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Posted
On 8/24/2020 at 10:59 AM, Rias_Gremory23 said:

@KharosSo I just encountered a problem where the real handcuffs crafting is no longer appearing in the chem workstation menu. The mod is still appearing on mcm tho. How do i fix this?

Did you per chance install the AWKCR plugin? If so, the crafting is at the AWKCR armor workbench instead.

Posted

@Kharos

I'm having a problem with the cuffs animations. Namely, the cuffs animations are breaking (overriding) AAF animations i.e. if my PC is wearing cuffs during an AAF animation she just pops up and idles with the cuffs animation.

This is on an old save that has had all versions of this mod ran through it. 

Is there a setting I'm missing somewhere? 

Posted
3 hours ago, Inte said:

Is there a setting I'm missing somewhere? 

It's always been that way.

Manually switching the animation fixes it. Or if the animation is staged, it will self correct on stage change, or replaying a single stage animation.

Posted
1 hour ago, izzyknows said:

It's always been that way.

Manually switching the animation fixes it. Or if the animation is staged, it will self correct on stage change, or replaying a single stage animation.

Unless things have changed recently, mod authors can add a "RH_NoPackage" keyword to the actor to prevent Real Handcuffs from assigning AI packages to them.  I do that in Violate for just that reason.

Posted
3 hours ago, EgoBallistic said:

Unless things have changed recently, mod authors can add a "RH_NoPackage" keyword to the actor to prevent Real Handcuffs from assigning AI packages to them.  I do that in Violate for just that reason.

Oh, so it is an AI problem and not an animation problem?

 

I have not been playing FO4 lately and I am generally not up-to-date with newest stuff here, but when people started reporting problems with AAF I was surprised because afaik AAF is using idle animations, and my mod is adding an arm offset MT animation. The combination of idle animations and MT animations has always worked in my limited tests. If the issue is caused by my packages pulling actors out if their animations, that would certainly explain the problem! ?

 

Maybe I could somehow check for AAF_ActorBusy and not apply the package if the actor has the keyword. Though that would probably require an additional compatibility plugin for AAF in my installer. Unless I can somehow get an event when AAF starts/stops, then I could temporarily add the actors that are part of an AAF scene to a RefCollectionAlias that adds RH_NoPackage, that would allow me to do it as a soft dependency. Do you know if there is such an event?

Posted
8 hours ago, Inte said:

if my PC is wearing cuffs during an AAF animation she just pops up and idles with the cuffs animation

I just had another thought... the "my PC" that you are seeing, is this actually your PC (refid 14) or is it the AAF player clone? If I remember correctly AAF is (or at least was in the past) in some situations using a NPC that looks exactly like the player to represent the player in scenes...

 

[Edit] I am asking because at least in theory, my mod should never put packages on the player.

Posted
1 hour ago, Kharos said:

[Edit] I am asking because at least in theory, my mod should never put packages on the player.

AAF uses a doppelganger & makes the PC (prid 14) invisible. This is very easily seen by turning on the flashlight before a scene.

Posted
17 minutes ago, izzyknows said:

AAF uses a doppelganger & makes the PC (prid 14) invisible. This is very easily seen by turning on the flashlight before a scene.

Ok, thanks for confirming. So a first step would probably be to detect the Doppelgänger and mark it with RH_NoPackage, that should get rid of the problems when my packages interfere with player animations.

Posted

The attached unsupported and barely tested version should try to recognize the player doppelganger and add the RH_NoPackage keyword to it. It should solve problems caused by RH packages being applied to the player doppelganger. If you have a good test case for that issue, please try if it solves the issue. I am still not able to reproduce the issue in my quick tests, so it might depend on load order or on combinations with other mods.

 

Note that this will not so lve the issue with packages interfering with NPCs in AAF scenes. I still need to find a solution for that problem as I cannot just add the keyword permanently.

 

[Edit: Deleted attached version as it is outdated, see post below for a new one]

 

Posted

Unfortunately, it does not seem to work. 

 

It does not seem to matter which type of pose I choose for the hands bound behind back.

Spoiler

20200901024254_1.jpg

 

It's probably my save, tho.

Spoiler

20200901024601_1.jpg

 

 

Spoiler

20200901025046_1.jpg

 

Posted
38 minutes ago, Inte said:

It does not seem to matter which type of pose I choose for the hands bound behind back.

I should have asked what mod is launching animations when this happens.  That looks like AAF Violate in your screenshot, which already puts the RH_NoPackage keyword on actors.  So that's not the issue.

 

I just tested with Violate 1.45 and Real Handcuffs 0.4.7, with Violate set to Apply restraints at Start of scene.  The doppelganger worked fine, however my 3 female companions all went into the bleedout pose when the handcuffs were first applied.  I believe Real Handcuffs does this to force the actors out of their drawn weapons animations.

 

The first AAF animation for each companion started while they were in bleedout, which doesn't work.  The violator stands on top of them humping the air while they are still sitting in bleedout.  Then when the companion recovers, she stands up, because she is being held in place by a wait package with no idles on it. 

 

This only happens on the first animation with each companion.  Once the animation ends, each one went back into Violate's surrendered kneeling pose, and all subsequent animations worked as expected.

 

Long story short, the cause of the problem is the routine that forces them into bleedout when the cuffs are first applied, not the AI package.  (Well, to be fair, the real problem is that it is stupidly, frustratingly difficult to force actors out of their weapon drawn pose.  Violate forces the actors to sheathe their weapons multiple times before applying restraints, but sometimes their animations still act as if they have a weapon -- they kneel, hands in air, with their trigger finger hooked as if they were holding a gun).

Posted
3 hours ago, EgoBallistic said:

Long story short, the cause of the problem is the routine that forces them into bleedout when the cuffs are first applied, not the AI package.  (Well, to be fair, the real problem is that it is stupidly, frustratingly difficult to force actors out of their weapon drawn pose.  Violate forces the actors to sheathe their weapons multiple times before applying restraints, but sometimes their animations still act as if they have a weapon -- they kneel, hands in air, with their trigger finger hooked as if they were holding a gun).

Indeed... RH packages force the NPCs to sheathe their weapons, and it temporarily removes the TeammateReadyWeapon_DO keyword from actors to prevent them from drawing weapons with the player. This works most of the time, but I found that sometimes NPCs still refuse to sheathe their weapons and get stuck in "weapon drawn" pose. The only workaround that I found was to force them into bleedout, the engine seems to somehow reset the animation state in that case.

 

Maybe I should check for AAF_ActorBusy  and skip the bleedout if it is set.

[Edit] Not sure if it will help because of timing. If handcuffs are applied before starting the animation I might still send them into bleedout, and then the animation tries to start while they are in bleedout and will fail. Or maybe I need to revisit the issue and search for a better workaround... I did not find one last time though.

Posted

@EgoBallistic @Kharos
Among the rest of what you've tried, have you tried playin the weapon-sheathe anims (Ego mentioned em in DD/DCW recently I think, to get the PC to do the same, since it breaks things in DD/DCW when you have weapons out and get shit locked on you)?

'Cause it seems an obvious thing to try to me, since Ego mentioned it recently, but wasn't sure if you've tried it already, or if it works the same on NPC's vs PC at all.

Quote

in console, do:

 

prid 14

playidle raidersheath

This, is what I'm referrin to, btw.

Posted

This is probably a dumb idea... but, what would happen if you temporarily removed the handcuff restrictions (sitting,etc) while Violate is running?

Posted
1 hour ago, Nebuchadnezzer2 said:

'Cause it seems an obvious thing to try to me, since Ego mentioned it recently, but wasn't sure if you've tried it already, or if it works the same on NPC's vs PC at all.

Violate does that at several points both to the PC and to NPCs.  It works in the sense that it unequips the weapons and gets them out of the fighting stance, but it doesn't always reset the animation fully.  They will play the idles you put them in but arm offset animations like RH uses won't work.

1 hour ago, izzyknows said:

This is probably a dumb idea... but, what would happen if you temporarily removed the handcuff restrictions (sitting,etc) while Violate is running?

See above.  It's not a compatibility issue, it's just that the actor is still stuck with combat animations so the handcuffs don't work - it looks like they are just wearing bracelets.

 

Still, if all else fails it might be better not to do the bleedout if the actor has the RH_NoPackage keyword on them. Occasionally having the cuffs not work is less obvious than interfering with AAF animations, and the cuff animations always start working by the time the AAF animation ends.

Posted
21 hours ago, EgoBallistic said:

That looks like AAF Violate in your screenshot,

That is indeed correct. 

 

21 hours ago, EgoBallistic said:

I just tested with Violate 1.45 and Real Handcuffs 0.4.7, with Violate set to Apply restraints at Start of scene.  The doppelganger worked fine,

Yes, I kinda figured it was my save, tho I was hopping it was a setting I've missed. I'll try it on a new game, eventually. Till then I'll just set Violate to apply restraints at the end of the scene. 

 

Off topic question for you. 

Sometimes Violate fails to start AAF animations with either a code (stage?) of 3 and/or 4. What are those error codes?  Just curious.    

Posted
14 minutes ago, Inte said:

Off topic question for you. 

Sometimes Violate fails to start AAF animations with either a code (stage?) of 3 and/or 4. What are those error codes?  Just curious.   

They are error codes returned by AAF in response to an animation request.  Code 3 means that the only animations AAF could find that match the supplied actors and tags are furniture animations, but no matching furniture was found in the scan range.  Code 4 means no animations at all were found to match the supplied actors and tags.

Posted
3 minutes ago, EgoBallistic said:

They are error codes returned by AAF in response to an animation request.  Code 3 means that the only animations AAF could find that match the supplied actors and tags are furniture animations, but no matching furniture was found in the scan range.  Code 4 means no animations at all were found to match the supplied actors and tags.

Good to know, thanks. 

Posted
8 hours ago, Inte said:

Good to know, thanks. 

If you have females in gangbangs enabled in Violate you'll need to add https://www.loverslab.com/topic/108799-fo4-various-aaf-xml-files/  which stopped all the code 4's for me (assuming you have all the animation packs loaded). Thanks to Ego for the link

 

And as you've turned to the dark side from Skyrim here's a little present from FO4 which I know you'll like :)

 

Spoiler

Untitled.jpg.edc0e20cf78a3a6946a0086ba3676f49.jpg

 

 

Posted

@Kharos - I may have found a solution.  I replaced NPCToken.FixWeaponDrawn() with this:

Function FixWeaponDrawn()
    Idle InitializeMTGraphInstant = Game.GetFormFromFile(0x080D4A, "Fallout4.esm") as Idle
    Target.PlayIdle(InitializeMTGraphInstant)
    Target.EvaluatePackage()
    Debug.Trace("Real Handcuffs: ran FixWeaponDrawn for " + Target)
EndFunction

It seems to work consistently.  I visually confirmed that the actors it ran on had their trigger finger cocked before the handcuffs were applied.  It takes a second or so for everything to click but it always puts them in the proper offset animation.

 

Obviously this is a bit brute force, but it seems to prove the concept.  Give it a try and let me know what you think.  I haven't tested extensively yet, so side effects are a possibility.

Posted
1 hour ago, EgoBallistic said:

@Kharos - I may have found a solution.  I replaced NPCToken.FixWeaponDrawn() with this:


Function FixWeaponDrawn()
    Idle InitializeMTGraphInstant = Game.GetFormFromFile(0x080D4A, "Fallout4.esm") as Idle
    Target.PlayIdle(InitializeMTGraphInstant)
    Target.EvaluatePackage()
    Debug.Trace("Real Handcuffs: ran FixWeaponDrawn for " + Target)
EndFunction

It seems to work consistently.  I visually confirmed that the actors it ran on had their trigger finger cocked before the handcuffs were applied.  It takes a second or so for everything to click but it always puts them in the proper offset animation.

 

Obviously this is a bit brute force, but it seems to prove the concept.  Give it a try and let me know what you think.  I haven't tested extensively yet, so side effects are a possibility.

I will give it some more testing, e.g. equipping followers with handcuffs while they are in the middle of combat.

It is probably less brute force than my bleedout approach, and actually I guess it has much less chance of causing compatibility issues, so if this works then it is really a great find!

Posted

Those that can, do. Those that can't, watch in appreciation and clap a bit. Nice job guys.

A bit raucous at times, but this community has some very talented people.

Posted
7 hours ago, EgoBallistic said:

It seems to work consistently.  I visually confirmed that the actors it ran on had their trigger finger cocked before the handcuffs were applied.  It takes a second or so for everything to click but it always puts them in the proper offset animation.

 

Obviously this is a bit brute force, but it seems to prove the concept.  Give it a try and let me know what you think.  I haven't tested extensively yet, so side effects are a possibility.

Works well in my tests, too, so I am attaching an intermediate version where I have replaced the bleedout with the idle.

RealHandcuffs.0.4.8 alpha 2.7z

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