naaitsab Posted August 15, 2021 Posted August 15, 2021 Made a little proof of concept of the idea of an invisible fence setting for the collar. It places an invisible marker and has 3 audible warning ranges (different beeps) when you get closer to the maximum distance set. Needs a lot more fine-tuning and it not merged with the mod itself. It could also be expanded to have the player/NPC follow another actor. Which in essence is the same logic but with a moving target. Make it link to a remote trigger or something. Perhaps something you would like to implement @Kharos ? The function could be called from the collar pipboy menu. Perhaps only on the Gen 3 firmware? Currently you can test it by wearing a collar and adding the spell from the ESP to yourself. To other users, this is not designed for regular gameplay in it's current state. So treat it this way. Shock Collar Invisible Fence.7z
Kharos Posted August 15, 2021 Author Posted August 15, 2021 6 hours ago, naaitsab said: Made a little proof of concept of the idea of an invisible fence setting for the collar. It places an invisible marker and has 3 audible warning ranges (different beeps) when you get closer to the maximum distance set. Needs a lot more fine-tuning and it not merged with the mod itself. It could also be expanded to have the player/NPC follow another actor. Which in essence is the same logic but with a moving target. Make it link to a remote trigger or something. Perhaps something you would like to implement @Kharos ? The function could be called from the collar pipboy menu. Perhaps only on the Gen 3 firmware? Currently you can test it by wearing a collar and adding the spell from the ESP to yourself. To other users, this is not designed for regular gameplay in it's current state. So treat it this way. Shock Collar Invisible Fence.7z 5.95 kB · 1 download ? Will take a look later this week or next weekend. Does this currently only work for the player, or for both player and NPCs? One problem with spells is that they get terminated when the area is unloaded.
naaitsab Posted August 16, 2021 Posted August 16, 2021 8 hours ago, Kharos said: ? Will take a look later this week or next weekend. Does this currently only work for the player, or for both player and NPCs? One problem with spells is that they get terminated when the area is unloaded. It's currently player based. Could be made to work with NPC's, perhaps adding a "PathToReference" call with a x radius around the center marker after they get a shock? Only thing that the unloading thing is a bit of an issue. Perhaps freezing the NPC when the PC leaves the area?
Kharos Posted August 16, 2021 Author Posted August 16, 2021 (edited) 5 hours ago, KennedyMadeIt said: I created a patch for Better Locational Damage. If you slip and cut yourself while cutting the chain of a pair of handcuffs you will be wounded instead of taking direct damage. Let me know if this violates any patching preferences for your mod that you might have. I am using the CC0 License on purpose, so you are free to do whatever you want ?. I am not using Better Locational Damage, so can you explain the difference? Patches like this one are generally hard to maintain, whenever I change these scripts you will have to integrate my changes into your copy of my scripts. If this works well then we might want to consider integrating it permanently, using a soft dependency mechanism. What do you think? [Edit] I see you are already using a soft-dependency mechanism ?. I would probably move it to a different place as I have a dedicated script that handles all soft dependencies, but apart from that it looks good. Edited August 16, 2021 by Kharos
Kharos Posted August 16, 2021 Author Posted August 16, 2021 7 minutes ago, KennedyMadeIt said: I use annotations to keep track of all my local script changes so I can apply them on top of updates. Not exactly the best form of version control and it can be a pain to manage sometimes. If the public likes my change and you decided to integrate it, or something similar, into your mod officially that would be really cool. I would delete my patch no problem. Do you have experience using git? As stated in the description, my mod is hosted on github (https://github.com/RealHandcuffs/RealHandcuffs). You can clone the repo and maintain your changes in a branch to have some actual version control.
Metro20Thirty-three Posted September 12, 2021 Posted September 12, 2021 (edited) Is there a way to craft the explosive collar? Also can I change the explosive collar probability during violate scenes? Edited September 12, 2021 by Metro20Thirty-three
nonofyodambiznes Posted September 12, 2021 Posted September 12, 2021 hey @Kharos is there any chance you could add a 10 second timer option to the shock/explosive collar ? id really appreciate it
SWEET FURY Posted September 12, 2021 Posted September 12, 2021 3 hours ago, Metro20Thirty-three said: Есть ли способ изготовить ошейник из взрывчатого вещества? Также могу ли я изменить вероятность взрыва ошейника во время сцен нарушения? Armor werkbench(Workshop) + Demolition Expert(Perk) = Explosion collar(Modul)
SWEET FURY Posted September 12, 2021 Posted September 12, 2021 15 minutes ago, nonofyodambiznes said: Привет @Kharos есть ли шанс добавить 10-секундный таймер к шоковому / взрывному ошейнику? я действительно ценю это And I would like a module-time for self-opening, with a timer. And the module-preparations for lowering the characteristics of the SPECIAL and with the effect of blurring the eyes. With the possibility of losing consciousness and getting addicted.
Kharos Posted September 17, 2021 Author Posted September 17, 2021 On 9/12/2021 at 5:03 AM, Metro20Thirty-three said: Is there a way to craft the explosive collar? Also can I change the explosive collar probability during violate scenes? Crafting: You can replace the shock module with an explosive module on the armor workbench if you have the Demolition Expert 1 perk. Probabilities during violate scenes are handled by violate, this mod only provides the "hardware".
Kharos Posted September 17, 2021 Author Posted September 17, 2021 On 9/12/2021 at 8:46 AM, nonofyodambiznes said: hey @Kharos is there any chance you could add a 10 second timer option to the shock/explosive collar ? id really appreciate it I am not working on this mod currently, but I'll add it to my "list of ideas". No promises. On 9/12/2021 at 9:07 AM, MARODER007 said: And I would like a module-time for self-opening, with a timer. And the module-preparations for lowering the characteristics of the SPECIAL and with the effect of blurring the eyes. With the possibility of losing consciousness and getting addicted. Same for self-opening. There are no plans at all for "magic effects" like SPECIALS or complicated mechanisms like additions.
nonofyodambiznes Posted September 18, 2021 Posted September 18, 2021 (edited) On 9/17/2021 at 1:25 PM, Kharos said: I am not working on this mod currently, but I'll add it to my "list of ideas". No promises. that's all i ask ? Edited September 18, 2021 by nonofyodambiznes
vaultbait Posted September 19, 2021 Posted September 19, 2021 Perhaps of interest to some who follow this topic, the latest release of Sexual Harassment added features to equip shock collars under certain conditions, as well as new harasser approaches when you're wearing one (and they will supposedly even trigger the shock function on you, going to try it out myself shortly): 2
fred200 Posted September 19, 2021 Posted September 19, 2021 10 minutes ago, vaultbait said: Perhaps of interest to some who follow this topic, the latest release of Sexual Harassment added features to equip shock collars under certain conditions, as well as new harasser approaches when you're wearing one (and they will supposedly even trigger the shock function on you, going to try it out myself shortly): Highly recommended. Even includes a simple enslaved player.
nonofyodambiznes Posted September 22, 2021 Posted September 22, 2021 (edited) On 9/19/2021 at 9:01 PM, vaultbait said: Perhaps of interest to some who follow this topic, the latest release of Sexual Harassment added features to equip shock collars under certain conditions, as well as new harasser approaches when you're wearing one (and they will supposedly even trigger the shock function on you, going to try it out myself shortly): does it include the explosive module? yep! it does also are there any other mods that include beheading? Edited September 22, 2021 by nonofyodambiznes
Tanglin Posted September 22, 2021 Posted September 22, 2021 When playing in third person while my character is in handcuffs, the camera would move back when she moves, and then it would close in once more when she stops. Is there a way to make the camera stop doing that?
MrMagoo Posted October 2, 2021 Posted October 2, 2021 So here's a conundrum way beyond my understanding.. Having troubles with Real Handcuffs showing up as "missing plugin" in the MCM. I know I've had this problem before but can't recall if I ever solved it last time (guessing not given what I've found tonight). I tried moving it to bottom of load order on both panes (MO2) and disabling every scripting mod I could think of... no luck. I then tried getting serious and disabling literally all mods.. OK so I re-enabled MCM because that didn't tell me anything >< Just MCM + real handcuffs - no luck MCM + AAF + real handcuffs - no luck re-downloaded and re-installed both real handcuffs (tried installing with and without LL4P patch ticked) & F4SE - still no luck Out of desperation I tried extracting the real handcuffs BSA files then manually installing the mod into the FO4/data install folder instead of through MO2 - SUCCESS! deleted those file and went back to MO2 install - fail reinstalled manual files to install directory - SUCCESS re-enabled all mods (lots) in MO2 - still SUCCESS (with real handcuffs as an 'unmanaged' i.e. manually installed mod. I have absolutely no idea what could cause this behaviour but sharing it here for anyone that it may help ^^
Tanglin Posted October 2, 2021 Posted October 2, 2021 (edited) Whenever I talk to a vendor, the explosive collar gets applied to my character. Or if I use the armor workbench (which only shows "Craft" and doesn't show "Transfer" when moused over) the shock also gets applied. Is anyone else having this bug? Edit: Never mind. It turns out that turning on Debug shows me that the collar was still on my character even though it wasn't showing in my inventory or on the neck. Using Debug to forcibly remove the collar fixed it. Edited October 2, 2021 by Tanglin
JB. Posted October 11, 2021 Posted October 11, 2021 (edited) Hi @Kharos. Thanks to the help of @naaitsab I am implementing RealHandcuffs in my mod! I have a question though. I have recorded a video to explain it better. Is there any way that I can avoid the movement of the protagonist when receiving a shock? She leaves the cross in which she is imprisoned. Ignore the music, I'm still experimenting. dafe (video-converter.com).mp4 Edit: I think it would be best to make my own effects and apply them at least this time when on the cross, and not use the HR shock function. Edited October 11, 2021 by JB. 2
naaitsab Posted October 11, 2021 Posted October 11, 2021 15 hours ago, JB. said: Hi @Kharos. Thanks to the help of @naaitsab I am implementing RealHandcuffs in my mod! I have a question though. I have recorded a video to explain it better. Is there any way that I can avoid the movement of the protagonist when receiving a shock? She leaves the cross in which she is imprisoned. Ignore the music, I'm still experimenting. Edit: I think it would be best to make my own effects and apply them at least this time when on the cross, and not use the HR shock function. You could experiment with setvehicle https://www.creationkit.com/fallout4/index.php?title=SetVehicle_-_Actor It's used in stuff like whipping scenes to prevent the player/npc from moving. So it might prevent the "falldown" from the shock damage. Alternative you could indeed make your own shock effect with only the FX-shader and add the pain dialogue with it. 1
sophiextime Posted October 13, 2021 Posted October 13, 2021 (edited) Hi. I am not sure if its this mod that does this but i had a quest to to rescue an imprisoned settler. i went to the location, killed all the bandits and found him in a cell. he was on his knees in handcuffs. i got him out of the cell and he followed me to the settlement where he thanked me, job done. However he is still handcuffed to his back and i get no option to uncuff him. I went back there 3 days later and he is still stood there cuffed. How do i free him? Edited October 13, 2021 by sophiextime
izzyknows Posted October 13, 2021 Posted October 13, 2021 19 minutes ago, sophiextime said: Hi. I am not sure if its this mod that does this but i had a quest to to rescue an imprisoned settler. i went to the location, killed all the bandits and found him in a cell. he was on his knees in handcuffs. i got him out of the cell and he followed me to the settlement where he thanked me, job done. However he is still handcuffed to his back and i get no option to uncuff him. I went back there 3 days later and he is still stood there cuffed. How do i free him? If it was a vanilla quest, they are not handcuffed and this mod doesn't have rescue quest. Sooo... it's a different mod. Anyway, when you trade with him do the cuffs show in his inventory? If another mod is using RH API to cuff them, then you should get a lockpick prompt when taking or unequipping them. Or a message they were unlocked with your key.. if you have one. Removing them via console commands usually isn't a good idea since they have scripts attached that need terminated.. correctly.
sophiextime Posted October 13, 2021 Posted October 13, 2021 56 minutes ago, izzyknows said: If it was a vanilla quest, they are not handcuffed and this mod doesn't have rescue quest. Sooo... it's a different mod. Anyway, when you trade with him do the cuffs show in his inventory? If another mod is using RH API to cuff them, then you should get a lockpick prompt when taking or unequipping them. Or a message they were unlocked with your key.. if you have one. Removing them via console commands usually isn't a good idea since they have scripts attached that need terminated.. correctly. Yeah it was just a vanilla settlent quest. ' go find the settler, save him, bring him back and it unlocks the ability to use its workshop' I havent tried to trade with him to see if the cuffs are in there to emove him. he had the cuffs on when i found him and no option when i focus on the cuffs behind his back to unlock them at all. So its weird. i had hoped that if i closed game down and restarted it maybe his cuffs might have gone but he seems stuck in the now.
izzyknows Posted October 13, 2021 Posted October 13, 2021 1 hour ago, sophiextime said: Yeah it was just a vanilla settlent quest. ' go find the settler, save him, bring him back and it unlocks the ability to use its workshop' I havent tried to trade with him to see if the cuffs are in there to emove him. he had the cuffs on when i found him and no option when i focus on the cuffs behind his back to unlock them at all. So its weird. i had hoped that if i closed game down and restarted it maybe his cuffs might have gone but he seems stuck in the now. You have to open the trade menu in order to remove any restraints.
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