Verasmile2 Posted April 9, 2020 Posted April 9, 2020 About the Automatron DLC and Ada, I found many mods to change her into human. But I don't know if it's only appearance or also a race change, so which of those mods should I install to get Ada involved in Violate?
EgoBallistic Posted April 10, 2020 Author Posted April 10, 2020 20 hours ago, peculiaris said: I have themes installed, I even checked all the XML files and they seem to be in order but Leito's animations just don't want to work. I installed different animations and those works fine though. Well the only possibility for an AAF error 4 is either a race mismatch or a tag mismatch. If you can play the animations with the wizard it's not a race mismatch, so it must be a tag mismatch. If something changed the names of Leito's animations so they don't match the tag files from Themes, the tags won't be applied. I would guess that is the issue but I couldn't tell you offhand if The One Patch or Indarello's does something like that.
EgoBallistic Posted April 10, 2020 Author Posted April 10, 2020 19 hours ago, Verasmile2 said: About the Automatron DLC and Ada, I found many mods to change her into human. But I don't know if it's only appearance or also a race change, so which of those mods should I install to get Ada involved in Violate? If it changes her to an actual Human race then it will work right away. If it uses a custom race, and that custom race has a skeleton that will work with AAF animations, then it can be made to work with Violate. If you can point me to a specific mod I can tell you whether it would work.
Verasmile2 Posted April 10, 2020 Posted April 10, 2020 59 minutes ago, EgoBallistic said: If it changes her to an actual Human race then it will work right away. If it uses a custom race, and that custom race has a skeleton that will work with AAF animations, then it can be made to work with Violate. If you can point me to a specific mod I can tell you whether it would work. I was thinking to use "Ada2Human" on Nexus. And I guess for Violate it won't change if I use the default appearance or if I change her with another preset, right?
EgoBallistic Posted April 10, 2020 Author Posted April 10, 2020 49 minutes ago, Verasmile2 said: I was thinking to use "Ada2Human" on Nexus. And I guess for Violate it won't change if I use the default appearance or if I change her with another preset, right? That should work. It changes Ada's race to the vanilla HumanRace so it should be fine. Presets don't affect Violate at all, so that wouldn't be a problem either.
Verasmile2 Posted April 11, 2020 Posted April 11, 2020 On 4/10/2020 at 1:32 PM, EgoBallistic said: That should work. It changes Ada's race to the vanilla HumanRace so it should be fine. Presets don't affect Violate at all, so that wouldn't be a problem either. Perfect! Also, would it be possible to add the Nightstrikers (https://www.nexusmods.com/fallout4/mods/23004) to the mod? They're based on wolves, so they might use the same animations 1
Dez65 Posted April 11, 2020 Posted April 11, 2020 Hi - love your mod. I have the Bad End animations installed and they test fine in aaBadEndTestCell. When Violate runs, the initial animations run fine but when a Bad End animation is supposed to run, I get a message that the character is "doing something with" in a dialogue box. See screenshot. I'm sure I've gotten something set up wrong in MCM. Or maybe it's a load order problem? I have Violate after AAF, Themes, Animations and in a group of AAF Add-Ons in the following order: "0208","+","Strap-on,viodoe,dick for femaleservitron 3.0","","3.0.0.0" "0209","+","Vioxsis' Strap-On's of Fallout 4","","5.0.0.0" "0210","+","Rogg No−Strip Items Manager","","1.0.1.0" "0211","+","AAF Prostitution V0.86.4","","d2020.3.30.0" "0212","+","AAF_SEU_V1.03","","d2020.3.30.0" "0213","+","Wash Out That Cum","","1.2.0.0" "0214","+","Raider Pet v1_1","","d2020.4.5.0" "0215","+","MCG_(MagnoCumGaudio_FO4)","","2.12.32.0" "0216","+","(Optional) CWSSRedux_MCG_Version_1.0","","d2020.4.2.0" "0217","+","AAF Violate","","1.32.0.0" After the dialogue box in the screenshot, I get a notification that MCG doesn't not recognize masturbation from other mods. Any troubleshooting suggestions? I appreciate in advance your advice. Spoiler
EgoBallistic Posted April 12, 2020 Author Posted April 12, 2020 14 hours ago, Dez65 said: I have the Bad End animations installed and they test fine in aaBadEndTestCell. When Violate runs, the initial animations run fine but when a Bad End animation is supposed to run, I get a message that the character is "doing something with" in a dialogue box. See screenshot. The "doing something with" box is from MCG. MCG listens for AAF events, and if AAF sends an error message MCG puts up a messagebox describing what was supposed to happen. It doesn't work very well with solo animations as you can see. The message about masturbation is also from MCG, because the Bad End animation is a solo animation. So what we know at this point is that when Violate tried to play the animation, AAF returned an error. Once you are out of the violation scene, you can bring up the AAF wizard using the Home key, then hit Del to go to the Admin feature, and hit Enter to see the AAF error log. That will show you what error AAF returned. If you can post a screenshot of that it would help determine what's going on.
izzyknows Posted April 13, 2020 Posted April 13, 2020 1 hour ago, Burnrumberman said: Does all dialogue have sound? They have silent sound files, so you can fast forward the dialogue like normal. So you need to turn on both subtitles.
EgoBallistic Posted April 14, 2020 Author Posted April 14, 2020 New Version 1.33 Uploaded By popular demand, I added a MCM option for Chance of Devious Devices. Aggressors will no longer follow the player during the pacification timer. They will now stay put during the timer period, but they'll keep their eye on you. Opening the Pip-Boy or attempting to struggle out of handcuffs will end the pacification timer. Aggressors in Power Armor will now exit the armor at the start of surrender and return to it when you are released. As always, the mod will self-update when you install the new version, no need for a clean save. 6
rollo Posted April 14, 2020 Posted April 14, 2020 During Installtion for Version 1.32 i am able to select the far harbour dlc. But this option is in 1.33 not selectable.
EgoBallistic Posted April 14, 2020 Author Posted April 14, 2020 17 minutes ago, rollo said: During Installtion for Version 1.32 i am able to select the far harbour dlc. But this option is in 1.33 not selectable. Like it says in the installer, that option requires both the Far Harbor DLC and Gray User's AAF DLC Creature Animation Pack.
rollo Posted April 14, 2020 Posted April 14, 2020 51 minutes ago, EgoBallistic said: Like it says in the installer, that option requires both the Far Harbor DLC and Gray User's AAF DLC Creature Animation Pack. My Fault. I thougt Creature Pack 3 is a updated Version from DLC Creature Animation Pack (Beta v0.1). I overlooked "DLC" (Twice). After i have updated, removed and add over 100 mods i should take a rest. Since Jan' 2019 their a many changes.Thank You
Verasmile2 Posted April 15, 2020 Posted April 15, 2020 On 4/11/2020 at 3:09 PM, Verasmile2 said: Perfect! Also, would it be possible to add the Nightstrikers (https://www.nexusmods.com/fallout4/mods/23004) to the mod? They're based on wolves, so they might use the same animations I was wondering, as the Far Harbor creatures haves theyr animations, there's also a mod that adds animations for the Nuka World creatures too?
EgoBallistic Posted April 15, 2020 Author Posted April 15, 2020 53 minutes ago, Verasmile2 said: I was wondering, as the Far Harbor creatures haves theyr animations, there's also a mod that adds animations for the Nuka World creatures too? Unfortunately not yet. Some of the Nuka World variants of regular creatures, like Gatorclaws, would work with AAF but wouldn't have genitals. Others don't have animations at all.
Verasmile2 Posted April 15, 2020 Posted April 15, 2020 1 hour ago, EgoBallistic said: Unfortunately not yet. Some of the Nuka World variants of regular creatures, like Gatorclaws, would work with AAF but wouldn't have genitals. Others don't have animations at all. I see, well that's a pity. Anyway, any chances to add the Nightstrikers to Violate?
GoldenRain Posted April 16, 2020 Posted April 16, 2020 @EgoBallistic I suggest surrender chance per type of enemy as well as allowed to participate (the old allowed): Humans :50% Ghouls: 05% (PC falls to the ground the the ghouls decide to not eat the PC, but instead give in to other urges) SM: 20% (with this system change FEV hounds can be included in SM surrenders while VV) Hounds: 0% (can be set to 0% here yet allowed in the types category. That way wild or master-less doggos remain non sexual, but doggos with masters might have other plans) What do you think of the suggestion?
beefporkchicken95 Posted April 16, 2020 Posted April 16, 2020 hello, is there a way to add a custom race to the pool of races that can be violated? i have a mod that changes pipers appearance and i guess it labels her as a specific race that the author made?
EgoBallistic Posted April 17, 2020 Author Posted April 17, 2020 On 4/15/2020 at 6:24 PM, Verasmile2 said: I see, well that's a pity. Anyway, any chances to add the Nightstrikers to Violate? Yes, I am going to make a patch and try it out over the weekend. 1
EgoBallistic Posted April 17, 2020 Author Posted April 17, 2020 On 4/16/2020 at 4:32 AM, GoldenRain said: @EgoBallistic I suggest surrender chance per type of enemy as well as allowed to participate (the old allowed): Humans :50% Ghouls: 05% (PC falls to the ground the the ghouls decide to not eat the PC, but instead give in to other urges) SM: 20% (with this system change FEV hounds can be included in SM surrenders while VV) Hounds: 0% (can be set to 0% here yet allowed in the types category. That way wild or master-less doggos remain non sexual, but doggos with masters might have other plans) What do you think of the suggestion? I like it. I'm not sure about having different percentages on different creatures, but the ability to only allow dogs or FEV hounds if they are with their masters is a great idea. The ghouls idea is cool too but I wish there were more animations available. It would be great if there was a way to make the ghouls eat you. It could be like a ghoul-specific Bad End. 1
Verasmile2 Posted April 17, 2020 Posted April 17, 2020 8 hours ago, EgoBallistic said: Yes, I am going to make a patch and try it out over the weekend. Awesome! Now I just have to manage to add them to AAF too, I just hope I won't end up doing a mess lol
izzyknows Posted April 17, 2020 Posted April 17, 2020 10 hours ago, EgoBallistic said: The ghouls idea is cool too but I wish there were more animations available. It would be great if there was a way to make the ghouls eat you. It could be like a ghoul-specific Bad End. You could reuse the Cannibal perk animation... maybe...or not. LOL
Guest Posted April 17, 2020 Posted April 17, 2020 Maybe it is for interest, since the function is also used in the script FPVOnHit . isinpowerarmor () seems to be a bit buggy. In my script it always worked reliable when used on the player, but never worked when used on a follower. I then used the workaround with wornhaskeyword suggested on this page and that helps. https://forums.nexusmods.com/index.php?/topic/4703615-isinpowerarmor-getlinkreflinkpowerarmor-not-consistant/ Regards
EgoBallistic Posted April 18, 2020 Author Posted April 18, 2020 15 hours ago, izzyknows said: You could reuse the Cannibal perk animation... maybe...or not. LOL I actually thought of that, but that animation only works on human actors. Might be fun to make Raiders do that to the player, though 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now