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Posted
2 hours ago, Milk357 said:

I updated the mods, also installed aaf themes but still nothing happens after this

I'm guessing it's because you're running Nanako race mod. I've never used it and forget exactly what happens.

Posted
4 hours ago, Milk357 said:

I updated the mods, also installed aaf themes but still nothing happens after this

2019-12-12.png

AAF is probably still not running.  Try this:

 

Open the console, issue the command

stopquest AAF_MainQuest

 

then exit the console, wait 5 seconds, open the console again and issue the command

startquest AAF_MainQuest

 

Then exit the console again.  You should see the AAF startup messages, and AAF should work using the Home key. 

Posted
22 hours ago, EgoBallistic said:

AAF is probably still not running.  Try this:

 

Open the console, issue the command

stopquest AAF_MainQuest

 

then exit the console, wait 5 seconds, open the console again and issue the command

startquest AAF_MainQuest

 

Then exit the console again.  You should see the AAF startup messages, and AAF should work using the Home key. 

Thx, finally works

Posted

I decided to add the devious devices option to the defeats but i experienced several ctds, char got banged by 6 ppl and follower too, DD got equipped, ready for abduction into CSA and i got ctd, devious devices ara unstable? I tried apply before and after sex scenes, disabled several graphical and scripted mods and ended trying with real hancufs and no more crashes presented, is a common behavior of devious devices? Ty in advance 

Posted

Something weird is going on.

The animations start and then stop after four rounds (left the setting at default); this is normal. *

It happens whether I'm being raped by a human or otherwise  (tested with Raiders and Bloatflies).

 

* After stage 3, it'll start exhibiting game-breaking behaviour. What happens is my character will suddenly jump behind the aggressor and permanently have her hands in the air. Depending on whether it's a Raider or a Bloatfly one of two things will happen.

The Raider(s) will just stop and stand around while the bloatfly will thrust continuously at the air. Basically I can't move at all. The game breaks.

 

I'm also using Dynamic Performance Tuner and Load Accelerator. But not real handcuffs or anything to to do with restraints.

I'm using CBBE in conjunction with Fusion Girl and ZaZ Extended Skeleton. It's possible there's a collison but I tested to see if that was the cause of my woes by enabling Fusion Girl while disabling CBBE and it isn't.

I can start the Animation by using the AAF Scene Manager but it's kind of clunky and I'd rather the Violation animations play out instead of borking as described.

 

Attaching a screencap of how MO2 looks right now.

 

MO.png.3dfc4953166bec991bdedc1d48d6860c.png

Posted

hello ego

 

I would like to ask a question:

 

is it possible in your next update to add a rape condition to know that you can only be raped if there are at least two enemies?

 

cordially

Posted
1 hour ago, magnusx said:

I decided to add the devious devices option to the defeats but i experienced several ctds, char got banged by 6 ppl and follower too, DD got equipped, ready for abduction into CSA and i got ctd, devious devices ara unstable? I tried apply before and after sex scenes, disabled several graphical and scripted mods and ended trying with real hancufs and no more crashes presented, is a common behavior of devious devices? Ty in advance 

DD sometimes has problems equipping on NPCs or giving NPCs stuck animations, but I have never had CTDs with DD.  Did you remember to build all your DD items in BodySlide?

Posted
52 minutes ago, squark said:

After stage 3, it'll start exhibiting game-breaking behaviour. What happens is my character will suddenly jump behind the aggressor and permanently have her hands in the air. Depending on whether it's a Raider or a Bloatfly one of two things will happen.

The Raider(s) will just stop and stand around while the bloatfly will thrust continuously at the air. Basically I can't move at all. The game breaks.

These are animation issues.  From your description it sort of sounds like AAF is picking a position that is defined in an XML file but that doesn't exist in a plugin.  I don't know what animation patches you have installed but that could be causing the problem, or one of the animation files could be installed wrong.

Posted

One thing that isn't showing on MO2:

AAF-Vanilla/Kinky/Creature Animations-Themes V190806.1

 

Here's the list of patches I'm using right now:

AAF-Compatibility Patches v3.3

Miscellaneous Patches 31304-1-2-1561002574 (contains fixes for Shino, Thrax, Dave's, Just a Pose, Just a Pose lesbian and RaceData Servitron)

AAF Patch for Leito and Crazy v3.2 (Only using the patch for Leito's)

 

Well, that's it.

Anything else I'm using is in the MO2 screencap I posted earlier.

 

I appreciate how quickly you replied.

Posted
4 hours ago, EgoBallistic said:

DD sometimes has problems equipping on NPCs or giving NPCs stuck animations, but I have never had CTDs with DD.  Did you remember to build all your DD items in BodySlide?

yes, I always rebuild all when change meshes or modify somthing check sliders and build morphs, tick all groups to rebuild everything, the ctd comes when casting to the csa abduction mostly, sometimes i have chance to see where my character was getting sent, and pum ctd, ty anyways, normally i dont use them and ur mod run smoot, i flew near the sun maybe XD

 

Posted

Hey I was wondering for the next version of aaf violate if the pacify timer could be longer after you've been raped?

 

For me its never made since why raiders would take the time to put handcuffs and devious devices on you and then kill you 30 seconds (or less) later. Might I suggest extending it to 3 to 5 minutes? Or even have a pacify mode where they don't fight you unless you attack them.

 

On a second note do you know any patches to this mod and knockout framework? I find to often that after my character gets raped she's stuck on the floor if she was also knocked out.

 

Love your mod and thank you for your time EgoBallistic.

Posted

Are you using defer death with knockout framework and running into cases where PC "die" and just lay on the ground and won't get back up after animation is over? (along with an odd case of PC and the clone of PC both being present during animation) Don't enable defer death, do setessential 7 1 to make PC essential instead if you don't want PC to die.

Posted
8 hours ago, ChocolateThunder2110 said:

On a second note do you know any patches to this mod and knockout framework? I find to often that after my character gets raped she's stuck on the floor if she was also knocked out.

I don't think there are any patches.  But a few pages back in this thread someone described the settings they use to make Violate work with Knockout Framework.

Posted
4 hours ago, darkhighlander said:

If you want a death alternative mod, can I suggest SKK`s Player Undeath Recovery.

https://www.nexusmods.com/fallout4/mods/41002

 

I used to use knockout framework until I found this mod. Seems much more light weight and I just set health recovered to 50%. Works great with Violate.

Thanks for the reply, do you use violate purgatory? I wanted to know if there would be conflicts with those two mods.

Posted
27 minutes ago, ChocolateThunder2110 said:

Thanks for the reply, do you use violate purgatory? I wanted to know if there would be conflicts with those two mods.

I use all  of them.  I set surrender to 15%, set undeath to heal me to 10%, and run purgatory.  If the guy who killed you is still alive you will surrender to him when you heal back up.  It doesn't work every time, especially if the companion kills the bad guys while you are down.  If that happens, I reload, since it feels like cheating otherwise.

 

Purgatory triggers at the end of bad ending.  Bad ending does not actually kill you, it just sends you to purgatory.  So, it doesn't trigger undeath.

Posted

Hi.

I've been trying to make KoF and AAF Violate patch (for me) from time to time, so I probably know why the player character is stuck on the ground.

(I am using AAF Violate with the Health threshold set to 0. I also use KoF, which is set to stand up on the spot when the player character dies.)

 

There is a Spell used on the KoF side to get up from the ragdoll state when the player character is determined to die. This Spell temporarily changes the player character's Actor Value "Paralysis (000002F2)" to 1. This Paralysis should return to 0 when the Spell's effect ends, but if the AAF Violate is also running at the same time, it will remain at 1 for some reason.

I couldn't come up with a cause, but if you can use the console, there is a temporary solution. Simply, enter "14.SetAV 2F2 0" in the console. (KoF will continue to work after this, but It’s better to set theft to occur only in KoF or AAF Violate.)

 

The patch I'm making is wait for the animation that the player character get up after the blown off (about 15 seconds, both can be obtained with KoF's events), and then continue the AAF Violate's processing. However, this mechanism is not good because it requires modification (2 functions to get variables, 4 lines at the beginning of CheckRace for wait) of AAF Violate's FPV_OnHit script. (Also need a new patch script.)

Also, when KoF removes the player character's ragdoll state, the player character is set to the ghost state, so in most cases they will be no longer in combat state. Also, at least one in-game hour will elapse by KoF function until the player character gets up, so hostile NPCs often return to positions that are more than 2000 game units away from the player character.
If this happens, AAF Violate will not react when the player character wakes up, so it is necessary to put the enemy in battle state by a patch's script. And etc etc.

Uh, sorry for my long reply.

Posted
6 hours ago, megururu said:

Hi.

I've been trying to make KoF and AAF Violate patch (for me) from time to time, so I probably know why the player character is stuck on the ground.

(I am using AAF Violate with the Health threshold set to 0. I also use KoF, which is set to stand up on the spot when the player character dies.)

 

There is a Spell used on the KoF side to get up from the ragdoll state when the player character is determined to die. This Spell temporarily changes the player character's Actor Value "Paralysis (000002F2)" to 1. This Paralysis should return to 0 when the Spell's effect ends, but if the AAF Violate is also running at the same time, it will remain at 1 for some reason.

I couldn't come up with a cause, but if you can use the console, there is a temporary solution. Simply, enter "14.SetAV 2F2 0" in the console. (KoF will continue to work after this, but It’s better to set theft to occur only in KoF or AAF Violate.)

 

The patch I'm making is wait for the animation that the player character get up after the blown off (about 15 seconds, both can be obtained with KoF's events), and then continue the AAF Violate's processing. However, this mechanism is not good because it requires modification (2 functions to get variables, 4 lines at the beginning of CheckRace for wait) of AAF Violate's FPV_OnHit script. (Also need a new patch script.)

Also, when KoF removes the player character's ragdoll state, the player character is set to the ghost state, so in most cases they will be no longer in combat state. Also, at least one in-game hour will elapse by KoF function until the player character gets up, so hostile NPCs often return to positions that are more than 2000 game units away from the player character.
If this happens, AAF Violate will not react when the player character wakes up, so it is necessary to put the enemy in battle state by a patch's script. And etc etc.

Uh, sorry for my long reply.

Thanks for the reply. I'll wait for your patch then.

Posted

Any plans to add an option for violation scenes not to start until all companions have also been defeated? That would make more sense than having them surrender just because my character gets downed in combat, in my opinion.

 

Thanks, for this great mod by the way. It's a staple in my load order, as it will stay. ?

Posted
2 hours ago, Church the Cat said:

Any plans to add an option for violation scenes not to start until all companions have also been defeated? That would make more sense than having them surrender just because my character gets downed in combat, in my opinion.

I am going to upload an update later today that adds a similar feature.  There is a new option under Player Surrender called Surrender Only When Outnumbered.  If this is enabled you won't automatically surrender until there are more enemies than you have companions.  It keeps track of the number of companions and knows if they have been killed or knocked out of combat. 

 

A while back I played around with letting companions keep fighting while you were downed and making the violation wait until all companions were also down.  That didn't work very well, unfortunately.  The game will stop battles if the player's controls are disabled, so scripting it was a real pain.  Worse, when I finally managed to make it work, it was just terrible and boring.  It's really not fun watching companions and enemies take cover and shoot at each other for 20 minutes.  I know they have features like that in Skyrim, but combat in Skyrim is a lot more brutal and up close so NPCs kill each other a lot faster.

Posted
21 minutes ago, EgoBallistic said:

Funny you should ask... I just finished adding that exact feature and am going to upload the updated mod shortly.

But would that conflict with how your mod and AAF works to call sex after being defeated. I have issues already when if my body is too near death after defeat, there is a forever loading screen or my paralyzed character lying in a respawned state, never to reactivate. With this option, I can see myself cometose waiting for my companions to be defeated in detail. I am trying to sort Violate, Knockout parameters.

Posted
42 minutes ago, maddadicusrex said:

But would that conflict with how your mod and AAF works to call sex after being defeated. I have issues already when if my body is too near death after defeat, there is a forever loading screen or my paralyzed character lying in a respawned state, never to reactivate. With this option, I can see myself cometose waiting for my companions to be defeated in detail. I am trying to sort Violate, Knockout parameters.

That sounds like a problem with KO Framework.  Violate and AAF work fine even if your health is barely above zero.

 

Anyway i edited my post above, because I realized that what Church was asking for isn't actually the same as what I am adding to the mod.  The new option prevents auto surrender while you have the enemy outnumbered, but once you do surrender everything happens like in previous versions.

Posted

New version 1.20 uploaded

  • Added basic support for Sex Attributes.  If the player is Desperate for Sex or has a Spirit attribute of 0 (Broken spirit), Perversion will be in effect at the start of the violation regardless of the Perversion MCM setting.
  • Added "settings.isNPCControlled = true" to AAF animation calls so position tree animations will play without user input.  This is to avoid problems when a Position Tree animation is called during a violation since the UI is disabled.
  • Added Surrender only when outnumbered option.  If enabled, you will not automatically surrender until there are more enemies than you have companions.  Violate will keep track of your followers during combat and will remove them from the companion count if they have been killed or knocked out of combat.  Note that this only affects auto surrender; you can still manually surrender at any time.
  • Updated Rogg DD Items Manager interface to the latest version.  If you want to use Rogg's DD Manager with Violate you must use DD Manager version 1.0.3 or later.

The Surrender only when outnumbered option is pretty neat.  I set my surrender health threshold to 80%, then took a squad of FCOM Minutemen with me and went up against a bunch of Legendary Raiders.  My health got knocked down below the threshold during the battle, but I didn't surrender until most of the FCOM troops had been killed.  Generally speaking though, the option is there to prevent things like a single Raider crippling you with a lucky shot and causing you and your five followers to surrender to him.

 

As always, there is no need for a clean save.  Just update the mod and load your game, and Violate will detect the updated files.

Posted

Can we get a way to toggle the UI back on when Violate is triggered please, or a setting to stop it being disabled in the first place? I spent nearly an hour yesterday trying to troubleshoot some bizarre AAF behavior that would have taken less than five minutes if I could have just had access to the AAF wizard that gets hidden.

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