Guest Posted July 7, 2019 Share Posted July 7, 2019 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? Link to comment
EgoBallistic Posted July 8, 2019 Author Share Posted July 8, 2019 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. Link to comment
Avahashija Posted July 8, 2019 Share Posted July 8, 2019 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 Link to comment
Guest Posted July 8, 2019 Share Posted July 8, 2019 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 ^^ Link to comment
mcnv Posted July 8, 2019 Share Posted July 8, 2019 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. Link to comment
EgoBallistic Posted July 8, 2019 Author Share Posted July 8, 2019 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. 1 Link to comment
EgoBallistic Posted July 8, 2019 Author Share Posted July 8, 2019 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. Link to comment
Sunnstor Posted July 8, 2019 Share Posted July 8, 2019 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? Link to comment
EgoBallistic Posted July 8, 2019 Author Share Posted July 8, 2019 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: And the same animation with the female sent in first: Unfortunately this isn't standard, so you would have to edit your animationData XML accordingly. 2 Link to comment
Karna5 Posted July 8, 2019 Share Posted July 8, 2019 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 Link to comment
EgoBallistic Posted July 9, 2019 Author Share Posted July 9, 2019 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> 1 Link to comment
EgoBallistic Posted July 9, 2019 Author Share Posted July 9, 2019 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. 1 Link to comment
walkin Posted July 9, 2019 Share Posted July 9, 2019 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. Link to comment
Karna5 Posted July 9, 2019 Share Posted July 9, 2019 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 1 Link to comment
Ravecreator Posted July 9, 2019 Share Posted July 9, 2019 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. Link to comment
EgoBallistic Posted July 9, 2019 Author Share Posted July 9, 2019 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. Link to comment
Ravecreator Posted July 9, 2019 Share Posted July 9, 2019 Alright. I'll try the Various XML's since i don't have the other Patch installed. I've read that AAF Modders Resources serve the same purpose. Thanks Link to comment
MrCruelJohn Posted July 9, 2019 Share Posted July 9, 2019 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 Link to comment
llForgottenll Posted July 9, 2019 Share Posted July 9, 2019 You could add a option for defeat NPC's Violate each other. Link to comment
EgoBallistic Posted July 9, 2019 Author Share Posted July 9, 2019 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. 2 Link to comment
MrCruelJohn Posted July 9, 2019 Share Posted July 9, 2019 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. Link to comment
izzyknows Posted July 10, 2019 Share Posted July 10, 2019 @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 Link to comment
EgoBallistic Posted July 10, 2019 Author Share Posted July 10, 2019 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. 1 Link to comment
KiTiTy Posted July 11, 2019 Share Posted July 11, 2019 I tried this mod, I think I would really love it if not for 2 problems I'm having. When animations start while I'm in First person, I can see my arms from the elbow down floating in the air. 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 Link to comment
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