EgoBallistic Posted March 1, 2020 Author Posted March 1, 2020 3 hours ago, darkon74slayer said: I have Rogg's DD Items Manager, but I want to control how many DD items are put on, and I asked in Device device and got this message. I'm just trying to clarify witch mod calls the number of items, I would like to know if that can be adjusted, cause I feel to many are being applied per and attack. Rogg's controls the number and type of items. It has two menus. The first is the Probability Settings. This controls which types of items are allowed, and the chance that a type will be applied. This is how you control the number of items, because only one item of a particular type will ever be applied: The second menu is the Allowed Items. This controls which particular items within each type can be applied: In combination, these settings allow you to limit the devices to a few or many, however you see fit.
darkon74slayer Posted March 1, 2020 Posted March 1, 2020 so based on what you are saying there is a chance for every item on the list to be applied, based on there percentage. so if I only want one item per an encounter I need to disable everything but that one item?
EgoBallistic Posted March 1, 2020 Author Posted March 1, 2020 42 minutes ago, darkon74slayer said: so based on what you are saying there is a chance for every item on the list to be applied, based on there percentage. so if I only want one item per an encounter I need to disable everything but that one item? If you want exactly one random item per encounter, you can just not use Rogg's. Violate will then default to the EquipRandomDevice function in Devious Devices which will equip one single random item from one random category.
darkon74slayer Posted March 1, 2020 Posted March 1, 2020 46 minutes ago, EgoBallistic said: If you want exactly one random item per encounter, you can just not use Rogg's. Violate will then default to the EquipRandomDevice function in Devious Devices which will equip one single random item from one random category. Thank you.
ravanara Posted March 3, 2020 Posted March 3, 2020 Someone knows the differences between Violate and Mcg respawn? Is it worth it to have Violate instead of mcg? or they are very similar?
Blue Astra Posted March 3, 2020 Posted March 3, 2020 Would it be possible to make it so the "chance of equipment theft" only triggers when the raider pet integration triggers? So if my character gets knocked down by ghouls/super mutants, I will not be robbed, but if my character gets knocked down by raiders (and triggering raider pet) then my items will be robbed.
EgoBallistic Posted March 3, 2020 Author Posted March 3, 2020 New version 1.31 uploaded Converted the mod to an all-in-one FOMOD installer that automatically checks dependencies for the add-ons. Added an MCM option to recover a percent of Sex Attributes' Self Esteem Lost From Rape when player kills an NPC who violated them. Added an MCM option to limit number of Devious Devices when using Rogg DD Items Manager, from 1-10 or unlimited. Added an MCM option for chance to apply Plugs of the Commonwealth. Added an optional plugin and XML to support Feral Ghoul gangbangs - two different two-on-one animations plus the existing three-on-one animation. Requires VaderMania 1.11 animation pack. Increased the maximum pacification time in MCM to 120 seconds. Modified the surrender-on-cripple event handler to ignore extra cripple events when certain other mods decide to send three of them at once. Modified AAF event handling to filter out AAF errors from animations started by other mods during violations. Modified FPV_Follower bystander handling with performance optimizations and ability to handle more actors. As always, the mod will self-update when you install the new version, no need for a clean save. 4
maddadicusrex Posted March 3, 2020 Posted March 3, 2020 Just want to make sure..I am using MCG without its defeat option and this mod. Does anyone know what settings the 2 mods should be at to work proper? Does my character need to be toggled essential? (Cannot die?) Do I turn off respawn in MCG? Thanks..
MrCruelJohn Posted March 4, 2020 Posted March 4, 2020 2 hours ago, EgoBallistic said: New version 1.31 uploaded Converted the mod to an all-in-one FOMOD installer that automatically checks dependencies for the add-ons. Added an MCM option to recover a percent of Sex Attributes' Self Esteem Lost From Rape when player kills an NPC who violated them. Added an MCM option to limit number of Devious Devices when using Rogg DD Items Manager, from 1-10 or unlimited. Added an MCM option for chance to apply Plugs of the Commonwealth. Added an optional plugin and XML to support Feral Ghoul gangbangs - two different two-on-one animations plus the existing three-on-one animation. Requires VaderMania 1.11 animation pack. Increased the maximum pacification time in MCM to 120 seconds. Modified the surrender-on-cripple event handler to ignore extra cripple events when certain other mods decide to send three of them at once. Modified AAF event handling to filter out AAF errors from animations started by other mods during violations. Modified FPV_Follower bystander handling with performance optimizations and ability to handle more actors. As always, the mod will self-update when you install the new version, no need for a clean save. My pacification still shows 30 seconds... yes, clean install, auto update in-game... the 120 would be nice! And self esteem is so hard to recoup - it's like going to the casino - start out dominant - with time, it goes all the way down - and quickly too. The house always wins. The deck is stacked against us? lol... Even debuffing my PC hard, still level 12 by corvega and not yet caught by the combat stalkers... this mod, and the consequences makes a better player... Thanks for your work! John 3
MrCruelJohn Posted March 4, 2020 Posted March 4, 2020 44 minutes ago, maddadicusrex said: Just want to make sure..I am using MCG without its defeat option and this mod. Does anyone know what settings the 2 mods should be at to work proper? Does my character need to be toggled essential? (Cannot die?) Do I turn off respawn in MCG? Thanks.. I run both. I just set Violate higher surrender - like 80 to avoid conflicts with 100% surrender with cripple on. I have found at lower levels (new game), I can get 1 shotted to MCG Defeat, but still have Violate trigger with the DD and the Violate retrieval. When you get exp and higher levels, you can re-lower it towards the default 30. It just means the one shots don't instantly kill you. And honestly, I have more issues falling off ledges and dying (defeat back to Sanctuary after purgatory), then these 2 conflicting. Just realize, thinks can go wonky... makes it interesting however and sometimes comical... I just go back to an earlier save... I also run Immersive Hud which shows health at a level... and when in gunfights, if the health bar shows up, it is my surrender hotkey time.. John 1
EgoBallistic Posted March 4, 2020 Author Posted March 4, 2020 1 hour ago, MrCruelJohn said: My pacification still shows 30 seconds... yes, clean install, auto update in-game... the 120 would be nice! Uuugh. Sorry about that - I had the wrong version of the MCM file in the archive. I just re-uploaded the FOMOD with the corrected menu. I didn't change the version number since the MCM config was the only file that changed. Just download it and reinstall and the pacification slider will go to 120 like it's supposed to. 1
maddadicusrex Posted March 4, 2020 Posted March 4, 2020 Downloaded latest Violate. My settings Violate..Health Surrender 35%, Cripple On, Surrender chance 100%, Surrender if outnumbered, God mode On, Gangbang On...120 sec. Pacification MCG......Submit 20%, Hardcore wear Off, Defeat mode Off.... Spawned Ferals, I get crippled and Surrender sequence starts ( get AAF.. too many characters scene fails? ) Sex starts with 1 Feral, other Ferals attack me in God mode during sex. After sex, Ferals kill me. The 120 sec. pacification timer seem to be disabled by AAF issue? Is your setup working proper?
NoJoker Posted March 4, 2020 Posted March 4, 2020 Thanks for the huge update, any optimization for AAF is great! 1
maddadicusrex Posted March 4, 2020 Posted March 4, 2020 5 hours ago, EgoBallistic said: What do you mean by this? You got a message? Did you spawn all the ferals before you surrendered? If you added some after the surrender had started they won't be pacified. Yes if there was an AAF issue the pacification timer is much shorter. Please try to be a little clearer when reporting an issue. And post a script log if possible. I believe the issue was with Ferals spawning at different times. The next few times I tried to test, surrender and rape sequence worked out as it was supposed to. The last time, I had 4 separate rape events with 1) x2 sex event, 2) x4 sex event, and 1) x3 sex event all triggering ,all successfully completing ,and my being allowed to walk away bruised and battered after being raped by 9 total Ferals. Nicely done so far.
ravanara Posted March 4, 2020 Posted March 4, 2020 Can I use CAP to handle the kidnappings? or it's not integrated within Violate and CSA is mandatory for them?
EgoBallistic Posted March 4, 2020 Author Posted March 4, 2020 33 minutes ago, ravanara said: Can I use CAP to handle the kidnappings? or it's not integrated within Violate and CSA is mandatory for them? There is no CAP integration at this time. Flashy has not made the interface available.
ravanara Posted March 4, 2020 Posted March 4, 2020 5 minutes ago, EgoBallistic said: There is no CAP integration at this time. Flashy has not made the interface available. Oh ok thanks for the reply. Hopefully in the future, CAP kidnappings are so much more fleshed out with the voice lines and all.
maddadicusrex Posted March 5, 2020 Posted March 5, 2020 Are there certain characters that will not allow you to submit ( certain unique dogs ), etc.? Also is there a way in the settings to have my submission be always 100%. Right now, even if I reach the markers to submit ( health or cripple ), I am getting killed 50% of the time with the next hit.. I am using Perfect Pacify mod. Is there anything in that which would inhibit yours?
maddadicusrex Posted March 5, 2020 Posted March 5, 2020 I am back to having issues with Violate not triggering. I am using a test game on old saves. I have all the necessary settings to induce submission at 30% of health or cripple at 100%. I use Zombie Walkers mod to spawn a horde of 10 ferals. They attack and are killing me regardless of what settings I am at. No god mode, no submission, just death and reload of save. I use MCG, but have it's defeat option disabled and it's submit setting lower than yours (not sure if the setting is even tied to MCG defeat system.) I stopped using Perfect Pacify and Knockout Framework and purged their files from FO4. By Papyrus Logs, are those the ones that are in My Games, FO4, Logs, Scripts? Do I enable your mod's debug toggle and then post the appropriate Log, here? I cannot imagine any of my other mods that would disable yours, since MCG defeat system works if I use that..Thanks
vaultbait Posted March 5, 2020 Posted March 5, 2020 14 minutes ago, EgoBallistic said: The problem appears to be that somehow you are surrendering twice at the same time, like 4 seconds apart. This also sounds like it could explain the behavior I was seeing last week but have been unable to reproduce for purposes of capturing to the log.
EgoBallistic Posted March 6, 2020 Author Posted March 6, 2020 5 hours ago, maddadicusrex said: They are not even pausing to let me surrender. I am getting killed outright by the spawned Ferals. This is the latest log.. Suffice to say, these problems were not caused by this mod.
xtremeGoose Posted March 6, 2020 Posted March 6, 2020 Some suggestions: When you get robbed, could it also take your follower and Dogmeat's inventory? Could the grace period to run away be cancelled when you draw a weapon? Could we get an option to tie Endurance to exhaustion (e.g. whatever the MCM set ammount is plus Endurance)?
EgoBallistic Posted March 6, 2020 Author Posted March 6, 2020 1 hour ago, xtremeGoose said: When you get robbed, could it also take your follower and Dogmeat's inventory? Could the grace period to run away be cancelled when you draw a weapon? I have been wanting to add both of those options. For the grace period, I am going to make it cancel when you draw a weapon or open your Pip-Boy. If you have got mode enabled, you can't heal yourself during the grace period, so being able to cancel with the Pip-Boy would solve that. Plus it gives you a way to end it early if all your weapons were taken. Note that currently the grace period will end immediately if you attack the aggressors. 1 hour ago, xtremeGoose said: Could we get an option to tie Endurance to exhaustion (e.g. whatever the MCM set ammount is plus Endurance)? I'll take a look at that one, but the MCM already gives you a huge range to set it manually.
MrCruelJohn Posted March 6, 2020 Posted March 6, 2020 1 hour ago, xtremeGoose said: Some suggestions: When you get robbed, could it also take your follower and Dogmeat's inventory? Could the grace period to run away be cancelled when you draw a weapon? Could we get an option to tie Endurance to exhaustion (e.g. whatever the MCM set ammount is plus Endurance)? Shhh... next thing you know, Ego will have you doing a slut walk after you reach the perversion level, then tied to the violating person as your new loving pimp! Thanks to Ego for his great work - downloaded the fix to the pacification period 120 as you said. Have a great weekend! John 1
xtremeGoose Posted March 7, 2020 Posted March 7, 2020 9 hours ago, EgoBallistic said: I'll take a look at that one, but the MCM already gives you a huge range to set it manually. Yeah, I just thought it would be nice to tie in the vanilla game / stats wherever it made sense. Less of a practical thing, more of a that's kind of neat and it ties things together a tiny bit thing. Also, do you happen to know whether NPCs actually will use the RH shock collar remotes? Maybe that's a question I should ask over there.
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