JB. Posted April 15, 2019 Posted April 15, 2019 8 hours ago, Yazour said: I quite liked that about it. I don't think one would ever get a good nights sleep in Corvega, so it seemed fitting: Especially if you have Raider Children and Other Horrors of the Commonwealth installed too, as you forced to sleep next to the body of the Boss's last Pet. Indeed. It was an absolute nightmare. But it is true that, contextually, it is an adequate experience. My character was constantly hungry and thirsty, sick and even became addicted to Psycho.
anghelos92 Posted April 15, 2019 Posted April 15, 2019 7 hours ago, Yazour said: And aggression can be instigated or received. Does AAF have predetermined tags that cover both? anghelos92 says MCG uses "Dom" to establish whether or not the player is the instigator, but at the same time their mod doesn't seem to differentiate between submissive sex and rape. I think this topic needs its own thread. I am going to go create one. You have a great confusion in your mind. AAF doesn't have tags on its own, that is the primal problem. So any mod author used his\her own standars. The only one that tried to set a standard was Halstrom with his mod THEMES. Tags are from his mod, Dom tags are referred to the actor[0] that in all the reasonable frameworks so far (i.e. sexlab etc...) Is as standard considered the receiver. But even this is not a fact because I have seen animations and mods that force the player in the 0 position no matter their role. I agree with you, the aggressivity of a sexual act should not be tied to the phisical animation and is for this reasons that MCG consensuality or not is handled internally in a separate system so i truly don't understand when you say that MCG doesn't recognize its own rapes from romantic sex etc. MCG only uses the tags to try to understand external mods intentions but as long as there is not an unified framework I don't fucking care if this is not precise for other mods, I care only that the system is capable of understand its own sex calling, when a standard will be, i'll adapt. A meta is not enough to say if the animation is a rape when there is not even a standard on the roles of the actor[0] and actor[1]. Yes you can mark that animation as a generic rape but how do you then determine who is the raped and who is the rapist? As I said so many times what is lacking is a simple actor parameter defaulted to none in the AAF settings struct that if filled reference the actor that should be considered the "victim" thus at the same time signalling that the animation was not consensual. This said please stop talking of MCG in other mods forums.
EgoBallistic Posted April 15, 2019 Posted April 15, 2019 2 hours ago, anghelos92 said: As I said so many times what is lacking is a simple actor parameter defaulted to none in the AAF settings struct that if filled reference the actor that should be considered the "victim" thus at the same time signalling that the animation was not consensual. This said please stop talking of MCG in other mods forums. It would be very easy for mod authors to implement this with the Meta. The Meta is a string and can contain anything we want. I would suggest a comma delimited list with the calling mod, type of sex, and who the receiver is. As I said I use a similar system in SEU. The LLFP that comes with AAF has string handling functions which make this easy to parse.
anghelos92 Posted April 16, 2019 Posted April 16, 2019 8 hours ago, EgoBallistic said: It would be very easy for mod authors to implement this with the Meta. The Meta is a string and can contain anything we want. I would suggest a comma delimited list with the calling mod, type of sex, and who the receiver is. As I said I use a similar system in SEU. The LLFP that comes with AAF has string handling functions which make this easy to parse. I saw your code, the meta "SEUrape" is not enough to determine if the player is raped or if the player is the rapist especially without a standard on the roles of actor[0] and actor[1]. As I already said. For the time being I will add a new additional check in the mod using these new meta: "PlayerRaped" if the player is considered the victim "PlayerRapist" if the player is the aggressor. If that check will fail, the aggressive tag referenced to the actor[0] will be used instead of the Dom tags. If other mod authors will comply good, I don't care. End of this discussion
EgoBallistic Posted April 16, 2019 Posted April 16, 2019 9 hours ago, anghelos92 said: I saw your code, the meta "SEUrape" is not enough to determine if the player is raped or if the player is the rapist especially without a standard on the roles of actor[0] and actor[1]. As I already said. For the time being I will add a new additional check in the mod using these new meta: "PlayerRaped" if the player is considered the victim "PlayerRapist" if the player is the aggressor. If that check will fail, the aggressive tag referenced to the actor[0] will be used instead of the Dom tags. If other mod authors will comply good, I don't care. End of this discussion SEUNorm / SEURape was all I needed at the time -- SEU to indicate the animation was from SEU, Norm/Rape obviously to indicate intent. I don't think there is any need to rely on the actor[] array, as that doesn't catch all possibilities - positions with 3 or more actors, etc. PlayerRaped/PlayerRapist is OK but doesn't handle cases where a player's companion is the victim. Probably not so important but I would prefer to be complete. Using the LLFP function string[] Function StringSplit(string theString, string delimiter = ",") native global we can add a number of strings, delimited by comma and further refined with other delimiters. For example, Settings.Meta="AAF_Violate.esp,NonConsensual,Receiver="+akVictim.GetFormID() Then it is simple to parse it with StringSplit() and get the info we need. I propose we continue this discussion in the AAF and Consent thread.
Lilyeth Posted April 19, 2019 Posted April 19, 2019 Jun has the dialogue but he doesn't give me a note. Walking into a camp does not work either, even if I used both fixes.
Tanglin Posted April 19, 2019 Posted April 19, 2019 5 minutes ago, Lilyeth said: Jun has the dialogue but he doesn't give me a note. Walking into a camp does not work either, even if I used both fixes. Since this was your first post, I'm guessing you're new to this. First of all, your post has given no useful information for anyone to offer you any help. Secondly, the most common cause of problems for newbies is incorrect installation of F4SE.
izzyknows Posted April 19, 2019 Posted April 19, 2019 9 minutes ago, Lilyeth said: Jun has the dialogue but he doesn't give me a note. Walking into a camp does not work either, even if I used both fixes. Jun is just fluff.. as soon as you store all your weapons and change location the quest is active. To check you and run sqs RaiderPetDialogueQuestraiderpetdialogue Sometimes you have to actually talk to a raider to get them to collar your PC. (this needs to be triggered MUCH more aggressively) IF the raiders are still hostile when you arrive, leave and make sure your weapon tab is completely empty. Oh, and don't be wearing power armor. LOL
stobor Posted April 19, 2019 Author Posted April 19, 2019 1 hour ago, Lilyeth said: Jun has the dialogue but he doesn't give me a note. Walking into a camp does not work either, even if I used both fixes. Not giving you the note generally indicates a fatal problem with scripts (like F4SE not being properly installed, as @Tanglin suggested). If scripts aren't working, nothing will. As a first step, make sure that you can: Open the AAF wizard ('home' key). Run a basic animation from that wizard (a solo pose animation would be enough). Don't even try running AAF-based content mods (like this one) until you've got that basic sanity test working. Oh, and any saves you've created with busted scripts are likely to be fatally corrupted - so be prepared to make a clean start (either a new game, or an older save that has never had any of the affected mods installed).
Lilyeth Posted April 20, 2019 Posted April 20, 2019 20 hours ago, stobor said: Not giving you the note generally indicates a fatal problem with scripts (like F4SE not being properly installed, as @Tanglin suggested). If scripts aren't working, nothing will. As a first step, make sure that you can: Open the AAF wizard ('home' key). Run a basic animation from that wizard (a solo pose animation would be enough). Don't even try running AAF-based content mods (like this one) until you've got that basic sanity test working. Oh, and any saves you've created with busted scripts are likely to be fatally corrupted - so be prepared to make a clean start (either a new game, or an older save that has never had any of the affected mods installed). I should have everything up to date, and I seem to be making progress with this mod, I got the note and the raiders don't attack if I don't have weapons, but nothing happens, I'll add logs the moment I figure out how to get them. Edit I have a problem with getting MCM to even appear and I don't know why EDIT 2: It works now after updating a mod, MCM has started working and the quest seems to work. however the animations are still broken even after getting all recommended themes and animation packs
stobor Posted April 20, 2019 Author Posted April 20, 2019 MCM not working is also a sign of an improperly installed F4SE. Make very sure you actually installed F4SE correctly - including the scripts in .../Data, not just the DLLs. The AAF Discord server (#tools channel) has utilities for diagnosing common problems; you'll probably save yourself a lot of time if you use them.
IgnisFatuus Posted April 20, 2019 Posted April 20, 2019 Hello i had a slight issue with this mod however found a solution so i thought i would stick it up here for if anyone else had a similar problem. So basically after lucky tampered with the collar i confessed to the boss which made lucky turn hostile, however lucky retained the essential tag meaning they just kept getting downed (the boss had a minigun and lucky was just a regular raider, it was very one sided), to fix this i used the console command "help lucky 0" to get lucky the NPC's base ID (just scroll through the list until you find something like "NPC_: <base ID> 'lucky')" then used "setessential <lucky's base ID> 0" to make them unessential, this didn't immediately kick in, however after attempting to pickpocket lucky while they were down they stopped being essential and died allowing the event to continue. 1
JB. Posted April 20, 2019 Posted April 20, 2019 7 hours ago, Lilyeth said: EDIT 2: It works now after updating a mod, MCM has started working and the quest seems to work. however the animations are still broken even after getting all recommended themes and animation packs If the animations are broken try to start a new game. But, above all, you started Fallout 4 through f4se.exe, right? Something similar happened to me when I was not very familiar with the mods. Always start Fallout through f4se.
Lilyeth Posted April 21, 2019 Posted April 21, 2019 12 hours ago, JBpy said: If the animations are broken try to start a new game. But, above all, you started Fallout 4 through f4se.exe, right? Something similar happened to me when I was not very familiar with the mods. Always start Fallout through f4se. Everything works now
stobor Posted April 21, 2019 Author Posted April 21, 2019 5 hours ago, Lilyeth said: Everything works now Glad to hear it. Enjoy!
shar181 Posted April 22, 2019 Posted April 22, 2019 I am experiencing a bug with a quest, and since this is one of only two quest-giving mods I have I am gonna ask about it here! First things first. Is there a quest given by Preston Garvey to assist settlers in Somerville Place? If not, then the bug must be with the other mod! Assuming that there is such a quest from RP, we can proceed. :3 What happened is that, after turning in a quest to recruit a new settlement (Oberland Station), Preston launched into another dialogue to give me a new recruitment quest. This wasn't a normal, vanilla quest though: There was no voiceover when he gave it to me, so I figure it must be from a mod. The dialogue went like this. "The settlers over at Sommerville Place have called for our help. They sounded pretty stressed, so you should check on them right away. A fair warning though, it's close to the Glowing Sea, so I doubt it'll be an easy feat." After that last line, I got a pop-up giving me experience for the Oberland recruitment quest, but the conversation didn't "end". The camera remained in conversation-mode, stuck on my girl's face, while Preston walked away and went about his business. The quest must be from either Boston Breeder or RP. I don't know which, so I'm just asking in both places in hopes that someone can offer advice. x.x
EgoBallistic Posted April 22, 2019 Posted April 22, 2019 1 hour ago, shar181 said: I am experiencing a bug with a quest, and since this is one of only two quest-giving mods I have I am gonna ask about it here! First things first. Is there a quest given by Preston Garvey to assist settlers in Somerville Place? If not, then the bug must be with the other mod! Assuming that there is such a quest from RP, we can proceed. :3 That quest is "BBM02 - Lurking In The Dark: Sommerville Place" from Boston Breeder.
shar181 Posted April 22, 2019 Posted April 22, 2019 27 minutes ago, EgoBallistic said: That quest is "BBM02 - Lurking In The Dark: Sommerville Place" from Boston Breeder. Oh my! I thought I had looked through its quest list pretty thoroughly, but I guess I missed that it somehow... Thanks for letting me know! ❤️
Barry W. Posted April 23, 2019 Posted April 23, 2019 After finishing a questline, if boss is alive, is there any way to equip weapon and not turn hostile to raiders? It is little strange in case they don't see you, anywhere far from them, and you want to protect yourself from animals or gunners, but you should run away or die...
izzyknows Posted April 23, 2019 Posted April 23, 2019 9 minutes ago, Barry W. said: After finishing a questline, if boss is alive, is there any way to equip weapon and not turn hostile to raiders? It is little strange in case they don't see you, anywhere far from them, and you want to protect yourself from animals or gunners, but you should run away or die... The only thing I've found to be hostile while collared, are Deathclaws and Radscorpions. Equipping any weapon will end the quest..
Barry W. Posted April 23, 2019 Posted April 23, 2019 52 minutes ago, izzyknows said: The only thing I've found to be hostile while collared, are Deathclaws and Radscorpions. Equipping any weapon will end the quest.. I mean maybe exist any console command that raider will consider you unarmed (but still in collar) when you're not... They made you fully submissive, you finished their tasks, why can't you fight again, but not against them?
stobor Posted April 23, 2019 Author Posted April 23, 2019 After the core quest ends, and you go about your normal Fallout4 business, you can still return to that raider camp at any time - as long as you're wearing a collar and don't have a weapon equipped (you can have weapons in inventory this time, just not equipped). So equipping a weapon is really only a temporary escape, as far as those particular raiders are concerned.
izzyknows Posted April 23, 2019 Posted April 23, 2019 Is there a "feasible" way to have the collar explode (with a warning) if you leave the capturing gang's area (before it's disarmed)? As it is, you can get collared then just walk away, making any raider smile once in a while to reset the timer. It'd also be kool to have the key be unique only available in the death loot of the boss. To get around the issue of being collared by random wondering raiders... just let them collar the PC, violate them, then be handcuffed and transported to one of the raider camps. Used as a tribute payment.
Tanglin Posted April 24, 2019 Posted April 24, 2019 I've a suggestion, but it's probably more of a pipe-dream, but here it is: While raiders only want to make the SS their sex slave, mostly because they think small and only care about food, sex and drugs, the Gunners would be thinking a little bigger. If the SS were to be compelled to submit to the Gunners in GNN, they would make porn tapes (the cameras there would be useful for this purpose) and selling them to the rest of the Commonwealth. A healthy, beautiful pre-war woman in a porn tape ought to sell well. Various people in the Commonwealth would be making comments about having seen her on her knees or on her back. 4
KitKatKseniya Posted April 24, 2019 Posted April 24, 2019 11 hours ago, Tanglin said: I've a suggestion, but it's probably more of a pipe-dream, but here it is: While raiders only want to make the SS their sex slave, mostly because they think small and only care about food, sex and drugs, the Gunners would be thinking a little bigger. If the SS were to be compelled to submit to the Gunners in GNN, they would make porn tapes (the cameras there would be useful for this purpose) and selling them to the rest of the Commonwealth. A healthy, beautiful pre-war woman in a porn tape ought to sell well. Various people in the Commonwealth would be making comments about having seen her on her knees or on her back. Really like that idea ? 1
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