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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?

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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.

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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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8 hours ago, EgoBallistic said:

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.

Yeah that's what I thought, so far I only tried it with Raiders. Do you think it'd be possible in the future to add an option to remove some of those restrictions? The only animation that looks faction-specific is the Institute chair one, so it seems logical that only Synths would do it, but I think the other animations would also work well for Raiders, Gunners and Super Mutants... Just a small suggestion!

 

Or maybe this can be edited with fo4edit, there are some records about factions in the "Quest" section, but I'm not sure what they are referring to so I'd rather not touch anything hehe ^^

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19 hours 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 PM, Ravecreator said:

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

how about furrys? player as furry works as long as the partner was human.

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4 minutes ago, mcnv said:

how about furrys? player as furry works as long as the partner was human.

Violate has full support for the Vulpine race.  It detects if the mod is installed and adds the race to all the necessary lists.

 

But, just to confirm, Violate does not and will not ever explicitly support that anime race mod.

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5 hours ago, Avahashija said:

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?

If you installed the STATS support option from AAF themes, you need to reinstall Themes and disable that option.  It breaks a ton of animations, including specifically the Bad End ones.  I tried reproducing your issue and when I turned the Stats stuff on in Themes it broke the animation in an unrecoverable way.  Even if I stopped the Bad End quest I was still stuck with the AAF camera.

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1 hour ago, Sunnstor said:

Is there a way to make female attackers the attackers instead of the victims (Using animations in which the female is the aggressive role) ? Or is this purely dependant on the animations which are installed?

It depends on the animations.  Violate sends the actors into AAF with the victim first and the aggressors after.  In the case of F/F animations this works as expected; whether the player is the aggressor or the victim, in F/F situations the correct actor plays the aggressive role.  However, in the case of F/M animations that is not the case because those usually specify the role based on the actor's gender.

 

Here is an example that works.  I removed all of the gender attributes from the animationData in [FO4] Various AAF XML files 2.4, so they look like this:

<animation id="2P-Gr-PoolTable02-05RoughDoggy" time="500" offset="20,30,-68,0:20,30,-68,0">
    <actor>
        <idle form="1814"/>
    </actor>
    <actor>
        <idle form="1815"/>
        <value path="morph" value="Erection" to="1"/>
        <value path="action" value="FF_activity"/>
    </actor>
</animation>

Now the idles and equipment/morph application are based solely on the order the actors are sent in, and not on gender.  The first actor becomes the receiver, the second has the erection morph applied and/or a strapon equipped if they are female.  If I send the male in first:

 

20190708154555_1.thumb.jpg.942e3829e2499222c11aa52747b86e4c.jpg

 

And the same animation with the female sent in first:

20190708155352_1.thumb.jpg.ac24de031249b1eded7afe1856d1af8f.jpg

 

Unfortunately this isn't standard, so you would have to edit your animationData XML accordingly.

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I really like the concept of the one which removed gender attributes from the animations, particularly since I always put a fully functional penis (BodyTalk 2 anatomy and bones) on a female I know will be an aggressor. So an animation which lets her behave as male would be awesome.

 

Is that [FO4] Various AAF XML files 2.4 you mention something I should be able to install without breaking all related mods? I just ask because most related mods have been getting regular updates, and I wasn't sure if patch mods are safe to throw into the mix. But it sounds great.

 

Also, am I correct a version which removes gender checks wouldn't try to equip a strap on for a female character? Equipping a strap on for my game would be redundant as they already have male members when they need it :)

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11 hours ago, Karna5 said:

Also, am I correct a version which removes gender checks wouldn't try to equip a strap on for a female character? Equipping a strap on for my game would be redundant as they already have male members when they need it :)

No.  Removing the gender check means that the roles are not assigned based on gender.  The strapon would still be equipped on a female actor, as you see in my example above.  However, you could also remove the line that equips strapons:

<animation id="2P-Gr-PoolTable02-05RoughDoggy" time="500" offset="20,30,-68,0:20,30,-68,0">
    <actor>
        <idle form="1814"/>
    </actor>
    <actor>
        <idle form="1815"/>
        <value path="morph" value="Erection" to="1"/>
    </actor>
</animation>
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12 hours ago, Karna5 said:

Is that [FO4] Various AAF XML files 2.4 you mention something I should be able to install without breaking all related mods? I just ask because most related mods have been getting regular updates, and I wasn't sure if patch mods are safe to throw into the mix. But it sounds great.

Yes, that mod has been updated.  It actually doesn't patch anything, it has its own animationData and positionData XML files that refer to the idles from the other mods.  So it adds animations rather than modify existing ones.

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12 hours ago, Karna5 said:

I really like the concept of the one which removed gender attributes from the animations, particularly since I always put a fully functional penis (BodyTalk 2 anatomy and bones) on a female I know will be an aggressor. So an animation which lets her behave as male would be awesome.

 

Is that [FO4] Various AAF XML files 2.4 you mention something I should be able to install without breaking all related mods? I just ask because most related mods have been getting regular updates, and I wasn't sure if patch mods are safe to throw into the mix. But it sounds great.

 

Also, am I correct a version which removes gender checks wouldn't try to equip a strap on for a female character? Equipping a strap on for my game would be redundant as they already have male members when they need it :)

Ego obviously knows what hes talking about, I just wanted to add that I noticed in his screenshot that the erection value is set to "1" so if I'm not mistaken and you are using Bodytalk youre probably going to want to change any erection value you see in this file to "-1" to be compatible with your body choice.

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1 hour ago, walkin said:

Ego obviously knows what hes talking about, I just wanted to add that I noticed in his screenshot that the erection value is set to "1" so if I'm not mistaken and you are using Bodytalk youre probably going to want to change any erection value you see in this file to "-1" to be compatible with your body choice.

Thanks, EgoBallistic and Walkin for comments and information.

 

Walkin, fyi, I actually remove the erection value you mention completely because I build the bodies (and female penises) in an already erect state. So a -1 or a 1 would not work, but removing the line makes it work perfectly. The -1 is for people who build the erection in BodySlide at 100%. But I build it at 0% (which is erect) and hence need to make sure animations don't change that. It takes extra effort to check the morph XMLs every update to make sure they weren't set back to -1 or 1, but it's worth it because I like the aggressive idle appearance the way I have it.

 

P.S. EgoBallistic, I'll be sure to download those XMLs when I know I'll have a few hours to test it properly and make any tweaks you suggested. I look forward to it and thank you, as always :)

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Sers.

 

Speaking about the StrapOn's.

Which Version should i be using?

Whenever i set the aggressor gender to "both" i mostly get the message to run away when my char surrendered to a female.

Sometimes it triggers a FF animantion (like scissor), but in 90 Percent of the cases i just get the message to get away.

 

I've installed a wide variation of animation mods (Leito's, Crazy's, Gray's, etc.) together with Hal's AAF Themes.

 

MF, MMF and also creature animations work as intented, just FF seems to have a problem somewhere.

 

Cheers.

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17 minutes ago, Ravecreator said:

Sometimes it triggers a FF animantion (like scissor), but in 90 Percent of the cases i just get the message to get away.

 

I've installed a wide variation of animation mods (Leito's, Crazy's, Gray's, etc.) together with Hal's AAF Themes. 

Atomic Scissor isn't tagged as "aggressive".  My guess is you don't have any FF animations that are tagged "aggressive" and the only time it plays a FF animation is when you are past the point of perversion.  So I would recommend installing an XML set that adds FF versions of some of the MF animations - AAF Patch for Crazy and Leito has that, as does AJ's Various XML I linked above.

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4 minutes ago, zed56 said:

While admitting that I haven't tried every race so far with Violate and Bad End, I have tried both the Raiders and the SuperMutants and both employed the garrote/pole Bad End animation.  Would it be too much of a spoiler to list which Bad Ends we should expect for each race, just for testing purposes?  Also, although I have fatal Bad Ends selected in the menu, no fatal Bad Ends have been used.  Has my character just been lucky or is this also race based?

 

Thanks for an excellent mod and for great integration with other great mods!

Just curious.

 

I added bad end animations.  What can I expect if a bad end happens.  You get th e animation and then what happens?  Teleport if selected or the "let's get out of here"?

 

Thanks, John 

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28 minutes ago, zed56 said:

While admitting that I haven't tried every race so far with Violate and Bad End, I have tried both the Raiders and the SuperMutants and both employed the garrote/pole Bad End animation.  Would it be too much of a spoiler to list which Bad Ends we should expect for each race, just for testing purposes?  Also, although I have fatal Bad Ends selected in the menu, no fatal Bad Ends have been used.  Has my character just been lucky or is this also race based?

There are five distinct Bad Endings.  Raiders and SMs have the first, Gunners the second, Synths the third, and "everyone else" has the fourth.  Then if you are defeated by Raiders or SMs who are 10+ levels above you (they'll have a skull next to their name in combat), there is the actually fatal one which is the fifth animation.

 

24 minutes ago, MrCruelJohn said:

I added bad end animations.  What can I expect if a bad end happens.  You get th e animation and then what happens?  Teleport if selected or the "let's get out of here"?

Currently if you get a non-fatal Bad End you get the teleport or let's get out of here.  If you have fatal bad ends enabled and are defeated by Raiders or SMs who are 10+ levels above you, you die.

 

The next version of Violate will have the option to allow any kind of Bad End to kill you.  I am also working on something to make "death" from Bad End a bit more interesting than simply dying and reloading.

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22 minutes ago, EgoBallistic said:

There are five distinct Bad Endings.  Raiders and SMs have the first, Gunners the second, Synths the third, and "everyone else" has the fourth.  Then if you are defeated by Raiders or SMs who are 10+ levels above you (they'll have a skull next to their name in combat), there is the actually fatal one which is the fifth animation.

 

Currently if you get a non-fatal Bad End you get the teleport or let's get out of here.  If you have fatal bad ends enabled and are defeated by Raiders or SMs who are 10+ levels above you, you die.

 

The next version of Violate will have the option to allow any kind of Bad End to kill you.  I am also working on something to make "death" from Bad End a bit more interesting than simply dying and reloading.

Maybe adding some trauma, debuffs, or something leaves you bound and available to whomever would walk by and find/see you.  Left for dead in a way.

 

And thanks ego.

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@EgoBallistic I've noticed with Raider Pet set to 100%, that if one is defeated or surrenders in the exterior cell (Raider Boss is in interior cell) about 90+% of the time Violate wont hand off to RP. It's just cuffed, bound and teleported without hesitation.

IF defeated/surrender in the same cell as the Boss, it hands off 100%. It's like it's not detecting the Boss on the interior cell, or something.

Actually, it should hand off even if there isn't a Boss, as RP now gives all your goodies to the collaring Raider (or maybe it's the highest level Raider) in the absence of a Boss. Dunno! LOL

New run, first visit to locations, teleport to safe location On.

 

Other than that.. it's working smoothly. :)

Oh, dumped DCW.. was tired of the stack dumps. LOL

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55 minutes ago, izzyknows said:

IF defeated/surrender in the same cell as the Boss, it hands off 100%. It's like it's not detecting the Boss on the interior cell, or something.

Actually, it should hand off even if there isn't a Boss, as RP now gives all your goodies to the collaring Raider (or maybe it's the highest level Raider) in the absence of a Boss.

It depends on the Location, and whether the exterior cells are part of the same Location as the interior.  In some places, like Corvega, the exterior is part of the same Location and if you surrender to those Raiders you will eventually be sent to see the boss inside the factory.  In other places that may not be the case.

 

Nonetheless, I'll have a look and see if Violate is handling some of these locations differently than Raider Pet would do on its own.  It's possible that I made the conditions more strict than RP needs them to be.

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I tried this mod, I think I would really love it if not for 2 problems I'm having.

 

  1. When animations start while I'm in First person, I can see my arms from the elbow down floating in the air.
  2. I'm unable to shoot or aim after the animations end

My plugins are as follows:

 

Active Mod Files:

00  Fallout4.esm
01  DLCRobot.esm
02  DLCworkshop01.esm
03  DLCCoast.esm
04  DLCWorkshop02.esm
05  DLCWorkshop03.esm
06  DLCNukaWorld.esm
07  Unofficial Fallout 4 Patch.esp  [Version 2.0.7]
08  Z_Architect.esm
09  WorkshopFramework.esm  [Version 1.1.6]
0A  ArmorKeywords.esm
0B  XDI.esm
0C  HUDFramework.esm
0D  Arbitration - Resources.esm
0E  SimSettlements.esm  [Version 4.0.10]
0F  AAF.esm  [Version 81.0]
10  NAC.esm
11  TBOSBodyTalk2LooksMenu.esl
12  TortureDevices.esm
13  Devious Devices.esm
14  RSE_II_Resources.esm
15  Homemaker.esm  [Version 1.54]
16  Merged Fixes.esp
17  Flicker Fixer.esp
18  RAW INPUT.esp
19  spacefiddle_Follower-Stealth-Distance-Fixes.esp
1A  CMRQL.esp
1B  LooksMenu.esp
1C  LooksMenu Customization Compendium.esp
1D  CBBEfix.esp
1E  CBBE.esp
1F  VIS-G Item Sorting.esp
20  VIO_Strap-On.esp
21  Armorsmith Extended.esp
22  VIS-G Item Sorting Vanilla Weight Patch.esp
23  VIS-G Legendary Modifications.esp
24  Immersive HUD.esp
25  VisibleWeapons.esp
26  Friffy_Holstered Weapons.esp
27  Mercenary.esp
28  K9TacticalHarness.esp
29  Tactical Flashlights.esp
2A  Tactical Flashlights - Settings.esp
2B  W.A.T.Minutemen.esp
2C  RaiderOverhaul.esp
2D  Synth Overhaul.esp
2E  Synth Overhaul - No level requirements Patch.esp
2F  EveryonesBestFriend.esp
30  Immersive Fallout - Movement (DLC).esp
31  Immersive Fallout - Music.esp
32  Immersive Fallout - Real Recoil (DLC).esp
33  Immersive Fallout - Realistic Jumping.esp
34  LBPAC.esp
35  LBPAC AWKCR Patch.esp
36  WorkshopRearranged.esp
37  Better Locational Damage.esp
38  Immersive Fallout - Realistic ADS (DLC).esp
39  Better Explosives Redux.esp
3A  Better Locational Damage - DLC_Automatron.esp
3B  Better Locational Damage - DLC_WWorkshop.esp
3C  Better Locational Damage - DLC_Far_Harbor.esp
3D  Better Locational Damage - DLC_Nuka_World.esp
3E  BLD - Leveled Lists - DLC.esp
3F  SuperMutantRedux.esp
40  SuperMutantRedux_ArmorSmithExtended.esp
41  SuperMutantRedux_VIS-G_Patch.esp
42  Better Locational Damage - Ghoul Edition.esp
43  Better Perks.esp
44  Better VATS - No Reduction.esp
45  Better Cooking.esp
46  Better Chems.esp
47  Schnips - Better Locational Damage - VIS-G Patch.esp
48  MiscHairstyle.esp
49  MoreBeards.esp
4A  MoreHairstyles4Female4.1.esp
4B  MoreHairstyles4Male3.1.esp
4C  KSHairdos.esp
4D  The Eyes Of Beauty.esp
4E  Arbitration - Button Lowered Weapons.esp
4F  ConcordNPCOverhaul.esp
50  FG_ReloadSounds.esp
51  Guards.esp
52  GunnerFaceVariety.esp
53  HuntingRifleSounds.esp
54  Lots More Facial Hair.esp
55  Lots More Male Hairstyles.esp
56  SSNPC - DCResidentsAIO.esp
57  SettlementMenuManager.esp
58  Campsite.esp
59  jdmCouchSleep.esp
5A  Fallout Suite.esp
5B  Reverb and Ambiance Overhaul.esp
5C  BostonFPSFixAIO.esp
5D  CityAmbience.esp
5E  SSNPC - Minutemen.esp
5F  Backpacks of the Commonwealth.esp
60  WET.esp
61  Schnips - SimSettlements - VIS-G Patch.esp
62  SimSettlements_XPAC_Conqueror.esp  [Version 4.0.10]
63  Vivid Waters.esp
64  Weapons of Fate.esp
65  InstitWeapPosit.esp
66  Edit_Hancock.esp
67  Live Action Handy.esp
68  Survivalist Go-Bags_AE_AWKCR.esp
69  Schnips - Workshop Rearranged - VIS-G Patch.esp
6A  WorkshopRearranged_DEFUI+VIS_Patch.esp
6B  Give Me That Bottle.esp
6C  SurvivalOptions.esp
6D  ImmersiveFastTravel.esp
6E  IFT_Automatron.esp
6F  SalvageBeacons.esp  [Version 1.0.2]
70  Vivid Weathers - FO4.esp
71  Vivid Weathers - FO4 - Far Harbor.esp
72  Vivid Weathers - Nuka World.esp
73  EnhancedLightsandFX.esp
74  Pip-Boy Flashlight.esp
75  Furry ButtPlugs.esp
76  dD-Enhanced Blood Basic.esp
77  BarefootFootstepSet.esp
78  NoLoopingWeaponSounds.esp
79  CGOsoundsplugin.esp
7A  Decreased Subway Announcement Sound.esp
7B  Easy City Downs Announcement.esp
7C  NoLoopingWeaponSounds_DLC_Nuka.esp
7D  SlowTime.esp
7E  Better Locational Damage LD.esp
7F  Live Dismemberment - RegularNoHeadshots.esp
80  LureEnemies.esp
81  Project Reality Footsteps FO4.esp
82  ReverbFix.esp
83  Vault Reverb Patch.esp
84  Quieter Settlements - Recommended Settings.esp
85  Realistic_conversations.esp
86  SCDC_v0.5.esp
87  SilentProtagonist.esp
88  Atomic Lust.esp
89  Mutated Lust.esp
8A  SavageCabbage_Animations.esp  [Version 1.0.4]
8B  Vadermania[AAF_anims].esp
8C  Shino Poses.esp
8D  Farelle_Animations.esp
8E  rxl_bp70_animations.esp
8F  FO4_AnimationsByLeito.esp
90  AAF_CreaturePack01.esp
91  Vivid Fallout - All in One - 2k.esp
92  Grasslands - Unhealthy.esp
93  NAC-FarHarbor.esp
94  NAC-NukaWorld.esp
95  NAC-AE Patch.esp
96  Crazy_Animations_Gun.esp
97  RSE_II_RandomShenanigans.esp
98  FutaFEV.esp
99  Just Business.esp
9A  Raider Pet.esp
9B  FP_SexualHarassment.esp
9C  AAF_Prostitution.esp
9D  AAF_Violate.esp
9E  EPO.esp
9F  AAF_SEU.esp
A0  CompanionIvy.esp
A1  HappyHookersInc.esp
A2  FPAttributes.esp
A3  Stm_DiamondCityExpansion.esp
A4  Z_Horizon.esp
A5  Z_Horizon_DLC_All.esp
A6  Z_Horizon_Loot_Respawn.esp
A7  Z_Horizon_Loot_Respawn_DLC.esp
A8  Z_Horizon_DEFUI.esp
A9  Z_Horizon_WeaponPack01.esp
AA  Z_Architect_EnhancedSettlements_DLC.esp
AB  Z_Horizon_Diff_Wanderer.esp
AC  Z_Horizon_Patch_Homemaker.esp  [Version 2.0]
AD  Z_Horizon_Timescale.esp
AE  Z_Architect_EnhancedSettlements.esp
AF  Z_Architect_HomePlate.esp
B0  Z_Extras.esp
B1  Schnips - Better Chems - VIS-G Patch.esp
B2  Schnips - Better Cooking - VIS-G Patch.esp
B3  Schnips - Better Explosives Redux - VIS-G Patch.esp
B4  Schnips - Better Locational Damage - DLC_Automatron - VIS-G Patch.esp
B5  Schnips - Better Locational Damage - DLC_Far_Harbor - VIS-G Patch.esp
B6  Schnips - Better Locational Damage - DLC_Nuka_World - VIS-G Patch.esp
B7  Schnips - Better Locational Damage - Raider Overhaul - VIS-G Patch.esp
B8  Schnips - BLD - Leveled Lists - DLC - VIS-G Patch.esp
B9  Schnips - Friffy_Holstered Weapons - VIS-G Patch.esp
BA  Schnips - Immersive HUD - VIS-G Patch.esp
BB  Schnips - K9TacticalHarness - VIS-G Patch.esp
BC  Schnips - LBPAC - VIS-G Patch.esp
BD  Schnips - Mercenary - VIS-G Patch.esp
BE  Schnips - Salvage Beacon - VIS-G Patch.esp
BF  Schnips - SettlementMenuManager - VIS-G Patch.esp
C0  Schnips - SuperMutantRedux - VIS-G Patch.esp
C1  Schnips - Visible Weapons - VIS-G Patch.esp
C2  Schnips - W.A.T.Minutemen - VIS-G Patch.esp
C3  Bashed Patch, 0.esp


 
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