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Posted
1 hour ago, ZebraRundung246 said:

Hallo, wie komme ich frei? Ich sehe keine Handschellen, aber ich sehe auch nicht den Pipboy. Andere sagen, dass sie mich für Sex freigeben werden, aber das tun sie nicht.

 

You can use an owned settlement workbench to "cut them", then pick the lock, or you can use the MCM>Real Handcuffs>Debug menu to remove them.

 

Translated by google.. so prolly pretty bad!

Sie können sie an einer eigenen Siedlungswerkbank „durchschneiden“ und dann das Schloss knacken, oder Sie können sie über das Menü MCM > Echte Handschellen > Debuggen entfernen.

Posted
On 5/25/2024 at 9:24 AM, Lenore said:

Even set at 100% the collar never gets applied by Violate, or by Raider Pet.


I've started having this problem too, after installing Kziitd's Fetish Toolset. I haven't tried disabling it yet

Posted

whenever I get recaptured during CSA's abducted quest, the collar and handcuffs end up disappearing with an invalid error. Anybody have a similar problem?

Posted

On a new character using AAF Violate, it says LLFP plugin is not running yet I do have that option enabled during RH installation. Definitely using F4SE, though I am on Next Gen and so F4SE is next gen version too. I wonder if that's the problem. Any ideas?

Posted
10 minutes ago, ETSubmariner said:

On a new character using AAF Violate, it says LLFP plugin is not running yet I do have that option enabled during RH installation. Definitely using F4SE, though I am on Next Gen and so F4SE is next gen version too. I wonder if that's the problem. Any ideas?

 

The version of LLFP included with AAF and with RH are built for the pre-NG F4SE (0.6.23, game version 1.10.163). There is a more recent stand-alone LLFP built you can overwrite them with, but if you're using AAF the general guidance is to downgrade your game and use contemporary pre-NG mods until there's a new AAF release bundling an NG-compatible LLFP build.

  • 2 weeks later...
Posted
21 minutes ago, cockroach666 said:

is there a way to add the collars via console commands?

Just craft a bunch.
If you want to put them on NPC's you can't trade with just select them and run openactorcontainer 1

 

But if you're just to forking lazy to craft them, like me sometimes, run help collar 4 armo

 

Posted (edited)
1 hour ago, izzyknows said:

Just craft a bunch.
If you want to put them on NPC's you can't trade with just select them and run openactorcontainer 1

 

But if you're just to forking lazy to craft them, like me sometimes, run help collar 4 armo

 

i should've said the shock collars and detonator, shouldn't i?

Edited by cockroach666
Posted
4 hours ago, cockroach666 said:

i should've said the shock collars and detonator, shouldn't i?

Still applies. You can craft both the collars and the triggers.

If you want a trigger via console use help collar 4 weap

 

Posted

I have a question for whoever can Answer :D

 

For the Lockout time with the shock collar. I want to increase it.

 

Could someone told me where and How I can increase the time locked out?

Posted
11 hours ago, lcewolf said:

I have a question for whoever can Answer :D

 

For the Lockout time with the shock collar. I want to increase it.

 

Could someone told me where and How I can increase the time locked out?

Having a programmable time limit would be nice.

 

If the cuffs can have it, why not the collar?

Posted
On 7/6/2024 at 8:59 AM, izzyknows said:

Still applies. You can craft both the collars and the triggers.

If you want a trigger via console use help collar 4 weap

 

not getting the option to craft shock collars at a chembench.

Posted

a good addition would be a craftable tower that detonates the collars should a slave have bright idea to make a run for it.

On 7/6/2024 at 8:59 AM, izzyknows said:

Still applies. You can craft both the collars and the triggers.

If you want a trigger via console use help collar 4 weap

 

not getting the option to craft shock collars at a chembench.

Posted
30 minutes ago, cockroach666 said:

a good addition would be a craftable tower that detonates the collars should a slave have bright idea to make a run for it.

not getting the option to craft shock collars at a chembench.

It's under Utility>Shock Collar.

If you have AWKCR & chose that option during the install, it's also under Accessories>Collars

Posted
3 hours ago, izzyknows said:

It's under Utility>Shock Collar.

If you have AWKCR & chose that option during the install, it's also under Accessories>Collars

i can craft them at an armorsmith bench, but not at a chemstation. this has legit never happened to me before.

  • 2 weeks later...
Posted

How to put handcuffs on NPCs? Real Handcuffs 0.4.17 Standard edition, without AWKCR and DD support.
Tried this:
player.placeatme 20749 - raider spawn
player.additem 00059B3F - adding handcuffs to myself
openactorcontainer 1 - open the raider’s inventory + throw handcuffs into the raider’s inventory (59B3F)
equipItem 00059B3F - I use the command to equip handcuffs on the raider
As a result, nothing happens. If I try to handcuff myself through
player.equipItem 00059B3F
Nothing happens either. However, if I activate (use) the handcuffs, the menu prompting me to put handcuffs on myself appears normally.
What am I doing wrong?

 

List of mods:

 

Spoiler

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
Community Fixes Merged.esp
Seasons.esm
XDI.esm
HUDFramework.esm
WorkshopFramework.esm
AAF.esm
AAFThemes.esl
Seasonal Snow.esl
ScrapMachine.esl
WashOutThatCum.esl
Bememoth Separated Cart.esl
ConfigurableHotkeys.esl
MultipleMarkerBeds.esl
LIF.esl
LIF_RandomPA.esl
LIF_DLC_Grenade.esp
LIF_DLC_Cola.esp
LIF_DLC_Armor.esp
LIF_DLC_Ammo.esp
LIF_DLC_Guns.esp
SKKFastStartNewGame.esp
SKKFastStartLocation.esp
SKKFastMinutemen.esp
XDI ServiceCost.esp
SKKRESystemManager.esp
EFF.esp
WheelMenu.esp
CompanionStatus.esp
LooksMenu.esp
LooksMenu Customization Compendium.esp
CBBE.esp
BodyTalk3-LooksMenu.esp
DiscreteFemaleSkeleton.esp
Vioxsis_Strap-Ons.esp
RealHandcuffs.esp
AAF_debug_on.esp
AAF_CreaturePack01.esp
AAF_CreaturePack02DLC.esp
AAF_GrayAnimations.esp
Farelle_Animations.esp
rxl_bp70_animations.esp
FO4_AnimationsByLeito.esp
FO4_Leito_Voicefix.esp
AAF_BadEnd_Animations.esp
Rufgt's Animations.esp
SavageCabbage_Animations.esp
SnapdragonAnimations.esp
Vadermania[AAF_anims].esp
RZSex.esp
Rainmaker_animations.esp
The Eyes Of Beauty.esp
TheEyesOfBeauty.esp
TulliusHair.esp
AzarPonytailHairstyles.esp
MiscHairstyle.esp
KSHairdos.esp
KimHairstyle.esp
Lots More Female Hairstyles.esp
Lots More Facial Hair.esp
Lots More Male Hairstyles.esp
AAF_Violate.esp
AAF_Violate_DLC_Patch.esp
AAF_Violate_Feral_Animations.esp
FPAttributes.esp
FPAttributesHUD.esp
AAF_SEU.esp
FP_SexualHarassment.esp
CumOverlays.esp
Custom Moans.esp
AAF_Spectators.esp
DangerousNights.esp
Atomic Lust.esp
Mutated Lust.esp
VIO_Strap-On.esp
indarello_synthclampon.esp
CumNWealth.esp
CumNWealth_mutant.esp
Zaz Particles.esp
Behemoth No Cart.esp
Deathclaw_nude.esp
ErectionFix_SilverPerv.esp
SMBehemoth Loincloth.esp
Dank_ECO.esp
Dank_ECO_DLCCoast.esp
Dank_ECO_DLCNukaWorld.esp
Dank_ECO_DLCRobot.esp
Dank_ECO-INNR.esp
Dank_ArmorOverrides.esp
Dank_ArmorOverrides_DLCCoast.esp
Dank_ArmorOverrides_DLCNukaWorld.esp
Dank_ArmorOverrides_DLCRobot.esp
Dank_INNRoverride.esp
Dank_LEO.esp
Dank_LEO-Automatron.esp
Dank_LEO_DLCCoast.esp
Dank_LEO_DLCNukaWorld.esp
Dank_ECO-LEO.esp
Insignificant Object Remover.esp
PuddleReflectionFix.esp
spacefiddle_Follower-Stealth-Distance-Fixes.esp
Brawl Bug Fix.esp
Keep Radiants In Commonwealth.esp
AutomatronCaravanFixes.esp
EHC_FastTravelFix.esp
JamaicaPlainPathing.esp
MechLairPathfindingFix.esp
MerchantOfDrethFix.esp
NewtonsRegards.esp
RadioInAJunkPileFix.esp
StashAndCoFix.esp
M8rDisablePipboyEffects.esp
Invisible Pip-boy in 3rd person.esp
LongerPowerLines3x.esp
SEU_Voiced_Extension.esp
Jump Grunt.esp
Elzee Cough.esp
lut.esp
LooksMirror.esp
MS Rename Anything Enhanced.esp
RealAI.esp
real.AI - Untethered.esp
real.AI - Dialogue.esp
GenderRatios.esp
Clean Water - Clear.esp
CustomCamera.esp
RAW INPUT.esp
JNFA.esp
PRPFX-Merged.esp
WorkshopFramework_ScriptOverride.esp
OfficeOutfit.esp
OfficeOutfitTorn.esp
ESPExplorerFO4.esp
FO4E - NavmeshFix.esp
FO4E - NPCs.esp
Fallout 4 AI Overhaul.esp
Tatty.esp
TheMobileMechanic.esp
TheMobileMechanicAutomatron.esp
Dank_ArmorPaintExtended.esl
Dank_ArmorPaintExtended_CIS.esl
KSHairdos_oel.esp

 

Sorry if I didn't write it clearly, I'm using an automatic translator.

Posted
6 hours ago, kevokebi said:

What am I doing wrong?

When you give the NPC the handcuffs through the trade menu, openactorcontainer 1, then equip them by hitting T. You cannot equip them via console.

Also, equipping them on an NPC will only show a confirmation popup that they were equipped.

Putting a collar on them will open a menu asking what options you want enabled. ie: timer, code, shock etc.

 

Posted
1 hour ago, izzyknows said:

When you give the NPC the handcuffs through the trade menu, openactorcontainer 1, then equip them by hitting T. You cannot equip them via console.

Also, equipping them on an NPC will only show a confirmation popup that they were equipped.

Putting a collar on them will open a menu asking what options you want enabled. ie: timer, code, shock etc.

 

Thanks, it worked!

  • 2 weeks later...
Posted (edited)
On 12/17/2023 at 7:14 AM, ptmc2112 said:

Patch that uses RobCo Patcher to add the TARDIS Exteriors from Fallout Who Regenerated to be useable while handcuffed (as the TARDIS exteriors are technically activators that act as doors, and needed to be added to the list of exclusions) Also includes a file for the exteriors added by DaimianK13's addon (which is posted on the FWR discord (note, that discord doesn't allow NSFW))

 

Made into a zip so you can install via your favorite mod manager, or just unzip the contents into Data, if you want to do it manually.

 

FWR_RealHandcuffs.zip 1.71 kB · 8 downloads

EDIT: Initial testing seems to work correctly.

patch for fwr 1.2, which changed fwr.esp to fwr.esm (doesn't include the exteriors by DK13, as those haven't been updated yet)

Also put in a zip for ease of install via favorite mod manager

FWR_RealHandcuffs.zip

Edited by ptmc2112
  • 2 weeks later...
Posted

I was trying out some visual replacers for the shock collar, just overwriting the archive with loose files. For some reason, using the mesh from this crashes the game as soon as I try to interact with the collar. But the Institute slave gear mesh works without any problems. Is there something specific the shock collar mesh needs to work, or any idea why this happens?

Posted
On 7/6/2024 at 11:19 PM, lcewolf said:

I have a question for whoever can Answer :D

 

For the Lockout time with the shock collar. I want to increase it.

 

Could someone told me where and How I can increase the time locked out?

I like this idea, I've thought the same thing myself. I would also be curious to know if somebody knows where that is located. I've looked at the scripts but I'm no scripter, I couldn't find it and be sure.

Posted
On 8/16/2024 at 5:12 AM, bnub345 said:

I was trying out some visual replacers for the shock collar, just overwriting the archive with loose files. For some reason, using the mesh from this crashes the game as soon as I try to interact with the collar. But the Institute slave gear mesh works without any problems. Is there something specific the shock collar mesh needs to work, or any idea why this happens?

 

Note that DixiePig's collar (possibly also the manacles?) was later incorporated into Devious Devices, you might see if the mesh and textures from DD's copy result in similar crashing.

Posted (edited)
21 hours ago, MikeCobalt said:

I like this idea, I've thought the same thing myself. I would also be curious to know if somebody knows where that is located. I've looked at the scripts but I'm no scripter, I couldn't find it and be sure.

  

On 7/7/2024 at 8:19 AM, lcewolf said:

I have a question for whoever can Answer :D

 

For the Lockout time with the shock collar. I want to increase it.

 

Could someone told me where and How I can increase the time locked out?

 

It's probably line 43 in TerminalShockCollar.psc

"TerminalData.RemainingLockoutTime = 3"

That get's set when an invalid pin is entered and the collar is set to lockout. You could increase that value and recompile the script.

 

Would be cool to be able to change that on the collar display. But that seems like a lot of work for a minor detail.

Edited by naaitsab
Posted
54 minutes ago, naaitsab said:

  

 

It's probably line 43 in TerminalShockCollar.psc

"TerminalData.RemainingLockoutTime = 3"

That get's set when an invalid pin is entered and the collar is set to lockout. You could increase that value and recompile the script.

 

Would be cool to be able to change that on the collar display. But that seems like a lot of work for a minor detail.

Right, that's what I was looking at after I read the post here, I'm not a scripter though, I didn't know if I would be changing it or messing it up. Twelve hours seems like a good number, enough time to actually think about the implications of wearing one plus still more than one chance to get it off before it starts looking for a new controller (Which is still changeable beforehand for those that think before they act).

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