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Posted

Would love to see a mod where an NPC in handcuffs cries/begs for mercy.

 

This probably wouldn't be too difficult to add. There's a script that runs in Commonwealth Captives when you get close to an NPC while you're literally standing and in front of them. That initiates a dialogue for you to interact with them, but I'm thinking of something without the dialogue. Just the verbal acknowledgement that they're definitely your victim.

  • 1 month later...
Posted

It's strange, I installed the "Violete" mod, and when I use the workshop to cut off the hinged handcuffs, a predator will appear next to the character out of thin air and enter the Violete process

Posted
1 hour ago, daskull said:

It's strange, I installed the "Violete" mod, and when I use the workshop to cut off the hinged handcuffs, a predator will appear next to the character out of thin air and enter the Violete process

The workshop must be haunted by a dead rapist spirit 😅. AAF violate doesn't spawn new NPCs nor teleport them to PC before surrender. Must be another mod. Removing cuffs in workshop is also added by another mod. 

Posted
6 hours ago, lee3310 said:

这个工作坊一定闹鬼了,有一个死去的强奸犯的灵魂在 😅。AAF 不生成新的NPC也不会在投降前把NPC传送到玩家角色。一定是另一个模组。在工作坊移除手铐也是由另一个模组添加的。 

I think this is what AFFViolate did. When the handcuffs were cut, the player would fall to the ground, and then she would raise her hand and surrender... If AFFViolate was turned off, everything would be natural, but I don't know why these two mods have such inexplicable interactions... I am still testing to try to solve this problem.

Posted (edited)
9小时前,lee3310说:

这个工作坊一定闹鬼了,有一个死去的强奸犯的灵魂在 💪AAF 不生成新的NPC也不会在投降前把NPC传送到玩家角色。一定是另一个模组。在工作坊移除手铐也是由另一个模组添加的。 

After multiple tests, it has been confirmed that there are two results for cutting handcuffs: one is when the player falls during unlocking and the handcuffs are cut off, and the other is when the player safely opens the handcuffs. When the first result is triggered, the player falls, gets up, and makes a surrender gesture, while the owner of the handcuffs teleports to the player to execute an AFFViolete process. When the second result is triggered, the player opens the handcuffs safely and without any side effects, everything is perfect. That is to say, as long as the second result can be triggered 100%, the funny problem can be avoided, but these two results seem to be random and there is no function to adjust the triggering probability. With my ability, it seems that I cannot solve this problem....

Edited by daskull
Posted
9 hours ago, daskull said:

After multiple tests, it has been confirmed that there are two results for cutting handcuffs: one is when the player falls during unlocking and the handcuffs are cut off, and the other is when the player safely opens the handcuffs. When the first result is triggered, the player falls, gets up, and makes a surrender gesture, while the owner of the handcuffs teleports to the player to execute an AFFViolete process. When the second result is triggered, the player opens the handcuffs safely and without any side effects, everything is perfect. That is to say, as long as the second result can be triggered 100%, the funny problem can be avoided, but these two results seem to be random and there is no function to adjust the triggering probability. With my ability, it seems that I cannot solve this problem....

You should ask the author of the mod that lets you remove cuffs using workshop. Maybe he is setting the PC in bleed out state and that triggers Violate. 

Posted
1 hour ago, lee3310 said:

You should ask the author of the mod that lets you remove cuffs using workshop. Maybe he is setting the PC in bleed out state and that triggers Violate. 

This feature is built-in to the Real Handcuffs mod, and the author's goal is to prevent players from being trapped and unable to undo handcuffs, so players can forcefully cut it open in the workshop. However, there are no relevant prompts in the game, so you may have missed this point, but it was explained in the version update.

Posted
1 hour ago, daskull said:

This feature is built-in to the Real Handcuffs mod, and the author's goal is to prevent players from being trapped and unable to undo handcuffs, so players can forcefully cut it open in the workshop. However, there are no relevant prompts in the game, so you may have missed this point, but it was explained in the version update.

I thought you were referring to this mod 

My bad then. I never removed cuffs using workshop. If i try, i'll keep an eye on the bug you are describing. 

Posted

Yeah, I can confirm that Real Handcuffs allows you to cut handcuffs on a workbench that you own. As stated by @daskull my goal was to prevent situations where the player is stuck with no way out. There is a random chance that the player gets hurt while doing so..

 

Most probably another mod (e.g. violate) is then triggered by the player getting hurt. Maybe your hit points are already low so you enter bleedout when getting hurt?

Posted
On 2025/7/24 at PM5点41分, Kharos said:

是的,我可以确认Real Handcuffs允许你在拥有的工作台上切割手铐。正如所陈述的那样@化石 我的目标是防止玩家陷入没有出路的情况。玩家在这样做时有可能会受伤。

 

很可能是另一个模组(例如违反)在角色受伤时被触发。也许你的生命值已经很低,所以受伤时你进入了失血状态?

You're right. At that time, the character's health was very low. I tried to make her sleep and replenish her health, and then there was no problem cutting handcuffs. I'm not sure how the two mods interact with each other, but the damage caused by cutting handcuffs seems to be perceived by VIOLATE as coming from the handcuff owner. Perhaps you can make the option of whether it is 100% safe to cut open handcuffs? However, even if the status quo is maintained, this bug can be avoided by sleeping first to regain blood and then cutting open, although it is somewhat strange to go to sleep during such a crisis. Anyway, being able to use violent means to cut open handcuffs in despair is definitely a genius idea! Especially when you walk through the perilous city in handcuffs and return home to see the workshop.

Posted
52 minutes ago, daskull said:

I'm not sure how the two mods interact with each other, but the damage caused by cutting handcuffs seems to be perceived by VIOLATE as coming from the handcuff owner.

When your health drops to a level you set in Violate it will trigger a surrender and then pull any enemies within range to you for some fun times.

You can set the surrender health level lower to help prevent that. I have mine around 10% and have never had cutting the handcuffs trigger Violate.

  • 2 weeks later...
Posted

Hey everybody :) some time ago I thought of a mod where instead of waiting for some random person to take advantage of the player wearing an unowned shock collar you designate your companion (Casual Dialog). Once that topic is started there are four options you two discuss (Not at this time, 24hrs, 2 weeks, Keep it going as long as we're having fun). After that I've written quite a few short conversations that go on potentially well into the future. This so far is all dialog aside from some tasks I've written so far, they range from silly >petty errands > intentionally demeaning. Most days would be just the same as always, this mod would *Not* interrupt, stop or sideline the gameplay of Fallout4, you still do every other quest, building and exploring you like, the player and their chosen companion just now have alot more to discuss and from time to time, they will remind the player who makes some of the decisions.

 

There are a number of dialogs for discussing both sides of the issue some are casual "End of agreed time" to "I want it off now" and rebuttals when appropriate. One of the core subjects is the longer the player wears it the more resistant their companion becomes but also *How, the dialog choices are chosen also matters and it is possible to end a sentence but only when using a bit of rapport, intelligence and prior planning, Poor choices could result in a very long time wearing this.

 

I've neither the scripting experience nor the knowledge in the implementation to add so much dialog for this. If anybody has interest I'll be happy to provide what I've written so far.

 

  • 4 weeks later...
Posted
18 minutes ago, cockroach666 said:

there's a glitch. if i have a collar equipped, whenever i interact with a merchant, the ones in my inventory disappear.

 

I wrote code that temporarily removes the one that you have equipped to prevent you from selling it. It's possible that this code misbehaves somehow. Do they at re-appear after you close the trade window?

Posted
15 minutes ago, Kharos said:

 

I wrote code that temporarily removes the one that you have equipped to prevent you from selling it. It's possible that this code misbehaves somehow. Do they at re-appear after you close the trade window?

no.

Posted

So I've encountered I weird bug where if I pick up a standard shock collar it will convert into one of the other types endlessly and I cannot get rid of them either because they will spew from the container that I put them in causing massive lag.

Posted

I'm curious if anyone knows which mod changes the shock collar to damage AP instead of HP, I tried it out for a bit but I think I prefer the other way but for the life of me I can't find the setting, I'm 90% sure it's not RH that does it but don't know where else to ask.

Posted

so, i have a mod that adds female super mutants (in my head, it's what happens when a pregnant woman skinny-dips in FEV; the baby is born half-SM). i got one to surrender, and got a collar round her neck to make her a slave; but it says 'race not compatible'. could this be fixed in a future update?

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