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Posted
9 hours ago, EgoBallistic said:

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.

Wow, that was quick. ?

Your idea sounds better, anyway. I was just trying to copy what we had with the Skyrim "Defeat" mod, but your idea sounds like the smoother operator.

 

Thanks. ?

Posted

I just uploaded a new AAF_Violate_V1.20.7z because I accidentally left some of the source code files out of the one I uploaded yesterday.  The mod itself has not changed, so you only need to download this again if you need the source code.

Posted

So, I'm sure this isn't this mods fault, but thought I'd ask here. When the animations start, occasionally my actors stand there and don't do anything. If I use home and toggle through, eventually it will find an actual animation. I'm sure something is trying to trigger an animation that isn't there, however, when this mod starts, I lose the AAF Menu. Is there a setting somewhere or something that will stop the menu from vanishing when this mod triggers? Does this happen for anyone else? All the other mods don't seem to lose the menu that trigger AAF animations (Hardship, attraction, etc), just this one.

 

Any ideas would be appreciated. Or if there is something someone suggests I look for to figure out what animation it is that isn't triggering.

Posted
On 12/18/2019 at 10:47 PM, wdaigle said:

1.20 sounds neat but I'm not upgrading my runtime anytime soon.  :( 

Ditto. It's a major pita to update mods everytime Bethseda updates the game and breaks F4SE again.

Posted
On 12/7/2019 at 9:08 AM, EgoBallistic said:

It looks like The One Patch to Bang Them All removes the molerat animations from the Creature Pack.  Probably because the current version of the One Patch is older than the current version of Creature Pack.

 

To fix this, you can:

1. Uninstall the One Patch

2. Uninstall the Creature Pack

3. Reinstall the One Patch - since the Creature Pack is also uninstalled, the One Patch files for it will not be installed

4. Reinstall the Creature Pack

Do the same for the BP70 animations too.

Posted

Hello Ego

 

Just to report a small problem that I have nothing serious but I do not know how to fix it.
To start all the animations work and I have no errors in AAF.
However I just realized that there is a problem with the animations of wild ghouls.
Indeed when I lose a fight my character is raped but if my character is raped several times by wild ghouls after a while (and during an animation) the wild ghouls in waiting will suddenly become enemies again and will start to attack my character who is invisible !!!
Suddenly my character dies and I have to reload a save.
But when I restart the save I no longer have the possibility of entering the pipboy so I have to completely exit the game and restart it.

 

If you have ideas I am interested.

 

Cordially

Posted
3 hours ago, hkheung said:

Indeed when I lose a fight my character is raped but if my character is raped several times by wild ghouls after a while (and during an animation) the wild ghouls in waiting will suddenly become enemies again and will start to attack my character who is invisible !!!
Suddenly my character dies and I have to reload a save.

I suspect one of the animations is not ending properly and causing AAF to send an error.  Violate ends the violation because of the error, but you are still held by AAF and so you remain invisible.  But since Violate has reset all of the actors, the ghouls are no longer pacified and you are no longer protected by god mode.

 

I suggest you enable debugging in the AAF configuration file (Data\AAF\AAF_Settings.ini, set the three "debug" options to True).  You can then see what animations are played in the AAF logs in My Documents\My Games\Fallout 4\Logs\Script\User\.

Posted
3 minutes ago, GreyWinter said:

I see  

If you search around you should find others who have had this problem.  Usually they post screen shots.  You can compare them with what you're seeing.

Posted
1 hour ago, NorseDude said:

I'm having trouble with surrendering. My character can surrender just fine, but no animations start. I see that AAF is not being called at all, but I know that it works since SEU is working fine. I've reinstalled all my mods, including AAF, and started a new save file. Still nothing. What could be wrong here?

What do you mean "I see that AAF is not being called at all" ?

 

Do you have all of the mod's requirements installed, including AAF Themes and animation packs that include aggressive type animations?  Have you looked at the Troubleshooting section on the mod's front page?

Posted
3 hours ago, NorseDude said:

EDIT: Added the papyrus log for a completely new save. Still encountering the same problem.

Well what this shows is you surrendered, but AAF didn't respond when Violate called for animations.  Here is the relevant part of the log:

Spoiler

[12/27/2019 - 01:06:14AM] AFV report: Control up: FPV_SurrenderKey held for 0.088000 s
[12/27/2019 - 01:06:14AM] AFV report: MCM force surender attempt

[12/27/2019 - 01:06:14AM] AFV report: force surrender. AFV_Global_On 1.000000 checking 0 surrenderActive False
[12/27/2019 - 01:06:14AM] AFV report: potential combat targets [4] actual [3] rapists [3] companions [0]
[12/27/2019 - 01:06:16AM] AFV report: set Nova faceAnim to [Keyword <AnimFaceArchetypeDisgust (000C8674)>]
[12/27/2019 - 01:06:18AM] FPP report: satisfaction list are empty
[12/27/2019 - 01:06:19AM] AFV report: Player can be target
[12/27/2019 - 01:06:19AM] AFV report: start looking for rapists. max index is 2
[12/27/2019 - 01:06:19AM] AFV report: FindRapistFor Nova
[12/27/2019 - 01:06:19AM] AFV report: cur rapist index is 0
[12/27/2019 - 01:06:19AM] AFV report: cur rapist exists
[12/27/2019 - 01:06:19AM] AFV report: cur rapist is not dead
[12/27/2019 - 01:06:19AM] AFV report: rapist found
[12/27/2019 - 01:06:19AM] AFV report: set Nova faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>]
[12/27/2019 - 01:06:26AM] AFV report: approach scene ended with timeout 6
[12/27/2019 - 01:06:26AM] AFV SexSceneChoosing: curRapistE [1] maxRapistE [2] CanDoGangbangs [1]
[12/27/2019 - 01:06:26AM] AFV report: StartSex: akActors[0] is Nova [20]
[12/27/2019 - 01:06:26AM] AFV report: StartSex: akActors[1] is bloatfly [662100]
[12/27/2019 - 01:06:26AM] AFV report: setting major Function ON from StartSex Function
[12/27/2019 - 01:06:27AM] AFV report: FindRapistFor Nova Function ended and interrupted is 0 found is 1

[12/27/2019 - 01:06:27AM] AFV report: Companions can be target
[12/27/2019 - 01:06:28AM] AFV report: zeroed interrupt
[12/27/2019 - 01:06:28AM] AFV report: bPlayerInterrupt is False
[12/27/2019 - 01:06:28AM] AFV report: bCompanionInterrupt is True
[12/27/2019 - 01:06:28AM] AFV report: CheckForRapeEnd start, interrupted is 0
[12/27/2019 - 01:06:28AM] FPP report: satisfaction list are empty
[12/27/2019 - 01:06:38AM] FPP report: satisfaction list are empty
[12/27/2019 - 01:06:48AM] FPP report: satisfaction list are empty
[12/27/2019 - 01:06:58AM] FPP report: satisfaction list are empty
[12/27/2019 - 01:07:04AM] AFV report: Control up: FPV_SurrenderKey held for 4.910999 s
[12/27/2019 - 01:07:04AM] AFV report: OnControlUp has determined that a major function (surrender) was active, ABORTING

[12/27/2019 - 01:07:07AM] FPP report: approach timer gone
[12/27/2019 - 01:07:07AM] FPP report: slut mode is 0.000000
[12/27/2019 - 01:07:07AM] FPP report: general approach status is 1.000000
[12/27/2019 - 01:07:07AM] FPP report: extended approach status is 0.000000
[12/27/2019 - 01:07:07AM] FPP report: allowed gender type is 2.000000
[12/27/2019 - 01:07:08AM] FPP report: satisfaction list are empty
[12/27/2019 - 01:07:12AM] AFV report: Control up: FPV_SurrenderKey held for 6.691004 s
[12/27/2019 - 01:07:12AM] AFV report: key held for 5 seconds and major function active, calling scene outcome

[12/27/2019 - 01:07:12AM] AFV report: force outcome.
[12/27/2019 - 01:07:12AM] AFV report: outcome start
[12/27/2019 - 01:07:13AM] ==========================keyCode:87 shift:False
[12/27/2019 - 01:07:14AM] AAF SEU Debug: OnControlUp has started
[12/27/2019 - 01:07:14AM] AAF SEU Debug: OnControlUp has determined player is in an AAF scene, ABORTING
[12/27/2019 - 01:07:15AM] ==========================keyCode:87 shift:False
[12/27/2019 - 01:07:18AM] FPP report: satisfaction list are empty
[12/27/2019 - 01:07:22AM] AFV report: start to restore NPC and resuming combat
[12/27/2019 - 01:07:22AM] AFV report: reset bloatfly
[12/27/2019 - 01:07:22AM] AFV report: reset bloatfly
[12/27/2019 - 01:07:22AM] AFV report: reset bloatfly
[12/27/2019 - 01:07:22AM] AFV report: set Nova faceAnim to None

 

The red is where you hit the surrender key.  Orange is where Violate called AAF for an animation.  There should have been messages from AAF after this, but there are none.  Yellow is where you tried to surrender again but you were already surrendered.  Green is where you held the key for >5 seconds to abort the surrender.

 

What this tells us is that Violate did everything right, but for some reason AAF did not send back any animation events, so the violation got stuck.

 

So, there is a problem with your AAF setup.  Either AAF is not running at all, or whichever animation got picked caused AAF to crash.

Posted

 

On 9/19/2019 at 4:26 PM, EgoBallistic said:
  • The Robbery quest will now use a repeating timer to check if the robber has been disabled or deleted from the game, instead of the one-time check in previous versions.  This is to force the quest to clean itself up if you are robbed by an NPC from SKK Combat stalkers or a similar mod that deletes enemies when they get too far from the player.

 

I was defending Tenpines Bluff, failed, violated, went to purgatory, got messages of "robber has disappeared", and that we lost the battle.  Naturally, when defending a settlement the attackers disappear.  Violate correctly detects this.  So... where's my stuff?  Or do I have to turn robbery off to prevent my inventory from disappearing from the game permanently?

Posted
4 hours ago, wdaigle said:

I was defending Tenpines Bluff, failed, violated, went to purgatory, got messages of "robber has disappeared", and that we lost the battle.  Naturally, when defending a settlement the attackers disappear.  Violate correctly detects this.  So... where's my stuff?  Or do I have to turn robbery off to prevent my inventory from disappearing from the game permanently?

Your stuff is gone.  The robber was a spawned actor that was deleted from the game.  The "robber has disappeared" message is there to tell you that the robbery quest has ended due to the robber being deleted.  If it didn't do this, the robbery quest would get stuck with a quest target pointing to empty space at the location where the robber was deleted.

Posted
10 hours ago, EgoBallistic said:

Your stuff is gone.  The robber was a spawned actor that was deleted from the game.  The "robber has disappeared" message is there to tell you that the robbery quest has ended due to the robber being deleted.  If it didn't do this, the robbery quest would get stuck with a quest target pointing to empty space at the location where the robber was deleted.

Understood.  Thanks.

Posted

Hi, I have an issue where after surrender my clothes are stripped and hands are raised, but no sex ensues. I've enabled papyrus logging and found the following in the log which repeats several times:

 

[01/04/2020 - 12:45:34AM] AFV report: StartSex: akActors[0] is Kharita Ranaseti [20]
[01/04/2020 - 12:45:34AM] AFV report: StartSex: akActors[1] is raider [120841]
[01/04/2020 - 12:45:35AM] AFV report: StartSex: akActors[2] is raider [101739]
[01/04/2020 - 12:45:35AM] AFV report: setting major Function ON from StartSex Function
[01/04/2020 - 12:45:35AM] error: Cannot call AAF_GenderOverride_Male() on a None object, aborting function call
stack:
	[AAF_MainQuest (08000F99)].aaf:aaf_mainquestscript.makeActorData() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 1628
	[AAF_MainQuest (08000F99)].AAF:AAF_API.StartScene() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_API.psc" Line 532
	[alias playerRef on quest FPV_Player (3B000F99)].FPV_OnHit.StartSex() - "D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_OnHit.psc" Line 594
	[alias playerRef on quest FPV_Player (3B000F99)].FPV_OnHit.SexSceneChoosing() - "D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_OnHit.psc" Line 728
	[alias playerRef on quest FPV_Player (3B000F99)].FPV_OnHit.FindRapistFor() - "D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_OnHit.psc" Line 664
	
	<truncated stack>
[01/04/2020 - 12:45:35AM] error: Cannot check for a None keyword

I've dived into the scripts to dig into the stack trace, and it seems that one of the raiders have a None gender instead of male or female. (The papyrus log also describes attempts to call AAF_GenderOverride_Female() and AAF_ActorBusy() etc.) Or the actor object itself is somehow set to None.

 

I've tried modifying the .psc script to give more debugging info, but not sure how to compile the script. When I run the script or the script folder as it is through the Papyrus Compiler it fails with a bunch of errors.

 

Does anyone have an idea what could be going wrong, or failing that some instructions on how I can build the mod with my own script tweaks to debug the issue further?

 

This is with the latest Fallout 4, F4SE, AAF Violate etc versions (all downloaded within the last couple days). I'm using MO2 if that matters.

 

Thanks!

 

Posted
14 minutes ago, kharita said:

error: Cannot call AAF_GenderOverride_Male() on a None object, aborting function call

This is an internal error in AAF, not in Violate.

 

The line where the error is occurring is in the AAF main quest (Source\User\AAF\AAF_MainQuestScript.psc" Line 1628) and reads

If targetActor.HasKeyword(AAF_API.AAF_GenderOverride_Male)

 

The source of the error is that AAF_API is None in your game.

 

You may be able to fix this by restarting the AAF main quest.  Open the console and issue the command stopquest AAF_MainQuest.  Then exit the console, wait 5 seconds, go back into console, and do startquest AAF_MainQuest.  After that, you should see the AAF startup messages, and AAF should work properly again.

Posted

Hey, so i have aaf,  the one patch, animations and the mod installed, but when i initiate a encounter, dicks aren't showing up,or it just doesn't play any animations. 

Any advice? 

Posted

I'm having issues with races like Feral Ghouls Mirelurks Deathclaws etc. It just says "I can not surrender to these enemies" despite having race support for everything on. This is a return to Fallout 4 modding after a hiatus so something is undoubtedly missing or outdated but I believe I have everything I need 

Posted
12 hours ago, EgoBallistic said:

You may be able to fix this by restarting the AAF main quest.  Open the console and issue the command stopquest AAF_MainQuest.  Then exit the console, wait 5 seconds, go back into console, and do startquest AAF_MainQuest.  After that, you should see the AAF startup messages, and AAF should work properly again.

Thank you! That worked to get the interactions to proceed. However it seems animations aren't working - I get a fade to black after the approach comments, and the following errors:

 

[01/04/2020 - 05:58:12PM] AFV report: SceneInit Event
[01/04/2020 - 05:58:12PM] AFV report: OnSceneInit Event: animation doesn't start, result [4]
[01/04/2020 - 05:58:12PM] AAF SEU Debug: SceneInit event: error [4]
[01/04/2020 - 05:58:12PM] AFV report: OnSceneInit Event: actors array size is 0
[01/04/2020 - 05:58:12PM] AFV report: setting major Function OFF from onSceneInit Event
[01/04/2020 - 05:58:12PM] AFV report: CheckForRapeEnd start, interrupted is 1
[01/04/2020 - 05:58:12PM] AFV report: IsAnimRunning: no actors are busy
[01/04/2020 - 05:58:12PM] AFV report: outcome player
[01/04/2020 - 05:58:12PM] AFV report: setting major Function OFF from CheckForRapeEnd Function
[01/04/2020 - 05:58:12PM] AFV report: outcome start
[01/04/2020 - 05:58:13PM] AFV report: FindRapistFor Kharita Ranaseti Function ended and interrupted is 1 found is 1

I've googled around for AAF Error 4 and only found this thread, though it looks like the current AAF version registers the OnSceneEnd event.

 

I've also reinstalled SEU and double checked the animation mods are installed.

 

I realise this isn't directly Violate related - should I post in the AAF thread?

Posted
On 12/19/2019 at 10:28 AM, EgoBallistic said:

I just uploaded a new AAF_Violate_V1.20.7z because I accidentally left some of the source code files out of the one I uploaded yesterday.  The mod itself has not changed, so you only need to download this again if you need the source code.

I'm using MO2 and I downloaded and installed your newest version yet the V1.20.7z version gives me a AFF_Violate.esp missing error. I changed the load order around, deleted the mod and reloaded a few times with the same result. Anyone else having this issue? This mod has always been one of the most easiest and reliable mods for updating so this is a bit perplexing. 

~ Thanks!

Posted
17 minutes ago, amesbt said:

.... gives me a AFF_Violate.esp missing error....

Is this a typo? Because you know it's AAF_Violate.esp. Or did you rename the old plugin or something?

 

I'm using MO2 and Violate 1.20 was installed flawlessly. esp file is just in there. I think you should right click on the mod name in the left pane and select open in explorer and check the esp if it's there and the name is correct.

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