MrCruelJohn Posted February 27, 2019 Posted February 27, 2019 Oddity last night. I went to defend Red Rocket. We killed all the raiders. Got the complete quest message. Did not realize that the car by the road was on fire. Blew up, injuring me... bam, violate surrender and a raider showed up in front of all my settlers and they all stood around clapping. Taking my character and companion for a spin.... haha. Comical at least. There must be some lag between an enemies death and violate recognizing no actors are alive?
EgoBallistic Posted February 27, 2019 Author Posted February 27, 2019 2 hours ago, MrCruelJohn said: Oddity last night. I went to defend Red Rocket. We killed all the raiders. Got the complete quest message. Did not realize that the car by the road was on fire. Blew up, injuring me... bam, violate surrender and a raider showed up in front of all my settlers and they all stood around clapping. Taking my character and companion for a spin.... haha. Comical at least. There must be some lag between an enemies death and violate recognizing no actors are alive? Are you running an older version of the mod? Settlers from player-owned settlements should not behave that way any more. Not sure what you mean by lag. When you manually surrender, or your health goes below the threshold, or you are crippled, Violate checks whether you are in currently in combat with valid enemies. The mod won't let you surrender to or be violated by a dead enemy. It sounds like there were still raiders in the area that were considered to be in combat with you.
MrCruelJohn Posted February 27, 2019 Posted February 27, 2019 46 minutes ago, EgoBallistic said: Are you running an older version of the mod? Settlers from player-owned settlements should not behave that way any more. Not sure what you mean by lag. When you manually surrender, or your health goes below the threshold, or you are crippled, Violate checks whether you are in currently in combat with valid enemies. The mod won't let you surrender to or be violated by a dead enemy. It sounds like there were still raiders in the area that were considered to be in combat with you. Latest version. I wasnt in combat. It was over. Completed quest of defend red rocket. I just didn't see car on fire and finally blew. In terms of lag, just meant it still thought I was in combat and wasnt. But speaking of lag, I mentioned it in Raiders Pet. I was sleeping on Jared's mattresses. Woke up, stalker had put me in DD. Took off the pet collar, torrents shot me and I died. Neither violate or elements csa "caught" me before I died. Should I be running my character as essential? John
EgoBallistic Posted February 27, 2019 Author Posted February 27, 2019 1 hour ago, MrCruelJohn said: Latest version. I wasnt in combat. It was over. Completed quest of defend red rocket. I just didn't see car on fire and finally blew. In terms of lag, just meant it still thought I was in combat and wasnt. I thought you said a Raider showed up and violated you? With AAF Violate, you can only surrender and be violated if 1) you are in combat at the time you try to surrender and 2) the enemies you are in combat with are valid aggressors -- meaning they must be alive and must meet the gender and race criteria set up in the MCM. Violate does not resurrect dead enemies and it does not create new enemies to violate you with. So if this mod caused you to be violated by a raider, that raider must have been considered to be in combat with you when the car exploded, or possibly he was pulled into combat by the explosion. Quote But speaking of lag, I mentioned it in Raiders Pet. I was sleeping on Jared's mattresses. Woke up, stalker had put me in DD. Took off the pet collar, torrents shot me and I died. Neither violate or elements csa "caught" me before I died. You are running both Violate and RSEE CSA? Quote Should I be running my character as essential? Violate is not a true "death alternative" mod. If something is able to one-shot kill you, the mod will not have a chance to turn on god mode and prevent you from dying. I am considering adding a "deferred death" feature to prevent that, but I want to make sure it doesn't cause balance issues or have unforeseen side effects.
MrCruelJohn Posted February 27, 2019 Posted February 27, 2019 The enemies were dead. Car blew up and injured me. I auto surrendered. A raider from somewhere showed up and violated my character and companion. A single raider from where I dont know. Maybe one was floating around but not in combat with me. And i didn't expect to be a death alternative. Just saying being naked and shot by a turret. As I was totally disarmed. I died. Went flying though the building. It was comical. MCG and combat lite have death alternatives.... but combat lit invulnerability till stripped screws with violate. I am only lvl 12 so I am not that stout. MCG is no longer supported by mod author. It's as you said, one shot and I am dead.
EgoBallistic Posted February 27, 2019 Author Posted February 27, 2019 5 minutes ago, MrCruelJohn said: And i didn't expect to be a death alternative. Just saying being naked and shot by a turret. As I was totally disarmed. I died. Went flying though the building. It was comical. Oh. Turret. I didn't understand what you wrote before ("torrents"). I would be surprised if a turret could kill you in one shot. But turrets alone are not valid enemies for surrender. When you are hit in combat, Violate looks at every enemy that you are in combat with, and will let you surrender if any of them meet the criteria for violations. So if you are in a fight with a combination of Raiders and turrets, you will surrender even if it is a turret that knocks you below the health threshold. But a turret by itself will just kill you. Quote MCG and combat lite have death alternatives.... but combat lit invulnerability till stripped screws with violate. What?
MrCruelJohn Posted February 27, 2019 Posted February 27, 2019 1 minute ago, EgoBallistic said: Oh. Turret. I didn't understand what you wrote before ("torrents"). I would be surprised if a turret could kill you in one shot. But turrets alone are not valid enemies for surrender. When you are hit in combat, Violate looks at every enemy that you are in combat with, and will let you surrender if any of them meet the criteria for violations. So if you are in a fight with a combination of Raiders and turrets, you will surrender even if it is a turret that knocks you below the health threshold. But a turret by itself will just kill you. What? Sorry. Combat Lite. It has vulnerability till your armor is stripped off. Then you start taking damage. And since I know now that turrets will just kill you, I retract that statement. Combat Lite has a deferred death alternative though I hadn't seen it. Too many one shot deaths apparently now that you share that nugget I didn't know. I did find out power armor doesnt mair me as tough as I thought. Better not to use it and be more careful than brazen. I have actually auto surrendered more in PA that without. But with Jared they turned hostile, and the turret killed me. It probably was just too fast. I dont know. Just reporting what happened. Makes me rethink my strategy and RP. And sorry about auto spell check. I miss it typing on my phone. Appreciate your feedback. I look forward to more from you and wanderer with stobor. John 1
neokio Posted February 28, 2019 Posted February 28, 2019 Hey, I'm getting a glitch where enemies that have surrendered (kneeling with hands up) and have sex initiated via conversation always jump back to the surrendered position soon after the AAF animation starts playing. The non-victim(s) animations keep playing, but they jump back to surrendered. Seems like a handoff problem between AFF and Violate, possibly related to my load order, though I've followed all the docs. Any tips?
EgoBallistic Posted February 28, 2019 Author Posted February 28, 2019 13 hours ago, neokio said: Hey, I'm getting a glitch where enemies that have surrendered (kneeling with hands up) and have sex initiated via conversation always jump back to the surrendered position soon after the AAF animation starts playing. The non-victim(s) animations keep playing, but they jump back to surrendered. Seems like a handoff problem between AFF and Violate, possibly related to my load order, though I've followed all the docs. Any tips? I think I know what the problem is. In some circumstances the actors' AI packages will override the animation behavior. It's not clear to me why it happens with some NPCs and/or to some users and not others. I have not seen this in my own testing, but it is similar to another problem that I fixed in another mod. The attached patch modifies the defeated enemy dialogue so that the AAF "walk and stay" packages are enabled. This should prevent Violate's packages from interfering with animations. Could you install this over your current install and let me know if it fixes the problem for you? AAF Violate 0.62 Script Patch.7z
letssexandfuck Posted February 28, 2019 Posted February 28, 2019 I am raped after I surrender Then I am put on the handcuff but there is no item listed in the inventory equipment. Making me unable to unlock it with any how and I can't use weapon or anything. help plz...
neokio Posted February 28, 2019 Posted February 28, 2019 8 hours ago, EgoBallistic said: Could you install this over your current install and let me know if it fixes the problem for you? Nice one! That seems to have done it. I'll test more later today and report back if it happens again. 1
Agnot2014 Posted March 2, 2019 Posted March 2, 2019 I am having a problem with Supermutants going hostile during the second Scene. It seems to happen when they start talking to each other about going on a hunt (or other topics) not associated the animation. It doesn’t happen when there is only one Supermutant as all 4 scenes play as normal. I have attached 2 Logs taken after this happened. Violate 2 Papyrus.0.log Violate Papyrus.0.log
EgoBallistic Posted March 2, 2019 Author Posted March 2, 2019 54 minutes ago, Agnot2014 said: I am having a problem with Supermutants going hostile during the second Scene. It seems to happen when they start talking to each other about going on a hunt (or other topics) not associated the animation. It doesn’t happen when there is only one Supermutant as all 4 scenes play as normal. I have attached 2 Logs taken after this happened. You are having the same problem you had several weeks ago. The first animation plays normally, and AAF sends an AnimationStop event as expected. Violate then starts setting up for the second round. Then two seconds later AAF sends an AnimationStop event again for the same animation with the same actors, even though the second animation has not started yet. Spoiler Animation starts normally: [03/02/2019 - 09:41:55AM] AFV report: AnimationStart event Animation ends normally: [03/02/2019 - 09:42:28AM] AAF SEU Debug: AnimationStop position: FSMSM-Standing01-03DoubleTeam [03/02/2019 - 09:42:28AM] AFV report: AnimationStop event [03/02/2019 - 09:42:28AM] AFV report: AnimationEnd actors.length 3 max rounds 4 cur round 0 ... [03/02/2019 - 09:42:29AM] AFV report: AnimationEnd actors[0] Jenna is player [03/02/2019 - 09:42:29AM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeDefiant (00114CC3)>] [03/02/2019 - 09:42:29AM] AFV report: AnimationEnd actors[1] Super Mutant is aggressor [03/02/2019 - 09:42:29AM] AFV report: AnimationEnd actors[2] Super Mutant is aggressor [03/02/2019 - 09:42:29AM] AFV report: cur round is 1 max rounds are 4 [03/02/2019 - 09:42:29AM] AFV report: start looking for rapists. max index is 1 [03/02/2019 - 09:42:29AM] AFV report: FindRapistFor Jenna [03/02/2019 - 09:42:29AM] AFV report: all rapists gone and ForceAddRound is 1.000000 [03/02/2019 - 09:42:29AM] AFV report: next circle started by Jenna [03/02/2019 - 09:42:30AM] AFV report: FindRapistFor Jenna [03/02/2019 - 09:42:30AM] AFV report: cur rapist index is 0 [03/02/2019 - 09:42:30AM] AFV report: cur rapist exists [03/02/2019 - 09:42:30AM] AFV report: cur rapist is not dead [03/02/2019 - 09:42:30AM] AFV report: rapist found [03/02/2019 - 09:42:30AM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeDefiant (00114CC3)>] Second AnimationStop event comes in, but there are no animations playing: [03/02/2019 - 09:42:31AM] AAF SEU Debug: AnimationStop position: FSMSM-Standing01-03DoubleTeam [03/02/2019 - 09:42:31AM] AFV report: AnimationStop event [03/02/2019 - 09:42:31AM] AFV report: AnimationEnd actors.length 3 max rounds 4 cur round 1 ... [03/02/2019 - 09:42:31AM] AFV report: AnimationEnd actors[0] Jenna is player [03/02/2019 - 09:42:31AM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>] [03/02/2019 - 09:42:32AM] AFV report: AnimationEnd actors[1] Super Mutant is aggressor [03/02/2019 - 09:42:32AM] AFV report: AnimationEnd actors[2] Super Mutant is not in sex faction! This second AnimationStop event causes Violate to try to start a third round, which fails because the player is busy in the second round. Because AAF reported this error, Violate shuts down the violation event. Meanwhile the second animation is playing. By the time the second animation ends, the pacification timer has expired, and all the actors become hostile as soon as the animation ends. The root cause of all this is this extra AnimationStop event. I don't understand why AAF would send an extra event like that. Your logs show that both SEU and Violate received the same events, so it's not like there is a bug in Violate causing it to react to an event that didn't really happen. So I am not sure what to suggest here. You could try using the Update! function in the MCM to restart all of Violate's quests, on the off chance that somehow the mod's interface to AAF is hosed up. Or it could be some weird interaction with another mod, in which case I am not sure what you could do.
Agnot2014 Posted March 2, 2019 Posted March 2, 2019 6 hours ago, EgoBallistic said: You are having the same problem you had several weeks ago. The first animation plays normally, and AAF sends an AnimationStop event as expected. Violate then starts setting up for the second round. Then two seconds later AAF sends an AnimationStop event again for the same animation with the same actors, even though the second animation has not started yet. Reveal hidden contents Animation starts normally: [03/02/2019 - 09:41:55AM] AFV report: AnimationStart event Animation ends normally: [03/02/2019 - 09:42:28AM] AAF SEU Debug: AnimationStop position: FSMSM-Standing01-03DoubleTeam [03/02/2019 - 09:42:28AM] AFV report: AnimationStop event [03/02/2019 - 09:42:28AM] AFV report: AnimationEnd actors.length 3 max rounds 4 cur round 0 ... [03/02/2019 - 09:42:29AM] AFV report: AnimationEnd actors[0] Jenna is player [03/02/2019 - 09:42:29AM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeDefiant (00114CC3)>] [03/02/2019 - 09:42:29AM] AFV report: AnimationEnd actors[1] Super Mutant is aggressor [03/02/2019 - 09:42:29AM] AFV report: AnimationEnd actors[2] Super Mutant is aggressor [03/02/2019 - 09:42:29AM] AFV report: cur round is 1 max rounds are 4 [03/02/2019 - 09:42:29AM] AFV report: start looking for rapists. max index is 1 [03/02/2019 - 09:42:29AM] AFV report: FindRapistFor Jenna [03/02/2019 - 09:42:29AM] AFV report: all rapists gone and ForceAddRound is 1.000000 [03/02/2019 - 09:42:29AM] AFV report: next circle started by Jenna [03/02/2019 - 09:42:30AM] AFV report: FindRapistFor Jenna [03/02/2019 - 09:42:30AM] AFV report: cur rapist index is 0 [03/02/2019 - 09:42:30AM] AFV report: cur rapist exists [03/02/2019 - 09:42:30AM] AFV report: cur rapist is not dead [03/02/2019 - 09:42:30AM] AFV report: rapist found [03/02/2019 - 09:42:30AM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeDefiant (00114CC3)>] Second AnimationStop event comes in, but there are no animations playing: [03/02/2019 - 09:42:31AM] AAF SEU Debug: AnimationStop position: FSMSM-Standing01-03DoubleTeam [03/02/2019 - 09:42:31AM] AFV report: AnimationStop event [03/02/2019 - 09:42:31AM] AFV report: AnimationEnd actors.length 3 max rounds 4 cur round 1 ... [03/02/2019 - 09:42:31AM] AFV report: AnimationEnd actors[0] Jenna is player [03/02/2019 - 09:42:31AM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>] [03/02/2019 - 09:42:32AM] AFV report: AnimationEnd actors[1] Super Mutant is aggressor [03/02/2019 - 09:42:32AM] AFV report: AnimationEnd actors[2] Super Mutant is not in sex faction! This second AnimationStop event causes Violate to try to start a third round, which fails because the player is busy in the second round. Because AAF reported this error, Violate shuts down the violation event. Meanwhile the second animation is playing. By the time the second animation ends, the pacification timer has expired, and all the actors become hostile as soon as the animation ends. The root cause of all this is this extra AnimationStop event. I don't understand why AAF would send an extra event like that. Your logs show that both SEU and Violate received the same events, so it's not like there is a bug in Violate causing it to react to an event that didn't really happen. So I am not sure what to suggest here. You could try using the Update! function in the MCM to restart all of Violate's quests, on the off chance that somehow the mod's interface to AAF is hosed up. Or it could be some weird interaction with another mod, in which case I am not sure what you could do. Thank you I will try the Violate Update function. It’s strange how it works for so long without anything being added or removed from the game. I suppose the AAF scripts could be getting messed up overtime. And it doesn’t happen if there’s only one Supermutant. Update: I used the Violate Update function, got the notifications forced update etc. Went to the Supermutant camp east of the Custom House Tower at the end of the Dock. Save before I approached. Just after the second scene started I got the instruction to retreat but of course I was stuck in the animation. As soon as it finished I was slaughtered by all the mutants. I re-installed AAF 58 Beta, tried again, same effect. I reinstalled: AAF_BasicAnimations_Theme_V190116.0 AAF_SexAnimations_Theme_V190116.0 AAF_KinkyAnimations_Themes_V190116.0 I used the Creature Option as well this time. Tried again, same effect. I forgot to save for the Log so did it again. This time the First animation was a threesome then one of Leto’s then a different one and then another Leto’s and then I got the I should retreat. None of the Mutants were aggressive. So sometimes it works if the animations are in the right order. Violate 3 Papyrus.0.log
Guest Posted March 6, 2019 Posted March 6, 2019 hello ego a question if you want: do you know a mode that will add more enemies to the game but will not conflict with your mod or AAF? and another question that I have already asked you I think but I can not find the thread during a rape with your mod I do not have access to multi-step animations with tags enabled is this normal ?
EgoBallistic Posted March 6, 2019 Author Posted March 6, 2019 4 hours ago, hkheung said: do you know a mode that will add more enemies to the game but will not conflict with your mod or AAF? This mod should work with everything. It doesn't place anything in the world or chance any NPCs, and it recognizes actors based on their race so factions should not be an issue. Same is true with AAF, at least as far as mods that add NPCs. I don't use a lot of mods that add NPCs, but in particular this mod works well with SKK Combat Stalkers. Quote and another question that I have already asked you I think but I can not find the thread during a rape with your mod I do not have access to multi-step animations with tags enabled is this normal ? Multi-stage animations should work fine with this mod as long as they are tagged properly and they have a animationGroupData or positionTreeData that combines the steps into one multi-stage position. If you are using an add-on patch that adds multi-step animations to another animation pack, make sure its multi-step positions also have tags.
Guest Posted March 6, 2019 Posted March 6, 2019 30 minutes ago, EgoBallistic said: This mod should work with everything. It doesn't place anything in the world or chance any NPCs, and it recognizes actors based on their race so factions should not be an issue. Same is true with AAF, at least as far as mods that add NPCs. I don't use a lot of mods that add NPCs, but in particular this mod works well with SKK Combat Stalkers. Multi-stage animations should work fine with this mod as long as they are tagged properly and they have a animationGroupData or positionTreeData that combines the steps into one multi-stage position. If you are using an add-on patch that adds multi-step animations to another animation pack, make sure its multi-step positions also have tags. thanks for your answer ego i will try skk Can I send you my NMM load order so that you tell me if it is correct and possibly have your opinion?
EgoBallistic Posted March 6, 2019 Author Posted March 6, 2019 4 hours ago, hkheung said: thanks for your answer ego i will try skk Can I send you my NMM load order so that you tell me if it is correct and possibly have your opinion? Sure, just put it behind a spoiler tag if you post it here.
yeahkinkystuff99 Posted March 7, 2019 Posted March 7, 2019 Hello, I'm wondering if I'd be able to get some help installing AAF violate. I've been trying for a couple days and been watching videos and reading the wiki but I just cant seem to get it working right. When my character surrenders the enemies just stand around me clapping while my character is frozen with his hands up. I've followed the installation instructions to the best of my ability but nothing seems to work. For some reason it doesn't trigger the animations. If i need to post anything like load orders in my mod manager I can do that. If theres any recommended links to install this I would be happy to take a look. Any help would be really appreciated! Edit: Thank you so much Ego for all your help. Finally got it working!
Luminae Posted March 14, 2019 Posted March 14, 2019 is there a way i can set it up so i can trigger scenes with humans, synth, super mutants and deathclaws but nothing else. i dont want the scenes with ghouls
Luminae Posted March 14, 2019 Posted March 14, 2019 actually i can get the mod to work at all anymore, i just downloaded the DLCs i was missing so i could use devious devices, but now aaf violate doesnt even work. RSE elements still works but i prefered aaf violate, any help? The mcm menu for aaf violate still shows up, but i cant get it to initiate any scenes, the hotkey doesnt do anything. I tried doing a clean install but it didnt change anything Edit: got it to work now, i just woulnd work alongside with rse elements. which it did before, oh well
timleo1226 Posted March 16, 2019 Posted March 16, 2019 On 3/7/2019 at 12:22 PM, yeahkinkystuff99 said: Hello, I'm wondering if I'd be able to get some help installing AAF violate. I've been trying for a couple days and been watching videos and reading the wiki but I just cant seem to get it working right. When my character surrenders the enemies just stand around me clapping while my character is frozen with his hands up. I've followed the installation instructions to the best of my ability but nothing seems to work. For some reason it doesn't trigger the animations. If i need to post anything like load orders in my mod manager I can do that. If theres any recommended links to install this I would be happy to take a look. Any help would be really appreciated! Edit: Thank you so much Ego for all your help. Finally got it working! I have same problem.... how did you solved it??
timleo1226 Posted March 16, 2019 Posted March 16, 2019 Hello, I've followed the every installation instructions, but still nothing seems to work. My character surrenders with their hands up and frozen, and the enemies are stand around and clapping. But no animations were triggered. If i need to post anything like load orders in my mod manager I can do that. If theres any recommended links to install this I would be happy to take a look. Thank you!!
EgoBallistic Posted March 16, 2019 Author Posted March 16, 2019 3 hours ago, timleo1226 said: Hello, I've followed the every installation instructions, but still nothing seems to work. My character surrenders with their hands up and frozen, and the enemies are stand around and clapping. But no animations were triggered. If i need to post anything like load orders in my mod manager I can do that. If theres any recommended links to install this I would be happy to take a look. Thank you!! If you are able to surrender to enemies, then Violate itself is basically working. But if AAF was properly working, it would either play an animation, or tell Violate there was a problem finding animations and Violate would end the scene. The fact that you remained stuck tells me that AAF is not responding at all to animation calls. Usually when this happens, there is a problem with your save that causes AAF to stop working. That was the problem @yeahkinkystuff99 was having. I helped him diagnose it on the AAF Discord. The solution in his case was to go back to an earlier save. To fully diagnose the problem, turn on Debug Messages in the AAF Violate MCM menu, then reproduce the problem and post your script log in this thread as an attachment, and I can take a look. Instructions on setting up debug logging are found in this post. Or come find me on the Discord.
timleo1226 Posted March 16, 2019 Posted March 16, 2019 3 hours ago, EgoBallistic said: If you are able to surrender to enemies, then Violate itself is basically working. But if AAF was properly working, it would either play an animation, or tell Violate there was a problem finding animations and Violate would end the scene. The fact that you remained stuck tells me that AAF is not responding at all to animation calls. Usually when this happens, there is a problem with your save that causes AAF to stop working. That was the problem @yeahkinkystuff99 was having. I helped him diagnose it on the AAF Discord. The solution in his case was to go back to an earlier save. To fully diagnose the problem, turn on Debug Messages in the AAF Violate MCM menu, then reproduce the problem and post your script log in this thread as an attachment, and I can take a look. Instructions on setting up debug logging are found in this post. Or come find me on the Discord. Hello, Ive try earlier game save, but still have same problem... here's my papyus file, but it looks so long.... hope it can help you to find the problem, thank you so musch!! Papyrus.0.log
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