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Posted
On 8/17/2025 at 9:02 PM, LooksKeen said:

For anyone else having trouble getting the new creatures to work, here's what got it working for me:

First, the patch Krazyone made didn't work for me at all.  I don't know if it conflicted with the Violate DLC patch or if it needed to be manually renamed or what, but just installing it in the Data folder didn't work.

I tried removing the Krazyone patch and adding the new creatures to the array in the base Violate esp.  This also didn't work.

I restored the original VIolate esp and added the new creatures to the Violate DLC patch, putting radroaches in "small bugs" and cats and radstags in "creatures."  I did not add "Dogmeat" because it's already in the base Violate mod under the dogs array.  This worked.  Tested with radroaches and radstags.

I didn't really need to add cats since they can't defeat the player, but I did it anyway since I was in there and there might be a mod for that later (or one I'm unaware of now).

So here's the expanded DLC+darthroman patch that worked for me.  You'll need to replace your existing Violate DLC patch with it.

AAF_Violate_DLC_Patch.esp 8.11 kB · 33 downloads

update - this patch worked.   I checked with f04edit and the nighstalker patch was possibly interferring with this, removing that and all the additions for Darthroman worked as aggressors.

Posted

Hello everyone,

I’m currently using AAF Violate together with Family Planning Enhanced Redux (FPE) in Fallout 4, but my character never gets pregnant after Violate scenes.

In theory, these mods should be compatible, but for some reason it doesn’t work for me. Does anyone know the solution?

Posted (edited)

Hello, I am creating a mod to allow the player to escape after being restrained, before the AAF violated animation starts. 
To do this, could you please clarify these questions for me?

1.    The stage/event immediately after applying restraints (before AAF).
2.    The supported method for canceling Retrieval (FPV_Retrieve.Stop()? ModEvent/public function?).
3.    How to clear restraints/keywords and status if we cancel.
4.    If there is a list of public ModEvents/API for Violate and the map of quests/aliases (or a basic stage flow diagram).
5.    Whether we can get a handle on the AAF scene, or a “pre-start” event, to safely abort.
If this is not public yet, would you be okay with exposing 1-2 ModEvents (e.g., Violate:RestrainedReady and Violate:PreStartAAF) to allow the hook without relying on stage numbers?


 

Edited by yokito78
Posted

Love this mod, used it for a few years now. Got everything set up on a new device, but for some reason I cant get named npc's to surrender. On an older device, I could enslave literally any npc regardless of who it was. Right now im trying to enslave the daughters at abernathy using the baton to force them to surrender. I have "unique npcs can surrender" option on. Surrender conditions are set to trigger at 100% chance at 100% health. Not sure what im missing this time. Works fine on unnamed npcs.

Posted
3 hours ago, Franco Cozzo said:

I believe there's an option for unique NPCs to submit or not in the MCM 

Yeah, as i wrote in my comment, I have that option turned on. Problem is the girls at Abernathy Farm will not surrender. They continue fighting.

Posted

I can only play some animations, is there a way to add or toggle on the rest of the animations? I tested on feral and human and both have limited animations.

I'm willing to learn a little coding if that's what it takes, but I need to know what to do. 

Posted
1 hour ago, d31659575 said:

I tested on feral and human and both have limited animations.

Violate uses animations with the tags "Aggressive" or "Rough". Once the victim has become accustomed, Violate can use animations without these tags. Tags are configured in positionData.xml

Posted
13 minutes ago, Holylokki said:

Violate uses animations with the tags "Aggressive" or "Rough". Once the victim has become accustomed, Violate can use animations without these tags. Tags are configured in positionData.xml

Thanks for the reply, I'll look into it. btw is there a way to disable it? I read the change log and I remember it mentioned you could disable this feature but can't find it in mcm

Posted (edited)
2 hours ago, d31659575 said:

btw is there a way to disable it?

"Addiction" is set in the player surrender settings. It should be set to a value greater than the number of rapes.

 

On 9/12/2025 at 1:38 AM, Krazyone said:

v1.1 AAF Violate Creature Patch KP

Several errors:
1. The patch should be ELS (just because it can)
2. DogmeatRace is already registered in the DogRaces group and does not need to be registered again.
3. Radroaches should be in the SmallBugRaces group
4. The general CreatureRaces group is suitable for CatRace
5. AAF_DR_Creature_pack.esp should be in the masters list simply because without it, these fixes are pointless.

 

In order for Violate to be able to launch group animations, you need to edit the FPV_OnHit script. But I do not know how to identify the actor's belonging to a certain race. Doing this through existing KeyWords is not reliable. For example, the entire SmallBugs group has one common KeyWord, but stringwings needs separate rules. Adding new KeyWords to the race properties is difficult for me. And getting the "skeleton" identifier from raceData.xml, which could greatly simplify the task, does not seem possible.

 

UPD: Check the message below

Edited by Holylokki
Posted
53 minutes ago, Holylokki said:

Several errors:
1. The patch should be ELS (just because it can)
2. DogmeatRace is already registered in the DogRaces group and does not need to be registered again.
3. Radroaches should be in the SmallBugRaces group
4. The general CreatureRaces group is suitable for CatRace
5. AAF_DR_Creature_pack.esp should be in the masters list simply because without it, these fixes are pointless.

 

In order for Violate to be able to launch group animations, you need to edit the FPV_OnHit script. But I do not know how to identify the actor's belonging to a certain race. Doing this through existing KeyWords is not reliable. For example, the entire SmallBugs group has one common KeyWord, but stringwings needs separate rules. Adding new KeyWords to the race properties is difficult for me. And getting the "skeleton" identifier from raceData.xml, which could greatly simplify the task, does not seem possible.

AAF_Violate_CreaturePatch_KP.zip 2.87 kB · 0 downloads

 

Thanks for updating my patch, it's all for the greater good. 🙂

 

My patch is rough and ready, but works.

Posted

I wanted to post an update that I fixed my issue with unique/named NPCs not surrendering. The custom races patch was the culprit. Removed it, and unique NPCs were able to surrender.

Posted (edited)

I completely rewrote Violate's function responsible for collecting actors for gangbang animations.
Now Violate can collect in one scene:
1. Actors from different races, based on the Human race: humans, ghouls, feline, lupine, SMFem etc... (not tested, but should working).
2. Human+Human+Dog: one staged SC animation and 2 simple DR animations.
3. Human+Dog+Dog: 2 simple DR animations, maybe one staged SC animation (it's have "DoubleBad" requirement and "Neutral" Tag which is allowed for Violate only after the victim has become accustomed).
4. Human+SM+FEVHound (one staged SC animation).
5. Human+ (1-3) Radroaches or Bloatflyes: DR animations.

 

SC animations may not work due to incorrect "Tags" settings in their positionData.xml files.
"Tags" for Violate should contain tags "Rough" or/and "Aggressive".
Violate can use tag "Neutral" after the victim has become accustomed. And I added support for "Loving" (SC and BP70 can use it).
"Tags" for Violate should not contain any of "Spanking,Jackoff,Pose,Utility,Tease,Foreplay,Finish".

 

AAF Violate DR_Creatures support patch v1.3.zip

Edited by Holylokki
Posted

Hey- I recently finally did underwent a complete re-work/from the ground up of my modding setup - lots of ancient and broken stuff in there XD

 

But now I am getting an issue where combat resumes while I am mid violate animation. 

Any sage wisdom, please advise?

 

[ for now doing tcai is a suitable band-aid? ]

Posted

Also is there any wisdom about getting this to work with NAF nowadays? Everything is working on AAF/other end, but the moment I switch to NAF I get "version too old".

I got NAF, bridge, and naficiator all good - I can successfully launch any kind of scene I need from NAF menu. Just latest version of Violate is not working with NAF

(which I'd really like to work because I'd like to have this: 

 

)
 

I got the LL FourPlay Community F4SE plugin if that is relevant.

 

please advise.

 

image.png.3d02dd319270276687f350243e53bc0b.png

Posted (edited)
On 9/16/2025 at 3:50 PM, Holylokki said:

I completely rewrote Violate's function responsible for collecting actors for gangbang animations.
Now Violate can collect in one scene:
1. Actors from different races, based on the Human race: humans, ghouls, feline, lupine, SMFem etc... (not tested, but should working).
2. Human+Human+Dog: one staged SC animation and 2 simple DR animations.
3. Human+Dog+Dog: 2 simple DR animations, maybe one staged SC animation (it's have "DoubleBad" requirement and "Neutral" Tag which is allowed for Violate only after the victim has become accustomed).
4. Human+SM+FEVHound (one staged SC animation).
5. Human+ (1-3) Radroaches or Bloatflyes: DR animations.

 

SC animations may not work due to incorrect "Tags" settings in their positionData.xml files.
"Tags" for Violate should contain tags "Rough" or/and "Aggressive".
Violate can use tag "Neutral" after the victim has become accustomed. And I added support for "Loving" (SC and BP70 can use it).
"Tags" for Violate should not contain any of "Spanking,Jackoff,Pose,Utility,Tease,Foreplay,Finish".

 

AAF Violate DR_Creatures support patch v1.3.zip 56.47 kB · 42 downloads

I downloaded your patch but still the Radstags don't show up in the "list", or are they included in the "mutated" one?

Because I tried with the hotkey for quick surrender, but it didn't work. Neither being knocked down by radstags.

Only with the AAF menu I managed to see the animations, but isn't your patch supposed to add them to the surrender list? Or I misunderstood it?

I also tried Radroaches, Bloodworms and Yao Guais, they all work without issues also for the new animations.

Edited by Verasmile2
Posted (edited)
1 hour ago, Verasmile2 said:

Because I tried with the hotkey for quick surrender, but it didn't work. Neither being knocked down by radstags.

Radstags weren't added in the Violate patch. AAF can't correctly detect creature gender, which creates problems when interacting with Radstags.

 

AAF will only handle radstags correctly if all Female Radstags are replaced with Male ones.

Edited by Holylokki
Posted (edited)
2 hours ago, Holylokki said:

Radstags weren't added in the Violate patch. AAF can't correctly detect creature gender, which creates problems when interacting with Radstags.

 

AAF will only handle radstags correctly if all Female Radstags are replaced with Male ones.

That explains why on the first try I got an error saying there weren't animations for female Radstags (yet it had the penis, lol)

So, until someone manages to make a patch for it, the Radstag animations can be only triggered via the menu?

Edited by Verasmile2
Posted
1 hour ago, Verasmile2 said:

So, until someone manages to make a patch for it, the Radstag animations can be only triggered via the menu?

Enabling RadStag Race for Violate is easy. It just might not work correctly.
Also, Violate won't assemble Human+Human+RadStag without modifying the script. And I'm not even sure such a combination of actors is possible. Because Violate assembles actors from the aggressors list, and Human and RadStag are unlikely to be on that list at the same time.

Violate DR_Patch ESP Radstag Add.zip

Posted
19 hours ago, asdfer1234 said:

Also is there any wisdom about getting this to work with NAF nowadays? Everything is working on AAF/other end, but the moment I switch to NAF I get "version too old".

I got NAF, bridge, and naficiator all good - I can successfully launch any kind of scene I need from NAF menu. Just latest version of Violate is not working with NAF

(which I'd really like to work because I'd like to have this: 

 

)
 

I got the LL FourPlay Community F4SE plugin if that is relevant.

 

please advise.

 

image.png.3d02dd319270276687f350243e53bc0b.png

Ask the NAF ppl..

Posted
On 9/21/2025 at 1:09 AM, Holylokki said:

Enabling RadStag Race for Violate is easy. It just might not work correctly.
Also, Violate won't assemble Human+Human+RadStag without modifying the script. And I'm not even sure such a combination of actors is possible. Because Violate assembles actors from the aggressors list, and Human and RadStag are unlikely to be on that list at the same time.

Violate DR_Patch ESP Radstag Add.zip 2.85 kB · 4 downloads

Maybe not as easy for me as it is for you. I've downloaded this patch and placed it below the main file in the load order, but still can't surrender to Radstags.

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