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Posted
3 hours ago, EgoBallistic said:

If none of that is working, the problem is most likely that you don't have the F4SE scripts installed.  Install the Data folder from the F4SE archive into your Fallout 4 folder (like this).

 

Once you have done that, you will need to roll back to a save from before you installed AAF and AAF Violate.  If you save your game with mods that need the F4SE scripts, but don't have those scripts installed, the save becomes corrupted.

That did the trick! Apparently I forgot to copy the Data folder. Thank's a lot man!

Posted

Alright, I love this mod. As stated, maybe i missed something, but When i surrender or press the surrender key, no problem everything plays out. But all the dialogue doesn't play. like the mouths move, the subtitles are there as if they are saying things but no actual voice plays. They have dialogue/panting/words during the animations. I've tried multiple things and followed the load order. Any ideas to what i am missing?

Posted
20 hours ago, Killerjab77 said:

Alright, I love this mod. As stated, maybe i missed something, but When i surrender or press the surrender key, no problem everything plays out. But all the dialogue doesn't play. like the mouths move, the subtitles are there as if they are saying things but no actual voice plays. They have dialogue/panting/words during the animations. I've tried multiple things and followed the load order. Any ideas to what i am missing?

The dialogue in this mod is silent, so what you are seeing is normal.

Posted

i have the mod and animation installed, and the animation sure works with the admin.

 

but when triggering in combat, human animations work, not the other creatures, suck as supermutants.

 

any suggestion where i should check?

Posted
32 minutes ago, chang921219 said:

i have the mod and animation installed, and the animation sure works with the admin.

 

but when triggering in combat, human animations work, not the other creatures, suck as supermutants.

 

any suggestion where i should check?

Under Player Surrender Options, check that you have Gender Settings set to "Male" or "Both".  Super Mutants and other creatures are male.

 

Also, you need to have the AAF_VanillaKinkyCreatureAnimations_Themes_V190213.1.7z file from AAF Themes installed.  If you do not have this, you need to turn off "Use Tags" under Global Options.

Posted

 

how does it work ?, just lose a fight and AFF automatically chooses any animation that has or activates the menu alone and I have to choose the animations myself?

Posted
3 hours ago, Anionmus said:

 

how does it work ?, just lose a fight and AFF automatically chooses any animation that has or activates the menu alone and I have to choose the animations myself?

You do not choose the animations.  The mod uses tags and other parameters to control which animations AAF plays.

Posted
50 minutes ago, EgoBallistic said:

No eliges las animaciones. El mod utiliza etiquetas y otros parámetros para controlar qué animaciones reproduce AAF.

ahhh 

and with respect to AFF do you have the ability to follow the stages of the animations in order (the animations of leito do not count)
as (My Animation Pack. Updated 12/27/2018) that has divided stages
example: does this?
animation 1, stage 1, stage 2, stage 3, etc
or does this?
animation 1, stage 1, animation 2, stage 3, etc

 

you who used it could you tell me how I act AFF
Posted

I'm constantly getting a notification of "older version found on save, updating."

I removed Leito's animation pack because a replacement mod fixed all the issues with the mod, now I keep getting this notification. Please help, it's driving me crazy. Every 3 seconds I get this damn popup.

Posted
1 hour ago, jay365 said:

I'm constantly getting a notification of "older version found on save, updating."

I removed Leito's animation pack because a replacement mod fixed all the issues with the mod, now I keep getting this notification. Please help, it's driving me crazy. Every 3 seconds I get this damn popup.

What version of AAF Violate do you have installed?  The update check code in versions older than 0.49 used a method that could get stuck in a loop if the timing was just right.  Versions from 0.49 onward use a new method that has no loops or timers so should never get stuck like that.

Posted
7 hours ago, Anionmus said:

and with respect to AFF do you have the ability to follow the stages of the animations in order (the animations of leito do not count)

Only if the animations are configured to play sequentially like Leito's are.  For SavageCabbage's animations ("My Animation Pack") there is another mod which provides XML files that will allow them to play that way.

Posted
4 hours ago, EgoBallistic said:

Solo si las animaciones están configuradas para reproducirse secuencialmente como lo están las de Leito. Para las animaciones de SavageCabbage ("My Animation Pack") hay otro mod que proporciona archivos XML que les permitirán jugar de esa manera.

can you pass the link?
because that's what I look for with the stages of the animations and aff violate
Posted
13 minutes ago, Anionmus said:

can you pass the link?
because that's what I look for with the stages of the animations and aff violate

It was in this post.  I am not the author of those XMLs so I cannot guarantee they will work the way you want; if you have any problems you will need to report them on that thread.

Posted
1 hour ago, EgoBallistic said:

It was in this post.  I am not the author of those XMLs so I cannot guarantee they will work the way you want; if you have any problems you will need to report them on that thread.

thanks :D

Posted

Couple observations:
 

1) Now that you've changed healing effect on surrender to only restore crippled limbs and not restore health, all Violate events occur with a "wounded" filter (blurry vignette, dark and discolored, with the "gasping in pain" sound FX on top of any other sound FX. I'd suggest adding the "restore health on surrender" as an option in the MCM.


2) A few times, I've ended the animation via AAF, and found that now my I can't use the TAB key to open the pipboy or turn on the flashlight, making that save unplayable. Some script logic may be flawed somewhere.

 

3) I find the odd grammar and expressions in the taunt dialogues really jarring and un-sexy. They seem like something that might have been sexy in French that was run through Google Translate for the English version. I thought I'd rewrite them and offer them to you as an alternative, but they're in the ESP. That's a pain to edit. I've seen other mods use XML files for translations, which simplifies things a lot. Wouldn't an external translation file simplify life for future work?

 

4) Thank you for all your hard work!

Posted

A question about clean save on this mod. i test on making clean save on AAF violate. T

he method i use is, stop stript running, select violate in FallrimTools to only delete it stript only. then make a new save, but that is where i encounter a problem, every time i open this save, game crash. but from what i learn from some RSE guide, this is the way to do it correctly and it worked on RSE.

Posted
4 hours ago, neokio said:

Couple observations:
 

1) Now that you've changed healing effect on surrender to only restore crippled limbs and not restore health, all Violate events occur with a "wounded" filter (blurry vignette, dark and discolored, with the "gasping in pain" sound FX on top of any other sound FX. I'd suggest adding the "restore health on surrender" as an option in the MCM.


2) A few times, I've ended the animation via AAF, and found that now my I can't use the TAB key to open the pipboy or turn on the flashlight, making that save unplayable. Some script logic may be flawed somewhere.

 

3) I find the odd grammar and expressions in the taunt dialogues really jarring and un-sexy. They seem like something that might have been sexy in French that was run through Google Translate for the English version. I thought I'd rewrite them and offer them to you as an alternative, but they're in the ESP. That's a pain to edit. I've seen other mods use XML files for translations, which simplifies things a lot. Wouldn't an external translation file simplify life for future work?

 

4) Thank you for all your hard work!

 

AAF and Violate ending midway does do the old Fallout 4 glitch of losing your tab key activation... you have to go into controls quick and re-assign pipboy to another key (I select mouse 4 personally) … get to safe space.  Save and exit out of Fallout... Restart Game... go to controls and re-assign to "Tab" … that's the fix anyway.

 

I have just learned to let the animation and Violate (actually any and all AAF calling mods) play out... and just reload another save if it didn't work out for you.  It is Beth and things go wonky.... let it finish and redo it... safest bet.

 

John

Posted
1 hour ago, MrCruelJohn said:

 

AAF and Violate ending midway does do the old Fallout 4 glitch of losing your tab key activation... you have to go into controls quick and re-assign pipboy to another key (I select mouse 4 personally) … get to safe space.  Save and exit out of Fallout... Restart Game... go to controls and re-assign to "Tab" … that's the fix anyway.

 

I have just learned to let the animation and Violate (actually any and all AAF calling mods) play out... and just reload another save if it didn't work out for you.  It is Beth and things go wonky.... let it finish and redo it... safest bet.

 

John

In my case, tab won't open pipboy or flashlight. i just simply restart the game. and it works on existing save.

Posted
3 hours ago, loen999 said:

A question about clean save on this mod. i test on making clean save on AAF violate. T

he method i use is, stop stript running, select violate in FallrimTools to only delete it stript only. then make a new save, but that is where i encounter a problem, every time i open this save, game crash. but from what i learn from some RSE guide, this is the way to do it correctly and it worked on RSE.

There is no need to do this.  Violate has a separate quest that checks for version update, stops all the other quests and reloads them.  Every time I update the mod, I state, in multiple places, "You do not need a clean save to update.  Simply uninstall the old version, install the new version, and load your game."

Posted
9 hours ago, neokio said:

1) Now that you've changed healing effect on surrender to only restore crippled limbs and not restore health, all Violate events occur with a "wounded" filter (blurry vignette, dark and discolored, with the "gasping in pain" sound FX on top of any other sound FX. I'd suggest adding the "restore health on surrender" as an option in the MCM.

You could set your health threshold for surrender higher to avoid this.

Quote

2) A few times, I've ended the animation via AAF, and found that now my I can't use the TAB key to open the pipboy or turn on the flashlight, making that save unplayable. Some script logic may be flawed somewhere.

From Violate's perspective there is no difference between the animation ending on its own and you ending it via AAF - the mod gets an AnimationStop event from AAF. 

Quote

3) I find the odd grammar and expressions in the taunt dialogues really jarring and un-sexy. They seem like something that might have been sexy in French that was run through Google Translate for the English version. I thought I'd rewrite them and offer them to you as an alternative, but they're in the ESP. That's a pain to edit. I've seen other mods use XML files for translations, which simplifies things a lot. Wouldn't an external translation file simplify life for future work?

I use the CK to edit dialogue.  Localizing plugins is actually not trivial and requires a lot more work on the part of the mod author.

 

If you want to edit the dialogue and send me the modified plugin, I'll be happy to take a look at your changes.  The "approach" dialogue that aggressors speak before an animation is in the AFV_Scene_Approach scene in the FPV_Scene_Approach quest.  The other two scenes in that quest are no longer used.  The "spectator" dialogue that other actors speak is in the FPV_Scene_Spectator quest in the scene of the same name.

Posted
3 hours ago, EgoBallistic said:

There is no need to do this.  Violate has a separate quest that checks for version update, stops all the other quests and reloads them.  Every time I update the mod, I state, in multiple places, "You do not need a clean save to update.  Simply uninstall the old version, install the new version, and load your game."

I am aware of this mod no need clean save to update. I am asking this is because if somehow RSE or RSEE update to its perfect state, I may want to switch over and try it. This way i can keep my progress.

Posted

@EgoBallisticThank you for the response!

 

8 hours ago, EgoBallistic said:

You could set your health threshold for surrender higher to avoid this.

You're right, this is happening because I set player surrender health to ~20%.  I really like the auto-trigger surrender feature, but it seems unusable without the auto-heal option. I kinda want this to operate more like Death Alternative ... surrendering at 50% just feels like wimping out. Maybe the hotkey is my only option.

 

8 hours ago, EgoBallistic said:

From Violate's perspective there is no difference between the animation ending on its own and you ending it via AAF - the mod gets an AnimationStop event from AAF. 

I use the CK to edit dialogue.

Gotcha, sorry for the false report. AAF works amazingly well, all things considered. So does this mod. Losing the occasional save is worth it.

 

8 hours ago, EgoBallistic said:

I use the CK to edit dialogue. Localizing plugins is actually not trivial and requires a lot more work on the part of the mod author. If you want to edit the dialogue and send me the modified plugin, I'll be happy to take a look at your changes.

Understood. Thanks, I may give that a go :)

Posted
9 hours ago, loen999 said:

I am aware of this mod no need clean save to update. I am asking this is because if somehow RSE or RSEE update to its perfect state, I may want to switch over and try it. This way i can keep my progress.

For now, AAF violate seems to be work smooth and no error for me. Everything is working as i see. it supports other new species for later.

Posted

I just made a patch that does nothing but override all 400+ lines of text with different ones.

I'd say better, but that really is subjective ... though it feels much more cohesive to me, a little more violate-y and less silly.

It's an ESL, so it doesn't waste a mod slot.

 

Feel free to add the file as an optional download if you like. Enjoy!

(If anyone wants to see the before/after text list, PM me.)

AAF_Violate_reworded.esp

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