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Posted
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.

Posted

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?)

Posted
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'.

Posted
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.

Posted
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.

Posted
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.

Posted
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.

Posted

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 

Posted
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.

Posted
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

Posted
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.

Posted
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.

Posted

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.

Posted
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.

Posted

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.

Posted
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.

Posted

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

Posted

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
 

 

Posted

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
 

 

Posted
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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