Nebuchadnezzer2 Posted September 2, 2019 Posted September 2, 2019 Spoiler 6 hours ago, dosi3600 said: can`t see aaf menu plz halp You're not supposed to, when Violate's runnin scenes.
Guest Posted September 2, 2019 Posted September 2, 2019 Though you can't see it, the AAF menu still works if you press the Home key, that way you can circle through the other animations with Page Up and Down. I've been checking the mod with FO4Edit but my skills are limited, so I was wondering if there was a way to edit AAF Violate so that only the BadEnd animation plays when surrendering to Synths? Installing the Synths Clamp-ons mod seems a bit complicated since it requires Four Play which I'm not familiar with, plus I don't think Gen 1's and 2's would have any kind of sexual impulses haha ? But the chair animation is a believable alternative to that!
Guest Posted September 2, 2019 Posted September 2, 2019 On 9/1/2019 at 6:06 PM, EgoBallistic said: Yes. Violate sends out the "Vin_Event_Suspend" event on surrender and "Vin_Event_Resume" on outcome. These were originally intended to suspend other mods that might interfere with Violate, but they can certainly be used for your purpose as well. FPV_OnHit FPV_Script Function LoadFPV() Quest Vin_Quest = Game.GetFormFromFile(0x01000F99, "AAF_Violate.esp") as Quest ReferenceAlias PlayerAlias = Vin_Quest.GetAlias(0) as ReferenceAlias FPV_Script = PlayerAlias as FPV_OnHit RegisterForCustomEvent(FPV_Script, "Vin_Event_Suspend") RegisterForCustomEvent(FPV_Script, "Vin_Event_Resume") Debug.Trace("My mod: AAF Violate found, registered for events") EndFunction Event FPV_OnHit.Vin_Event_Suspend(FPV_OnHit akSender, Var[] akArgs) Debug.Trace("My Mod: Violation surrender detected") EndEvent Event FPV_OnHit.Vin_Event_Resume(FPV_OnHit akSender, Var[] akArgs) Debug.Trace("My mod: Violation outcome detected") EndEvent Oh yes, thank you. This is a very good suggestion I will implement it this way.
Lynxin Posted September 3, 2019 Posted September 3, 2019 Thoughts on making mods such as Respawn Relays integrate in with this one? I've encountered an issue where Violate tries to boot up scenes after getting killed over the HP threshold, but the relay mod has already moved me away from the NPCs. Likewise the option to have hostiles kill the PC will just cause a reload rather than the respawn relay's KO.
magnusx Posted September 3, 2019 Posted September 3, 2019 16 minutes ago, Lynxin said: Thoughts on making mods such as Respawn Relays integrate in with this one? I've encountered an issue where Violate tries to boot up scenes after getting killed over the HP threshold, but the relay mod has already moved me away from the NPCs. Likewise the option to have hostiles kill the PC will just cause a reload rather than the respawn relay's KO. I personally move the surrender option on just tlwhen crippled at a 7%, it avoids the HP % to surrender and u can keep using relays, i use death matters and had issues like yours, hope my sugestion helps u
AlphaBones Posted September 3, 2019 Posted September 3, 2019 I have installed the bad end:purgatory mod, but after the violate ends the animation for bad end plays but it doesn't kill my character.
EgoBallistic Posted September 3, 2019 Author Posted September 3, 2019 3 hours ago, AlphaBones said: I have installed the bad end:purgatory mod, but after the violate ends the animation for bad end plays but it doesn't kill my character. Enable Fatal Bad Ends in AAF Violate's MCM under Mod Integration Options. You will only be sent to Purgatory if the Bad End is fatal.
zer02 Posted September 3, 2019 Posted September 3, 2019 ?not working after surrender, lose control of the character, there is no animation, after a few seconds-my character is released. Checked animation AAF - work Plugins.txt
EgoBallistic Posted September 3, 2019 Author Posted September 3, 2019 9 minutes ago, zer02 said: ?not working after the surrender,lose control of the character animation is not,it takes a few seconds and my character released. Checked animation AAF - workPlugins.txt The only animation packs you have are Atomic Lust and Mutated Lust. Atomic Lust has no aggressive animations, and Mutated Lust only has aggressive animations with creatures. You need additional animation packs that have aggressive animations - I recommend BP70's animations, Leito's, 50 Shades of Fallout 4, and SavageCabbage's pack. 1
zer02 Posted September 3, 2019 Posted September 3, 2019 1 hour ago, EgoBallistic said: The only animation packs you have are Atomic Lust and Mutated Lust. Atomic Lust has no aggressive animations, and Mutated Lust only has aggressive animations with creatures. You need additional animation packs that have aggressive animations - I recommend BP70's animations, Leito's, 50 Shades of Fallout 4, and SavageCabbage's pack. Okay, I'm going to install them.. UPD : Working ! Big thanks !? 1
EgoBallistic Posted September 4, 2019 Author Posted September 4, 2019 New Version 1.02 Uploaded Added support for the creatures added by AAF Creature Pack Version 3 (Mirelurk Kings, Mirelurk Hunters, Molerats, and Behemoths) Changed MCM sliders for surrender health thresholds to 5HP increments instead of 10 As always, there is no need to do a clean save to update. Simply uninstall the old version, install the new version, and load your game. 2
ezg Posted September 5, 2019 Posted September 5, 2019 I am very interested in this mod but am unclear on something, Is there a setting to turn off player violation so the player cannot get violated? And a setting to turn off violated so my companion can't get violated? Will it work with other mods such as prostitution and fore play. I understand It will conflict with a 4play violate mod. But for regular sex, will they work together ok? Thanks for any helpful responses.
EgoBallistic Posted September 6, 2019 Author Posted September 6, 2019 8 hours ago, ezg said: I am very interested in this mod but am unclear on something, Is there a setting to turn off player violation so the player cannot get violated? And a setting to turn off violated so my companion can't get violated? Will it work with other mods such as prostitution and fore play. I understand It will conflict with a 4play violate mod. But for regular sex, will they work together ok? Thanks for any helpful responses. Yes, you can turn off player violation so that only your companions get violated. And vice versa. You can turn pretty much every feature of this mod on and off via the MCM menu. You can run other animation mods alongside this one just fine. The only time you can run into problems is if two mods try to control the same actors at once, but you can configure the mods in their MCM to prevent this. There really isn't any reason to run four-play mods any more. All of the four-play mods have AAF equivalents that have more functionality and work with more animations.
Kaitol Posted September 6, 2019 Posted September 6, 2019 So I've got AAF working, I've installed and played aggressive animations successfully with the wizard, configured Violate how I want it, but every time it kicks in my character stands there with their hands up, gets stripped, and then everyone just stands there until I quit out of the game. I've gone through reinstalling the mod, made sure my MCG has the approach and surrender parts turned off, tried moving a couple of things around in the load order, but nothing's worked and I'm stumped. Any insight appreciated. Attached is my active plugins. plugins.txt
EgoBallistic Posted September 7, 2019 Author Posted September 7, 2019 57 minutes ago, Kaitol said: So I've got AAF working, I've installed and played aggressive animations successfully with the wizard, configured Violate how I want it, but every time it kicks in my character stands there with their hands up, gets stripped, and then everyone just stands there until I quit out of the game. I've gone through reinstalling the mod, made sure my MCG has the approach and surrender parts turned off, tried moving a couple of things around in the load order, but nothing's worked and I'm stumped. Any insight appreciated. Attached is my active plugins. plugins.txt Load order isn't very useful for this. Please follow the instructions in this post.
EgoBallistic Posted September 7, 2019 Author Posted September 7, 2019 New Version 1.03 Uploaded This version adds support for abductions from RSE II: Combat Surrender and Abductions. There is a new MCM option, Chance of RSE CSA Abduction, that determines the odds of being abducted at the end of a violation by Raiders, Gunners, and Super Mutants. Note that the check for the Raider Pet outcome takes precedence over the Abduction one. If you set the Raider Pet chance to 50% and the CSA Abduction chance to 100%, you have a 50% chance of going into Raider Pet instead of being abducted. As always, there is no need to do a clean save to update. Simply uninstall the old version, install the new version, and load your game. 2
JB. Posted September 7, 2019 Posted September 7, 2019 "Dad, why is my sister named Rose?" "Because your mother loves roses" "Thanks, dad." "No problem, Violate Version 1.03" 1
Saya Scarlett Posted September 7, 2019 Posted September 7, 2019 Uninstalled old, installed new and now it says plugin is missing, when it is actually there and activated. Any ideas? EDIT: Fixed it. Load Order was showing "?" but LOOT fixed it after a second try.
JB. Posted September 7, 2019 Posted September 7, 2019 5 minutes ago, SayKoRn said: Uninstalled old, installed new and now it says plugin is missing, when it is actually there and activated. Any ideas? Vortex? Plugins, Sort Plugins.
magnusx Posted September 7, 2019 Posted September 7, 2019 u are great mong people, thnx for this sowanted update
JB. Posted September 7, 2019 Posted September 7, 2019 I could finally try it. It works smoothly. Thank you!
Kaitol Posted September 7, 2019 Posted September 7, 2019 Alright, got a papyrus log of the problem. Took a quick peek to see if I could figure out what the problem was myself, but "CurrentF doesn't exist at Surrender Function" doesn't mean much to me. Full log attached. Papyrus.0.log
EgoBallistic Posted September 7, 2019 Author Posted September 7, 2019 2 hours ago, Kaitol said: Alright, got a papyrus log of the problem. Took a quick peek to see if I could figure out what the problem was myself, but "CurrentF doesn't exist at Surrender Function" doesn't mean much to me. Full log attached. Papyrus.0.log As usual in this case, Violate is sending the actors to AAF but AAF is not responding with any events -- which means AAF is crashing when trying to play an animation. This is usually caused by animation packs or patches with badly formatted XML files. One common culprit is the old "AAF Overlay Patches" mod which is out of date, but there are other patch mods out there that cause the same issue. If you are running anything like that, I suggest removing them. FWIW, the "CurrentF doesn't exist at Surrender Function" message is not an error. It just means Violate looped through the possible follower slots and didn't find any.
Nebuchadnezzer2 Posted September 8, 2019 Posted September 8, 2019 10 hours ago, Kaitol said: Alright, got a papyrus log of the problem. Took a quick peek to see if I could figure out what the problem was myself, but "CurrentF doesn't exist at Surrender Function" doesn't mean much to me. Full log attached. Papyrus.0.log 8 hours ago, EgoBallistic said: As usual in this case, Violate is sending the actors to AAF but AAF is not responding with any events -- which means AAF is crashing when trying to play an animation. This is usually caused by animation packs or patches with badly formatted XML files. One common culprit is the old "AAF Overlay Patches" mod which is out of date, but there are other patch mods out there that cause the same issue. If you are running anything like that, I suggest removing them. FWIW, the "CurrentF doesn't exist at Surrender Function" message is not an error. It just means Violate looped through the possible follower slots and didn't find any. Correct me if I'm wrong Ego, but that log doesn't have any AAF version report in it, nor anything from AAF [that I can see] at all. Wouldn't that imply it's not active at all? Thought it threw in a version message regardless of the debug/troubleshooting settings. Otherwise yes, I guess it would have 'died' somewhere, as you mentioned.
EgoBallistic Posted September 8, 2019 Author Posted September 8, 2019 2 hours ago, Nebuchadnezzer2 said: Correct me if I'm wrong Ego, but that log doesn't have any AAF version report in it, nor anything from AAF [that I can see] at all. Wouldn't that imply it's not active at all? Thought it threw in a version message regardless of the debug/troubleshooting settings. You're right, Violate will log the API version if AAF is found, and it would log an error if AAF is not found. But neither line is there. Actually, looking at it more closely, that log is really strange. There are a lot of debug lines from Violate missing - there should be 43 lines from MCM options and I only see 27. But the output from the violation scene looks pretty much normal, other than the missing AAF event notifications. 1
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