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Posted
5 hours ago, EgoBallistic said:

[4] can also mean AAF couldn't find any animation with the requested tag.  You probably need to install AAF Themes, which adds tags to animations.

Which one? I have Basic, Sex and KinkyCreatures... But When installing them, AAF loads at 60% and then it gets blocked there

Posted
1 hour ago, Verasmile2 said:

Which one? I have Basic, Sex and KinkyCreatures... But When installing them, AAF loads at 60% and then it gets blocked there

The Kinky/Creatures one.  You will want to enable all the options.

 

If AAF is hanging at 60% with Themes installed, you are probably running AAF beta 113.  That version has a bug that makes it hang with certain types of XML.  Update to 114, it fixed that bug.

Posted
20 minutes ago, EgoBallistic said:

The Kinky/Creatures one.  You will want to enable all the options.

 

If AAF is hanging at 60% with Themes installed, you are probably running AAF beta 113.  That version has a bug that makes it hang with certain types of XML.  Update to 114, it fixed that bug.

Ok, I've downloaded it and enabled the 3 of them. Should I also enable Leito's patch? Also, I've used the "replace" prompt when installing it, and it replaced the 113 version - is that ok or I should delete it and reinstall it?

I also have downloaded the "Patch for animations (SquirtCum Effects, cumtattoo overlays, stages, fixes) 4.4" and "FO4 Animations by Leito" both v1.4 and v2 (I have active only the v2)

Should I enable all of them too?

I've deactivated them as MO2 showed many files that are common in them

image.png

Posted

New version 1.24 uploaded

  • Companions in CSA abductions will now work 100% as they do in RSEII:CSA.  Depending on your CSA MCM settings they can be dismissed, be abducted with you, or be abducted to a separate location requiring you to rescue them.
  • CSA abductions have been expanded so aggressor NPCs who are not Raiders, Gunners, or Super Mutants will sell you to one of those three factions at random.
  • Added support for Plugs of the Commonwealth.  Plugs get added at the same time as restraints.  Interface includes support for the regular plugs (Slot 57 version is recommended) as well as @tehuti181's patch which converts the Plugs to Devious Devices format.
  • Added better support for Essential player.  Violations will now pause and fade to black while the player is bleeding out.
  • Fixed onCripple handler not checking whether player is in combat.  This caused a looping issue when being violated by Deathclaws if you were using Advanced Needs and had its Sexual Damage option enabled.
  • Added an on-screen warning if LLFP not loaded
  • Added on-screen AAF error logging to Bad End script

 

As always, the mod will self-update when you install the new version, no need for a clean save.

Posted
22 minutes ago, nanashi50 said:

I'm see a lot of violations where a female enemy will use a male animation and male voice.

 

Is this a Violate issue or AAF issue?

That's an AAF issue, or really an animation packs and patches issue.  Violate hands the actors and tags over to AAF, and AAF finds animations that match them from the animation packs and patches you have installed.  One common annoyance is that Leito's animations have baked-in male Raider voices, and the FF versions of those animations still have the male voices.  There are patches to fix those.

Posted
6 hours ago, EgoBallistic said:

That's an AAF issue, or really an animation packs and patches issue.  Violate hands the actors and tags over to AAF, and AAF finds animations that match them from the animation packs and patches you have installed.  One common annoyance is that Leito's animations have baked-in male Raider voices, and the FF versions of those animations still have the male voices.  There are patches to fix those.

Hm, I thought I was already using all the patch mods...

 

I have the following mods related to Leito:

Although I did notice I had the voice fix below the One Patch to Bang Them All so maybe that was it. I've corrected the order and will have to see if it still happens.

Posted

I'd like to use this mod together with M.C.G. and have it setup where as long as I have some health, AAF Violate handles the surrender part, but if I reach 0 health M.C.G. takes over. Or maybe M.C.G. could activate Violate as one of the options of what happens.

Is this possible already in some way, or would it require some sort of patch? And if so, could you make one or does it have to come from the author of M.C.G.?

 

The M.C.G. page currently lists this mod as compatible, as long as I'm not using the player defeat feature from M.C.G. 

 

Either way, thanks for a great mod!

Posted
4 hours ago, Neydzz said:

I'd like to use this mod together with M.C.G. and have it setup where as long as I have some health, AAF Violate handles the surrender part, but if I reach 0 health M.C.G. takes over. Or maybe M.C.G. could activate Violate as one of the options of what happens.

The problem is that Violate has no minimum health threshold.  So if Violate is set at 30% health and MCG is set for 0% health, they would both try to kick in if you were dropped from 50% to 0% health in one shot.

 

As Anghelos suggested in the MCG thread, I could just add an essential player mode to Violate which would work even if you dropped to zero health.  Then you could disable MCG's respawn system and Violate would replace it.  Violate already handles the case where the player is essential and goes into bleedout.  It just doesn't make the player essential itself.

Posted

Many moons ago, I mentioned how the violation scenes either wouldn't stop after the time I chose in the MCM (120 seconds), or wouldn't start, with the characters just standing in-place naked, and you told me what mod I had installed that caused that bug, but I can't remember which mod it was. The only two animation packs I have installed was and still is Leito's and Creature Pack 1. Was it the animation add-ons and patches mod? 

I think that's the one you mentioned, which is too bad since I really like the add-ons. But, I'll sever it if you can confirm that it was the mod that causes the scenes not to end and/or start. Thanks. ?

Posted
2 hours ago, Church the Cat said:

Many moons ago, I mentioned how the violation scenes either wouldn't stop after the time I chose in the MCM (120 seconds), or wouldn't start, with the characters just standing in-place naked, and you told me what mod I had installed that caused that bug, but I can't remember which mod it was. The only two animation packs I have installed was and still is Leito's and Creature Pack 1. Was it the animation add-ons and patches mod? 

I think that's the one you mentioned, which is too bad since I really like the add-ons. But, I'll sever it if you can confirm that it was the mod that causes the scenes not to end and/or start. Thanks. ?

In the past, yes. Not sure about currently........

 

:no_mouth:

Posted
21 hours ago, EgoBallistic said:

The problem is that Violate has no minimum health threshold.  So if Violate is set at 30% health and MCG is set for 0% health, they would both try to kick in if you were dropped from 50% to 0% health in one shot.

 

As Anghelos suggested in the MCG thread, I could just add an essential player mode to Violate which would work even if you dropped to zero health.  Then you could disable MCG's respawn system and Violate would replace it.  Violate already handles the case where the player is essential and goes into bleedout.  It just doesn't make the player essential itself.

That would actually be great if you could. As someone else suggested in this thread, I'm currently using PlayerUndead death recovery to handle bleedout, bump me up to 10% health, and then let Violate take over. But if Violate makes the player essential itself it would be one less mod to worry about, and also be a bit less annoying as PlayerUndead asks whether I want to be revived on the spot or in a settlement every time I enter bleedout, and I haven't found a way for it to default to on the spot.

Posted

Is there a way to disable the interface hiding that Violate does?

 

I have encountered an issue with AAF and Violate, but I can't tell what is happening because the interface is hidden and the bug ALWAYS results in death and reload, thus deleting any info in AAF from the encounter....

 

What is happening is thus:

 

I surrender to an enemy due to low health (30%), the raiders approach, their "threat" dialogue triggers.. screen fades to black... several seconds pasts, then sound effects of the animation starts... then the screen fades back in to the actor standing there for about 1 second before entering the actual animation (usually about 5 to 7 seconds total from F.T.B and sound to animation actually playing).. then about 10 to 30 seconds into the animation some message displays too quick for me to read in the top corner. 

The actors stand up, while the sex animation sounds are still playing... Raiders ALL turn hostile while my controls are still frozen and my Companions are in surrender mode and usually either riddle me with bullets till i die and can't move, or throw approximately 30 Molotovs on me... and watch as I burn to death as I can't move.

 

The only error I have in AAF is the unlimited companion framework error (because I don't use that mod, I use a different one) 

I am expecting this to be a conflict somewhere, just can't really see what errors AAF says is going on, and every time I try to read the log (assuming I am even looking at the right log!) just fills me with an almost irrepressible urge to smash myself in the face with a shovel until I pass out :( 

 

EDIT:

It should be noted that I did try the "end scene" feature, by holding the surrender key for 5+ seconds... and that semi-worked :P While burning to death in a molotov fire, I was able to see the AAF screen before I died and reloaded, and it said under status "Gathering".... so the actors weren't yet grabbed by AAF for positioning" but the sound effects are playing?? was very odd..

Posted
6 hours ago, nitemares said:

I have encountered an issue with AAF and Violate, but I can't tell what is happening because the interface is hidden and the bug ALWAYS results in death and reload, thus deleting any info in AAF from the encounter....

If you can make the problem happen again and post your script log here as an attachment, I can take a look at it.  Instructions on how to do this are in this post.

Posted
1 hour ago, EgoBallistic said:

If you can make the problem happen again and post your script log here as an attachment, I can take a look at it.  Instructions on how to do this are in this post.

Sadly no. 

 

I can no longer get Fallout 4 to load without a CTD. (tried 15 times in the last hour).... 

I am assuming the game has been destablized by too many mods being enabled and disabled over a long period of time... 

 

Going to start over with a refresh install of everything. 

 

AS the the LOG.... I just looked.... I have  FOUR (4) LOGs... all dated the the same time stamps... and are filled with error reports for mods that I don't have nor have had for a very long time... so yea... Borked game... 

Posted
2 hours ago, nitemares said:

AS the the LOG.... I just looked.... I have  FOUR (4) LOGs... all dated the the same time stamps... and are filled with error reports for mods that I don't have nor have had for a very long time... so yea... Borked game... 

Odd about the timestamps, but it is normal to have 4 logs.  The most recent is always Papyrus.0.log, the others are logs from previous sessions.

 

2 hours ago, nitemares said:

and are filled with error reports for mods that I don't have nor have had for a very long time..

Uninstalling scripted mods is never a good idea.  Scripts can stay running in the game despite the files being removed.  If they are listening for AAF events they can cause all kinds of weird behavior.  So yeah, better to start clean.

 

Let us know if you have any issues after you start a fresh game. 

Posted
2 hours ago, EgoBallistic said:

Odd about the timestamps, but it is normal to have 4 logs.  The most recent is always Papyrus.0.log, the others are logs from previous sessions.

 

Uninstalling scripted mods is never a good idea.  Scripts can stay running in the game despite the files being removed.  If they are listening for AAF events they can cause all kinds of weird behavior.  So yeah, better to start clean.

 

Let us know if you have any issues after you start a fresh game. 

 

Quick question on uninstalling scripted mods. 

 

Many of the mods that were coming up, I had removed MONTHS ago... but were in a log generated by a character I just started a few days ago.

Do scripted mods removed that far back really affect games months later?? If so, that is a frightening thought, considering I use a mod manager to supposedly cleanly install and remove mods... 

 

For me, my game was running fairly well up to the AAF upgrade from 1.1 to 1.13/1.14... since then everything has been, well... not acceptable.

 

Admittedly, i did a lot of messing around then trying to find out what was going wrong... just been a "Head to Desk. Repeat indefinitely" type of week

 

Doing a Full rebuild, including redownloading all of Fallout 4... so it will be a couple days

 

:(

 

 

Posted
15 minutes ago, nitemares said:

If so, that is a frightening thought, considering I use a mod manager to supposedly cleanly install and remove mods... 

Mod managers wont clean a save file. There are a lot of things that are permanently baked into a save, and the only way to remove that data is with ReSaver. BUT you better dam well know what you're doing. LOL

Posted

Just one question:

The MCM for rounds til exhaustion has a new maximum value 30.

Generally I would like the new maximumt, but I'am doubting if it will work since the part of vinfamy's original code still seems to have a liimitation to 10 rounds ?

 


Function Surrender(Bool bForceSurrender)
    Bool bPlayerInterrupt = false
    Bool bCompanionInterrupt = false

    SendCustomEvent("Vin_Event_Suspend")
    myLayer = InputEnableLayer.Create()
    myLayer.DisablePlayerControls()
    
    fEssentialDeathTimeSaved = Game.GetGameSettingFloat("fEssentialDeathTime")
    Game.SetGameSettingFloat("fEssentialDeathTime", 1.0)
    
    surrenderActive = true
    primaryOutcome = false
    combatInterrupt = false
    interrupted = 0
    curRounds = 0
    curRapistE = 0
    Harmonize()
    
    doFaceAnims = AFV_Global_Face_Anims.GetValue()
    doCompanionTeleport = AFV_Global_Teleport_F.getValue()
    PerRounds = CalcPerversionRounds()
    ExRounds = AFV_Global_Exhaustion.getValueInt()
    If ExRounds > 10
        ExRounds = 10
    EndIf

   

Kind regards

Posted
3 hours ago, Adetu said:

Generally I would like the new maximumt, but I'am doubting if it will work since the part of vinfamy's original code still seems to have a liimitation to 10 rounds ?

You are correct.  This will be removed in the next version.

Posted

I currently seem to be having an issue with companions not being involved in scenes. Even when there are extra aggressors, they'll just stand around and leave my companion alone while focusing on me. My companion will sit off to the side in the surrender animation, but nothing else. Any ideas?

Posted
3 minutes ago, Crisjin said:

I currently seem to be having an issue with companions not being involved in scenes. Even when there are extra aggressors, they'll just stand around and leave my companion alone while focusing on me. My companion will sit off to the side in the surrender animation, but nothing else. Any ideas?

Dumb question, but have you enabled via MCM that also the compaions gets violated?

Posted

I seem to experience a problem with the RSE II: CSA integration and companion abductions. Whether they are abducted to the same location as the player or a separate location I cannot get them to follow me after the abduction has ended. I can command them to go to a specific spot and they will do that (so I guess they are able to move) but they will not follow the player. When aiming at them from a distance and issuing "follow" they will confirm and start twitching between stand and walk postures but they stay in place. And the command will still say "follow" instead of "stay" when aiming at them again. The twitching also happens during an abduction to the same location where the companion is pretty much in a constant loop of starting a kneeling animation and once the knees touch the ground they snap back to standing (immediately, no animation) and start the kneeling animation again.

Surrendering through CSA works fine and the companion keeps their usual companion behavior, following me around, listening to commands.

 

Any ideas?

 

Could be other mods interfering as well since I am running quite script-heavy at the moment with SS Conqueror, Pack Attack NPC, SSK Combat Stalkers, and Flashy's new CAP (with surrendering options disabled). So if this is a lost cause I totally understand...

 

 

EDIT:

Oh, and I tried the resurrect and recycleactor commands on the companion to no avail. Sleeping for 24 hours, fast travel, entering / leaving interior cells, dismissing (they won't even go home, just stay in place) and re-following. None of it helped.

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