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Posted
1 hour ago, nitemares said:

 

Ok, I have been using Violate for some months with no issue, until I updated to 0.93. Now for some reason, the mod will not trigger at all. 

 

AAF works using the Home the key, and I can set up as many interactions as I choose, but the Health set point never triggers (set health at 50%, even if health is reduced to 0, I never surrender!) 

 

The manual surrender works however....

 

Any idea what I did wrong? OR how I can fix this issue?

I had once had a similar inconvenience, in 0.9, but I deleted the mod and reinstalled it, and I have not had any more problems. Of course, in doing so, all values return by default and you must adjust it according to your preferences.

 

I have no idea what could have been the cause, but I use Vortex and Loot, and both are determined to send Violate among the first places in my installation order. I have about 210 mods and they send it to ninth place XD It's the only thing I can think of. Except for that inconvenience that happened once, everything is going well.

Posted
3 minutes ago, JBpy said:

I have no idea what could have been the cause, but I use Vortex and Loot, and both are determined to send Violate among the first places in my installation order. I have about 210 mods and they send it to ninth place XD It's the only thing I can think of. Except for that inconvenience that happened once, everything is going well.

Just want to step in here and say simply: 

 

That while LOOT is a decent tool, it's not infallible. I talk about this more here... It's a starting point for load order, but it should never be the final say. Always double check and re-order things as needed. I tend to keep Violate and SEU toward the bottom of my load order, but that's me. Ego does a really good job with his mods, so they're pretty workable just about anywhere in the order. 

 

LOOT is nice and all, but it's not magic. So always double check your load order after using it, and tune up the order. 

Posted
1 hour ago, nitemares said:

AAF works using the Home the key, and I can set up as many interactions as I choose, but the Health set point never triggers (set health at 50%, even if health is reduced to 0, I never surrender!) 

I can't think of a cause for this other than maybe your Chance To Surrender is somehow set to a low value despite your MCM settings.  Try using the Update! function in the Global Options MCM, then when the mod finishes initializing, change your Chance To Surrender to like 50% and then back to 100%.

 

You can check the actual values the mod is using (as opposed to what MCM is showing you) in console:

 

show afv_global_chance

show afv_global_health

 

They should always correspond to what you have set in MCM, but stranger things have happened.

Posted
49 minutes ago, EgoBallistic said:

I can't think of a cause for this other than maybe your Chance To Surrender is somehow set to a low value despite your MCM settings.  Try using the Update! function in the Global Options MCM, then when the mod finishes initializing, change your Chance To Surrender to like 50% and then back to 100%.

 

You can check the actual values the mod is using (as opposed to what MCM is showing you) in console:

 

show afv_global_chance

show afv_global_health

 

They should always correspond to what you have set in MCM, but stranger things have happened.

Thanks,

 

I have gotten it working again, and seems to be working great!

What I did to get it to respond was thus:

Used the Update function in the MCM menu.

Set all options to disabled. 

SAVED GAME.

EXIT GAME TO DESKTOP

reloaded savegame. 

set functions to desired values. 

Tested working. 

 

Not sure if all those steps are needed, but they did the trick without having to uninstall/reinstall... so it may be worth a try for others if they are having an issue.

 

Thanks all. 

Posted

Can someone please help me? I am really wanting to get this mod to work. I have been having the same problem and have been trying to fix it for hours.

 

The issue is-- some of the animations work on surrender but most of the time when surrendering, the actors in the scene will line up inside each other with clipping and then just stand there while clipping into eachother until the scene ends.

 

Any idea why this is happening?

Posted

Want to clarify that I am a fairly experienced mod user. I am using MO2. I have installed F4SE and the data folder. I followed the guides to ensure AAF is installed correctly. AAF works fine when I use animations in its interface. BUT anytime I use surrender, on any combat surrender mod it seems, the above happens.

Posted

Possibly you're missing some animation packs that contain the ones that scene's trying to use?  SavageCabbage is probably the most important one, if there are multiple assailants.

Posted

I have every animation pack in the recommended list & I'm fairly certain I have every animation pack there is to download on LL, just no pose mods. 

Posted

Then the main thing I can suggest is enabling AAF Violate debug, enabling Papyrus logging, and attaching a Papyrus log fragment to a forum post here.  That might point out the problem right away, and even if it doesn't it'd provide a lot of useful information for other folks to dig into.

 

It sounds like you've excluded most of the really common failure modes already; unfortunately, that probably means you've hit some more exotic problem.

Posted
14 hours ago, izzyknows said:

Considering the animations... yeah ya gonna die. LOL

 

In my opinion even some creature animations should end in death. 

Looking at you MirelurkQueen and Rad scorpion... 

Posted
6 hours ago, lu1kang said:

The issue is-- some of the animations work on surrender but most of the time when surrendering, the actors in the scene will line up inside each other with clipping and then just stand there while clipping into eachother until the scene ends.

That will happen if you have animation mods installed but the plugin (.esp) for the animations is not activated, or if the animation files themselves (the .hkx files) files are not installed.  In any event, this is an animation and/or AAF issue, there is nothing that Violate itself could do to cause this or to prevent it.

Posted
9 hours ago, EgoBallistic said:

That will happen if you have animation mods installed but the plugin (.esp) for the animations is not activated, or if the animation files themselves (the .hkx files) files are not installed.  In any event, this is an animation and/or AAF issue, there is nothing that Violate itself could do to cause this or to prevent it.

Thank you for the response! I actually got it working last night but hadn't updated my post yet. You are 100% correct. I had an ESP un ticked and my install order needed to be adjusted. It was a problem with CRAZY/LEITO animations. If anyone else has the problem, manually test all your animations in AAF, that is how I found the bugged animations leading to crazy/leito issue. Thanks again!

Posted
4 hours ago, RaverLord Nito said:

This doesnt seem to work with the nanako race

 

I believe @EgoBallisticsaid something that there wont be support for that race (due to childlike appearance i believe).

Could be that i twist something though...

 

Cheers

Posted
On 7/1/2019 at 4:25 AM, hkheung said:

Hello Ego

 

a small question :

 

is there a simple way to remove synthetics from the default option and put them in extended breeds and put the dogs in the default breeds by adding an on / off options for dogs?

Honestly I just want an option that's humans(and maybe ghouls too) only.  Getting raped by Gen 1's/2's makes no sense and supers just plain isn't lore-friendly since they don't have genitals.  Also Leito's assets that give supers a different skeleton and dicks is notorious for causing problems with them.  I had to get rid of it personally because it was making them freeze or my shots not register.

 

Other than that I have no issues with the mod.

Posted
4 hours ago, Stncold said:

Also Leito's assets that give supers a different skeleton and dicks is notorious for causing problems with them.  I had to get rid of it personally because it was making them freeze or my shots not register.

Yes, the new Super Mutant assets that use the BT2 type morphs have those problems.  The Super Mutant assets from AAF - Modders Resource (same as the ones formerly found in AAF Compatibility Patches) don't cause any issues at all.

Posted
9 minutes ago, Noireddr said:

Is there a file i can edit, to make the anime race  work for this mod?? Though only my followers dont work

 

On 7/3/2019 at 2:47 AM, Ravecreator said:

I believe @EgoBallisticsaid something that there wont be support for that race (due to childlike appearance i believe).

 

 

Posted

I gave the Bad End integration a try and it works, however it seems I always get the pole strangulation scene when violation ends... Is there a way to have a bit more variety?

Posted
2 hours ago, MoFo40 said:

I gave the Bad End integration a try and it works, however it seems I always get the pole strangulation scene when violation ends... Is there a way to have a bit more variety?

The ending you get depends on the enemies who inflict it on you.  Raiders do one, Synths do another, Gunners do another, and generic enemies yet another.  And then high-level Raiders and Super Mutants do yet another.

Posted

Hello Ego,

thanks for this mod i realy like it.....

 

Currently since my update to the last version of AAF (0.81) i have the problem that an action with a bad end - loops infinitiv for me and i cant end it via the AAF keys. 

So i need to quit the game and reload....

 

Any clue what i can do?

 

Update: OK, i can end the Scene with the AAF key - but i cant move so it looks the violate script is not ended....

 

Thx

Ava

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