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Posted
1 hour ago, Nebuchadnezzer2 said:

Not in a nice way is definitely right.

Break a bobby pin, auto-drops all your remaining ones, and if/when you've shit like the mittens on, you're kinda SOL. Loot Detector's helped me there before, since I have it auto-grab shit like that for me within a small radius.

The main issue would be the selective-looting of containers, I imagine. If someone nails that down, we're in business.

The main problem with DD's solution is that it works on every way in which items can be added. If it can be restricted to just items taken from containers, it would make a usable stopgap solution. And that would allow other actors to place items in your inventory... like grenades... Oh boy, that would be a mod for masochists

Posted
3 minutes ago, NXTtrain said:

The main problem with DD's solution is that it works on every way in which items can be added. If it can be restricted to just items taken from containers, it would make a usable stopgap solution. And that would allow other actors to place items in your inventory... like grenades... Oh boy, that would be a mod for masochists

I can fucking see people asking for it already, shit...

 

Especially the 'inflation' crowd.

Posted
2 minutes ago, Nebuchadnezzer2 said:

I can fucking see people asking for it already, shit...

 

Especially the 'inflation' crowd.

Or the 'egg enthousiasts'

Posted

Hello  Kharos

 

Your mod is great and works well


I have two small questions however

 

1- from time to time the handcuffs flash on my character but nothing serious.
2- I wanted to know if you could add a function mcm to choose the slot that you want to equip without passing fo4edit?

 

cordially

Posted
On 7/9/2019 at 7:46 PM, hkheung said:

Hello  Kharos

 

Your mod is great and works well


I have two small questions however

 

1- from time to time the handcuffs flash on my character but nothing serious.
2- I wanted to know if you could add a function mcm to choose the slot that you want to equip without passing fo4edit?

 

cordially

Hi hkheung

 

1. That one is new to me. By flashing, do you mean they visually disappear? How often and for how long?

2. Nope, sorry. The armor slot is in the record of the armor addon and the item, it cannot be changed from scripts. At the moment they are using slot 54; if you are installing the Devious Devices compatibility patch, they are using slots 37 and 38 instead just like DD wrist cuffs. Do you have a special reason for wanting another slot (e.g. a incompatible mod)?

 

Posted
6 hours ago, zed56 said:

Hi - love your mod.  Starting a new playthrough and AAF Violate says on load that Real Handcuffs is outdated.  I have  the most recent versions of both as well as the most recent versions of the requirements.  I haven't changed anything since my last playthrough, when everything worked fine.  Haven't really tested either AAF Violate or Real Handcuffs in this playthrough yet.

 

Any ideas?

 

Please open MCM and check that the main page of Real Handcuffs says: Installed Version Real Handcuffs 0.3 Standard Edition (or Light Edition). If there is no MCM page, something with the installation is not correct.

 

Or maybe it is installed but some scripts used by AAF Violate are missing. You can check the contents of the following folders:

- Data\Scripts\RealHandcuffs, should contain 26 .pex files

- Data\Scripts\Source\User\RealHandcuffs, should contain 26 .psc files with matching file names

 

If you open the file Data\Scripts\Source\User\RealHandcuffs\ThirdPartyApi.psc (for example with notpad), you should see the following function around line 30:

Int Function ApiVersion()
    Return 4
EndFunction

If it is different (for example it says Return 3), then the file is old.

 

If all that is as expected then Real Handcuffs is probably installed correctly, and you may need to ask in the AAF Violate thread.

Posted
30 minutes ago, Kharos said:

Hi hkheung

 

1. That one is new to me. By flashing, do you mean they visually disappear? How often and for how long?

2. Nope, sorry. The armor slot is in the record of the armor addon and the item, it cannot be changed from scripts. At the moment they are using slot 54; if you are installing the Devious Devices compatibility patch, they are using slots 37 and 38 instead just like DD wrist cuffs. Do you have a special reason for wanting another slot (e.g. a incompatible mod)?

 

Hello Kharos

 

thank you for your reply

 

1- in fact the handcuffs appear and disappear on my character, (the animation works my character has hands tied behind his back) but it does not do it all the time.
2- I wanted to know for the slot equipment because I use several mods of clothes and I mix the mods so I modified the slot 54 of your esp by the slot 56 and that's why I wanted to know if you could create an mcm option.

 

cordially

Posted

Does this mod by itself allow me to equip handcuffs on enemies or will I need another mod for that. If I for example intimidate a raider into putting their gun down, can I walk up to them and handcuff them?

Posted
4 hours ago, korveli said:

Does this mod by itself allow me to equip handcuffs on enemies or will I need another mod for that. If I for example intimidate a raider into putting their gun down, can I walk up to them and handcuff them?

If you can use the 'trade window' to give/take equipment, you could equip em, but for the most part, RH is more the framework/items themselves, and utilising em is up to other mods, much like AAF and animation packs.

Posted

This could be cool addition for nuka world raider gang where you need to capture npc for the raider gangs. the leaders gives you a mission and you need to use Real handcufs and collars to capture an npc.

 

Is that possible ?

Posted

This is just a framework mod, quests are out of scope. If somebody wants to implement such a quest I am ready to provide technical assistance if the handcuffs don't work as they should, or if more features are needed in the third party API.

 

As a player you can do something like that using Just Business, though it will be a bit more free form.

  • 2 weeks later...
Posted

I have a few questions regarding the mod (I have searched through the thread and google looking for advice)

 

1. Is it intentional for my character to be able to equip weapons and fire them when bound? Or is this a bug/something I am doing wrong?

2. If you are bound by "very tight" handcuffs, is it normal to be unable to escape via struggling? I assume so, based on the reply you get when you attempt to struggle. I'm just confused that there is an option to struggle if it is indeed impossible.

3. If you do not have a key, and are bound by "very tight" handcuffs, how would you escape if you cannot loot containers/bodies to find a key? Would you have to find a key that is just laying about on a table or something? I have spent a few hours trying to find handcuffs keys and I haven't found any. I might be looking in the wrong places. 

 

I also have two suggestions. Whether they are feasible or not I am not sure. 

 

Assuming your character is not intended to be able to draw weapons when handcuffed (and this is a bug on my end), then a suggestion would be to allow your character to use melee in combat via kicking. There is a mod called "Kicks of Fury" on the nexus that adds in kicking animations to melee combat. It would be cool if your only method of combat while handcuffed was melee combat with kicks. It would give additional incentive to level up strength and add perks to unhanded melee. Of course this suggestion is only relevant if you are not supposed to be able to draw/use weapons while handcuffed (which I currently can).

 

My second suggestion would be allowing users to choose the likelihood of a "loose / quite tight" handcuff being applied to the character by normal methods (Violate, equipping them yourself). Additionally, adding a slider to the MCM with the percent chance of allowing your handcuffs to get one stage tighter after failing to struggle out of them. Example: You are equipped with loose handcuffs and a base success chance to struggle out of 60%. If you were to fail to struggle out, they would become "quite tight" handcuffs with a base escape chance of 20%. Failing this, they would become "very tight" handcuffs.

 

Thanks Kharos for the work you put into this mod. I don't use DD. The majority of items in DD I have no desire to use (not shaming/insulting DD. Just not my cup of tea), and I find this mod is a great replacement

Posted
1 hour ago, Nohrin said:

1. Is it intentional for my character to be able to equip weapons and fire them when bound? Or is this a bug/something I am doing wrong?

2. If you are bound by "very tight" handcuffs, is it normal to be unable to escape via struggling? I assume so, based on the reply you get when you attempt to struggle. I'm just confused that there is an option to struggle if it is indeed impossible.

3. If you do not have a key, and are bound by "very tight" handcuffs, how would you escape if you cannot loot containers/bodies to find a key? Would you have to find a key that is just laying about on a table or something? I have spent a few hours trying to find handcuffs keys and I haven't found any. I might be looking in the wrong places.  

1.  No, that's not normal.  Not sure how this would happen.  Real Handcuffs is supposed to intercept the Tab key and prevent you from accessing your inventory or equipping anything.

2.  Being unable to escape is normal, and watching a character try to struggle out of handcuffs is entertaining even if it's futile.

3.  Make your way to a settlement and use the Workbench.  That's the only way to get out of some types of handcuffs, like the rigid ones if they are facing away from you.

Posted
1 hour ago, EgoBallistic said:

1.  No, that's not normal.  Not sure how this would happen.  Real Handcuffs is supposed to intercept the Tab key and prevent you from accessing your inventory or equipping anything.

Oh boy. That's not good. Any ideas why I am able to unsheathe weapons? By unsheathe, I mean hold R while handcuffed. If I try to go into pip-boy, I get the pop up preventing me as normal. I am just able to take out my weapon while cuffed. Is it a load order issue? Or maybe a mod incompatibility? 

Posted
43 minutes ago, Nohrin said:

Oh boy. That's not good. Any ideas why I am able to unsheathe weapons? By unsheathe, I mean hold R while handcuffed. If I try to go into pip-boy, I get the pop up preventing me as normal. I am just able to take out my weapon while cuffed. Is it a load order issue? Or maybe a mod incompatibility? 

That usually happens when you have a weapon equipped and shit like RH/DD tries to apply items.


Only way of avoid that, that I'm aware of is holstering weapons beforehand.

Posted
55 minutes ago, Nohrin said:

Oh boy. That's not good. Any ideas why I am able to unsheathe weapons? By unsheathe, I mean hold R while handcuffed. If I try to go into pip-boy, I get the pop up preventing me as normal. I am just able to take out my weapon while cuffed. Is it a load order issue? Or maybe a mod incompatibility? 

Weird. That weapon. Is it a vanilla weapon or a mod? I remember that I had problems with a DoomBased weapon. Every time I equipped a specific weapon of that mod (I don't remember which one right now, it looked like an UZI), my character behaved as if he was handcuffed. The rest of the weapons was OK.

Posted

I see others have already answered most of the questions, so I'm just providing some additional details.

4 hours ago, Nohrin said:

1. Is it intentional for my character to be able to equip weapons and fire them when bound? Or is this a bug/something I am doing wrong?

That's definitively not expected. Also very surprising; that part should be one of the most reliable parts of the mod, as the functionality is provided by InputEnableLayer which is build-in into the game. Can you give more details, e.g. first person vs third person, what kind of weapon, only when pressing the R key or also using mouse buttons or quickkeys?

 

4 hours ago, Nohrin said:

3. If you do not have a key, and are bound by "very tight" handcuffs, how would you escape if you cannot loot containers/bodies to find a key? Would you have to find a key that is just laying about on a table or something? I have spent a few hours trying to find handcuffs keys and I haven't found any. I might be looking in the wrong places. 

Allowing to loot containers is on my TODO list. At the moment, your best chances of finding keys is in places where you find handcuffs, e.g. police stations, or buying them from traders (try Trashcan Carla or Trudy).
 

4 hours ago, Nohrin said:

Assuming your character is not intended to be able to draw weapons when handcuffed (and this is a bug on my end), then a suggestion would be to allow your character to use melee in combat via kicking.

While this sounds interesting, it may be hard to set up (especially for both first and third person) as I am still very much a beginner when it gets to animations. Currently not on my TODO list, sorry.

 

4 hours ago, Nohrin said:

My second suggestion would be allowing users to choose the likelihood of a "loose / quite tight" handcuff being applied to the character by normal methods (Violate, equipping them yourself). Additionally, adding a slider to the MCM with the percent chance of allowing your handcuffs to get one stage tighter after failing to struggle out of them.

If you equip handcuffs on yourself, you start in the most loose stage and then get the option to tighten them, so I feel that there is no MCM required for that situation. I have no influence on how tight Violate equips them as that is fully handled in Violate for now. I did consider a chance of them getting tighter when you fail to escape (or even when you fail to access your inventory) but I decided against that. Maybe I should reconsider that decision.

Posted
21 hours ago, JBpy said:

Weird. That weapon. Is it a vanilla weapon or a mod? I remember that I had problems with a DoomBased weapon. Every time I equipped a specific weapon of that mod (I don't remember which one right now, it looked like an UZI), my character behaved as if he was handcuffed. The rest of the weapons was OK.

The weapon in question was a modded weapon called "RU556 Assault Weapon".

 

19 hours ago, Kharos said:

That's definitively not expected. Also very surprising; that part should be one of the most reliable parts of the mod, as the functionality is provided by InputEnableLayer which is build-in into the game. Can you give more details, e.g. first person vs third person, what kind of weapon, only when pressing the R key or also using mouse buttons or quickkeys?

This was only noticed in Third Person. I was using a semi automatic modded RU556 Asault Weapon. I'm pretty sure all weapons were available, but I can't say for sure (was earlier this morning). It would show when pressing the attack button (mouse button 1). I was also able to sheathe the weapon by holding R. I was unable to interact with containers or bodies whenever my weapon was away, but otherwise I could. I was not using FO4 Hotkeys (a mod) to switch weapons, as they were default favorited. 

Posted
35 minutes ago, derpyderpderp101 said:

Question: how do I remove them from my companion? I got them on but they wont come off

You should be able to trade with your companion, then find the handcuffs in their inventory and hit T to unequip.  This will bring up a menu allowing you to try and pick the lock on the cuffs, or use a handcuffs key if you have one in your inventory.

Posted
16 hours ago, Nohrin said:

This was only noticed in Third Person. I was using a semi automatic modded RU556 Asault Weapon. I'm pretty sure all weapons were available, but I can't say for sure (was earlier this morning). It would show when pressing the attack button (mouse button 1). I was also able to sheathe the weapon by holding R. I was unable to interact with containers or bodies whenever my weapon was away, but otherwise I could. I was not using FO4 Hotkeys (a mod) to switch weapons, as they were default favorited. 

Were you able to use the weapon? For example fire it, reload, look though the sights, ...

 

[Edit] I downloaded the mod and I cannot reproduce the issue. I can see that RU556 has different kinds of animations, depending on the installed weapon mods. As it looks like it could be a animation issue, maybe it only happens when certain weapon mods are installed in the weapon.

Posted
1 hour ago, EgoBallistic said:

You should be able to trade with your companion, then find the handcuffs in their inventory and hit T to unequip.  This will bring up a menu allowing you to try and pick the lock on the cuffs, or use a handcuffs key if you have one in your inventory.

Sadly, when I unequip them on my companion, they just vanish from her model and that is it. no menu pops up. the only time I got a menu pop up is when my character surrendered, got handcuffs put on her and then picked the lock on them.

Posted
18 minutes ago, derpyderpderp101 said:

Sadly, when I unequip them on my companion, they just vanish from her model and that is it. no menu pops up. the only time I got a menu pop up is when my character surrendered, got handcuffs put on her and then picked the lock on them.

You don't get a menu if you have the key to your companion's handcuffs, they just unequip like any standard armor/clothing. There is a quick message in the top left corner though. The menu is only if you don't have the key, then it asks you if you want to pick the lock (or tells you that you don't have the skill to do so).

Posted
17 minutes ago, Kharos said:

You don't get a menu if you have the key to your companion's handcuffs, they just unequip like any standard armor/clothing. There is a quick message in the top left corner though. The menu is only if you don't have the key, then it asks you if you want to pick the lock (or tells you that you don't have the skill to do so).

This is without the key, I was able to pick the lock when it was applied to my character. but no interaction pops up when my companion is stuck in handcuffs. Quick question, for testing purposes: what's the ID for the handcuff keys?

Posted
51 minutes ago, derpyderpderp101 said:

This is without the key, I was able to pick the lock when it was applied to my character. but no interaction pops up when my companion is stuck in handcuffs. Quick question, for testing purposes: what's the ID for the handcuff keys?

Throw 'help handcuff 4' into the console, there's not a lot including that, and it's the KEYM entry [or maybe MISC] that you'll want.

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