Jump to content

Recommended Posts

Posted
6 hours ago, EgoBallistic said:

It's not a bug.  Violate disables the UI, and one of the consequences of that is the AAF wizard is not visible.  However, while the UI is not visible, the AAF wizard is still available.  You can hit Home, then PgUp/PgDn to cycle animations if you really want.

 

Violate plays whatever animations you have installed.  If you have a lot of individual animations that are not multi-stage, you will see a lot of those.  If on the other hand all your animations were multi-stage, you would see that.

 

To see more animations, increase Exhaustion and enable Sex Until Exhaustion.  Devious Devices / Real Handcuffs are only applied once per violation event so you won't get any more tied up.  Your pregnancy chances will increase, though.

I see. So the UI is just hidden. Well, as long as I can switch the animation with Home key + pageup/down, I think I will manage. Is there a reason Violate hides the UI? If not, I would recommend allowing the UI to show, so people can choose animations more accurately. As for the type of animations, I just picked up all animations. Wanted as many as I can get, so I can choose down the road which ones are the best to keep.

 

Thanks for letting me know. And thanks for the mod!

Posted

I need help with this mod because i cant find whats wrong with it. I hae everthing installt, my f4se is uptodate and working.  I cant surrender to enemys this optionis showing in MCM but when i press the shortkey nothing happen, I alway get the message about afv report etc.

 

 

Posted
13 hours ago, sinola said:

I need help with this mod because i cant find whats wrong with it. I hae everthing installt, my f4se is uptodate and working.  I cant surrender to enemys this optionis showing in MCM but when i press the shortkey nothing happen, I alway get the message about afv report etc.

Most likely something is not installed correctly, but I don't have the energy to play 20 questions.  To speed things along, follow the instructions in this post to set up debug logging, and make sure Debug Messages are enabled in Violate.  Then try to surrender to an enemy, and after that post your script log here as an attachment.

Posted
On 7/8/2019 at 4:12 PM, EgoBallistic said:

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.

Ok,

sorry for the delay busy work week^^

 

I reinstalled the themes without STATS - voila - it works. Thanks for the hint ? (i had the bug with the camera as well but it was minor for me... solved as well)

 

OK...

Now i have the problem - that if i encounter Supermutants - there will be no Animation selected. It jumbs directly to the bad-end action.

 

I checked my AAF - there are Supermutat animations available and if i chosse one via AAF it is working...

 

Only Supermutants do not work - Deathclaw, Scorpions - Ghouls - Raiders etc working like it should be....

 

I have no clue what to do ?

 

Thanks for help

Ava

Posted
On 7/12/2019 at 5:15 PM, Nohrin said:

I see. So the UI is just hidden. Well, as long as I can switch the animation with Home key + pageup/down, I think I will manage. Is there a reason Violate hides the UI? If not, I would recommend allowing the UI to show, so people can choose animations more accurately. As for the type of animations, I just picked up all animations. Wanted as many as I can get, so I can choose down the road which ones are the best to keep.

 

Thanks for letting me know. And thanks for the mod!

Its your point of view - i like it that the UI is hidden. I dont need to read text - just use the keys and jump through the animations is how i like it ?

 

So every medal has two sides ?

 

Ava

Posted
22 minutes ago, Avahashija said:

I checked my AAF - there are Supermutat animations available and if i chosse one via AAF it is working...

 

Only Supermutants do not work - Deathclaw, Scorpions - Ghouls - Raiders etc working like it should be....

Does it work if you turn "Use Tags" to OFF under Animation Options?  If so, you need to install SavageCabbage or Leito animations, as those are the only two packs with "aggressive" super mutant animations.

Posted
5 hours ago, EgoBallistic said:

Most likely something is not installed correctly, but I don't have the energy to play 20 questions.  To speed things along, follow the instructions in this post to set up debug logging, and make sure Debug Messages are enabled in Violate.  Then try to surrender to an enemy, and after that post your script log here as an attachment.

I have fixed by myself i complett reinstall the mod and now its working :) Maybe the first installation was broken. 

Anyways thank you for responds  

Posted

Hello.

 

A small problem occured.

I recently switched from one scene to 2.

Now my char is undressed for the first scene, dressed again for the second scene and then undressed again for applying DD's.

I have no clue why my char is being dressed again before the second scene starts, but maybe on of you has a idea.

 

Cheers.

Posted
1 hour ago, Ravecreator said:

Hello.

 

A small problem occured.

I recently switched from one scene to 2.

Now my char is undressed for the first scene, dressed again for the second scene and then undressed again for applying DD's.

I have no clue why my char is being dressed again before the second scene starts, but maybe on of you has a idea.

 

Cheers.

This is due to the AAF setting "reequip_delay". You can change the setting in the AAF_settings.ini

Found in ...\Data\AAF\AAF_settings.ini

You'll need to play with it a little so it works for "your" system. And remember, the more actors involved the longer it takes to re-dress all of them.

So even if the timer is set to 10 seconds, it may not "finish" dressing them for an extra 3 seconds. Which in turn may overlap the next scene and you'll end up with some dressed and some undressed. If the same actors are chosen for the next scene.

Posted

So i have an issue where sometimes my character will be "violated" but it cuts to black and no animations play, this happens with regular raiders but most commonly happens with any non human creature, i have the creature animation pack installed as instructed! I went to a unmodded save to test it out, still nada

 

Posted
4 hours ago, DiamondDespair said:

So i have an issue where sometimes my character will be "violated" but it cuts to black and no animations play, this happens with regular raiders but most commonly happens with any non human creature, i have the creature animation pack installed as instructed! I went to a unmodded save to test it out, still nada

The potential causes for this are documented in the Troubleshooting section on the mod's download page.

Posted
21 hours ago, EgoBallistic said:

The potential causes for this are documented in the Troubleshooting section on the mod's download page.

i checked again and bugs work! also gangbangs dont work, and dogs still dont work, i have the downloads, i have checked player can be violated, all races are enabled, and the animations are installed, ill do some troubleshooting and see if i missed anything!

Posted
1 hour ago, DiamondDespair said:

i checked again and bugs work! also gangbangs dont work, and dogs still dont work, i have the downloads, i have checked player can be violated, all races are enabled, and the animations are installed, ill do some troubleshooting and see if i missed anything!

There are different animation packs for different creatures.  The AAF Creature Pack has them for bugs and a couple of other things, but for other critters you would need Leito's, Vadermania, etc. 

Posted
2 hours ago, EgoBallistic said:

There are different animation packs for different creatures.  The AAF Creature Pack has them for bugs and a couple of other things, but for other critters you would need Leito's, Vadermania, etc. 

allright, well during raider violations thresomes dont play, i have searched but could not find a threesome animation pack

Posted
4 minutes ago, DiamondDespair said:

allright, well during raider violations thresomes dont play, i have searched but could not find a threesome animation pack

SavageCabbage's animation pack.

Posted
11 minutes ago, DiamondDespair said:

allright, well during raider violations thresomes dont play, i have searched but could not find a threesome animation pack

Try this:  

AJ_Various_XMLs_2.3[AAF]-FOMOD.zip

 

I believe this ties in with Savage Cabbage animation pack. You have to pick Crowd option.

 

Keep in mind, if youre using Bodytalk and youre going to use this, you may have to either change the usual 1 to -1 or get rid of the line-

<value path="morph" value="Erection" to="1"/>

Posted
1 hour ago, walkin said:

I believe this ties in with Savage Cabbage animation pack. You have to pick Crowd option.

You need SC's pack for that, yes.  This expands the gender options for SavageCabbage's group animations, which are normally single-female-multiple-male.  With AJ's pack those animations will work with all kinds of gender combinations.

Posted

New Version 1.00 Uploaded

  • The MCM option to allow Fatal Bad Ends now includes three options: Always, High-Level Only, and Never.  This means you can now make all Bad Ends fatal, regardless of enemy type or level.
  • I rewrote the Bad End routine to allow each faction/race to inflict more outcomes.  Each faction/race now has a range of animations they can inflict: Synths can use both types of chairs, Super Mutants can use both hanging animations as well as impalement, Raiders can use everything except the Synth chair, and everyone else can use everything except Synth chairs and impalements.  Note that impalement is still only available if the Bad End is fatal.
  • Added support for the Bad End: Purgatory add-on mod.  If you suffer a fatal Bad End, you can wake up in Purgatory, where you will decide whether to die immediately or respawn at Sanctuary.  But if you choose to respawn, you'll have to suffer for it first.  Purgatory is a separate download, available here.
  • Added an MCM option allowing you to set a percent chance that handcuffs will be applied if Real Handcuffs support is enabled.  If you have both Real Handcuffs and Devious Devices enabled, you can now randomly get wrist restraints from one or the other.
  • Made some changes to the tag settings passed to AAF.  When your character has hit the Perversion threshold, animations with "Aggressive" and "Neutral" will be required.  Also, animations with "Spanking" and "Jackoff" tags will always be excluded.  These restrictions will not apply if "Use Tags" is turned off in Animation Options.
  • Fixed a bug where the "Flee with Player" faction was not always cleared from companions after the outcome.

I think the mod is in a good place for a 1.0 release.  It works reliably and fast, and uses every available animation that makes sense for this type of scenario.  I am also really happy that there are other, new mods like Raider Pet, Real Handcuffs, etc, for Violate to tie into.  My programming background is such that I always prefer specialized apps that talk to one another, rather than big monolithic solutions, and this certainly holds true for mods.

Posted
On 7/8/2019 at 10:01 PM, EgoBallistic said:

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.

Thank you for the answer!

 

So if I remove all gender references from the aggressive leito animations in "Leito_animationData.xml" (And this is the only aggressive animation pack installed), it should always work for both genders as attacker with Violate? Or are changes required in the Themes xml files, too?

Some aggressive riding animations which can be tagged as MF (Female beeing the aggressor) would do the trick in the future, I suppose ;).

Posted
1 hour ago, Sunnstor said:

So if I remove all gender references from the aggressive leito animations in "Leito_animationData.xml" (And this is the only aggressive animation pack installed), it should always work for both genders as attacker with Violate? Or are changes required in the Themes xml files, too?

It will work, no need to change the Themes files.  The Themes XMLs add tags, which is different than animation gender.

Posted

Hi EgoBallistic,

 

After updating to V1.0 devices are getting equipped at the beginning of scenes no matter if I choose end or beginning option. Was only equipping at end with end chosen prior to upgrade.

Posted
15 minutes ago, KyLeeKu said:

After updating to V1.0 devices are getting equipped at the beginning of scenes no matter if I choose end or beginning option. Was only equipping at end with end chosen prior to upgrade.

Try setting it to beginning of scene, then do "Update!" in the Global options, and exit MCM.  Then when it says "Update Complete" go back into MCM and set it to end of scene.

 

You can check the setting in console by doing "show AFV_Global_Restraints".  The value should be 0 for beginning of scene and 1 for end of scene.

Posted

Hi, let me start of by sayin the few scenarios i was able to see using this mod were pretty good. But then there's the down side: I can only view a handful of animations. It works perfectly fine with some enemies (specifically Bug and Animal Type creatures) while with others I Immediately get the "I Need To Retreat" message (Humans/Ghouls, Ferals, Synths, Super Mutants, Dogs and DeathClaws). I have the latest versions of all the required files, and even did a few re-installs, but still the same thing. Also, I'm testing on a fresh save with a few clothing mods to reduce any possible conflictions. Here's the Papyrus log to hopefully be of aid. Any help is appreciated, thanks mate.

Papyrus.0.log

Posted
1 hour ago, MrMilkyWay315 said:

It works perfectly fine with some enemies (specifically Bug and Animal Type creatures) while with others I Immediately get the "I Need To Retreat" message (Humans/Ghouls, Ferals, Synths, Super Mutants, Dogs and DeathClaws).

You need to enable debug messages in the Violate MCM for your script log to be of any use.

 

That said, what you describe is happening because AAF replied to the animation request with an error.  In almost every case, this is because AAF can't find any animations that fit the actor types and animation tags Violate is asking for.  Because of the AAF error, Violate ends the scene.

 

So most likely you don't have the right types or animations installed, or Themes isn't installed properly and isn't tagging animations correctly, or you are using some kind of race mod that makes these actors incompatible with AAF.

 

One thing that leaps to mind is to make sure you chose the right options when installing Themes.  Reinstall it and make sure to enable Kinky animation support as well as support for all the race/creatures:

 

image.png.fd19a1d5a72803d1ba4bcb5e7ad73949.png

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...