EgoBallistic Posted April 2, 2019 Author Share Posted April 2, 2019 10 hours ago, Ravecreator said: Hello. Wonderful mod. Like it a bit more than CSA. However, two question. 1. Is there a setting, so Supermutants apply DD stuff after they had fun with the player? (CSA had that and its so far the only thing i miss in Violate) 2. Is there a way to have DD keys be stolen after they had fun and trusted the player up? Only the keys, not the entire inventory. Thanks Current version of the mod does not allow Super Mutants to apply DD restraints. Only humans, synths, and non-feral ghouls can do that. Link to comment
maincheese Posted April 2, 2019 Share Posted April 2, 2019 during the animations there is no penis and any help would be nice Link to comment
Guest Posted April 2, 2019 Share Posted April 2, 2019 13 hours ago, EgoBallistic said: Interesting. Do they actually have the surrendered NPC dialogue? If so, as @Evilhomer suggested, using the Update! feature should clear it since that stops and restarts all of the mod's quests. For what it's worth: the quest that handles the enemy-surrender function is called fpv_aggressor. It only has three "slots" for surrendered enemies, and it rotates through them. So if you have three surrendered enemies and make a fourth surrender, the first will be freed. Also, the quest is reset whenever you surrender to an enemy. Yes, they behave exactly like an enemy who has surrendered: kneel on conversation start, offer same the options (like run away, sex). The only difference I see is if I kill (by bullet or by console) an enemy who has surrendered, they die, but a settler just falls down and gets up then back to their knees. If I move away to cancel the dialogue, they get up and go about being (non-hostile) settlers again. Normal settler dialogue is inaccessible. If I tell them to run, then they run, though they reappear (and run) every time the cell loads in again. Link to comment
EgoBallistic Posted April 2, 2019 Author Share Posted April 2, 2019 50 minutes ago, mnbv99 said: Yes, they behave exactly like an enemy who has surrendered: kneel on conversation start, offer same the options (like run away, sex). The only difference I see is if I kill (by bullet or by console) an enemy who has surrendered, they die, but a settler just falls down and gets up then back to their knees. If I move away to cancel the dialogue, they get up and go about being (non-hostile) settlers again. Normal settler dialogue is inaccessible. If I tell them to run, then they run, though they reappear (and run) every time the cell loads in again. OK. Most likely they were damaged by a settlement defense, or by another settler - technically that's the same as if you had damaged them yourself, which is why they surrendered. I'll add a check to prevent that in the next version. In the meantime, using the Update! function in MCM should clear all the surrendered-enemy aliases and free your settler. Link to comment
CreHater Posted April 10, 2019 Share Posted April 10, 2019 When a supermutant surrenders to me, he just stands there. An empty husk. I can just walk through him. Can't even select him to take loot off him. I play as a female character with the 'anything-goes' option. Is this a known issue? Am I missing some files? Animations for supermutants maybe? Thing is, if I surrender, everything works fine. But I cannot return the favor, so to speak. Link to comment
EgoBallistic Posted April 10, 2019 Author Share Posted April 10, 2019 3 hours ago, CreHater said: When a supermutant surrenders to me, he just stands there. An empty husk. I can just walk through him. Can't even select him to take loot off him. I play as a female character with the 'anything-goes' option. Is this a known issue? Am I missing some files? Animations for supermutants maybe? Thing is, if I surrender, everything works fine. But I cannot return the favor, so to speak. Are you running a very old version of this mod? Since version 0.44 only Humans and intelligent Ghouls can surrender to the player. There are no surrender animations for super mutants, so if you were running 0.43 or earlier of this mod, surrendering super mutants would assume the human hands-up-on-knees position and look all distorted. But you would still be able to interact with them. Link to comment
Vuulgar Posted April 10, 2019 Share Posted April 10, 2019 First off the mod has worked perfectly for me, thanks for sharing. I saw in Raiders Pet you plan to add that mod as a possible outcome, great idea as it fits quite well. I am going to pitch this idea also, can exhaustion and perversion be tied to Sex Attributes? Something like this would make it feel less rigid and also maintain the effects for a time instead of restarting the corruption each time. Just a thought. Link to comment
WandererZero Posted April 10, 2019 Share Posted April 10, 2019 14 minutes ago, Vuulgar said: can exhaustion and perversion be tied to Sex Attributes? Something like this would make it feel less rigid and also maintain the effects for a time instead of restarting the corruption each time. Just a thought. You know, I've been looking at SAF for awhile now....for inclusion in a mod Ego and I have been working on, but also...just generally. I really like the idea behind it, and it's a really stable mod for the most part; but that said: What I can say here, (and I can't speak for Violate and what EB wants to do with it here, let's be clear) is that while SAF has some good functionality, in some ways...it's overkill, and long term it may actually be better to come up with a new low overhead solution that uses some better stats, and less of them. For instance: wear and tear is nice, but they don't need to be broken down or drilled down as much as they are in SAF. I get where people want really detailed stats, with every possible facet covered...but, my issue with that is it getting to the point where you're clock watching, and the game becomes like a job in some ways... and fun starts to slide.... In the case you mentioned: a tired and exhausted person may experience a willpower debuff, and maybe a single wear and tear stat would be a modifier/feeder stat, based on whether the sex act was aggressive or not, etc. Ideally, a smaller stat system that makes use of a unified wear stat, a more meaningful unified system for psychological stats, and some actual slide mechanics implemented for them would, IMO...be better route for something like Violate...even SEU. If we did that, you can do things like...trigger orgasms and a stat cycle based on values, etc. The problem you run into with adding stats is, the more you add, the less meaning each one winds up having. Example: in SAF, Self Esteem and Spirit are in many ways the same stat....they tend to dilute each other. Yes, you can spend the stat values to resist, but the fountain and sink for these values tends to be kind of unbalanced...at least in my experimentation with it. They're not very dynamic either. You spend a specific amount of a stat to get a dice roll chance at resisting...if I have 100 spirit or Willpower, I can still lose the chance to resist and get raped anyway. SAF is nice in that you can tune all of the values via MCM, but it begs for something more coherent, streamlined, and circumspect in its approach. As twistedtrebla has been MIA for awhile, we have thought about making changes to it, but the permissions to fork/use it are a bit vague. That said, I think there should absolutely be a low bar stat system framework for tracking stats, and can feed into/from what AAF, and mods that use it, are doing. Link to comment
Vuulgar Posted April 11, 2019 Share Posted April 11, 2019 6 hours ago, WandererZero said: You know, I've been looking at SAF for awhile now....for inclusion in a mod Ego and I have been working on, but also...just generally. I really like the idea behind it, and it's a really stable mod for the most part; but that said: What I can say here, (and I can't speak for Violate and what EB wants to do with it here, let's be clear) is that while SAF has some good functionality, in some ways...it's overkill, and long term it may actually be better to come up with a new low overhead solution that uses some better stats, and less of them. For instance: wear and tear is nice, but they don't need to be broken down or drilled down as much as they are in SAF. I get where people want really detailed stats, with every possible facet covered...but, my issue with that is it getting to the point where you're clock watching, and the game becomes like a job in some ways... and fun starts to slide.... In the case you mentioned: a tired and exhausted person may experience a willpower debuff, and maybe a single wear and tear stat would be a modifier/feeder stat, based on whether the sex act was aggressive or not, etc. Ideally, a smaller stat system that makes use of a unified wear stat, a more meaningful unified system for psychological stats, and some actual slide mechanics implemented for them would, IMO...be better route for something like Violate...even SEU. If we did that, you can do things like...trigger orgasms and a stat cycle based on values, etc. The problem you run into with adding stats is, the more you add, the less meaning each one winds up having. Example: in SAF, Self Esteem and Spirit are in many ways the same stat....they tend to dilute each other. Yes, you can spend the stat values to resist, but the fountain and sink for these values tends to be kind of unbalanced...at least in my experimentation with it. They're not very dynamic either. You spend a specific amount of a stat to get a dice roll chance at resisting...if I have 100 spirit or Willpower, I can still lose the chance to resist and get raped anyway. SAF is nice in that you can tune all of the values via MCM, but it begs for something more coherent, streamlined, and circumspect in its approach. As twistedtrebla has been MIA for awhile, we have thought about making changes to it, but the permissions to fork/use it are a bit vague. That said, I think there should absolutely be a low bar stat system framework for tracking stats, and can feed into/from what AAF, and mods that use it, are doing. I have always liked the idea of the psych side especially as how it would work related to breaking PC and NPC will to enslave. Although I will be honest, I have never had many ideas what a PC can do after their will is broken. For a limited knowledge user like me SAF has always worked although I assumed any stat tracker is going to be resource expensive. I will look forward to seeing what you come up with, best luck! 1 Link to comment
afa Posted April 11, 2019 Share Posted April 11, 2019 Agree on the SAF kind of overkilling it on the numbers, I have it in my load order as a staple, but I have pretty much disable most of its functions and debuff. The stats seemingly overlapping is something I notice as well, basically PC will easily become submissive and a pushover, and spirals down into irrecoverable depth as the game goes on under default setting, I can probably play around with the MCM settings to fine tune it, but it feels a little too layered. Ultimately I also think there needs to be more mods that take advantage of such a stat system in a way that is more than just gameplay/combat parameters or +/- SPECIAL. But I do think the 3 separate wear and tear stats have their place base on animation usage, I could sort of see a scenario where PC might bargain with offering less damage part in exchange for X. Plus I don't think SAF actually tracks NPCs? or followers? It would be nice if stat tracking can actually applies to followers at least. Link to comment
CreHater Posted April 11, 2019 Share Posted April 11, 2019 14 hours ago, EgoBallistic said: Are you running a very old version of this mod? Since version 0.44 only Humans and intelligent Ghouls can surrender to the player. There are no surrender animations for super mutants, so if you were running 0.43 or earlier of this mod, surrendering super mutants would assume the human hands-up-on-knees position and look all distorted. But you would still be able to interact with them. I am running AAF Violate 0.62... The Supermutants just freeze and become empty husks. Some die properly, but some just freeze. As if they die, but somehow still try to surrender. I cannot interact with them. When I hover over the bodies, I don't 'see' them at all. Link to comment
EgoBallistic Posted April 11, 2019 Author Share Posted April 11, 2019 3 hours ago, CreHater said: I am running AAF Violate 0.62... The Supermutants just freeze and become empty husks. Some die properly, but some just freeze. As if they die, but somehow still try to surrender. I cannot interact with them. When I hover over the bodies, I don't 'see' them at all. Like I said, the enemy surrender code excludes anything that is not human or intelligent ghoul. So I don't see how Violate would be affecting super mutants. Do you have any other mods that affect death animations, combat surrender, etc? Link to comment
WandererZero Posted April 11, 2019 Share Posted April 11, 2019 9 hours ago, afa said: But I do think the 3 separate wear and tear stats have their place base on animation usage, I could sort of see a scenario where PC might bargain with offering less damage part in exchange for X. While I see that vision, the issue is, again. You have to be careful. For each stat you have, the less meaning and weighted value the others wind up having. It's about dilution. Treating an assault as a breakdown tally of each orifice used is a valid method. So is treating and scoring the whole sexual encounter as a whole and raw scoring it based on AAF tags..which is a bit less complex, a bit less overhead, and winds up being smoother in the long run. Remember: we don't want people to clock watch. The more stats you have, the more you have to monitor. You get to a certain point and....it starts to feel like a job. That said: that bargain mechanic can still possibly be used, possibly as a roll mechanic (in the backend, with a user notification of result) that determines a buff/debuff on the aggressive tag which includes the same kind of overall effect on the stat...but without having to drag down the player with 3 stats. I guess another way of looking at it is: designing another RP system that exists inside an RP system can be tricky business, there's already a lot of moving parts, and you need to try for elegance when adding a spring here or a sprocket there. 9 hours ago, afa said: Plus I don't think SAF actually tracks NPCs? or followers? It would be nice if stat tracking can actually applies to followers at least. It does not. However: One thing at a time. Link to comment
CreHater Posted April 11, 2019 Share Posted April 11, 2019 3 hours ago, EgoBallistic said: Like I said, the enemy surrender code excludes anything that is not human or intelligent ghoul. So I don't see how Violate would be affecting super mutants. Do you have any other mods that affect death animations, combat surrender, etc? I don't think so... But I got a ton of mods installed. Can't rule out a conflict. Got some other issues as well... The most annoying one is that the TAB key can stop working after an animation played. My load order (I don't expect anybody to check this, but still): Spoiler 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 8 8 ArmorKeywords.esm 9 9 HUDFramework.esm 10 a SimSettlements.esm 11 b WorkshopFramework.esm 12 c TrueStormsFO4.esm 254 FE 0 GCM_DLC_Automatron.esl 13 d TortureDevices.esm 14 e XDI.esm 15 f AAF.esm 16 10 Reverb and Ambiance Overhaul.esp 17 11 spacefiddle_Follower-Stealth-Distance-Fixes.esp 18 12 LooksMenu Customization Compendium.esp 19 13 CBBEFix.esp 20 14 ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp 21 15 Armorsmith Extended.esp 22 16 ValdacilsItemSorting-AidWeightless.esp 23 17 WorkshopRearranged.esp 24 18 ValdacilsItemSorting-MiscWeightless.esp 25 19 WorkshopRearranged_DEFUI+VIS_Patch.esp 26 1a ValdacilsItemSorting-JunkWeightless+DEF_INV.esp 27 1b ValdacilsItemSorting-ModsWeightless.esp 28 1c ValdacilsItemSorting-ArmorByClass.esp 29 1d ValdacilsItemSorting-CosmeticsByClass.esp 30 1e ValdacilsItemSorting-Weapons.esp 31 1f Immersive HUD.esp 32 20 VisibleWeapons.esp 33 21 Friffy_Holstered Weapons.esp 34 22 K9TacticalHarness.esp 35 23 Tactical Flashlights.esp 36 24 Tactical Flashlights - Settings.esp 37 25 Binoculars.esp 38 26 Clarity True Storms Version.esp 254 FE 1 CROSS_InstituteExpeditionarySuit.esp 254 FE 2 CROSS_CourserStrigidae.esp 39 27 AKM_AKMS.esp 40 28 AKM_AKMS_NWPatch.esp 41 29 P220.esp 42 2a OTs33Pernach.esp 43 2b RU556.esp 44 2c RU556AWKCR.esp 45 2d Visible Weapons Extended - AKM_AKMS.esp 46 2e Visible Weapons Extended - AUG.esp 47 2f Visible Weapons Extended - OTs33.esp 48 30 Visible Weapons Extended - P220.esp 49 31 Visible Weapons Extended - RU556.esp 50 32 BP VIS AE patch - CROSS_IES.esp 51 33 EveryonesBestFriend.esp 52 34 EFF.esp 53 35 Immersive Fallout - Movement (DLC).esp 54 36 Immersive Fallout - Real Recoil (DLC).esp 55 37 Immersive Fallout - Realistic Jumping.esp 56 38 Immersive Fallout - Vanilla Laser Recoil.esp 57 39 Immersive Fallout - Vanilla Player Movement.esp 58 3a 3dscopes-replacer.esp 59 3b Better Locational Damage.esp 60 3c ValdacilsItemSorting-AmmoWeightless.esp 61 3d Immersive Fallout - Realistic ADS (DLC).esp 62 3e Radrose Usability Enhancements.esp 63 3f Better Explosives.esp 64 40 BE_Enhanced Grenades.esp 65 41 Better Explosives - Perks redone - No Trajectory.esp 66 42 Better Explosives - Grenade Frequency 30.esp 67 43 BLD - Leveled Lists - DLC.esp 68 44 Better Locational Damage - DLC_Automatron.esp 69 45 Better Locational Damage - DLC_WWorkshop.esp 70 46 Better Locational Damage - DLC_Far_Harbor.esp 71 47 Better Locational Damage - DLC_Nuka_World.esp 72 48 RaiderOverhaul.esp 73 49 Raider Overhaul - AE Patch-Restored Content-VIS.esp 74 4a Better Locational Damage_ Raider Overhaul_Valdacil_Patch.esp 75 4b CF_AtomicWarlord.esp 76 4c CF_AtomicWarlordNoMod.esp 77 4d CF_AtomicWarlord_CBBE.esp 78 4e CF_AtomicWarlord_VIS.esp 79 4f BLD_CoA_Patch.esp 80 50 Better Locational Damage - Valdacil's Item Sorting - Patch.esp 81 51 Better Locational Damage - Ghoul Edition.esp 82 52 Better Perks.esp 83 53 Better VATS - No Reduction.esp 84 54 VIS UFO4P Patch Vanilla Weight.esp 85 55 Better Cooking.esp 86 56 Better Chems - Valdacils Item Sorting.esp 87 57 MiscHairstyle.esp 88 58 MoreHairstyles4Male3.1.esp 89 59 MoreHairstyles4Female4.1.esp 90 5a MoreBeards.esp 91 5b KSHairdos.esp 92 5c Lots More Facial Hair.esp 93 5d Lots More Male Hairstyles.esp 94 5e The Eyes Of Beauty.esp 95 5f CompanionOverhaul.esp 96 60 Live Action Handy.esp 97 61 SSNPC - Minutemen.esp 98 62 SSNPC - DCResidentsAIO.esp 99 63 Guards.esp 100 64 Edit_Hancock.esp 101 65 Cito.esp 102 66 DeterminedDesdemona.esp 103 67 KindKasumi.esp 104 68 Mason.esp 105 69 MesmerizingMagnolia.esp 106 6a Maxson.esp 107 6b MagsBlack.esp 108 6c BetterSettlers.esp 109 6d BetterSettlersCleanFacePack.esp 110 6e ConcordNPCOverhaul.esp 111 6f BetterSettlersMortalPack.esp 112 70 BetterSettlersNoLollygagging.esp 113 71 PD_LowerWeapon.esp 114 72 InstitWeapPosit.esp 115 73 HuntingRifleSounds.esp 116 74 FG_ReloadSounds.esp 117 75 SettlementMenuManager.esp 118 76 SimSettlements_XPAC_IndustrialRevolution.esp 119 77 AGOMBz.esp 120 78 Backpacks of the Commonwealth.esp 254 FE 3 CROSS_BrotherhoodRecon.esp 121 79 The Sanctuary Bridge.esp 122 7a My_Minutemen.esp 123 7b Mercenary.esp 124 7c BP VIS Patch - Backpack Of The Commonwealth.esp 125 7d llamaCompanionHeather.esp 126 7e AUG-A1.esp 127 7f Synth Overhaul.esp 128 80 Synth Overhaul - No level requirements Patch.esp 129 81 Synth Overhaul - VIS Patch.esp 130 82 SalvageBeacons.esp 131 83 TrueStormsFO4-FarHarbor.esp 132 84 TrueStormsFO4-NukaWorld-FH-Compat.esp 133 85 WET.esp 134 86 TrueGrass.esp 135 87 Pip-Boy Flashlight.esp 136 88 Thaylar Lighting 3.2 - Big Edition.esp 137 89 Thaylar Lighting 3.2 Workshop Rearranged Patch - Big Edition.esp 138 8a dD-Enhanced Blood Basic.esp 139 8b dD - Limited Blood Decals.esp 140 8c dD - Small Splatter Size.esp 141 8d FO4LaserBolts.esp 142 8e PowerArmorImpactEffects.esp 143 8f Quieter Settlements - Recommended Settings.esp 144 90 Realistic_conversations.esp 145 91 Radrose Usability - Workbench Perk Requirements.esp 146 92 Radrose Usability - Empty Bottles.esp 147 93 Radrose - Valdacil Patch - Armorsmith Extended.esp 148 94 Radrose - Valdacil Patch - Binoculars.esp 149 95 Radrose - Valdacil Patch - Immersive HUD.esp 150 96 Radrose - Valdacil Patch - Mercenary.esp 151 97 Radrose - Valdacil Patch - My_Minutemen.esp 152 98 Radrose - Valdacil Patch - SalvageBeacons.esp 153 99 Radrose - Valdacil Patch - SimSettlements.esp 154 9a Radrose - Valdacil Patch - Synth Overhaul.esp 155 9b Radrose - Valdacil Patch - TrueStormsFO4.esp 156 9c VIS - CROSS Brotherhood.esp 157 9d VIS - CROSS CourserStrigidae.esp 158 9e VIS - K9 Tactical Harness.esp 159 9f VIS - Backpacks of the Commonwealth.esp 160 a0 VIS - Tactical Flashlight.esp 161 a1 VIS - Settlement Menu Manager.esp 162 a2 VIS - Just Visible Holstered Weapons.esp 163 a3 VIS - Just Visible Holstered Weapons No Mods.esp 164 a4 VIS - VWE AKM_AKMS.esp 165 a5 VIS - VWE AUG.esp 166 a6 VIS - VWE OTs33.esp 167 a7 VIS - VWE P220.esp 168 a8 VIS - VWE RU556.esp 169 a9 VIS - RU566.esp 170 aa GCM.esp 171 ab HoloTime.esp 172 ac Nuka-World Collectable Markers.esp 173 ad More Where That Came From Diamond City.esp 174 ae OWR_CraftableDecor.esp 175 af OWR_CraftableDecor_CW.esp 176 b0 OWR.esp 177 b1 OWR2_CraftableDecor.esp 178 b2 OWR2_CraftableDecor_CW.esp 179 b3 OWR2.esp 180 b4 Scrap Everything - Ultimate Edition.esp 181 b5 ScrapUpdate - Ultimate.esp 182 b6 Elvani's Track Pack - FIX.esp 183 b7 CompanionWhistle.esp 184 b8 DavesPoses.esp 185 b9 Atomic Lust.esp 186 ba Rufgt's Animations.esp 187 bb SavageCabbage_Animations.esp 188 bc Prisoner Shackles.esp 189 bd ImmersiveLoversEmbraceRemastered.esp 190 be ImmersiveLoversEmbraceMagnolia.esp 191 bf LooksMenu.esp 192 c0 CBBE.esp 193 c1 Mutated Lust.esp 194 c2 PoseIt.esp 195 c3 Farelle_Animations.esp 196 c4 RohZima_RealAnimatedPoses.esp 197 c5 Vadermania[AAF_anims].esp 198 c6 TransferSettlements.esp 199 c7 AzarPonytailHairstyles.esp 200 c8 MoreHairstyles4Male.esp 201 c9 MoreHairstyles4Female.esp 202 ca VIO_Strap-On.esp 203 cb Crazy_Animations_Gun.esp 204 cc FO4_AnimationsByLeito.esp 205 cd CumNWealth.esp 206 ce AAF_Four-Play_Animations_Crazy6987.esp 207 cf AAF_Violate.esp 208 d0 Bashed Patch, 0.esp Link to comment
zekameka Posted April 12, 2019 Share Posted April 12, 2019 Can somebody please help me? When i get defeated by mutant, the animation does not start, i just see message "i need to retreat" and nothing happens. But with raiders it is working. Link to comment
EgoBallistic Posted April 12, 2019 Author Share Posted April 12, 2019 13 hours ago, zekameka said: Can somebody please help me? When i get defeated by mutant, the animation does not start, i just see message "i need to retreat" and nothing happens. But with raiders it is working. Sounds like you don't have any super mutant animations installed. Or you don't have the creatures theme installed. Either of those will cause Violate not to find the animations it needs, so it will behave like you describe. Link to comment
ee28 Posted April 12, 2019 Share Posted April 12, 2019 Does anyone know what animations are used in image 7, 8, 13, and 15 from the mod file? Also wish there was an option to individually decide which races are aggressor and to turn perversion off. Link to comment
WandererZero Posted April 12, 2019 Share Posted April 12, 2019 51 minutes ago, ee28 said: Also wish there was an option to individually decide which races are aggressor and to turn perversion off. Thing is, you can tune these choices. So, you have some options here: We'll have to see what @EgoBallistic says here, but I think setting Perversion to 0 will in fact, turn it off. If not, set your perversion to max, and then set Exhaustion to be under the perv number. So if Perv is 10, setting exhaustion to 9 or below will ensure you never hit perversion. As for which races can be aggressors, while not individually selectable....they are in reasonably thought out groups, considering the game and it's theme: I mean, for most folks...these three groups covers most cases. But I do get why someone may want to select individual ones. Even so, you could technically only install anims for humans, or whatever race you want, and omit the rest....in that case, with a surrender, I believe Violate will simply drop the routine, and tell you that you need to retreat. As for... 51 minutes ago, ee28 said: Does anyone know what animations are used in image 7, 8, 13, and 15 from the mod file? Looks like a mixture of Leito and Savage Cabbage's stuff. If you're curious, simply turn off combat AI and use the console to spawn up some enemies...then invoke AAF with Home, and cycle animation scenes and track down the names. Pippip, CHEERIO mate. Link to comment
EgoBallistic Posted April 13, 2019 Author Share Posted April 13, 2019 5 hours ago, ee28 said: Does anyone know what animations are used in image 7, 8, 13, and 15 from the mod file? Also wish there was an option to individually decide which races are aggressor and to turn perversion off. As @WandererZero said, set your Perversion to one higher than your Exhaustion and you will never hit it. At some point I will add more granular control over races in the MCM. It won't have indivdual toggles for every single race -- there will be a "bugs" category that includes bloatflies, stingwings, and blood bugs, for example -- but it will give more control than there is now. I am going to release a new version 0.70 in a week or so. 0.70 already has a lot of changes, so the version after that will have this feature. Link to comment
ee28 Posted April 13, 2019 Share Posted April 13, 2019 22 hours ago, EgoBallistic said: As @WandererZero said, set your Perversion to one higher than your Exhaustion and you will never hit it. On 4/12/2019 at 7:05 PM, WandererZero said: We'll have to see what @EgoBallistic says here, but I think setting Perversion to 0 will in fact, turn it off. If not, set your perversion to max, and then set Exhaustion to be under the perv number. So if Perv is 10, setting exhaustion to 9 or below will ensure you never hit perversion. As for... Looks like a mixture of Leito and Savage Cabbage's stuff. If you're curious, simply turn off combat AI and use the console to spawn up some enemies...then invoke AAF with Home, and cycle animation scenes and track down the names. Thanks for the help guys , although I already figured out that method of removing perversion, I remember the control panel for the four play version having an option to turn it off. Also turning perversion to 0 ensures that your character will always be perverted during violation. Regarding the animations, I didn’t have SavageCabbage’s animations as I was only seeking aggressive animations for the mod and had assumed based of the description of the mod that there were only consensual animations in the mod. But I'll download it and see if I was wrong. Speaking of consensual, The mod uses Leito’s super mutant animations when surrendering to super mutants. All the animations are consensual. One more thing. I’ll need to find a way to get the game to stop automatically stripping my character. I have the equipment XML in AAF changed to deny changes to the player, but my character’s lower body outfit keeps getting stripped. Link to comment
quarzo Posted April 13, 2019 Share Posted April 13, 2019 hi guys, i just try the mod and when i am the victim all work ok. but i have a problem, how i can rape my victims? i dont find any interaction or dialog for start a rape over a surreder enemy ;( Link to comment
Pandiemo Posted April 14, 2019 Share Posted April 14, 2019 I got a big big problem .. i installed AAF and all those animation stuff via "Vortex" .... i can even configurate the mod in the mod menu .. BUT ... i cant get violated .. i reach 0 hp and then just sit there until i get magicaly revived after 10sek. ... and even if i putt the npc surrender rate to 100% and 50% health .. i cant get them to surrender .. and even if i pacify them i cant do shit ..... PS: every other mod i got from this site isnt working ... [Atomic lust (downloaded from nexus), Raider Pet and this Sexual harassment thing] Link to comment
skulcrusherz Posted April 14, 2019 Share Posted April 14, 2019 Im having a strange problem with violate, after the end of any sort of animation i cant pull out my weapons attack and aim, although i can do everything else even power bashing and throwing grenades i just cant aim and shoot. any fix for this? Link to comment
EgoBallistic Posted April 14, 2019 Author Share Posted April 14, 2019 8 hours ago, skulcrusherz said: Im having a strange problem with violate, after the end of any sort of animation i cant pull out my weapons attack and aim, although i can do everything else even power bashing and throwing grenades i just cant aim and shoot. any fix for this? Try opening the console and issuing this command: player.caa animarchetypeplayer Another user reported a problem where their third person camera acted strangely and aiming was weird after a violation. The above command fixed it. Even if that isn't the problem, running that command will not hurt anything -- it just sets your character's animation archetype back to "player", which is what it should be under normal circumstances. Link to comment
EgoBallistic Posted April 14, 2019 Author Share Posted April 14, 2019 16 hours ago, Pandiemo said: I got a big big problem .. i installed AAF and all those animation stuff via "Vortex" .... i can even configurate the mod in the mod menu .. BUT ... i cant get violated .. i reach 0 hp and then just sit there until i get magicaly revived after 10sek. ... and even if i putt the npc surrender rate to 100% and 50% health .. i cant get them to surrender .. and even if i pacify them i cant do shit ..... PS: every other mod i got from this site isnt working ... [Atomic lust (downloaded from nexus), Raider Pet and this Sexual harassment thing] If violations are being triggered but no animations are playing, then either you don't have animation packs installed, or you have "Use Tags" enabled but you don't have the AAF Themes installed. Link to comment
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