I have a question about animation: the Zetan are available as aggressor, and there's this mod that adds them to the game. But I don't remember finding any animation pack for them, anyone haves an idea if there is at least one animation?

AFAIK, there are no animations.

Posted (edited)

So this mod had been working perfectly, but today enemies just stopped surrendering. I recently installed Combat Zone Restored and Depravity and it's requirements, but I disabled those and enemies still won't surrender. Does anyone know what's causing this?

 

Edit: I've doubled checked my settings and enemies are set to a 100% surrender chance and the mod is enabled 

Edit #2: I figured it out and the cause of the problem was my own stupidity. Turns out while i was flipping through settings I accidentally turned off Human Aggressors

 

Edited by Titan_beast
Clarification, solved problem
Posted
On 6/6/2025 at 9:44 AM, GoldenDragonX90 said:

Interesting. I have both AAF Vanilla Sex and Vanilla Kinky. They must not be properly installed.

 

those are themes not animations right?

 

 

Posted
4 hours ago, kannz said:

those are themes not animations right?

Correct, they're just tags that mods can make use of. SavageCabbage includes his own which is how it should be.

Posted

Hi!

 

Is it possible to add a check for a worn chastisity belt? For example, SH has a setting option like "NPCs respect chastisity devices" and "Chance for NPCs to remove chastisity devices".

Because having sex while wearing one is a little strange...

Posted
Quote

death alternative mod

Quote

 Losing in combat now means you can be raped, robbed, bound and gagged, executed, or sold into slavery by your enemies.

LOL. So you can't die from bullet but can die from execution. I'm understanding correctly?

Posting shit.png

Posted

I have another request:

Could you check for applying a "Bound in Public", "Raider Pet", etc? And only if none of these are applied, the Devious Devices are added?

These scenarios are very strange or incredibly hard with added Devious Devices...

Posted
49 minutes ago, sendhelporcaffeine said:

So where's the DLC patch? Trying to find it for DLC creature animations but I can't find it anywhere.

On the first page of the Violate installation.

Posted

Hi!

 

I have encountered an issue in the combination of "Cursed DD enchantings" and "Violate":

I had the tentacle parasite equipped and then got the DD straight jacket from a violate encounter. And got trapped in a continous swapping of the jacket and the parasite. A suggestion from a comment was to add a keyword check before replacing a worn outfit with a new DD item: DD_kw_IsQuestItem [KYWD:xx004C5D].

Is it possible to add such a check?

Posted
On 5/17/2025 at 7:47 AM, cubbyman1 said:

is there a way to give voices to this mod? i love the concept of the mod but the without voices makes me feel like not using this mod, because it doesn't feel worthwhile.

there are voice mods on this this site for Violate and others.   Its not the best I have heard to be honest but there are ones available.

Posted

@EgoBallistic is this mod complete now or do you think there will be more updates? I have no real complaints to be honest I haven't had my game broken by bugs etc. However I do have a couple of feature requests if that's okay. I always play as a dude and I don't like the idea if watching my dude get buttfucked, it's just not my thing. In the current mod I have two options, I can turn off my players ability to be violated, or I can make the violators only female. Would it be possible to separate the options for attackers? So for example you could choose to have only male or female attacker for the PC, but then both for everyone else?

 

The second request I have, because of the issue above I have chosen to disable violators for my PC, but unfortunately when a scene happens my controls get disabled, I can swing the camera around in 1st/3rd person but having it auto-toggle to freecam like during a normal sex scene would be much better. Sometimes the 'action' is just out of view.

Posted
9 minutes ago, shardoom said:

The second request I have, because of the issue above I have chosen to disable violators for my PC, but unfortunately when a scene happens my controls get disabled, I can swing the camera around in 1st/3rd person but having it auto-toggle to freecam like during a normal sex scene would be much better. Sometimes the 'action' is just out of view.

For the second point, can you open the console ? if yes, then just tapping "TFC" will enable the freecam.

Posted
1 hour ago, lee3310 said:

For the second point, can you open the console ? if yes, then just tapping "TFC" will enable the freecam.

 

I wasn't asking for 'help', but thanks. My question and suggestion was for Egoballistic.

Posted

I have the following problem and I have reinstalled looks menu and F4se like 10 times and it still gives me the same error. I am new to this and I don't know what to do anymore.

20250725150329_1.jpg

Posted

@EgoBallistic

Sometimes staged animations seems to "overshoot" the amount of frames its given. Just wanted to make sure, before troubleshooting, that i got the basics right.
If i set 60 seconds in violate MCM as duration, and animations play at 30 frames a second, i should have staged animations last 1800 frames exact right?

For example in groupdata:

    <animationGroup id="SCAP_Floor01_FMM_3Human_DoubleTeam" sequential="true"> 
        <stage animation="SCAP_Floor01_FMM_3Human_DoubleTeam_S3" loops="1"/> 
        <stage animation="SCAP_Floor01_FMM_3Human_DoubleTeam_S4" loops="1"/> 
        <stage animation="SCAP_Floor01_FMM_3Human_DoubleTeam_S5" loops="1"/> 
        <stage animation="SCAP_Floor01_FMM_3Human_DoubleTeam_S6" loops="1"/> 
        <stage animation="SCAP_Floor01_FMM_3Human_ClimaxLoop_S7" loops="1"/>
    </animationGroup>

these individual animations should last a total of 1800 frames if time is set to 60 seconds in order to make it stop exactly on the last animation?
It seems sometimes it loops through all, done 1800 frames but it does not stop and loops back to the first in line.. and stops shortly after that.
Could remove loops on the last one, but it will replay the last anim and that does get akward sometimes.

Also, does the framerate your game is running at, influence this at all?
 

Posted
13 hours ago, luis90456 said:

I have the following problem and I have reinstalled looks menu and F4se like 10 times and it still gives me the same error. I am new to this and I don't know what to do anymore.

20250725150329_1.jpg

You may have the wrong version of looksmenu (try 1.6.20 or even 1.6.18) and the error after for LLFourplay may be from another mod overwriting it with an older version, I believe torture devices has a duplicate but it may be one of the other more common mods. Did you check AAF itself was working before installing Violate? That massive guide is very helpful to get a basic working install even though it can be daunting/a pain to try follow. You want to make sure that AAF in the top right loads past 80% to 100% and fades away before installing other AAF mods, since if that doesn't work most other mods relying on it won't.

Posted
On 7/26/2025 at 4:32 AM, jarno5 said:

Sometimes staged animations seems to "overshoot" the amount of frames its given. Just wanted to make sure, before troubleshooting, that i got the basics right.
If i set 60 seconds in violate MCM as duration, and animations play at 30 frames a second, i should have staged animations last 1800 frames exact right?

 

IIRC if a PositionTree animation is selected, the duration won't apply, it will play the whole sequence at least once.  However I think for AnimationGroups the duration should apply.

Posted
17 minutes ago, EgoBallistic said:

 

IIRC if a PositionTree animation is selected, the duration won't apply, it will play the whole sequence at least once.  However I think for AnimationGroups the duration should apply.

True. Some UAP anims use treeing, and those always go on for longer, but since they always end on the last anim in the tree (The one with the overlay set), thats not realy an issue for me.


So my calculation about the amount of frames within 60 seconds is correct?
Anything that could influence this within or outside AAF that you know of?

Any other way i could configure animgroups to hard stop on the last entry or is loop = 0 my best option?


Swear at this point either my save game is botched, or its a goofy Windows 11 thing as it started to happen after switching..
 

Posted
On 7/26/2025 at 11:32 AM, jarno5 said:

these individual animations should last a total of 1800 frames if time is set to 60 seconds in order to make it stop exactly on the last animation?

I see 4 animations that are 500 frames long and one that is 200 frames long. Their total length is 2200 frames or 73.(3) seconds, not 1800/60.

 

Since each staged animation has its own duration, and animationGroup is always interrupted by the timer, some staged animations are interrupted before they finish, and others start playing in a loop.


Just accept that animationGroup is not suitable for playing staged animations if they are initiated by a mod that has a duration timer.
For this, positionTrees are needed.

Posted (edited)
8 hours ago, Holylokki said:

I see 4 animations that are 500 frames long and one that is 200 frames long. Their total length is 2200 frames or 73.(3) seconds, not 1800/60.

 

Since each staged animation has its own duration, and animationGroup is always interrupted by the timer, some staged animations are interrupted before they finish, and others start playing in a loop.


Just accept that animationGroup is not suitable for playing staged animations if they are initiated by a mod that has a duration timer.
For this, positionTrees are needed.

 

Oh no i have changed those loose animations frames to exact 1800 frames, like i do with most staged anims.
Just wanted to confirm if 1800/60 was correct.

This always seems to have worked solid for a while, not sure what changed that..

Perpaps i could give the last animation a bit more frames as buffer to make sure the exit signal is called on that anim without it looping back.
something like:

anim 1 = 500 frames

anim 2 = 500 frames

anim 3 = 400 frames

anim 4 = 300 frames

last anim = 300 to 500 frames instead of 100 frames

 

instead of stopping it on exactly 1800 total, have a little buffer on the last one.


 

Edited by jarno5
Posted
On 1/8/2025 at 12:08 PM, 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).

 


Just got a bug from this discussion. I don't know if it's relevant, but here are the screenshots after the DIEL command.
 

Spoiler

ScreenShot22.png.b9b39218940633b4d6690423123704d8.png

 

ScreenShot23.png.abb88b4881886afa3ac1e3178c4ce246.png

 

ScreenShot24.png.697bd6a868abc1c5f0de26a43b7da77b.png

 

ScreenShot25.png.c1a43c2c39ffc04926ca8562dac799ef.png

 

ScreenShot26.png.3d21afa83195b725bf3f0bc67190c790.png

 

Posted
On 1/8/2025 at 12:08 PM, EgoBallistic said:

A couple of people have reported this over the years but I never got enough information from them to investigate the issue.

I think it's related to AAF itself, not Violate.
I just got a similar problem after doing a few things (not reproducible):
Loading a game
Loading a save
Reloading a few saves
In the process, there were a few manual runs of the AAF scene (testing XML changes)
After another load, running the AAF scene, a couple of switches and forcing End-End, I found that "Tab" doesn't work.
Other keys work.
Reloading the save doesn't fix the problem.
DIEL shows nothing.

All this on a test AAF core in a minimal configuration: AAF, Violate, SeU, FPE, a few mandatory patches and mods for workshop. And there are no DD mods.
And I periodically encounter this problem.

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