EgoBallistic Posted May 21, 2019 Author Posted May 21, 2019 1 hour ago, MrCruelJohn said: This does work for me. Leito dogs work in violate depending on if dog is close to PC. The one scene of leito that hasn't played is the character, one npc, and dog. The restrained version doesnt play. Not sure if violate is calling three ways, plus this possibility. Yeah, currently threesomes require that both aggressors be the same race. Otherwise you can run into "no animations found" issues if you pick the wrong set of actors. I really like that Leito animation, but I would have to add code specifically to look for that combination of actors. But I'll play around with it. 2 hours ago, JBpy said: I adjusted the probabilities of Violate by 50% and the probabilities of another similar mod (but with abduction) by 50%. It has not caused me problems, but it is true that I did not try it for many days. You know, I'm not going to be offended if you mention other mods in here 1 hour ago, MrCruelJohn said: If it is possible in a future update, I would like "Fatal End" to be adjusted in such a way that the scene occurs when the MC has a very low level of health. It would make sense, for me, that someone on the verge of death ends up suffering from "Fatal End". That's not a bad idea. I also liked WandererZero's idea of making it trigger based on how many enemies you killed.
hienrau Posted May 21, 2019 Posted May 21, 2019 Sorry, im dumb, but pls, how can i place your mod into vortex? step by step pls, sorry I had downloaded a lot of mod on Loverslab, can use show me the right order to install? (If i cant place these mods into vortex, i guess if i can, vortex will sort them for me, am i right?)
Nebuchadnezzer2 Posted May 22, 2019 Posted May 22, 2019 13 hours ago, JBpy said: Understood. I adjusted the probabilities of Violate by 50% and the probabilities of another similar mod (but with abduction) by 50%. It has not caused me problems, but it is true that I did not try it for many days. The mod of abduction joins, I think fortuitously, another mod (Pet Raider), which has its own history development. I was surprised at how well cohesive you can leave it with the correct settings. Yeah, most AAF-related mods work well together, provided you know of and preempt any conflicts, like Violate and RSE(#1/2) CSA. Might have something along those lines (abduction) in future, from the AAF peeps too. Quote You know, I'm not going to be offended if you mention other mods in here Not overly competitive? Tolerant of naming other "competing" mods? HERESY! ? 10 hours ago, EgoBallistic said: Yeah, currently threesomes require that both aggressors be the same race. Otherwise you can run into "no animations found" issues if you pick the wrong set of actors. I really like that Leito animation, but I would have to add code specifically to look for that combination of actors. But I'll play around with it. Could be interesting. I certainly foresee some SM combinations with others, at least. Quote That's not a bad idea. I also liked WandererZero's idea of making it trigger based on how many enemies you killed. How would that work? Cause I've noticed that the # of aggressors is sometimes way off in comparison to the actual # of enemies both in a group, and those actively firing at you [the latter I assume due to stealth-shenanigans, cause it's happened on 'Caution' mostly]. Mostly curious how it grabs the 'aggressors'.
Nebuchadnezzer2 Posted May 22, 2019 Posted May 22, 2019 10 hours ago, hienrau said: Sorry, im dumb, but pls, how can i place your mod into vortex? step by step pls, sorry I had downloaded a lot of mod on Loverslab, can use show me the right order to install? (If i cant place these mods into vortex, i guess if i can, vortex will sort them for me, am i right?) You can't rely on Vortex (using LOOT) to sort your mods reliably. Guides like this one are much more useful for sorting your mods, and understanding what/why some mods need to be further up/down in the list. ALL AAF-related mods basically get tacked onto the end of your load order regardless. Probably need to mess with Metadata in Vortex to do it. Never used it myself so you'll need to look that one up yourself. A rough "install order" is on the initial post Ego made, in a spoiler. Should give you a good idea of what a working AAF-mod order might look like.
hienrau Posted May 22, 2019 Posted May 22, 2019 28 minutes ago, Nebuchadnezzer2 said: You can't rely on Vortex (using LOOT) to sort your mods reliably. Guides like this one are much more useful for sorting your mods, and understanding what/why some mods need to be further up/down in the list. ALL AAF-related mods basically get tacked onto the end of your load order regardless. Probably need to mess with Metadata in Vortex to do it. Never used it myself so you'll need to look that one up yourself. A rough "install order" is on the initial post Ego made, in a spoiler. Should give you a good idea of what a working AAF-mod order might look like. Thank you, i'll take a look, i put all of these mods to "Data" folder and now, some of it appears to be missing (load order issue, could be)... guess i have to reinstall the whole fallout 4 again.
EgoBallistic Posted May 22, 2019 Author Posted May 22, 2019 45 minutes ago, Nebuchadnezzer2 said: How would that work? Cause I've noticed that the # of aggressors is sometimes way off in comparison to the actual # of enemies both in a group, and those actively firing at you [the latter I assume due to stealth-shenanigans, cause it's happened on 'Caution' mostly]. Mostly curious how it grabs the 'aggressors'. Currently, Violate identifies your aggressors based on what the game considers to be the player's "combat targets". It's done with a single function call, so script performance is great, but it tends to miss actors you didn't target. This has been bugging me for a while, so I have been testing out a new way to handle it. The new way is more expensive in terms of performance but it will catch everyone you are in combat with.
dailythebee Posted May 22, 2019 Posted May 22, 2019 sorry im newbie. can i play XXX with cloth or outfits ? any change option?
Nebuchadnezzer2 Posted May 22, 2019 Posted May 22, 2019 1 hour ago, EgoBallistic said: Currently, Violate identifies your aggressors based on what the game considers to be the player's "combat targets". It's done with a single function call, so script performance is great, but it tends to miss actors you didn't target. This has been bugging me for a while, so I have been testing out a new way to handle it. The new way is more expensive in terms of performance but it will catch everyone you are in combat with. Ah, explains a bit. That would be nice to have even with a performance hit.
Ravecreator Posted May 22, 2019 Posted May 22, 2019 Would it be possible to add other races/creatures (like Supermutants and Ghuls) to the list of DD capable beings? So Supermutants and Ghuls add DD's after the scene as well. Or give a option to choose? That'd be great. Also, does the robbery of DD keys only happen if robbery is enabled, or are the keys always taken away? No matter the setting of robbery? Thanks
EgoBallistic Posted May 22, 2019 Author Posted May 22, 2019 4 hours ago, Ravecreator said: Also, does the robbery of DD keys only happen if robbery is enabled, or are the keys always taken away? No matter the setting of robbery? DD keys are taken if DD devices are applied, regardless of robbery settings.
izzyknows Posted May 22, 2019 Posted May 22, 2019 1 hour ago, EgoBallistic said: DD keys are taken if DD devices are applied, regardless of robbery settings. Mine are only taken if Bad Ending (no death) is active. Which reminds me! Bad Ending "death" doesn't work. BE plays out and then just stands the PC behind the furniture with disabled controls. (reload save required) Prolly cause DD has a teleport on death feature that is conflicting. Dunno if you disable Violate's teleport on death when BE is turned on. But it's the same with Raider Pet, Exploding Collar...etc. Either DD or Violate will prevent death and teleport the PC. Depends on the situation on who wins the teleport. LOL
EgoBallistic Posted May 22, 2019 Author Posted May 22, 2019 2 hours ago, izzyknows said: Mine are only taken if Bad Ending (no death) is active. Which reminds me! Bad Ending "death" doesn't work. BE plays out and then just stands the PC behind the furniture with disabled controls. (reload save required) Prolly cause DD has a teleport on death feature that is conflicting. Dunno if you disable Violate's teleport on death when BE is turned on. But it's the same with Raider Pet, Exploding Collar...etc. Either DD or Violate will prevent death and teleport the PC. Depends on the situation on who wins the teleport. LOL I haven't had any issues with DD and Bad Ending animations. Something must be preventing your character from being killed by the script. But, the function that Violate uses to kill the player after a fatal Bad Ending even disregards godmode, so I'm not sure what it could be.
izzyknows Posted May 23, 2019 Posted May 23, 2019 11 hours ago, EgoBallistic said: I haven't had any issues with DD and Bad Ending animations. Something must be preventing your character from being killed by the script. But, the function that Violate uses to kill the player after a fatal Bad Ending even disregards godmode, so I'm not sure what it could be. The only 2 mods I have that effect death are DD & Violate. It's never been a problem for me... I like it this way. LOL I just leave Death >Off and it works just fine. I might fiddle fart with it at some point, but I suspect DD as it has issues with some mods that temporarily change race.
RockMic Posted May 23, 2019 Posted May 23, 2019 Sometimes the state of calm in the wild goul does not work as it should begin to attack my companions while the animations begin. Sometimes the pacified enemies that participate in the animations are less than those that should be active, so I will have enemies and companions who have nothing else to do but stay and watch without the activation of an animation. Thanks for all the effort in creating mod.
EgoBallistic Posted May 23, 2019 Author Posted May 23, 2019 9 minutes ago, RockMic said: Sometimes the state of calm in the wild goul does not work as it should begin to attack my companions while the animations begin. Sometimes the pacified enemies that participate in the animations are less than those that should be active, so I will have enemies and companions who have nothing else to do but stay and watch without the activation of an animation. Thanks for all the effort in creating mod. Feral ghouls are known to have problems with some animations. I will take another look at ways to force them to remain pacified but it is really a game issue. As I mentioned in a comment above, I am working on modifying the way aggressors are selected, so that more enemies will participate in animations. It does slow the process down somewhat, and may be noticeable with very large numbers of enemies. But it works much better than the current method. For example, even if you never draw your weapon, all of the hostile actors around you will become aggressors if you surrender to them.
EgoBallistic Posted May 23, 2019 Author Posted May 23, 2019 New Version 0.80 uploaded. New features in this version: Added support for Mutant Hound animations (the Super Mutant dogs). This requires Vadermania since that is the only animation pack with that kind of animation. Added support for Real Handcuffs restraints. You can now have Devious Devices, Real Handcuffs, or both applied at the beginning or end of violation scenes. If you want to use both, I highly recommend you install Rogg's DD Items Manager and disable arm / wrist restraints from Devious Devices, since the two mods don't know about each other. As with Devious Devices, one of your aggressors will have keys to the handcuffs, and any keys you have on you will be taken away. Completely reworked the code that selects actors to participate in violations. This version is much more thorough, and will find all of the enemies in your vicinity, even if you have not attacked them or even drawn your weapon. By request, increased actor and exhaustion/perversion limits to 30. You can now go for 30 rounds if you so desire. Also, a few bug fixes: Changed Wait duration in several AI packages to zero since they should run until quest stops Fixed Bad Ending quest left hanging if fatal ending does not actually kill player Fixed potential race condition that could allow auto surrender to happen at same time as manual surrender As always, no need for a clean save. Just update the mod and play. Note that you must disable any version of the AAF Violate Reworded patch you may have installed, as it will conflict with this version of the mod. I will update the patch shortly so that it works with this version of Violate. 4
crz555 Posted May 24, 2019 Posted May 24, 2019 When i defeated by by female nothing happens, it just says I need to retreat. Someone can help
EgoBallistic Posted May 24, 2019 Author Posted May 24, 2019 1 hour ago, crz555 said: When i defeated by by female nothing happens, it just says I need to retreat. Someone can help That means AAF cannot find animations compatible with the actors. If you are playing as a female, you need to install animation packs that have aggressive FF animations. For example, install SavageCabbage's animation pack and then AJ's XML which converts a bunch of SC's MF animations to FF with strapon.
izzyknows Posted May 24, 2019 Posted May 24, 2019 Found an issue. Seems Violate is gathering actors that have not yet spawned. Which leads to having to wait for the AFF fail timer and a PC only scene. For example, Gunner Plaza, get violated right after walking through the front door... the actors on the second floor (the closest) have yet to spawn. Revere Beach Station, same scenario... Maybe an isenabled check? Other than that, the core scenes work great! Had up to 8 assailants at once. Off to test RH & BE. hehehehe
mcnv Posted May 24, 2019 Posted May 24, 2019 So, after updating it's still not working for me. it's like it's not even on. God mod does nothing, I can't surrender, and cripple surrender also does nothing(in other words I just die). no pop-up, diddly squat. If you need that papyrus debugging thing on the MCM, I have no idea where it stores it or if it even works. Edit: Alright damn myself to computer hell, there is something wrong with my mods. with the bare minimum, it works. if I could pinpoint the problem I'll post it. here's my packed load order Spoiler Spoiler Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm ccbgsfo4018-gaussrifleprototype.esl ccbgsfo4019-chinesestealtharmor.esl ccfsvfo4002-midcenturymodern.esl ccfrsfo4001-handmadeshotgun.esl cceejfo4001-decorationpack.esl ccgcafo4006-factionws06hrshark.esl Unofficial Fallout 4 Patch.esp ArmorKeywords.esm Commonwealth Combat Overhaul.esl NAC.esm AAF.esm CoAFanaticsGirl.esl Companion Infinite Ammo and Unbreakable Power Armour.esm CROSS_CosmeticFramework.esm SimSettlements.esm WorkshopFramework.esm TortureDevices.esm Devious Devices.esm FemaleSynthBody.esl GCM_DLC_Automatron.esl Homemaker.esm LMBTOverlays.esl LMTODragonOverlays.esl Loot Detector.esl Servitron.esm VotWMaster.esm VotWSpecialVideos.esl VulpineRace.esm XDI.esm VotWTheatre.esl TBOSBT2.esl RSE_II_Resources.esm HandmadeAntiMaterielRifle.esl NoSharedDogmeatTemplate.esp MoreUniques.esp Boston Breeder.esp EBMD_AllInOne.esp Better Manufacturing.esp Armorsmith Extended.esp BostonFPSFixAIO.esp BTInteriors_Project.esp Unique NPCs.esp Immersive_Lexington.esp BTInt_Optimization.esp CastleWallsRepaired 3.esp VulpineNPCreplacer2.esp EPAWeirdWeaponsSeasonPass.esp More Armor Slots - All Dlc.esp The Train.esp Eli_Armour_Compendium.esp WZWildWasteland.esp CheatTerminal.esp VotWStarlightDriveIn.esp FalloutWaterOverhaul.esp UniqueUniques.esp VotWCells.esp TheNakedWasteland.esp MagnoCumGaudio.esp F4NV-AMR.esp CommonwealthGallery.esp F4NVServiceRifleRedux.esp HandmadeAntiMaterielRifle.esp 3dscopes-hamr.esp 3dscopes-servicerifle.esp 3dscopes.esp 870.esp Just Business.esp Scavvers of the Commonwealth.esp TheAuctionhaus.esp Lever_Laser_v.1.esp AAF_BadEnd_Animations.esp AAF_CreaturePack01.esp AAF_Four-Play_Animations_Crazy6987.esp AnimatedMannequins.esp ASA.esp VulpinePiperCait.esp Atomic Lust.esp auctionhouseJBpatcht067.esp AzarPonytailHairstyles.esp Be Exceptional - Uninstall.esp Be Exceptional.esp BetterCompanions.esp BetterSettlersNoLollygagging.esp BF1 Animations - Hunting Rifle v1.3.esp NudistPlus.esp Pip-Boy Flashlight.esp Rogue Sexbot.esp TeleportGrenade.esp PiP-Boy2000.esp WeebStuffDIO.esp BNPA_NAVI Armor.esp CBBE.esp W.A.T.Minutemen.esp CCOFoxyFactionsReplacer.esp CCOSaucySettlersReplacer.esp HAAS Core Replacer AE 2LM Edition.esp CCOVulgarVillainsReplacer.esp ChineseStealthSuit.esp companion_FHSM.esp Crazy_Animations_Gun.esp Crippled limbs fix.esp CROSS_BrotherhoodRecon.esp CROSS_CharredVaultSuit.esp CROSS_GoreCrits.esp CROSS_GoreCrits_FarHarborPatch.esp CROSS_InstituteExpeditionarySuit.esp CROSS_Swimsuit.esp CROSS_Uni_Headset.esp CSS Ballistic Weave and Adjusted Weights.esp CumNWealth.esp CumNWealth_mutant.esp CWSS Redux.esp DavesPoses.esp dD-Enhanced Blood Basic.esp DLCRobotsExtra.esp EasyHacking.esp ESPExplorerFO4.esp Farelle_Animations.esp Faster Terminal Displays (20x).esp FO4_AnimationsByLeito.esp Superior Energy-Weapons.esp Laser Musket Mods.esp FO4LaserBolts.esp four_play.esp fp_potion66.esp FP_SexualHarassment.esp FPAttributes.esp FPAttributesHUD.esp GatlingLaserAmmoFix.esp GCM.esp GhostArmor.esp GrayUserBPAnimations.esp HAAS Automatron Replacer AE Edition.esp HAAS Core Replacer AE Edition.esp HAAS Far Harbor Replacer AE Edition.esp HAAS Nuka World Replacer AE Edition.esp HappyHookersInc.esp HN66Fo4_EasyGirl_BS.esp Homemaker - Bunker Disabler.esp Homemaker - Streetlights Use Passive Power.esp Homemaker - Unlocked Institute Objects.esp Hot and Horny Wastelands Billboards.esp Hot and Horny Wastelands Posters.esp Hunting_Laser_v.1.esp rpampas.esp KKYpampas.esp KLPostersAdult.esp KSHairdos.esp KSHairdos_oel.esp Live Dismemberment - Regular.esp LMOSLP.esp LongerPowerLinesInf.esp LooksMenu Customization Compendium.esp LooksMenu.esp LvlMinutemanSettler.esp MAID_by_Justice.esp MMsLaserRCW.esp SlotFixAll.esp Mod_Cats_Nuka-Girl_Rocketsuit_Fix.esp More Where That Came From Diamond City.esp Mutated Lust.esp NAC-AE Patch.esp NAC-FarHarbor.esp NAC-NukaWorld.esp NMC Bundle HIGH.esp No Seeker Boulders.esp NoAffinityCooldown.esp NoNegativeAffinityNoFucks.esp NPCInventoryManipulator.esp RealComics.esp NSFW Comics.esp OCDecorator.esp OCDecoratorDLC.esp OCDispenser.esp PA-Quick Animations.esp Paintings Kinky.esp PD_LowerWeapon.esp PD_VisualReload.esp Perk Magazine Material Fix.esp Pickpocket Overhaul - Easy.esp Synthoverlay.esp THBrows.esp PJ-VulpineStuff.esp Playable Reclamation Chair.esp PowerArmor_AltMeshes.esp PowerArmor_AltMeshes_AutomatronPatch.esp PowerArmor_AltMeshes_NukaWorldPatch.esp PowerLinePhysics.esp PrimeArmor.esp Prisoner Shackles.esp RainofBrassPetals_Low.esp RAW INPUT.esp Realistic_conversations - More_NPCs.esp Realistic_conversations.esp rfortaleza2.esp Rogg No-Strip Items Manager.esp RoxysPublicPack.esp SalvageBeacons.esp SavageCabbage_Animations.esp ShadAnimations.esp ShadAnimationsDI.esp Shino MSG.esp SkipHSH1_6.esp SlowTime.esp SSEX.esp Taboolicious_StreetBrawler.esp The Eyes Of Beauty.esp TheKite_CaitSet.esp TheKite_HCD_SynthUniform.esp TheKite_MilitiaWoman.esp TheKite_ScoopDigger.esp TheKite_VTS.esp Unique NPCs FarHarbor.esp VaultGirl.esp VIO_Strap-On.esp Vivid Fallout - All in One - Best Choice.esp VotW JOA.esp VulpinePlayer.esp WestTekTacticalOptics.esp YouAreSPECIAL.esp ZaZOut4.esp zgchairpack.esp enemies explosions friendly-fire.esp VIO_Strap-On - Servitron Patch.esp dcc-bp-lol.esp dcc-bp-lol-navi.esp Animated_Fannies.esp See You Sleep CW editon - Beta.esp MoraelinManufacturingInc.esp DLC items to manufacturing.esp ManufacturingExtended.esp Custom Concrete with Glass.esp MacCready Vulpine.esp SettlementMenuManager.esp Legendary Mods Plus.esp Stealth Glasses.esp RemoteExplosives.esp zWGirlClothMina.esp MGPGuardRug-D6.esp SilverShroudKarna.esp VotW BTQ.esp KalaTattoos.esp YouAreSPECIAL - Be Exceptional Patch.esp InstitWeapPosit.esp Rufgt's Animations.esp Dickys Pinup Outfit.esp PiP-Boy2000_LMCC.esp PiP-Boy2000_Pip-BoyFlashlight.esp PiP-Boy2000_THBrows.esp SettleObjExpandPack.esp AAF_Violate.esp Raider Pet.esp PornVids.esp rxl_bp70_animations.esp InoueFoxTails.esp Vadermania[AAF_anims].esp RealHandcuffs.esp RealHandcuffs_DD_Compatibility.esp RealHandcuffs_JB_Compatibility.esp Scrap Everything - Ultimate Edition.esp BetterSettlers.esp BetterSettlersCCAPack2.0.esp StartMeUp.esp
izzyknows Posted May 24, 2019 Posted May 24, 2019 Just noticed an inflated papryus log. Every time RH is triggered End of Scene, I get a stack dump from Deviously Cursed Wasteland script. (belted quest is not active) The handcuffs end up in the PC inventory but are not equipped. Log Error: [05/24/2019 - 11:16:36AM] Stack trace: [05/24/2019 - 11:16:36AM] [ (00000014)].Actor.IsEquipped() - "<native>" Line ? [05/24/2019 - 11:16:36AM] IP: 0 [05/24/2019 - 11:16:36AM] [param1]: [Armor < (0F0513CC)>] [05/24/2019 - 11:16:36AM] [alias ref_belted_player on quest dcw_Belted (0F022321)].DCW:dcw_belted_PlayerRefScript.OnItemAdded() - "C:\Users\sasha\AppData\Local\Temp\PapyrusTemp\DCW\dcw_belted_PlayerRefScript.psc" Line 18 [05/24/2019 - 11:16:36AM] IP: 296 Instruction: 4 Line: 18 [05/24/2019 - 11:16:36AM] [akBaseItem]: [MiscObject < (001EC135)>] [05/24/2019 - 11:16:36AM] [aiItemCount]: 100 [05/24/2019 - 11:16:36AM] [akItemReference]: None [05/24/2019 - 11:16:36AM] [akSourceContainer]: None [05/24/2019 - 11:16:36AM] [::temp1]: [dcw:dcw_mastercontrollerquestscript <dcw_mastercontroller (0F001735)>] [05/24/2019 - 11:16:36AM] [::temp2]: [Actor < (00000014)>] [05/24/2019 - 11:16:36AM] [::temp3]: [Armor < (0F0513CC)>] [05/24/2019 - 11:16:36AM] [::temp4]: [Armor < (0F0513CC)>] [05/24/2019 - 11:16:36AM] [::temp5]: False [05/24/2019 - 11:16:36AM] [::temp29]: False [05/24/2019 - 11:16:36AM] [::temp30]: None [05/24/2019 - 11:16:36AM] [::temp31]: False [05/24/2019 - 11:16:36AM] [::temp32]: False [05/24/2019 - 11:16:36AM] [::temp33]: False [05/24/2019 - 11:16:36AM] [::temp34]: False [05/24/2019 - 11:16:36AM] [::temp35]: False [05/24/2019 - 11:16:36AM] [::temp36]: False [05/24/2019 - 11:16:36AM] [::temp37]: False [05/24/2019 - 11:16:36AM] [::temp38]: False [05/24/2019 - 11:16:36AM] [::temp39]: False [05/24/2019 - 11:16:36AM] [::temp6]: None [05/24/2019 - 11:16:36AM] [::temp7]: None [05/24/2019 - 11:16:36AM] [::temp8]: False [05/24/2019 - 11:16:36AM] [::temp9]: None [05/24/2019 - 11:16:36AM] [::temp10]: None [05/24/2019 - 11:16:36AM] [::temp11]: None [05/24/2019 - 11:16:36AM] [::temp12]: None [05/24/2019 - 11:16:36AM] [::temp13]: 0 [05/24/2019 - 11:16:36AM] [::temp14]: False [05/24/2019 - 11:16:36AM] [::temp15]: False [05/24/2019 - 11:16:36AM] [::nonevar]: None [05/24/2019 - 11:16:36AM] [::temp16]: None [05/24/2019 - 11:16:36AM] [::temp17]: None [05/24/2019 - 11:16:36AM] [::temp18]: None [05/24/2019 - 11:16:36AM] [::temp19]: None [05/24/2019 - 11:16:36AM] [::temp20]: None [05/24/2019 - 11:16:36AM] [::temp21]: None [05/24/2019 - 11:16:36AM] [::temp22]: False [05/24/2019 - 11:16:36AM] [::temp23]: None [05/24/2019 - 11:16:36AM] [::temp24]: None [05/24/2019 - 11:16:36AM] [::temp25]: None [05/24/2019 - 11:16:36AM] [::temp26]: None [05/24/2019 - 11:16:36AM] [::temp27]: None [05/24/2019 - 11:16:36AM] [::temp28]: False [05/24/2019 - 11:16:36AM] [::temp40]: False DCW Code: Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) ;debug.notification("Item added!") If bqs.mcs.player.IsEquipped(bqs.dcw_belted_handcuffsStartRendered) If akBaseItem == bqs.dcw_belted_startcuffpick && bqs.mcs.player.GetItemCount(bqs.dcw_belted_startcuffpick) < 2 debug.messagebox("You found a hairpin. This looks like a suitable tool to pick your handcuffs! Unfortunately, the pin is not strong enough to operate the lock. Maybe if you had a second hairpin, you could fabricate a stronger pin?") bqs.SetObjectiveCompleted(11) bqs.SetObjectiveDisplayed(12) EndIf
Dez65 Posted May 24, 2019 Posted May 24, 2019 On 5/19/2019 at 10:40 PM, StaticPhobia2 said: Autostaged animations mod, here on LL And I'll upload a video here in a sec. Appreciate your response. I installed all three autostaged mods. The Savagecabbages autostage mod, loaded immediately after his animation pack, prevented AAF from running any animations at all. The other three did not cause this problem but I’m not sure how to test whether they are doing what they’re supposed to.
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