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Posted
On 9/1/2020 at 4:06 AM, Inte said:

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.

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It's probably my save, tho.

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Do you recall during your save that you changed your PCs appearance at all? This is when things start to break for me and the only way to fix it is to indeed start a new game. 

 

I'm not an expert on this what so ever, but it appears to be an AFF issues and not so much a RH issue. 

Posted
17 hours ago, Slorm said:

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

I do have that enabled. I'll try that mod, thanks. 

 

17 hours ago, Slorm said:

(assuming you have all the animation packs loaded)

How many packs are there? 

 

17 hours ago, Slorm said:

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

Thank you. 

Can you believe they are made out of metal? 

Posted
6 hours ago, Kharos said:

Thinking about it with a fresh mind, that idle will probably still interrupt AAF scenes, so I should add a check for AAF_ActorBusy..

Ran around 30 or scenes triggered by Violate. So far it's working great! No interruptions, standing etc... rather boring. LOL!!!

The one thing I did notice, and not sure which code monkey is to blame, maybe @EgoBallistic but the companion\s change scenes very fast.

They will finish a scene, kneel for about 1 second and start another scene. Which to be honest, I like... everything seems to flow better. Although the last NPC the companion is with when Violate ends doesn't redress. (not a big deal.. they die anyway. LOL)

 

Overall the changes you guys made are very nice! :)?

Posted
9 minutes ago, izzyknows said:

Ran around 30 or scenes triggered by Violate. So far it's working great! No interruptions, standing etc... rather boring. LOL!!!

Thanks - boring is good in this case ;)

 

9 minutes ago, izzyknows said:

The one thing I did notice, and not sure which code monkey is to blame, maybe @EgoBallistic but the companion\s change scenes very fast.

They will finish a scene, kneel for about 1 second and start another scene. Which to be honest, I like... everything seems to flow better.

The latest version of Violate has a bunch of optimizations.  It will be especially noticeable on companions if you have approach scenes turned off or set to player only.

 

11 minutes ago, izzyknows said:

Although the last NPC the companion is with when Violate ends doesn't redress. (not a big deal.. they die anyway. LOL)

Violate doesn't manage re-dressing, so I'm not sure what to say about that.  Sometimes AAF's clothes handling acts a little strange.

Posted
6 hours ago, Kharos said:

Thinking about it with a fresh mind, that idle will probably still interrupt AAF scenes, so I should add a check for AAF_ActorBusy..

You are right - I didn't consider that something might put handcuffs on an actor during an animation.

Posted
47 minutes ago, EgoBallistic said:

You are right - I didn't consider that something might put handcuffs on an actor during an animation.

Yeah, that feels like an edge case. On the other hand I have been surprised by edge cases in the past ?.

 

A more important reason is that FixWeaponDrawn() is not called immediately when equipping handcuffs, the mod first waits a few seconds to make sure everything is set up and the new packages can take effect. Only if the weapon is still drawn after a few seconds (in most cases it is not) the function is used. So it might still trigger during an AAF animation if handcuffs are equipped directly before starting the animation.

Posted
Version 0.4.8
=============
changes to improve compatibility with AAF
- use special idle action instead of bleedout when forcing NPCs to stow weapons
- improve general handling of actors who are part of AAF scenes
- make sure no packages are applied to AAF doppelganger (using RH_NoPackage)
- check if NPCs are delete in OnUnload event and remove them from the managed NPCs if they are
- check for deleted NPCs when loading the game and remove them from the managed NPCs (there is no event when actors are deleted)
- fix: unassign companions who are assigned to prisoner mat when told to follow the player again

With thanks to @EgoBallistic for figuring out a more elegant solution than my old bleedout solution by using the InitializeMTGraph idle.

 

The two fixes (more workarounds actually) that remove deleted NPCs are mainly for AAF Doppelgangers. It seems that AAF creates a new doppelganger for each scene involving the player and then just deletes the doppelganger. Since it looks like there is no event on ObjectReference/Actor when they are deleted, I had to use other means to detect the situation after the fact. It might also solve other situations where bound NPCs get deleted unexpectedly.

Posted

Thank you for the update. ?

 

I presume it is safe to update for ongoing game? I just started yesterday and my character is standing right in front of the Museum door in Concord, so quick restart would be a minor thing.

Posted
3 hours ago, Morferous said:

Thank you for the update. ?

 

I presume it is safe to update for ongoing game? I just started yesterday and my character is standing right in front of the Museum door in Concord, so quick restart would be a minor thing.

Should be safe. I always try to make changes in a way that it is safe to update ongoing games.

Posted

How can I add custom settlements so I can use the workbench Tools to remove cuffs? For example I tested this with Red Rocket Settlements, but the workshop bench was regular options. I wandered up to another workshop bench that wasn't mine and it had Tools, but I couldn't use it obviously. 

 

Related, but different, raider outposts from Sim Settlements Conqueror also won't allow me to use Tools from the bench.

Posted

  

21 hours ago, ETSubmariner said:

How can I add custom settlements so I can use the workbench Tools to remove cuffs? For example I tested this with Red Rocket Settlements, but the workshop bench was regular options. I wandered up to another workshop bench that wasn't mine and it had Tools, but I couldn't use it obviously. 

 

Related, but different, raider outposts from Sim Settlements Conqueror also won't allow me to use Tools from the bench.

Both of these should work... vassals might not work since they are not owned by the player, but both outposts and settlements added by mods should work. Maybe this is caused by the following old issue though:

 

On 6/10/2020 at 4:21 PM, Kharos said:

It's a conflict with Workshop Framework's "Manage Settlement" menu that it adds to the same red workshop. You need to turn that feature off to get rid of the conflict: MCM -> Workshop Framework -> Framework Controls -> Manage Workbench.

 

I make a note to see if I can find a better solution for the next release (e.g. automatically turning that Workshop Framework feature off when the player is bound).

There is still no fix for that in my mod (though to be honest I did not spend a lot of time on Fallout 4 in the last three months), so you still need to disable that feature in Workshop Framework manually to get the workbench tools.
 

Posted
44 minutes ago, Kharos said:

  

Both of these should work... vassals might not work since they are not owned by the player, but both outposts and settlements added by mods should work. Maybe this is caused by the following old issue though:

 

There is still no fix for that in my mod (though to be honest I did not spend a lot of time on Fallout 4 in the last three months), so you still need to disable that feature in Workshop Framework manually to get the workbench tools.
 

 

Cool! I'll try it.

Posted

If I wanted to make broken handcuffs, but with the locked feature of the unbroken ones and obviously without the pose, is that controlled by a keyword or wholly undoable because its QUST related or? I'd like to replace the ones I "cut" with the settlement bench but could only cut the chain (RP wise anyway atm), but still locked in them needing a key or solid lock picking skills or something.

 

Edit: Oops, I see they are already that way if you use the workbench. Nice! Still locked but broken.

Posted
12 hours ago, ETSubmariner said:

If I wanted to make broken handcuffs, but with the locked feature of the unbroken ones and obviously without the pose, is that controlled by a keyword or wholly undoable because its QUST related or? I'd like to replace the ones I "cut" with the settlement bench but could only cut the chain (RP wise anyway atm), but still locked in them needing a key or solid lock picking skills or something.

 

Edit: Oops, I see they are already that way if you use the workbench. Nice! Still locked but broken.

Yes, they should already work like that. Broken, still locked, lock should be easier to pick than before since you can see what you are doing (no penalty on picking the lock).
I am also assuming that this means that the missing tools options was caused by the Workshop Framework incompatibility?

Posted
23 hours ago, MARODER007 said:

You can add new functions to the collar? To punish the use of terminals, workshop, carrying weapons and armor

There are currently no plans to add "magical" functions like punishing for armor, weapon, clothes, etc.

Posted
1 hour ago, Kharos said:

Yes, they should already work like that. Broken, still locked, lock should be easier to pick than before since you can see what you are doing (no penalty on picking the lock).
I am also assuming that this means that the missing tools options was caused by the Workshop Framework incompatibility?

Once I turned that off the Tool option appeared, and was very immersive. I just assumed the cuffs were unlocked and made my post only to discover they weren't! Nice touch.

 

Update: any idea how to adjust the size of the cuffs (scale I guess)? I'd like to make them smaller for my own personal use. Not a bodyslide item I'm guessing.

Posted
15 hours ago, ETSubmariner said:

Once I turned that off the Tool option appeared, and was very immersive. I just assumed the cuffs were unlocked and made my post only to discover they weren't! Nice touch.

 

Update: any idea how to adjust the size of the cuffs (scale I guess)? I'd like to make them smaller for my own personal use. Not a bodyslide item I'm guessing.

There's not really a way to do that at the moment, The current size is a compromise that works for most characters. It is a known issue that it sometimes looks "too loose", depending on character scale and equipment.

Posted
On 9/18/2020 at 12:20 AM, Kharos said:

There's not really a way to do that at the moment, The current size is a compromise that works for most characters. It is a known issue that it sometimes looks "too loose", depending on character scale and equipment.

Yeah, I had tried to see if opening the various nifs in Nifscope and scaling them down would make them smaller in the world (loose file effort on my part), but they remain the same. Do they scale in game or is that a nifscope thing you chose?

 

Edit, unrelated topic. I updated to the latest version, didn't realize I was using one prior. I also have DD and use the compat patch. Now my character is stripped when a device gets added (finally), but now any attempt to save takes forever (2+ minutes) IF a device was just added or removed. Just at that time. All other normal non-add/non-removal saving is short and sweet. Does anyone have any ideas what might be the concern and the solution?

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