JB. Posted June 3, 2019 Posted June 3, 2019 7 hours ago, Kharos said: The idea of RealHandcuffs is that you can take a single small item with bound hands. At the moment it is only keys and lockpicks because I never got around to implement the real list (and I was not able to find a generic way to test if something is "small"). Other mods could expands that list by adding things to the RH_BoundHandsTakeItemList formlist, but ultimately I will probably have to bite the bullet and expand that list. Any suggestions about things that it should contain? Stealing things... I have not thought about pickpocketing yet. Sneaking is possible, so if something can be taken you should be able to steal it if it is just lying around. Thank you. I edited it through Fo4Edit and it works. Now you can grab duct tape, military duct tape and pack of ductapes. Only the pickpocket situation remains. RealHandcuffs.esp 1
Dapper Dan Pomade Posted June 3, 2019 Posted June 3, 2019 2 hours ago, EgoBallistic said: It picks the follower who was nearest to you at the time you entered combat. So if you want to guarantee one particular companion is chosen you would have to tell the others to hang back. Thanks for the info, that's very helpful. Would a method for selecting followers be very difficult to implement, I wonder?
izzyknows Posted June 3, 2019 Posted June 3, 2019 5 hours ago, EgoBallistic said: You definitely are using SavageCabbage's pack, otherwise 4 and 5 actor scenes wouldn't happen. But SC's mod by itself doesn't allow females in the male role. So you need to use an additional XML pack like AJ's [FO4] Various AAF XML Files which adds genderless versions of all the SC animations. Or you could edit the animationData XML yourself, changing all the GB animations so that gender="M" becomes gender="". Thanks! I have AJ's XML... never installed it. But... it is nice to know that your code is solid and just boots you out to a safe place instead of freaking out. 5 hours ago, EgoBallistic said: I suspect you are getting a random collar applied by Violate before the raiders adopt you. If you are already wearing a DD collar, RP will go ahead and use it rather than replace it. Nope. No collar at all (new run). IF I trigger Raider Pet normally the correct collar Makeshift Slave Collar is equipped. If triggered by Violate a random DD collar is equipped. (Rodger's DD Manager is installed with default settings) BTW... your RP integration is soooo AWESOME! 1
Ravecreator Posted June 3, 2019 Posted June 3, 2019 Hello. Still the old question... Is there a way to implement a 50/50 chance between RH and DD wrist restraints? So that not always just RH are applied? Also it occured in my game, that RH are applied, but hands stayed as they are and DD wrist restaints were applied as well. And idea what causes that? For now i've deactivated RH as outcome and it works flawless (just without RH) Cheers.
EgoBallistic Posted June 3, 2019 Author Posted June 3, 2019 3 hours ago, izzyknows said: IF I trigger Raider Pet normally the correct collar Makeshift Slave Collar is equipped. If triggered by Violate a random DD collar is equipped. (Rodger's DD Manager is installed with default settings) I was able to reproduce this, but it only happens if DD is enabled in Violate with Apply Restraints set to End of Scene. It seems to be a timing issue, where Raider Pet's call to DD to apply its collar happens too soon after the call from Violate, causing DD to freak out. So as a test, I made a small change to Violate's RP integration code, so that the dialogue scene takes place before the handoff to the Raider Pet scripts. This introduces a delay between the DD calls, and seems to prevent the problem. So I will include that change in the next release. 2
EgoBallistic Posted June 3, 2019 Author Posted June 3, 2019 2 hours ago, Ravecreator said: Also it occured in my game, that RH are applied, but hands stayed as they are and DD wrist restaints were applied as well. And idea what causes that? You need to have the latest Real Handcuffs with DD compatibility option enabled, and the latest Violate (0.90). 1
Ravecreator Posted June 3, 2019 Posted June 3, 2019 2 hours ago, EgoBallistic said: You need to have the latest Real Handcuffs with DD compatibility option enabled, and the latest Violate (0.90). Thought i*d have that, but will double check again. Still the other question left. Are RH always applied instead of DD wrist restraints, or is there kinda 50/50 chance between both. And if there is no 50/50 chance, would it be possible to implement that in the next version? Thanks
EgoBallistic Posted June 3, 2019 Author Posted June 3, 2019 2 hours ago, Ravecreator said: Are RH always applied instead of DD wrist restraints, or is there kinda 50/50 chance between both. And if there is no 50/50 chance, would it be possible to implement that in the next version? There isn't a 50/50 chance. If Real Handcuffs support is enabled, DD wrist restraints will not be equipped because DD will detect the handcuffs. In order to do this right, I would want to make the chance a slider, called "Real Handcuffs Preference" or similar, because some people will want RH every time and some would prefer it random. So that means adding the MCM stuff, translation, etc, in addition to the code. But I do like the idea. Tell you what: since I will be redoing the RH interface code for the 1.0 version of Violate anyway, I'll put that feature in then. Right now I am waiting to hear back any bug reports with 0.90 and I'll be putting out a 0.91 release to address those. 4
Ravecreator Posted June 3, 2019 Posted June 3, 2019 3 minutes ago, EgoBallistic said: There isn't a 50/50 chance. If Real Handcuffs support is enabled, DD wrist restraints will not be equipped because DD will detect the handcuffs. In order to do this right, I would want to make the chance a slider, called "Real Handcuffs Preference" or similar, because some people will want RH every time and some would prefer it random. So that means adding the MCM stuff, translation, etc, in addition to the code. But I do like the idea. Tell you what: since I will be redoing the RH interface code for the 1.0 version of Violate anyway, I'll put that feature in then. Right now I am waiting to hear back any bug reports with 0.90 and I'll be putting out a 0.91 release to address those. Thats great to hear and i'm looking forward to 1.0 Release then For the bugs. As i stated above, it works flawless for me. Thanks for the hard work on Violate. Cheers 1
Briansin Posted June 3, 2019 Posted June 3, 2019 16 hours ago, EgoBallistic said: Thank you all for your feedback The last two updates were a fair bit of work, so I am glad folks are enjoying it. So i know on the front page gor mcg to work with violate the surrender options approach options need to be unticked but cant figure out which specific ones need to be unticked for it to work can i get some help?
SAC Posted June 3, 2019 Posted June 3, 2019 Hi, I have a question / need for help, please: I have a cloak spell running around my character, doing some stuff to all NPCs around. I would like to include a simple sex scene involving the PC, meaning I would like to start a random sex scene involving the PC and a random number of surrounding male NPCs - nothing fancy, as simple as possible - just walk into an area and the sex starts at random intervals I had a look at your script, but it's massive and includes a number of checks and features that I don't think I need. So, what would be the simplest way to call the AAF API and start a scene - I saw an AAF API startsex function but I don't know how to populate the actor array. TYVM!
EgoBallistic Posted June 3, 2019 Author Posted June 3, 2019 20 minutes ago, SAC said: So, what would be the simplest way to call the AAF API and start a scene - I saw an AAF API startsex function but I don't know how to populate the actor array. This is about as bare bones as it gets: Actor property PlayerRef auto const mandatory Function sexor(Actor akActor1, Actor akActor2) AAF:AAF_API AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API Actor[] actors = new Actor[3] actors[0] = PlayerRef actors[1] = akActor1 actors[2] = akActor2 AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings() settings.duration = 30 settings.includeTags = "Aggressive" AAF_API.StartScene(actors, settings) EndFunction Call this with two actors as the arguments and it will start an aggressive threesome with the player that lasts 30 seconds. 1
Kharos Posted June 3, 2019 Posted June 3, 2019 16 hours ago, JBpy said: Thank you. I edited it through Fo4Edit and it works. Now you can grab duct tape, military duct tape and pack of ductapes. Only the pickpocket situation remains. RealHandcuffs.esp 100.88 kB · 1 download Cool... I mean, I should probably not be surprised, I designed it to work that way . But as far as I know you are the first person to actually do that, and I am slightly (and pleasantly!) surprised that it just works without any issues! One hint: If you just edit the formlist in RealHandcuffs.esp, you will need to make a new patch every time you upgrade to a new version of RealHandcuffs, even if I don't change that list in a new release. It would be better to make a esl patch1 that only overrides that single formlist. You should be able to use that patch with any version, at least as long as I don't make changes to the list myself. 1 To create a esl patch: Right click on the formlist and select "Copy as override into...". Create a new esp in the dialogue. Edit the formlist in that new esp. When you are done, click on "File Header", Edit the "Record Flags" on the right side, and add the ESL flag. Then close Fo4Edit, saving your changes. Load that esl in addition to (and after) RealHandcuffs.esp. 3
izzyknows Posted June 3, 2019 Posted June 3, 2019 @EgoBallistic I finally got Bad End to trigger (default settings, death Off) It got stuck and I used AFF to "End" the animation part. Here's the stuck layers And the papryus log end. [06/03/2019 - 01:14:28PM] [DD]: Difficulty modifier applied: 0.062500 [setting: 9] [06/03/2019 - 01:14:28PM] [DD]: Difficulty modifier applied: 0.062500 [setting: 9] [06/03/2019 - 01:14:29PM] Bad End: Quest started [06/03/2019 - 01:14:29PM] Bad End: Starting the main scene [06/03/2019 - 01:14:39PM] Bad End: SM or Raider - normal ending [06/03/2019 - 01:14:39PM] Bad End: Player's legs are restrained [06/03/2019 - 01:14:39PM] Bad End: Player is handcuffed [06/03/2019 - 01:14:43PM] Bad End: SceneInit meta: BADEND [06/03/2019 - 01:16:13PM] error: Type mismatch for argument 2. stack: <empty stack> [06/03/2019 - 01:16:14PM] error: Type mismatch for argument 2. stack: <empty stack>
Nebuchadnezzer2 Posted June 3, 2019 Posted June 3, 2019 2 hours ago, Kharos said: Edit the formlist in that new esp. When you are done, click on "File Header", Edit the "Record Flags" on the right side, and add the ESL flag. Then close Fo4Edit, saving your changes. Load that esl in addition to (and after) RealHandcuffs.esp. Should probably add RH's *.esp as a Master, so it's not sorted above RH, if someone used LOOT or it tries to move itself in MO2. Could be wrong, though.
EgoBallistic Posted June 3, 2019 Author Posted June 3, 2019 1 hour ago, izzyknows said: And the papryus log end. That looks like a mismatch between the animation XML and the AAF version you are running. From AAF 73 on, the way AAF parses action XML changed and the code used by some older animation packs to equip things like strapons or (in this case) nooses will cause AAF to hang. Bad End Animations version 1_03 uses updated XML for this.
EgoBallistic Posted June 3, 2019 Author Posted June 3, 2019 55 minutes ago, Nebuchadnezzer2 said: Should probably add RH's *.esp as a Master, so it's not sorted above RH, if someone used LOOT or it tries to move itself in MO2. Could be wrong, though. When you copy a form as override into a new esp, xEdit automatically adds the source plugin as a master.
Redswift Posted June 3, 2019 Posted June 3, 2019 Hey, quick question. Regarding MCG compatibility, surrender feauture aside, why is it required to turn off NPC approaches too?
EgoBallistic Posted June 3, 2019 Author Posted June 3, 2019 1 minute ago, Redswift said: Hey, quick question. Regarding MCG compatibility, surrender feauture aside, why is it required to turn off NPC approaches too? Users have reported that MCG's approaches feature will sometimes take over the aggressors in Violate scenes and cause them to wander over and ask for a date or rape the player, so you end up with two mods fighting to control the same actors.
Nebuchadnezzer2 Posted June 4, 2019 Posted June 4, 2019 8 hours ago, EgoBallistic said: When you copy a form as override into a new esp, xEdit automatically adds the source plugin as a master. Wasn't sure if it would, but makes sense. Also, Slight issue, in that either Molerats [or mutant hounds are Molerats] are apparently considered 'dogs', or Violate seems to ignore it's own 'aggressor races'. Surrendered to a few SM's with a glowing Hound, and AAF threw that at me. Mutant hounds are definitely considered Molerats, apparently. That seems like an odd decision, but ah well. Spoiler AAF ERROR: [034] Failed to start 'FM' scene because there are no 'FEMALE HUMAN + MALE MOLERAT' animations. Filters: includeTags (AGGRESSIVE), excludeTags(NONE), combinedTags(NONE). Install animation pack with this type of animation.
EgoBallistic Posted June 4, 2019 Author Posted June 4, 2019 1 hour ago, Nebuchadnezzer2 said: Mutant hounds are definitely considered Molerats, apparently. That seems like an odd decision, but ah well. Yup, the Mutant Hound race is named "Molerat". Looks like it's a typical typo: That confused the heck out of me as well, which is why Violate didn't support Mutant Hounds until I recently discovered what that meant. Vadermania has the Mutant Hound animations you're looking for. 1
StaticPhobia2 Posted June 4, 2019 Posted June 4, 2019 Adding the aggressive tag to all AAF Themes fixed my problem. For anyone else who's animations aren't triggering.
SAC Posted June 4, 2019 Posted June 4, 2019 On 6/3/2019 at 6:48 PM, EgoBallistic said: This is about as bare bones as it gets: Call this with two actors as the arguments and it will start an aggressive threesome with the player that lasts 30 seconds. TYVM, I’ll test it as soon as possible. Does Violate work if I don’t have Halstrom’s themes installed? I am referring to the aggressive tag
SAC Posted June 4, 2019 Posted June 4, 2019 10 hours ago, StaticPhobia2 said: Adding the aggressive tag to all AAF Themes fixed my problem. For anyone else who's animations aren't triggering. How did you do that?
EgoBallistic Posted June 4, 2019 Author Posted June 4, 2019 1 hour ago, SAC said: Does Violate work if I don’t have Halstrom’s themes installed? I am referring to the aggressive tag You can turn off Use Tags under Animation Options in MCM, but that may result in inappropriate animations being played. If you are concerned about the problems with recent versions of Themes, I am still using the 20190328 version of Themes without any issues. Or if you just want a simple tag file, you can use this. Aggressive_tagData.xml
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