Guest Posted November 3, 2019 Posted November 3, 2019 Hello, I know this is not the right place, but I've seen that you have extended the Fourplay community plugin. By the way, what means MFG ? In case you will extent the plugin in future, maybe you could add a simple but useful function like bool function FIleExists (string sname) to the plugin. (Would do it by myself if it was Delphi) In my own mod I've searched a long time wondering why my looksmenu morphings (created in a papyrus script) didn't do anything. Finally the reason was only I've changed the body of my character and forgot to create the morphings file in the Bodyslide tool With an available function "Fileexists" simply can check from papyrus if the .tri file is available.
dailythebee Posted November 4, 2019 Posted November 4, 2019 hi can u add XXX start with jet effect? raider inject to player. (or some debuff) and ty always
Evelle the Slut Posted November 4, 2019 Posted November 4, 2019 I have an issue I can't seem to resolve, and it may not be this mod... But, when an animation plays for surrender, it only ever plays that 1 stage. No successive animations play, and it seems to only play the first in a cycle. When I use AAF directly it seems to work but not in practice. Any ideas?
Narakesh Posted November 5, 2019 Posted November 5, 2019 Hi! I'm getting an issue where my MCM changes aren't being saved. Latest version of Violate and i'm using MO2. It's only happening with Violate. Any ideas? UPDATE: I tried editing the MCM file in Violate and the changes still didn't show up.
EgoBallistic Posted November 5, 2019 Author Posted November 5, 2019 11 hours ago, alexandriv said: I have an issue I can't seem to resolve, and it may not be this mod... But, when an animation plays for surrender, it only ever plays that 1 stage. No successive animations play, and it seems to only play the first in a cycle. When I use AAF directly it seems to work but not in practice. Any ideas? There isn't anything this mod can do about that one way or the other. Violate sends the actors and the parameters (tags, use of furniture, etc) to AAF, and AAF picks an animation that matches those parameters. But your animation configuration files (the XML files) could be influencing this, for example if you have a mod pack that includes both sequential and individual animations, but only the individual stages are tagged as "Aggressive".
EgoBallistic Posted November 5, 2019 Author Posted November 5, 2019 4 hours ago, Narakesh said: Hi! I'm getting an issue where my MCM changes aren't being saved. Latest version of Violate and i'm using MO2. It's only happening with Violate. Any ideas? UPDATE: I tried editing the MCM file in Violate and the changes still didn't show up. Violate stores user settings in Data\MCM\Settings\AAF_Violate.ini. But if you are using MO2, Violate's MCM files should be in the MO2 virtual folders and not in the actual FO4 install folder. I don't use MO2 myself so I am not much use in troubleshooting MO2 issues. I know that plenty of people use this mod with MO2 and have no problem with it. Other mods that store their settings in the game save would not be affected by an issue like this, but the downside is you have to re-enter your settings if you go to an older save or start a new game.
Narakesh Posted November 5, 2019 Posted November 5, 2019 1 hour ago, EgoBallistic said: Violate stores user settings in Data\MCM\Settings\AAF_Violate.ini. But if you are using MO2, Violate's MCM files should be in the MO2 virtual folders and not in the actual FO4 install folder. I don't use MO2 myself so I am not much use in troubleshooting MO2 issues. I know that plenty of people use this mod with MO2 and have no problem with it. Other mods that store their settings in the game save would not be affected by an issue like this, but the downside is you have to re-enter your settings if you go to an older save or start a new game. Thanks for the input! I was about to update my post. Turns out the issue was I was using an outdated MO2. So everything works now! Thanks though man, love the mod 1
Evelle the Slut Posted November 5, 2019 Posted November 5, 2019 7 hours ago, EgoBallistic said: There isn't anything this mod can do about that one way or the other. Violate sends the actors and the parameters (tags, use of furniture, etc) to AAF, and AAF picks an animation that matches those parameters. But your animation configuration files (the XML files) could be influencing this, for example if you have a mod pack that includes both sequential and individual animations, but only the individual stages are tagged as "Aggressive". Alright. I'll see if I can tinker. One other question since you are wonderfully replying - I saw last year you were talking about creating synth strap-on clamping for the main release, but my recent install has the synths strap-on less. Is there a dependency I'm missing or is it just not something you've gotten around to? Thank you very much, by the way. I know this is done out of passion.
EgoBallistic Posted November 5, 2019 Author Posted November 5, 2019 3 hours ago, alexandriv said: One other question since you are wonderfully replying - I saw last year you were talking about creating synth strap-on clamping for the main release, but my recent install has the synths strap-on less. Is there a dependency I'm missing or is it just not something you've gotten around to? There is code in the mod to equip synth clamp-ons to synths if the "0SynthClamp-Ons.esp" plugin is loaded. That is the plugin from the old Synth Clamp-Ons mod, which can still be found on this site in a forum post. Unfortunately that mod has a dependency on Four-Play so most people don't use it. I edited my copy of the mod so the only thing it contains is the synth dildos, removing the dependency on Four-Play and all the edits it makes to vanilla records. Then Violate handles the equipping.
wdaigle Posted November 5, 2019 Posted November 5, 2019 55 minutes ago, EgoBallistic said: There is code in the mod to equip synth clamp-ons to synths if the "0SynthClamp-Ons.esp" plugin is loaded. That is the plugin from the old Synth Clamp-Ons mod, which can still be found on this site in a forum post. Unfortunately that mod has a dependency on Four-Play so most people don't use it. I edited my copy of the mod so the only thing it contains is the synth dildos, removing the dependency on Four-Play and all the edits it makes to vanilla records. Then Violate handles the equipping. I actually love the fact that mod adds synths throughout the world. It's the only reason I have "Four Play Resources" in my load order; to get those synths, and their equipment, into the world. In fact, Violate triggered with 3 of them last night. 1
Buggzy666 Posted November 6, 2019 Posted November 6, 2019 everytime i surrender i put my hands up, screen goes black then it says "i need to retreat" with no animations performed. also i have the creature packs and it says there not an enemy i can surrender to
ClayboTGW Posted November 6, 2019 Posted November 6, 2019 I too am getting the failed hand off to AAF and after doing a lot of testing I found AAF working for all humans and creatures from all the Animation packs, Violate would surrender but AAF would hang, BUT I got it working right again, The issue is TAGS somewhere with all the 100s of tags via themes, animations authors, One patch, ect there is a conflict I went to "Use Tags" in Violate's MCM menu and turned it off and just like that Violate started working like a charm again even the new DLC creatures, So for those having issues try turning off Use Tags and see if that helps you. I would look into all the aggressive tags and see if someone somewhere had a ID typo.
EgoBallistic Posted November 6, 2019 Author Posted November 6, 2019 8 hours ago, Buggzy666 said: everytime i surrender i put my hands up, screen goes black then it says "i need to retreat" with no animations performed. also i have the creature packs and it says there not an enemy i can surrender to For the creatures, make sure you have Aggressor Races set to "Everything" like it says in the instructions. You can also look at the "Troubleshooting" section to see about no animations performed. But I suspect it's the same error as... 8 hours ago, ClayboTGW said: The issue is TAGS somewhere with all the 100s of tags via themes, animations authors, One patch, ect there is a conflict I went to "Use Tags" in Violate's MCM menu and turned it off and just like that Violate started working like a charm again even the new DLC creatures, Yep, that means somewhere along the line, one of the patches you have installed broke animation tags. Most likely it's by renaming the animations. Tag files don't work if the animation names don't match. Patch mods should not go around changing the names, but some patch authors apparently don't care if they break other people's mods. 1
Buggzy666 Posted November 7, 2019 Posted November 7, 2019 yeh i turned tags off, still not working, still goes black then says i need to retreat. also i couldnt find where the trouble shooting section was
izzyknows Posted November 7, 2019 Posted November 7, 2019 4 hours ago, Buggzy666 said: also i couldnt find where the trouble shooting section was Main page under "Installation" 1
nocreativity Posted November 10, 2019 Posted November 10, 2019 What determines whether VIolate will go into rape mode, or only give the option between respawn or Private Hudson? I don't see a pattern to it. I've even had cases where the very same group of enemies raped me once, then gave that message box next time they beat me. I thought it might be a conflict with another defeat system, but I uninstalled RSE:CSA and MCG's is disabled in every way I could find to disable it.
anfqlc12 Posted November 10, 2019 Posted November 10, 2019 hello I have a question. Is there any npc vs npc violated function?
EgoBallistic Posted November 10, 2019 Author Posted November 10, 2019 6 hours ago, nocreativity said: What determines whether VIolate will go into rape mode, or only give the option between respawn or Private Hudson? I don't see a pattern to it. I've even had cases where the very same group of enemies raped me once, then gave that message box next time they beat me. Violate doesn't have a feature that gives an option between respawn or Private Hudson. It always goes into "rape mode" -- you surrender, you get robbed, you get raped, then you might get abducted, enslaved, executed, or allowed to flee. I suspect you are sometimes getting killed outright by those opponents and some death alternative mod is kicking in and giving you the option to respawn or not. Violate can't kick in if an enemy manages to one-shot you. If you have your Health Value for Player Surrender set to 30% and someone takes you from 50% health to dead in one shot, you will die.
EgoBallistic Posted November 10, 2019 Author Posted November 10, 2019 29 minutes ago, anfqlc12 said: hello I have a question. Is there any npc vs npc violated function? Not currently, no. A lot of people have asked for this so I am looking at adding it. 1
Unspec Posted November 11, 2019 Posted November 11, 2019 On 11/10/2019 at 4:02 AM, EgoBallistic said: Not currently, no. A lot of people have asked for this so I am looking at adding it. Would also be nice if your companions could get violated independently of the PC. Your melee companion runs ahead, gets downed, and then violated while you push forward to try to stop them. Any damage would end the animations (force unjoin) and just put your companion back into the downed state. I think Skyrim had something similar. Regardless, great work! 1
Redhawkrag Posted November 11, 2019 Posted November 11, 2019 I keep getting a notification that says FCOM.esp not enabled but it’s on in my plugins
nocreativity Posted November 12, 2019 Posted November 12, 2019 On 11/10/2019 at 4:01 AM, EgoBallistic said: Violate can't kick in if an enemy manages to one-shot you. If you have your Health Value for Player Surrender set to 30% and someone takes you from 50% health to dead in one shot, you will die. I see. That explains why Deathclaws almost never rape me. I guess I'll try to figure out what the other mod is.
EgoBallistic Posted November 12, 2019 Author Posted November 12, 2019 12 hours ago, Redhawkrag said: I keep getting a notification that says FCOM.esp not enabled but it’s on in my plugins The new update to FCOM (version 3.0 and now 3.01) broke all third-party patches for FCOM. He completely remade the mod for 3.0, it's an esp now whereas it was an esm before, and all of the factions and keywords have changed. I haven't had time yet to build and test a new patch, I will make one this week.
PrimusWren Posted November 12, 2019 Posted November 12, 2019 On 11/1/2019 at 6:51 PM, EgoBallistic said: Violate has no problem handling large numbers of aggressors and/or companions. The most likely reason the scene is getting stuck is that one of your animations is causing AAF to hang. You can force the scene to end by holding down the surrender hotkey for at least 5 seconds and releasing it. After that you may be able to bring up the AAF console by hitting the Home key, then putting it in Admin mode with the Delete key, and see if AAF logged any errors. I've been trying to repeat the error outside red rocket truck stop (The one you find Dogmeat at) but haven't had a re-occurrence of it. Might have been due to some raiders on a section of the Corvega Assembly Plant unable to path to the entrance, since I had been running in there to surrender a few times before posting here
EgoBallistic Posted November 12, 2019 Author Posted November 12, 2019 37 minutes ago, PrimusWren said: I've been trying to repeat the error outside red rocket truck stop (The one you find Dogmeat at) but haven't had a re-occurrence of it. Might have been due to some raiders on a section of the Corvega Assembly Plant unable to path to the entrance, since I had been running in there to surrender a few times before posting here Could be. Violate will teleport the aggressors to you if they are too far away, but I suppose there could be situations where the aggressors are within the "close enough" range and still unable to path to you. In that case you can end the violation by holding the surrender hotkey for >5 seconds.
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