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Posted
43 minutes ago, izzyknows said:

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...

Good catch.  I somehow never triggered that in testing.  The fix is to check for Is3DLoaded().  I'll upload a fixed version shortly.

27 minutes ago, izzyknows said:

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.

Not sure what to tell you about that.  I tested this with DCW installed and didn't see any problems.  Also the stack trace doesn't make a lot of sense.  The event happened in the OnItemAdded() event on the Player alias in the DCW_Belted quest.  The stack shows that the akBaseItem was <(001EC135)> which is... a shipment of adhesive.

 

However, this did remind me to add a check in the Bad Ending code to see if the player is already wearing RealHandcuffs, and not apply the wrist ropes if they are.  So that's in the update as well.

Posted

I had no problems. I even adjusted my AAF and finally a dog of the raiders came on the scene. I just did not expect this:

 

 

Spoiler

Captura de pantalla 2019-05-24 12.57.45.png

 

 

 

 

Until today, I had not tried the handcuffs too much. I see that they are very restrictive, more than DD, and they are very well implemented during the scenes. I love it. Things are going to be very complicated if they get to capture my MC in a new game. Again, I love it.

Posted

New Version 0.81 uploaded. 

  • Adds a check to prevent Violate from pulling in NPCs who have not yet been fully loaded into the game world.  Thanks to @izzyknows for the bug report.
  • Bad Endings scene will not tie the player's hands with ropes if they are already wearing Real Handcuffs.

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
53 minutes ago, EgoBallistic said:

The stack shows that the akBaseItem was <(001EC135)> which is... a shipment of adhesive.

Well bloody DUH!!! ?
I never even noticed that! I caused it by running my shipment bat file. (adds 25 of each shipment to PC inventory)

Still weird why it would trigger the belted code, I had it set dcw_enableBeltedQuest to 0 while in Sanctuary (new run)

 

LOL live & learn! hehehe

 

Posted
4 hours ago, izzyknows said:

I never even noticed that! I caused it by running my shipment bat file. (adds 25 of each shipment to PC inventory)

Still weird why it would trigger the belted code, I had it set dcw_enableBeltedQuest to 0 while in Sanctuary (new run)

Nice, LOL. 

 

Setting dcw_enableBeltedQuest to 0 doesn't actually stop the quest itself from running, it just disables the main storyline.  The aliases are still populated and their scripts still run.  But the OnItemAdded event handler on that quest does a lot of work, and I guess when you add 25 of every shipment at once it tries to run too many times at once, leading to too many suspended stacks.

Posted

AAF Violate Reworded Patch for V 0.81

 

This is the dialogue patch @neokio posted a while back, updated to be compatible with AAF Violate 0.81.

 

This patch rewrites all of the dialogue lines in the mod and some users may prefer it to the regular version.  So, I am posting it here.

 

The patch is an .esp flagged as an esl so it will not add to your load order limit.  It must be loaded after AAF_Violate.esp.

 

AAF_Violate_V0.81_Reworded.7z

Posted
7 hours ago, izzyknows said:

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.

 

  Reveal hidden contents

 


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
 

 

I have the same issue. A pair of Handcuffs gets dumped into my characters inventory but they dont get equipped. Any ideas?

Posted
6 hours ago, Rwath said:

I have the same issue. A pair of Handcuffs gets dumped into my characters inventory but they dont get equipped. Any ideas?

Make sure you're using Real Handcuffs Beta 4.

That's what fixed it for me. (I missed the update while in the hospital)

 

Otherwise... follow EgoBallistic's instructions. :)

Posted

So uh, can somebody confirm this? RSE II Resources can't seem to be used along with this mod.

Posted
1 hour ago, mcnv said:

So uh, can somebody confirm this? RSE II Resources can't seem to be used along with this mod.

RSE II Resources does not cause any problems at all with this mod.

Posted
20 hours ago, mcnv said:

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

That's a lot of mods.  Are you over the limit of 253 non-esl files?

Posted

 

13 hours ago, Rwath said:

I have the same issue. A pair of Handcuffs gets dumped into my characters inventory but they dont get equipped. Any ideas?

 

8 hours ago, EgoBallistic said:

Make the problem happen again and post your script log, and I'll take a look.

 

What EgoBallistic said. Also make sure in MCM Debug settings of Real Handcuffs that "Log level for papyrus log file" is set to "Information", this might give some additional hints in the script log. You can also try if the handcuffs work if you equip them manually; if not then there is some kind of conflict. If you are using Devious Devices, then make sure that you install and activate the Real Handcuffs / Devious Devices compatibility patch (it is part of the Real Handcuffs installer), and do not equip Handcuffs together with Devious Devices wrist restraints - doing this will cause conflicts for sure.

Posted
25 minutes ago, EgoBallistic said:

RSE II Resources does not cause any problems at all with this mod.

Really? I guess it's just my Mods. It worked with every other mod in that load order I have. Well, thanks for reading, Now I can finally play the game.

 

Nevermind, I found something else. I'm a fucking furry. When I surrender with this Mod on and there are vulpine NPCs in the area, they don't count they are not valid actors so I can't surrender to them. now I'm having trouble with AAF not working properly. back to debugging for me.

Posted
1 hour ago, EgoBallistic said:

That's a lot of mods.  Are you over the limit of 253 non-esl files?

surprisingly no. a lot of them are ESL. At least I don't think so, LOOT hasn't warned me about it.

Posted

I have a small problem, I play as male bisexual, when I have female follower with me she and my PC will be raped by enemies properly lol, but when I have male follower with me only my char gets raped, and yes I have choosen options to ''both'' genders in MCM options.

Posted

*Magno Cum Gaudio works fine if you disable its combat surrender options.*

Alas, this is not so - it is also necessary to completely disable the system of approaches NPC, otherwise it is possible to intercept and one of the rapists will appoint a date or... raped, but already in MCG. Also, sometimes there are problems with the system *wear* - PC writhes, rapists are stupid stand... reload.
Other problem:
at some stage, an endless loading can begin, but process continues behind the black screen(judging by the continuing sounds).
after the full end of the scene, PC can suddenly start to take different poses - raise hands, freeze in the jump and so move.
It's a shame, because the options of rape is much wider than in MCG.

Posted
3 hours ago, LukeDuke said:

I have a small problem, I play as male bisexual, when I have female follower with me she and my PC will be raped by enemies properly lol, but when I have male follower with me only my char gets raped, and yes I have choosen options to ''both'' genders in MCM options.

There are two gender options -- one for aggressors under Global options, and one for followers under Follower options.  Check that you have "Follower sender settings" set to "both".

Posted
On 5/25/2019 at 9:25 AM, mcnv said:

 

Nevermind, I found something else. I'm a fucking furry. When I surrender with this Mod on and there are vulpine NPCs in the area, they don't count they are not valid actors so I can't surrender to them. now I'm having trouble with AAF not working properly. back to debugging for me.

I uploaded a test version of Violate to the #testing-files channel of our Discord.  Try that and see if Vulpines (and Servitrons if you play with those) work as aggressors now.  Link to Discord server is in my sig.

Posted

i have a problem. when i surrender to an enemy my character raises his hands, and the enemy just stands there looking at me. The animations dont start. I need to run a program like skyrim needs or something like that so animations work?

 

Posted
49 minutes ago, arandomguyspain said:

i have a problem. when i surrender to an enemy my character raises his hands, and the enemy just stands there looking at me. The animations dont start. I need to run a program like skyrim needs or something like that so animations work?

If they just stand there for a few seconds and then you get the "I Need to Retreat" message in the top left, that means AAF couldn't find any animation packs that match the actors.

 

If they stand there forever, then your AAF install is broken.  Make sure you followed the steps under "Installation" on this mod's download page.

Posted

@EgoBallistic

 

Hello.

Could you please add a function which gives 50/50 chance between Real Handcuffs and Devious Devices?

It seems you have to deactivate every DD which binds the upper body in some way so the Real Handcuffs work,

 

So please add that in your next release if possible 

Cheers and thanks :)

Posted
14 hours ago, Ravecreator said:

Could you please add a function which gives 50/50 chance between Real Handcuffs and Devious Devices?

It seems you have to deactivate every DD which binds the upper body in some way so the Real Handcuffs work, 

The latest version of Real Handcuffs (0.3 Beta 5) has greatly improved DD compatibility.  I need to make a minor change to the restraints function in Violate to take advantage of it.

 

The new RH puts the DD keywords on the handcuffs.  So, if RH is applied first, DD will detect the handcuffs and will not try to equip conflicting items such as straitjackets, wrist cuffs, etc.  Unfortunately, Violate currently checks and applies DD first, then RH.  The next version of Violate will reverse that.

Posted
12 hours ago, EgoBallistic said:

The latest version of Real Handcuffs (0.3 Beta 5) has greatly improved DD compatibility.  I need to make a minor change to the restraints function in Violate to take advantage of it.

 

The new RH puts the DD keywords on the handcuffs.  So, if RH is applied first, DD will detect the handcuffs and will not try to equip conflicting items such as straitjackets, wrist cuffs, etc.  Unfortunately, Violate currently checks and applies DD first, then RH.  The next version of Violate will reverse that.

Sounds great.

Had it already tested with the new version and faced exactly what you described.

 

Will there be some kind of 50/50 chance between RH and DD? Or does RH always comes first?

Posted

Animations aren't starting. Everyone gathers into a circle and my companions and I surrender (the surrender animation plays) but no one does anything after that.

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