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On 7/26/2022 at 7:51 PM, naaitsab said:

Are you directly calling the API from the onload event? If so I would recommend adding a small timer method to it by calling a very short "starttimergametime" (https://www.creationkit.com/fallout4/index.php?title=OnTimerGameTime_-_ScriptObject) as Onload sometimes fires a bit to soon for other things to catch by.

 

Oh, thanks for the idea. I do already have it guarded inside a conditional to WaitFor3DLoad() but maybe that's still completing too early? I'll definitely try adding a delay.

 

On 7/26/2022 at 7:51 PM, naaitsab said:

The flags are in the API script file.

 

I found them, but was quickly getting lost trying to work out how to confirm the code comments about which flags are "supported" by a given function were accurate or possibly stale/incorrect. The recombining of flags within the functions before handoff to other functions is a bit overwhelming.

 

On 7/26/2022 at 7:51 PM, naaitsab said:

I would check Violate how the cuffs are equipped there for a visual pointer.

 

Thanks! I've definitely been looking at Violate for examples of other stuff, but completely forgot it had soft RH integration.

 

On 7/26/2022 at 7:51 PM, naaitsab said:

I can give you some code examples but will be about a day before I can post it.

 

Appreciated but I'm sure the examples in Violate will be plenty sufficient for me to at least confirm I'm not doing something wrong.

 

On 7/26/2022 at 7:51 PM, naaitsab said:

Also make sure you fill the RH api variable on every game load. It's not persistent. Mostly this is done by adding a alias for the player, adding a script to it and setting a OnPlayerLoadGame event. From this event call the RH api load routine. 

 

I only ever call RH functions immediately after resolving its main quest object, so in theory shouldn't need to worry about that. I don't cache and reuse it later or anything.

 

Edit: Okay! I found it. Somehow I was overlooking some subtle lines in my script log about a parameter type mismatch, in the vicinity of my debug trace entries. While I know that Script.CallFunction is extremely picky about getting parameter types exactly right, I never expected that in an Actor script the Self variable wouldn't actually be type Actor. Once I recast Self as Actor in the first array element assignment, it "just worked." Praise be unto Todd.

 

Now that it's working, my next problem is that something seems to be unequipping the handcuffs roughly 10 seconds after they get put on. The NPC continues to be in the hands-behind-back pose and the handcuffs remain in her inventory, but the model for them disappears from her wrists and showinventory indicates they're no longer in an equipped state. This is probably some problem of my own making, but has anyone seen that before and maybe happens to know the potential causes?

 

Another edit: I worked around the case of the disappearing cuffs for now by adding a Utility.Wait(10.0) after the WaitFor3DLoad() call before asking RH to equip anything, and that seems to have gotten me past it, though feels very hacky. I'm wondering if the issue might be that I defined the NPC with no base outfit (because she's intended to be nude), and equipping handcuffs is triggering the game engine's safety check to reset the outfit. I'll try defining an actual outfit with a wedding ring or something and see if that makes it happy.

 

Yet still moar edit: Yeah that wasn't it either. I added an outfit, but the handcuffs still disappear from her wrists moments after appearing (the outfit stays put though). So I guess the 10-second delay stays in with a code comment for now.

Edited by vaultbait
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  • 2 weeks later...
5 minutes ago, teddy.heretic said:

plz where previous version? The new version there is bug when aaf want start it's remove handcuff too and become error. From old version i never experience like this

 

AAF shouldn't try to remove the handcuffs from this mod. Did something happen to the Data\AAF\RealHandcuffs_protectedEquipmentData.xml file this installed to your game? Is it missing or being overwritten by another mod?

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On 8/3/2022 at 6:24 PM, Mugglet18 said:

it keeps crashing my game on start up never had this happened before its annoying pls help

 

 

You will need to provide more info, such as:

- What exactly is happening when you crash?

- Is it reproducible?

- Are you able to get passed the main menu, or is it crashing before you even get that far? 

- Are you missing masters?  The number 1 cause of the game not launching / crashing during start up is "missing masters". 

- Are you getting a crash report from buffout?

 

Hopefully you are running Mod Organizer as it has been much more reliable in reporting missing masters.  In that case, check your notifications area in the upper right corner.  It's ok for there to be files in overwrite, you can ignore that one.  But if there is a second message about missing masters, that is important.

 

If you are using Vortex, sometimes that mod manager does not properly report missing masters to the user.  And when it does, it offers a "dismiss" button which I feel is bad because many people will just click that to make the message go away or click it by mistake.  If you don't see a big banner telling you that there are missing masters, you will need to look for a bell icon in the plugins tab, by scrolling through and looking at your plugins.

 

Cheers

Edited by Sgt. Marge
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39 minutes ago, alelil said:

is there guide how , where, what requirement to craft the items?  only found collar at chemlab, looking for robco connect holotape

 

Check for "Utility" in the chemlab.  I use ECO with Complex Item Sorter, so mine is under Real Handcuffs in the Utility bench. 

 

Or you can just add the item to your pip boy manually:

Open the console in game using the ~ key on your keyboard

help "robco c" 0

This should bring up at least the holotape ID

player.additem ID

 

This mod also has a configuration menu in the "MCM" by hitting Escape and clicking "Mod Config" to open the MCM.  This has been extremely helpful in that you can remove the slave collar from a follower for example.

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1 hour ago, alelil said:

after some testing, it turns out real handcuff AWCKR patch make the recipe disappear. such irony the patch become the culprit lol

 

The AWKCR patch will remove the recipes from the chemistry workbench and instead add them to the AWKCR armor workbench, so that is expected behavior.

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17 hours ago, Kharos said:

 

The AWKCR patch will remove the recipes from the chemistry workbench and instead add them to the AWKCR armor workbench, so that is expected behavior.

sorry my bad, in progress of testing bulk of mod. i dont even know awkcr has a workbench ?.

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On 8/11/2022 at 2:09 PM, handsome2 said:

i tried this mod as recommended by 

 

the instruction there:

  • Real Handcuffs (DO NOT check for the LLFP option in its installer)

 

after installed this mod, game just ctd during startup. removed it the game worked as normal

 

 

In my personal (and limited) experience, CTD on startup is usually a sign for missing dependencies. E.g. you might have installed one of the patches but are missing the dependency. Try to use FO4Edit, it should tell you about the missing dependency instead of just crashing like the game.

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u listed * LL FourPlay F4SE * as required, and included in ur mod for ease installation.

 

but according to the setup guide, i shouldn't install that, and i didn't install any fourplay mod except those animations packs listed in the guide.

i'm running AAF now, as according to the setup guide:

 

Skip/Scrap these mods/patches (INCOMPATIBILITIES)

Mods

  • ANYTHING Four-Play [except Leito and Crazy animation packs themselves, those are fine].

could that an needed fourplay not stated in the guide is needed by ur mod?

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8 minutes ago, handsome2 said:

u listed * LL FourPlay F4SE * as required, and included in ur mod for ease installation.

 

but according to the setup guide, i shouldn't install that, and i didn't install any fourplay mod except those animations packs listed in the guide.

i'm running AAF now, as according to the setup guide:

 

Skip/Scrap these mods/patches (INCOMPATIBILITIES)

Mods

  • ANYTHING Four-Play [except Leito and Crazy animation packs themselves, those are fine].

could that an needed fourplay not stated in the guide is needed by ur mod?

 

LLFP isn't FourPlay related specifically. It's an F4SE plugin which was originally created for use by FourPlay but it's used by (and included with) AAF these days.

 

But if you're following that guide, you'll already have the copy of LLFP which is included in AAF itself, in which case you can deselect the LLFP copy provided by RH when prompted in its FOMOD installer menu.

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On 3/8/2019 at 6:28 AM, Kharos said:

Real Handcuffs

View File


Handcuffs and (shock/explosive) collars. For players, NPCs, and mod authors.

 

Real Handcuffs

Latest version: 0.4.14 (2021-08-13)

 

Hard requirement:

 

Soft requirement but heavily recommended:


Description:

Real Handcuffs converts the handcuffs found throughout the Commonwealth to an armor item that can be equipped to bind both the player and NPCs.

Handcuffs can be modified at the armor workbench to make them more secure, or to replace the lock with a timed lock.

You can find handcuffs and keys wherever you find handcuffs normally: Traders who trade misc items (salvage), police stations, and sometimes as random loot. You can also create them yourself, either at the chem workbench or (with the optional AWKCR compatibility plugin) at the AWKCR armor workbench.

Shock collars are now available, too. They and the remote trigger to activate them can be bought at traders, created, and modified at workbenches.

 

Does this use the Devious Devices framework?

No. There is a compatibility plugin for devious devices users, though. Real Handcuffs can serve as a replacement for Devious Devices wrist cuffs and collars. Please note that it is not a 1:1 replacement, it is much more restrictive both for players and for NPCs, and the number of available devices is much smaller.

 

Can I use this as a mod author?

Please do. There is a ThirdPartyApi script that is made for mod authors who want to use it as a (soft) dependency. This script will stay stable between releases, even if the internal structure changes. There are also some additional hooks and keywords if you want to set up scenes, please ask me if you need help.
If you want to instead take meshes from this mod or get inspired by its scripts, you are free to do so, too. The license is CC0 and included in the 7z file. Script sources are included. Mesh source files and animation source files are not included because they are too large, but I will provide them on request (most meshes are just modification of Fallout 4 meshes).
I am also happy to collaborate. The mod is now hosted on github: https://github.com/RealHandcuffs/RealHandcuffs/

 

Mods that are supported with special compatibility plugins:

The compatibility plugins are included in the installer, there is no separate download.

 

Mods with special support for Real Handcuffs:

 

Thanks and Acknowledgements:

  • Vader666 for Torture Devices [https://www.loverslab.com/topic/68652-torturedevices/]
    This started it all, and looking at it taught me how to do a lot of things.
  • Vader666 for the guide "Adding custom Animations to Fallout 4" [https://www.loverslab.com/topic/69722-adding-custom-animations-to-fallout-4/]
    After reading this, arm offset animations finally made sense :).
  • Kimy for Devious Devices [https://www.loverslab.com/files/file/3796-devious-devices/]
    Used in my playthroughs, and served as an inspiration even though I disagree with some design choices. Also the comments on DD_RestraintScript:DD_Equipped brought me back on track when I struggled with missing events and greatly improved my spirits ("A kingdom for a proper programming language!").
  • Vugluscris for the guide "Creating armor and clothing with Blender" [https://www.nexusmods.com/fallout4/mods/17785]
    After that I was finally able to import Handcuff.nif to Blender, attach it to the skeleton, modify it, and bring it back into the game.
  • Ousnius for BodySlide and Outfit Studio [https://www.nexusmods.com/fallout4/mods/25]
    The tool for converting between nif and fbx (and back) in the above workflow while keeping UVs and weights.
  • ShadeAnmiator for the Fallout 4 Animation Kit [https://www.nexusmods.com/fallout4/mods/16694/]
    This got me started on doing animations for Fallout 4. I would probably not have been able to do it without this kit.
  • The Creation Kit Wiki [https://www.creationkit.com/fallout4/index.php?title=Main_Page]
    The essential documentation (though I often wished that it was better).
  • EgoBallistic and Stobor for their feedback about the ThirdPartyApi script.
    I was not sure if it worked. They proved to me that it did not and helped me find a way that it did.
  • fadingsignal and Hitman47101 for the remote trigger assets (meshes, textures, animations).
  • the alpha/beta testers who download my unfinished and non-working stuff when I post it in the support thread, try it out, and give feedback ?

 

Troubleshooting:

  Reveal hidden contents

Complete and general failure (animations not working, MCM menu blank):

  • Make sure that scripts are installed (also remove loose files from version 0.3.x, 0.4.x and later use a .ba2 archive for most files).
  • Make sure that F4SE is installed correctly (especially the loose scripts, and you may need to modify your ini files for loading of loose files).

 

Unable to free yourself from handcuffs:

  • Try to find or buy a key, then inspect the lock. It should be clear from here.
  • If that is not possible (or you cannot reach the lock), activate a player-owned settlement workbench (the red ones in the center of the settlements).
  • The debug menu allows you to free yourself (unless you enabled hardcore mode).

 

Uninstalling:

  • Uninstalling plugins from a running game is officially not supported and may break your game, If you absolutely must do so, disable the mod from the MCM debug settings page (turn "Master Switch" OFF), close MCM and wait for the message that it has been uninstalled. Then save the game, exit, and uninstall the mod. Load the game and save it again.


Full changelog:

  Reveal hidden contents

Version 0.4.14

 

  • Fix bound NPCs drawing their weapons when in alert state by clearing alert state (discovered with PANPC but a general issue).
  • Fix bound NPCs visually being free after the game forces them to "draw" theirs fists.
  • Integrate handcuffs with quest MinRecruit02 "Kidnapping at ...": the victim will now wear handcuffs, the boss will have a key, and the player can open the victim's inventory.

Version 0.4.13

  • Add happiness bonus to prisoner mat furniture.
  • Fix assignment of current follower to prisoner mat.
  • Update LL FourPlay plugin to v41.
  • Try to detect and fix missing restraints on game load.
  • Try to handle missing restraints when freeing actor from MCM menu.
  • Fix handling of unequip event to catch cases where a device is unequipped and directly deleted, e.g. by "removeitem" console command.
  • Change lockpicking interaction to try and fix a crash bug (thanks to lampuiho for discovering the fix).

Version 0.4.12

  • Small technical tweak to bound vertibird riding.

Version 0.4.12 Beta 3

  • Add new function RefreshRestraint to ThirdPartyApi (no other changes, this update is for modders only).

Version 0.4.12 Beta 2

  • Fix a crash caused by handling disabled actors in vanilla scene integration.
  • Api fix: Try to prevent crashes when handling disabled actors, though this is still unreliable and should not be done.

Version 0.4.12 Beta 1

  • Allow up to three bound NPCs to ride in the cargo compartment of vertibirds when accompanying the player (they will be locked up/released automatically).
  • Fix error in handcuffs converter causing some legacy handcuffs (misc item) to disappear instead of being converted to real handcuffs.

Version 0.4.11

  • Add new MCM page for integration settings and move existing JB integration settings there.
  • Add option in MCM integration settings to disable vanilla scene integration.
  • Improve logic of prisoner mats, especially with Workshop Framework 2.x.
  • Fix JB quick-enslave of Crime And Punishment surrendered NPCS.
  • Prevent JB quick-enslave of Crime And Punishment prisoners.
  • Try to detect restraints with missing script instance and unequip them after equipping.
  • Various other small fixes and improvements.

Version 0.4.10

  • Add quick inventory interaction (disbled by default, can be enabled in hotkeys MCM page).
  • Put handcuffs on captives in some vanilla scenes and random encountes (only in standard edition, not in lite edition).
  • JB Integration: allow enslaving NPCs by equipping shock collars on them (requires confirmation by default, setting in shock collar MCM page).
  • Fix a race condition preventing correct transfer of multiple items (e.g. handcuffs and collar) to clones.
  • Small ThirdPartApi fix and improvement.

Version 0.4.9

  • Clean masters of JB compatibility patch.

0.4.9 Beta 3

  • Allow selecting the slots to use when installing the devious devices compatibility plugin: 37/38 (like DD wrist cuffs) or 54 (standard slot).

0.4.9 Beta 2

  • Add RobCo Connect holotape: The holotape will connect to the last collar that was selected for connection.
  • Add manual connection mode, if it is active the placer needs to connect to collars manually using RobCo connect.

0.4.9 Beta 1

  • Add "Punishment Mode" to Mark III Shock Collar Firmware - this is the same as "T0rture M0de" in Hacked Firmware.
  • Disable T0rture M0de / Punishment Mode for explosive collars.
  • Shock collars will now have a yellow "shock" icon instead of the default yellow "explosive" icon.
  • Fix: Temporarily disable WorkshopFramework alternate activation when player is bound.
  • Fix: Remove leftover message when player gets knocked down by shocks.
  • Upgrade LLFP Community plugin to version 39. WARNING: The new LLFP Communit plugin requires F4SE 0.6.21.
  • ThirdPartApi: Add functions StartTortureMode, StopTortureMode, StartTortureModeOnActor, StopTortureModeOnActor.
  • ThirdPartyApi: Fix: StartBoundWaitState will now correctly handle playEnterAnimation=false and/or makePlayerPosable=false.

0.4.8

  • 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.

0.4.7

  • Change function used to detect assignment to prisoner mats to be compatible with WorkshopFramework 2.0.0.
  • Some tweaks to code that tries to keep captives in place when returning to a settlement.

0.4.6

  • Remote trigger will now work on collars of NukaWorld traders/captives (repeated shocks can kill, be careful not to kill the traders!).
  • They should also work on vanilla collars added by any other mod, as long as the mod is using the NukaWorld armor object.
  • NPCs will now start exiting furniture as soon as their shock collar starts beeping.
  • Increase chance that captives are still in place when returning to a settlement.
  • DD compatibility plugin: remove neck slots usage from institute leg cuffs (bug in DD causing compatibility issues with shock collar).
  • Add suport for canary save file monitor.

0.4.5

  • When a NPC (follower, JB slave, ...) is commanded to use a prisoner mat, they are automatically assigned to the workshop.
  • Add a new MCM setting to disable the above behaviour ("Automatically Assign Prioner Mat Users to Workshop").
  • Add recipe for crafting high security handcuffs in one step, instead of crafting regular handcuffs and then upgrading the lock.
  • Add recipe for crafting hacked shock collars in one step, instead of crafting mark ii/iii collars and then replacing the firmware.
  • Add option in MCM debug menu to equip restraints on player or on  NPC under crosshair, for easier testing of new features (somewhat experimental).

0.4.4

  • Fix an edge case when following the player with bound hands and the player goes through a loading screen

0.4.4 rc 1

  • Try harder to prevent the game and other mods (e.g. Better Companions) from teleporting NPCs in "bound wait" state.
  • Try to fix some situations where the AI did not switch to the correct package, or not switch fast enough.
  • Add new ThirdPartyApi functions to make bound NPCs follow other actors: SetBoundHandsFollowTarget, ClearBoundHandsFollowTarget
  • Add new ThirdPartyApi functions to make bound NPCs wait, optionally with a pose: StartBoundWaitState, ChangeBoundWaitStatePose, StopBoundWaitState

0.4.4 beta 4

  • Translate npcs when kneeling down on prisoner mats to force them to face the correct direction.
  • Slightly repositon kneeling prisoners such that their knees are on the prisoner mat.
  • Allow interactive posing of workshop npcs who are assigned to prisoner mat but somehow fail to get on the mat.
  • Varions animation fixes to reduce twitching or sudden changes of pose.
  • Fix registration for input events when starting new game or when installing mod for the first time.

0.4.4 beta 3

  • Fix various animation problems with followers using prisoner mats (i.e. while not assigned to a workshop).
  • Fix followers on prisoner mats not leaving the prisoner mat when told to follow again.
  • Fix prisoners (especially those assigned to a workshop) moving around when player fast travels, sleeps or waits.
  • Fix visual bug: temporary handcuffs staying on wrists when releasing actors from prisoner mat.
  • Fix race condition leading to error messages about "orphaned token".
  • Make debug menu option "reset NPC AI" revert special states of bound NPCs (e.g. wait, use prisoner mat).
  • Try to restore current pose of waiting NPCs when upgrading to a new version of the mod.

0.4.4 beta 2

  • Various reliability improvements and cosmetic improvements for prisoner mats and poses.
  • Add a second kneeling pose for prisoner mats (less submissive, more like a hostage).
  • Make the "submissive" kneeling pose the default pose for prisoner mats.
  • Move hotkeys into separate MCM page.
  • Add a new hotkey for triggering interactions with NPCs (at the moment only changing pose).
  • Add a MCM setting to disable the POSE activation, for compatibility with other mods (e.g. QuickTrade).
  • JB integration: Add a small amount of bonus submission when a shock sends a slave into bleedout.
  • SS CQ integration: Further improve compatibility with personal squad, there are still some minor issues though.

0.4.4 beta 1

  • Add option to randomize access code in shock collar terminal.
  • Try to make NPCs react a bit stronger to being shocked (only works with generic voice types for now).
  • Allow choosing poses for bound NPCs who are waiting or assigned to prisoner mats (only a kneeling pose is available for now).
  • Improve Devious Devices compatibility by adding DD_kw_RenderedItem keyword to restraints in DD compatibility plugin.
  • Fix spawning of shock collars by Just Business compatibility plugin if lite version is installed.
  • Add compatibility plugin for "Sim Settlements - Conqueror" (only a few AI package tweaks for now).
  • Mke BoundHandsGenericFurnitureList and BoundHandsTakeItemList form lists available in ThirdPartyApi.
  • Refactor the way how "bound hands" animation keywords are processed to allow adding new keywords from other mods.
  • Add 0x0D9C37 NpcPrisonerFloorSit to BoundHandsGenericFurnitureList for increased compatibility with other mods.

0.4.3

  • Tweak packages and scripts for prisoner mat.

0.4.3 beta 1

  • Add prisoner mat to workshop (under Raider -> Misc), a "workshop furniture" that keeps a single NPC as a handcuffed prisoner.
  • Add taser mod for security baton.
  • Varions small fixes and improvements.
  • Update AWKCR compatibility plugin for AWKCR 8.6.

0.4.2

  • Fix: Terminate "bound NPC follow another NPC" packages if the followed NPC dies.
  • Add hotkey as fallback in case tab does not work when player is bound.

0.4.2 beta 3

  • Fix: If a bound NPC is following another NPC (bound or not) who is in turn following the player, try to keep up when the player fast-travels.
  • Tweak bound hands packages for smoother following.

0.4.2 beta 2

  • Fix a situation where bound NPCs would free themselves.
  • Improve behavior when using command mode on bound NPCs, there were some (hard to reproduce) bugs.
  • Bound npcs will now follow other npcs if told to inspect them (they will follow until a different command is given, even if command mode ends).
  • Bound npcs will now try to stay in the exactly same place when told to wait; if pushed away, they should return.
  • Make ticking time of explosive collars consistent with other collars (it was longer previously).
  • Just Business Integration: Triggering shock collars will now improve a slave's submission value (there is a MCM setting to scale or disable the effect).

0.4.2 beta 1

  • Allow searching containers with bound hands and taking some items (same restrictions apply as when picking up loose items).
  • Allow unlocking containers with bound hands, similar to unlocking doors.
  • Allow eating food items that are standing in the open with bound hands.
  • Allow drinking from open sources of water (lakes, rivers, ...) with bound hands.
  • Handle armor racks as containers, not as NPCs.
  • Allow booby-trapping armor racks  with explosive collars, similar to corpses.
  • Update LL FourPlay plugin to v38.

0.4.1

  • Update LL FourPlay plugin to v37.
  • Fix crafting requirements of high security handcuffs key (was locksmith 3, should be locksmith 2).
  • Add AAF support file provided by EgoBallistic (thanks!).

0.4.0

  • Improve Just Business integration of taser syringes, will now work more reliably with actors who are already in bleedout.
  • Improve suppression of unwanted scenes for bound actors.
  • Improve transition between wait and follow commands with bound hands.
  • Fix Just Business compatibility setting "automatically add shock collars to new slaves" (logic was the wrong way around).
  • Update LL FourPlay plugin to v35.

0.4.0 rc 1

  • Make sure collar explosions are placed correctly at the neck, even if actors are not standing.
  • Fix explosive collars sometimes not working after wearer died or when booby-trapping corpses.
  • Add taser syringes at chemistry workbench (ammo for syringer, deals shocks similar to collars).
  • Add Just Business integration for taser syringes (option in MCM to automatically mark the victim).
  • Reduce hacking level requirements for firmware recipes.
  • Terminate unwanted scenes when NPCs are bound and/or when shock collars are triggered.
  • Improvements to ThirdPartyApi: better handling of shock collar remote triggers, specialized functions for restraints with specific effects.

0.4.0 beta 6

  • New mod: Hacked firmware, uses some 1337 in menus and has a "T0rture M0de" giving recurring timed shocks.
  • Add crafting recipes to chemistry workbench (only for users who are not using the awkcr compatibility plugin).
  • Try to use tab key as hardcoded default if for some reason not able to detect the key bound to "Pipboy" action.
  • A lot of small changes, fixes and (script) improvements.

0.4.0 beta 5

  • Add recipes for crafting handcuffs and handcuffs keys to AWKCR armor workbench (category: Hands - Accessories).
  • Add recipes for crafting shock collars and firmware dumps to AWKCR armor workbench (category: Accessories - Necklaces).
    You need to have a shock collar in your inventory to create a firmware dump! If you have no shock collar, the recipe will not show up.
  • Remove knockout effect from shocked NPCs because it looks bad with handcuffs and with furniture, just keep them in bleedout instead.
  • Remove smoke VFX from shock effect.

0.4.0 beta 4

  • Handle active command mode and dialogue menu when trying to connect the pip boy to a shock collar.
  • Make sure that NPCs who get cuffed while they are in combat (especially player teammates) put away their weapon.
  • Add option to MCM for resetting AI of currently targeted NPC, this might help to "unstuck" NPCs.

0.4.0 beta 3

  • Be more persistent when trying to connect the pip boy to a shock collar.
  • Allow triggering of explosive collars even after their wearer has died.
  • Allow booby-trapping corpses with explosive collars (also add ThirdPartyApi function for booby-trapping corpses).
  • New mod for Remote Trigger: Powerful transmitter (much longer range).
  • Remove perk requirements for some mods to make them more accessible for players.

0.4.0 beta 2

  • Completely redo the bleedout effect, it was causing issues with other mods (e.g. knockout framework).
  • Allow shock collars to cause unconsciousness if the victim is near death or if killing victims is disabled in MCM.
  • Add better recognition of just business cloning process, it should now always correctly transfer restraints.
  • Make just business spawn the new shock collars instead of the vanilla ones (also added a mcm setting to disable spawning collars).
  • Various bug fixes, especially for situations with heavy script load.

0.4.0 beta 1

  • Move most loose files into .ba2 archive (attention, make sure to delete old loose files!).
  • Add MCM page with setting for non-lethal shocks.
  • New mods for shock collars: Explosive Module, RobCo Mark III Firmware
  • Add full support for shock collars to third party api.
  • Various improvements, fixes and refactorings.

0.4.0 alpha 2:

  • Reimplement handling of temporary shock damage.
  • Allow NPCs to switch from remote trigger to a different weapon in combat.
  • Some very small fixes.

0.4.0 alpha 1:

  • New restraint: RobCo Shock Collar Mark II
  • Mods: Standard Shock Module, Throbbing Shock Module
  • New weapon: Shock Collar Remote Trigger (assets used with the kind permission of fadingsignal, including some animations by Hitman47101).

0.3.2:

  • Improve error detection and error correction code (internal mini-reset).
  • Change behavior of bound workers (settlers, ...), they will try to go to their work location now and wait there.
  • Slightly tweak bound hands follow/travel packages.
  • Fix wrong handcuffs 3d model being used on player directly after switching pose in MCM settings (it worked for NPCs).

0.3.1:

  • Update LL FourPlay plugin to v34 (fixes a crash bug).
  • Improve how Just Business compatibility plugin handles prostitutes.
  • Add support for slave convoy added in Just Business 0.7.5.

0.3:

  • Build scripts from console using optimized release settings.
  • Optimization: Always check if info logging is enabled before doing info log string concatenation to improve performance.
  • Small improvement to Servitron compatibility plugins.

0.3 RC 3:

  • Overhaul ThirdPartyApi, most functions are renamed and take an additional 'Int flags' argument (old functions are still working but obsolete).
  • Show remaining time of time-locked handcuffs in MCM Debug page.

0.3 RC 2:

  • Improve behavior when commanding bound followers to wait, they will now stay even when the player fast travels or uses a elevator.
  • Change signature of ThirdPartyApi.GetEquippedRestraints(Actor) to make it work with Utility.VarToVarArray.
  • Add new function to ThirdPartyApi for equipping handcuffs with non-default settings (tightness, lock facing away from hands).

0.3 RC 1:

  • Use leveled list injection to spawn handcuffs to reduce conflicts, only source of conflicts should now be removal of legacy handcuffs.
  • Increase variability of spawned handcuffs: 20% will be hinged, 20% (of either) will be high security.
  • Increase amount of spawned keys: 80% of all handcuffs will spawn with keys - note that handcuffs and keys are still two items in vendor inventory.
  • Add compatibility plugin for AWKCR, solves some minor conflicts in leveled lists.
  • Update LL FourPlay plugin to v32 (for runtime v1.10.138).

0.3 beta 7:

  • Prevent hotkeys from triggering when the player is in dialogue with a NPC.
  • Prevent hotkeys from triggering when the player is in a AAF animation.
  • Add compatibility keyword to prevent player (not character, the human playing the game) from equipping/unequipping restraints.

0.3 beta 6:

  • Only remove SetCanDoCommand flag from NPCs instead of removing IsPlayerTeammate flag when combat starts.
  • Remove the flag when combat starts for either player or bound NPC; restore the flag when combat ends for both.
  • Rename ThirdPartyHelpers script to ThirdPartyApi and make it a versioned API.

0.3 beta 5:

  • Add a ThirdPartyHelpers script on RH_MainQuest (0x000F99) for other mods that want to use RealHandcuffs as a (soft) dependency.
  • Improve "bleedout" workaround for stuck "draw weapon" animations, it should no longer trigger when knocked down actors are getting up.
  • Improve compatibility plugin for devious devices, the handcuffs are now tagged such that devious devices can recognize that wristcuffs are equipped.
  • Add compatibility plug-in for Servitron - this is a proof-of-concept plugin, showing how to make compatibility plugins for custom races.

0.3 beta 4:

  • Implement a somewhat ugly workaround for stuck "draw weapon" animations, will force NPC into bleedout to reset animations.

0.3 beta 3:

  • Implement broken handcuffs (locked bracelets) including struggle animation.
  • Allow bound player to cut worn handcuffs at owned workbench (work in progress, e.g. animations missing).
  • Fix bug causing followers to lose "bound hands" animations in some situations.
  • Change travel AI package, will no longer run the whole distance, instead tries to choose speed in a smart way.
  • Various small fixes and improvements.

0.3 beta 2:

  • Allow bound settlers to move between settlements (workshop mode "Move" command).
  • Add optional plugin for improved Just Business compatibility including installer option.
  • Pre-select optional compatibility plugins in fomod installer if their dependency is present.

0.3 beta 1:

  • Implement time-locked handcuffs (fixed versions for 3, 6 and 12 hours, and a version with a dial).
  • Refactor the way that armor mods for handcuffs are handled internally to make it more generic.
  • Update LL FourPlay plugin to v31 (for runtime v1.10.130).
  • Change implementation of standard and lite edition, difference is now in esp only.

0.2:

  • Fix a bug causing dead tokens to accumulate in npc inventories.

0.2 RC 3:

  • Fix misbehavior of the mod when it is present when starting a new game.
  • Improve cleanup/fallback code, should now work much more reliable.

0.2 RC 2:

  • Some more small papyrus fixes and improvements, e.g. to clean up in unexpected situations.
  • Try to improve handling of key/mouse/controller bindings.

0.2 RC 1:

  • Small papyrus fixes and improvements, should eliminate many papyrus warnings and might fix a few random issues.

0.2 Beta 5:

  • Change equipment slot of handcuffs back to 37/38 if installing the optional devious devices compatibility plugin.

0.2 Beta 4:

  • Change equipment slot of handcuffs from 37/38 to 54 in order to reduce conflicts with vanilla items.
  • Add  hinged handcuffs (this required lots of internal changes), complete with animation, interaction and settings.
  • Allow conversion of regular handcuffs to hinged handcuffs at at armor workbench.

0.2 Beta 3:

  • Add a new 'hands cuffed behind back' pose that does not depend on Torture Devices, plus required armor addon for handcuffs.
  • Add MCM setting to choose between old 'Torture Devices' pose and new 'Real Handcuffs' pose.
  • Replace Torture Devices struggle animation with a new struggle animation.

0.2 Beta 2:

  • Add some more entries to 'interact while bound' furniture list.
  • Slightly tweak camera handling (some actions require third-person camera).

0.2 Beta 1:

  • Improve papyrus installer/maintenance script, add additional safety and improve logging.
  • Add Mod Configuration Menu with two subpages (Handcuffs Settings, Debug Settings).
  • Remove ObservePlayerCrosshair perk and use LLFP Plugin instead.

0.1:

  • No changes, final 0.1 is identical to 0.1 RC 1.

0.1 RC 1:

  • Fixed a bug that could prevent activation of workshop mode even after unequipping handcuffs.
  • Improved some scripts to reduce the chance of similar bugs, and to do more through cleanup on version upgrades.

0.1 Beta 5:

  • Add optional plugin for better compatibility with Devious Devices, making Devious Devices leg restraints work with handcuffs.

0.1 Beta 4:

  • There is now a Standard Edition and a Lite Edition. The Standard Edition will convert handcuffs automatically; the Lite Edition will not.
  • Add optional plugins with manual conversion recipes for Chemistry Workbench, Armorsmith Workbench, and Restraints Workbench.
  • Complete rewrite of fomod installer, now allows selection of Standard/Lite Edition, and of conversion recipes for Lite Edition.

0.1 Beta 3:

  • Prevent NPC's from executing commands that they should not be able to do with bound hands.

0.1 Beta 2:

  • Prevent player from picking pockets with bound hands.
  • Force-quit workshop mode if player activates workshop mode with bound hands (possible by holding down 'change view' button).
  • Change some lock interaction messages to accommodate an internal refactoring of interaction logic.

0.1 Beta 1:

  • First public release.

  • Submitter
  • Submitted
    03/08/2019
  • Category
  • Requires
    F4SE

 

So for the collar items, how are the "RobCo Connect" items supposed to work, and how am I supposed to get the Firmware dump items?

Edited by Anonym0us2DF1CD
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Hi :) !

I installed the last version of F4SE, MCM, but in the MCM menu for Real Handcuffs, i cannot activate the mod.
"Handcuffs Settings" and "Shock collar settings" are both empty...

Few months ago, i've never got that isuues :/


Any clues ?

Edited by Blindhornet
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9 hours ago, Anonym0us2DF1CD said:

So for the collar items, how are the "RobCo Connect" items supposed to work, and how am I supposed to get the Firmware dump items?

 

The "RobCo Connect" holotape is a workaround for a compatibility problem with Pip Pad. If you don't have that mod, you will not need it.

 

There is a recipe for creating firmware dumps, to do so you need to have a shock collar in your inventory. So basically you need to buy a single shock collar before you can start crafting more of them.

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6 hours ago, naaitsab said:

Had this lying around. Did it a while ago. @Kharos would you be interested in doing a Vault-Tec variant? 

 

Capture.JPG.e1c1805db8a35616006452d031bd7a07.JPG

 

551693151_Capture2.JPG.2078a7e795afd194db523e72062fe654.JPG

 

Looks good, I assume this is just a retexture and not a separate 3D model? If so it might be possible to add a mod slot (e.g. "paint") that allows choosing the flavour.

I will probably not have time to do that in the next few weeks though.

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6 hours ago, Kharos said:

 

Looks good, I assume this is just a retexture and not a separate 3D model? If so it might be possible to add a mod slot (e.g. "paint") that allows choosing the flavour.

I will probably not have time to do that in the next few weeks though.

Yeah it's on purpose just a retex of the original ones. Adding some custom terminal text would also be cool. Will take more time but will  be nicer than only a color job I guess?

 

VaultTec.7z

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I've come with a new integration question for the mod I mentioned upthread. The unique NPC on whom I'm applying handcuffs has a particular place in the cell where she should stand. I've got an empty IdleMarker and set her package to basically always go there. I've tried it with a sandbox package and with a sit package, but I think the problem is that when she's wearing handcuffs her normal package is ignored. The end result is that, if I get up in her face, she'll back off or wander a bit, and end up standing around somewhere other than her assigned spot.

 

The RH MCM debug info says she's behaving according to package RH_BoundHandsWait, which I guess is where the behavior is coming from. What's the cleanest way to have her always return to her assigned spot if pushed out of the way or distracted by some event like combat, while keeping her hands bound behind her back with the handcuffs? Note that I specifically want to keep her on her feet, so kneeling prisoner furniture or the like isn't a solution for this.

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22 minutes ago, vaultbait said:

What's the cleanest way to have her always return to her assigned spot

Prolly not the "best" way, and it might not even work, but place an xmarker and add the keyword "home" to her... I forget the keyword, but it's what causes NPC's to always move to the volume or marker. Warwick, Abernathy, County Crossing, Bunker Hill NPC's... all have it.

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2 hours ago, vaultbait said:

I've come with a new integration question for the mod I mentioned upthread. The unique NPC on whom I'm applying handcuffs has a particular place in the cell where she should stand. I've got an empty IdleMarker and set her package to basically always go there. I've tried it with a sandbox package and with a sit package, but I think the problem is that when she's wearing handcuffs her normal package is ignored. The end result is that, if I get up in her face, she'll back off or wander a bit, and end up standing around somewhere other than her assigned spot.

 

The RH MCM debug info says she's behaving according to package RH_BoundHandsWait, which I guess is where the behavior is coming from. What's the cleanest way to have her always return to her assigned spot if pushed out of the way or distracted by some event like combat, while keeping her hands bound behind her back with the handcuffs? Note that I specifically want to keep her on her feet, so kneeling prisoner furniture or the like isn't a solution for this.

You could use a marker and "link" the NPC to it. It's either linked ref or one of the other refs if you double click it in the render window in the CK. You could check other game files which it is I always forget. I believe RH also contains a few mats with special RH animation/stances you could also try those with a package.

A bit more nasty is the disableAI command. Which makes the NPC do nothing. Which might not fit your needs.

Link to comment
5 hours ago, vaultbait said:

I've come with a new integration question for the mod I mentioned upthread. The unique NPC on whom I'm applying handcuffs has a particular place in the cell where she should stand. I've got an empty IdleMarker and set her package to basically always go there. I've tried it with a sandbox package and with a sit package, but I think the problem is that when she's wearing handcuffs her normal package is ignored. The end result is that, if I get up in her face, she'll back off or wander a bit, and end up standing around somewhere other than her assigned spot.

 

The RH MCM debug info says she's behaving according to package RH_BoundHandsWait, which I guess is where the behavior is coming from. What's the cleanest way to have her always return to her assigned spot if pushed out of the way or distracted by some event like combat, while keeping her hands bound behind her back with the handcuffs? Note that I specifically want to keep her on her feet, so kneeling prisoner furniture or the like isn't a solution for this.

 

RH_BoundHandsWait is basically a fallback package for bound NPCs when no other package applies - if you look at the package list in RH_MainQuest, it is the lowest priority package and selected when no other package applies. It will cause a bound NPC to stay where they are. They are not bound to a specific place, so if you bump into them and push them away they will stay at their current place.

Most probably your best bet is the RH_BoundHandsStayAtLinkedMarker package. Place some kind of marker where you want the NPC to stay and link them to the marker with the keyword RH_WaitMarkerLink, this should trigger the package if the NPC is bound. It should cause her to wait at the marker, and if you move her away far enough she will return to the marker (if you just push her just a short distance the AI might not trigger the return to the marker, so it may not be 100% foolproof).

 

You can dynamically add/remove linked refs from papyrus using SetLinkedRef. It may also be possible to do it statically in the creation kit, I am not 100% sure though.

[Edit] You can also use something different than a marker, e.g. a furniture, rug, etc. Basically any object reference should work.

Edited by Kharos
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