Jump to content

[AAF] RSE II: Combat Surrender and Abductions (12/30/19)


Recommended Posts

Posted
1 hour ago, Flashy (JoeR) said:

Frage:

 

Wenn Sie Raider Pet verwenden, möchten Sie eine Option im MCM, mit der Abduktionen die Erkennung des freien Bewegungsbereichs deaktivieren können, wenn Sie während einer Entführung in Gefangenschaft geraten (laut Raider Pet ist dies möglicherweise eine bessere Möglichkeit). wo man sich krallt und in einen "eigenen" Staat versetzt.

 

Oder finden Sie das Szenario so, wie es ist, ist es gut, ohne es zu manipulieren, um Ihre Raider-Haustier-Szenarien zu erfüllen?

 

Ich habe die Mechanismen für die beiden benutzerdefinierten Ereignisse, die Raider Pet sendet, bereits implementiert. Möchten Sie nur wissen, ob Raider Pet-Benutzer diese implementieren möchten?

 

  Versteckte Inhalte aufdecken

Funktion LoadRaiderPet ()
    Wenn Game.IsPluginInstalled ( "Raider Pet.esp")
        RaiderPet: DialogueQuestScr RaiderPetEvents
        RaiderPetEvents = Game.GetFormFromFile (0x00000F99 "Raider Pet.esp) als RaiderPet: DialogueQuestScr
        Wenn RaiderPetEvents
            RegisterForCustomEvent (RaiderPetEvents" TakenCaptive ")
            RegisterForCustomEvent ( RaiderPetEvents, "Escaped")
        Endif
    Endif
EndFunction

 

Ereignis RaiderPet: DialogueQuestScr.TakenCaptive (RaiderPet: DialogueQuestScr akSender, var [] akArgs)

; Der Spieler wurde von Angreifern pro Angreifer-Begleiter beansprucht. Deaktiviere die Einschränkungen der Bewegungsreichweite

EndEvent

 

Ereignis RaiderPet: DialogueQuestScr.Escaped (RaiderPet: DialogueQuestScr akSender, var [] akArgs)

; Der Spieler ist dem von Raider Pet beanspruchten Status entkommen, während er entführt wurde, und hat die Entführung beendet

EndEvent


 

I would be very happy if you activated raider pet.

Posted
3 minutes ago, isanchez said:

I would be very happy if you activated raider pet.

Raider Pet will activate on it's own accord once you translate to the Raider abduction locations, at least that is what has been reported by others.

All I want to do is listen to the TAKEN event so that I can disable movement limitations and to shut down the abduction gracefully if it hears the ESCAPE event from Raider Pet.

 

Ive added a new toggle to the MCM to allow you to use Raider Pet events to shape CSA's Abduction.

 

Dont know why I asked if people wanted that, especially given how everything is an MCM choice. :)

 

So. Its in there now for the next build.

Posted

v2.4 is now available for download!

 

It dawned on me that I am waiting for bug reports from a known buggy version of the mod that is crippled in some senses. It makes no sense to wait.

 

And I fucking hate waiting.

 

So here is your feature list for this update:

  • Super Mutants added back into the Extended Creatures formlist.
  • Super Mutants now have unique and race appropriate dialogue throughout the mod.
  • Companion Abduction code has been bug fixed.
  • Companion Abduction quests have been error proofed.
  • Companion Abduction hardcore mode added.
  • Player Abductions now have a debug trace that goes into papyrus logs if a player abduction fails to start.
  • Player Abduction hardcore mode added.
  • Both player and companion hardcore modes have two components to them.
  • One, a series of extra hostiles is added to the dungeons, regardless of your level.
  • Two, MORE hostiles get added, boss level ones, as your level passes lvl20 and lvl30. So hardcore mode is slightly scalable.
  • Diamond City Security travel package to arrest player has been fixed.
  • Gender filter on CSA has been tweaked to only remove if human or ghoul.
  • Dump spots for player abductions have been fixed.
  • Dump spots created ITM (Identical to Master) overrides. I cleaned these out of the .esp.
  • Fixed pre-rape bribery attempt dialogue.
  • New "Visitation" outcome if with Raiders or Gunners - being drugged. Possible to gain addictions while abducted.
  • Transformed the "subservience" response to "visitors" into a playable mechanism.
  • Now if you become subservient, your captors stop coming to you for sex and you must go to them.
  • Fail to do so, and you start to suffer crippling pain - periodic health damage and leg crippling effects.
  • Even though you are subservient, you still have free movement range limitations and exceeding them ends abduction, as before.
  • Once you engage with any of your captors, you will have four choices.
  • Have sex. Obvious.
  • Beg for food. You can only do this once every four game hours.
  • Beg for water. You can only do this once every four game hours.
  • Beg for freedom. You can only do this once every four game hours. Requires CHR of 7+ to see this option.
    • This option is only available during Raider or Gunner abduction events.
    • If you pass the HARD speech check for freedom, you will be asked if you want to give up on your gear or not.
    • If you dont, you stay in abducted state.
    • If you want your freedom bad enough to not claim your stolen items, you get a 15 second head start before the abduction closes down.
    • Begging for food and water is in there because you now dont receive sustenance from "visitors" anymore, since you no longer get "visitors".
  • Tweaked abduction closure code to ensure sex need debuff is removed on ALL methods of ending player abductions.
  • Added Raider Pet custom event registration to remove movement limits and to end abductions gracefully when you escape in Raider Pet.
  • MCM control added for enabling or disabling Raider Pet integration, as outlined in the point above.

Now I will do that thing I hate tremendously - wait for bug reports.

 

Posted

The subservient sex act. Tagged as aggressive or neutral?  Just a thought, MCG tages submission sex along with drugged during.  So addiction happens, not to mention karma points added for substance abuse...

Posted
1 minute ago, MrCruelJohn said:

The subservient sex act. Tagged as aggressive or neutral?  Just a thought, MCG tages submission sex along with drugged during.  So addiction happens, not to mention karma points added for substance abuse...

Defiance leads to AGGRESSIVE and BOUND animation types.

Subservience leads to NEUTRAL animation types.

Posted
5 minutes ago, Flashy (JoeR) said:

Defiance leads to AGGRESSIVE and BOUND animation types.

Subservience leads to NEUTRAL animation types.

My PC is pretty defiant... when she dies can you have  the hostiles throw alcohol bottles on her corpse and her on fire@?  ;)

 

John

Posted

Hello


somehow this mod does not want to work for me

 

Tested on Raider (Concord)

Tested on Gunner (Guners Plaza)

 

Automatically give up all stop and stand still after 10 min. I have reloaded game<<< 2.3 

Reset hotkey works since 2.4

20190711175659_1.jpg.47ed8db3fd3d41a1b17327abbae566a2.jpg

-----INFO-----

 

Fallout 4 and f4se are up to date

RSE Ver. 2.3 and the new update 2.4

New Game-save

 

what could be the problem?

 

Setting Screens

Spoiler

20190711175743_1.jpg.0d5fb2ce55c7a3c3b9ce760f92d1ed17.jpg20190711175805_1.jpg.e5f890c202ffa83b125f2a3569128a43.jpg20190711175830_1.jpg.92217b67780b5886830d8cd3f8987c5e.jpg20190711175841_1.jpg.0a7b974692660277c287d68bd1891163.jpg

 

Sorry for Bad English Translate by Google

Posted

@Schranza21

 

 

Have a look at that post. It might solve the problem for you.

 

I have a funny feeling that due to the complexity of the scripting, you can no longer just update on top of an older save. Not cleanly, anyways.

Posted
28 minutes ago, Flashy (JoeR) said:

@Schranza21

 

 

Have a look at that post. It might solve the problem for you.

 

I have a funny feeling that due to the complexity of the scripting, you can no longer just update on top of an older save. Not cleanly, anyways.

I started a new save with version 2.3 and created a new save with version 2.4

 

New Game-save 2.3 Testing Covega

20190711170805_1.jpg.b6ac9ead19b8590a13cdbe797988163f.jpg

 

New Game-save 2.4  Testing Concord

20190711175659_1.jpg.2070a729bf07d236b48ffc91d9fba11c.jpg

old Savegames where this mod was not installed, it does not work either

 

I always test new mods in a new savegame

 

 

Can other mods make problems?

Or Not compatible with Nexus Mod Manager?

Posted

@Schranza21

 

I don't know what problem you are facing with the mod - I suspect possibly Nexus Mod Manager is not overwriting files properly. I recommend not using NMM anyways - its old, unsupported and is noted for not installing things properly.

 

That aside. I started a brand new game, still in the vault. This is the result of that test, start to end.

 

MCM Settings:

 

ScreenShot618.png.18d921f406dd82f9d6945c2cd5cffb72.pngScreenShot619.png.453c11e7a3c782c6354d03efd6f0dbbd.png

 

Exiting The Vault:

 

ScreenShot620.png.97ca00260557ee9de9534e0ac7a8865a.pngScreenShot621.png.7e46febb97640452ebc4d9cb44f7cf46.png

ScreenShot622.png.9a5b155cfe1d15ecabf2a8021f366af8.pngScreenShot623.png.249375866dc0f52d12d64ec8dd09f2ac.png

 

CSA is now running - time to get into a fight:

 

ScreenShot627.png.bd36473904dda6f40ddcdc8f4aeef9f5.pngScreenShot628.png.f552aaed631fc4e10821c3eed741902f.png

ScreenShot629.png.dbadebc354a103933fcc66b562e6a952.pngScreenShot630.png.a28cf3f45644df11949684648c5e2181.png

ScreenShot631.png.a90debcdbac5c1c4cf3769c52157b2dd.pngScreenShot632.png.2d000cd7c7204c5d7881c90c841048c5.png

ScreenShot633.png.7c84153e3735d55082043f3a8bf0a122.pngScreenShot634.png.bf926474612f1faa36b03254cf7ad2b0.png

 

 

As you can see, works flawlessly.  Zero delay in any aspect of the scripting - it was smooth as silk.

 

So, it has to be how you are installing or the fact that the outdated and no longer supported mod manager is not doing things correctly.

Try manually installing the files in Windows and overwrite everything it asks you to.

Posted

@Schranza21

 

Do you have the slave collar fitted by Raider Pet. My collar didn't explode and i ended up with similar issues. If so you might need it remocved to trigger CSA again. It happened to me on an earlier version.

Posted
1 hour ago, Flashy (JoeR) said:

@Schranza21

 

I don't know what problem you are facing with the mod - I suspect possibly Nexus Mod Manager is not overwriting files properly. I recommend not using NMM anyways - its old, unsupported and is noted for not installing things properly.

 

That aside. I started a brand new game, still in the vault. This is the result of that test, start to end.

 

MCM Settings:

 

ScreenShot618.png.18d921f406dd82f9d6945c2cd5cffb72.pngScreenShot619.png.453c11e7a3c782c6354d03efd6f0dbbd.png

 

Exiting The Vault:

 

ScreenShot620.png.97ca00260557ee9de9534e0ac7a8865a.pngScreenShot621.png.7e46febb97640452ebc4d9cb44f7cf46.png

ScreenShot622.png.9a5b155cfe1d15ecabf2a8021f366af8.pngScreenShot623.png.249375866dc0f52d12d64ec8dd09f2ac.png

 

CSA is now running - time to get into a fight:

 

ScreenShot627.png.bd36473904dda6f40ddcdc8f4aeef9f5.pngScreenShot628.png.f552aaed631fc4e10821c3eed741902f.png

ScreenShot629.png.dbadebc354a103933fcc66b562e6a952.pngScreenShot630.png.a28cf3f45644df11949684648c5e2181.png

ScreenShot631.png.a90debcdbac5c1c4cf3769c52157b2dd.pngScreenShot632.png.2d000cd7c7204c5d7881c90c841048c5.png

ScreenShot633.png.7c84153e3735d55082043f3a8bf0a122.pngScreenShot634.png.bf926474612f1faa36b03254cf7ad2b0.png

 

 

As you can see, works flawlessly.  Zero delay in any aspect of the scripting - it was smooth as silk.

 

So, it has to be how you are installing or the fact that the outdated and no longer supported mod manager is not doing things correctly.

Try manually installing the files in Windows and overwrite everything it asks you to.

 

 

Nexus Vortex not the very old one

 

mod organizer 2 I have already tried mods to install but always errors

 

That's why I use Vortex because it makes a lot easier and so far had little problems with it

My screens from the retry with Raider next to Vault 111

20190711204834_1.jpg.ef291d2b6673d152065a37cbaae6448a.jpg20190711204926_1.jpg.22c74be7f960a5f5b4ae59bfef4ef124.jpg20190711205221_1.jpg.4d64d81551e4d1192862c4c90e046957.jpg20190711205226_1.jpg.2c3814f2cc5c01e327b6eafe38294b21.jpg20190711205246_1.jpg.600573c7e1bf21140b7048e442496e5d.jpg20190711205305_1.jpg.8808a5925a0ee0e8370d69976f663d22.jpg

 

Wait...... Wait..... wait....

 

Too bad then I have to use RSE Elements Vol.5 and AAF Violate again that worked on vortex

 

 

 

 

Posted
28 minutes ago, chimchimny said:

@Schranza21

 

Do you have the slave collar fitted by Raider Pet. My collar didn't explode and i ended up with similar issues. If so you might need it remocved to trigger CSA again. It happened to me on an earlier version.

Raider Pet is not installed

Posted

Sadly to inform you, it is broken in multiple places.
For example everyone stops acting, nothing happens. Or Nora i handcuffed and provided with bed she can't use.

Posted

Well no... its not broken. I dont know how many times I need to post NEW and CURRENT screenshots of it actually working.

 

What people need to do is look at their load order and mod list.  My guess is mod-conflicts, as in, mods that functionally interact in a non-beneficial way for this mod. That is not on me and that doesnt make the mod broken. I suspect dialogue mods will do something, since the user above has XDI or one of those other dialogue change mods in place - I wonder if it is screwing up the post-dialogue scripting... cant know for sure. But since I dont use such a mod and we both started with new games and it works for me, but not him, there is obviously a difference somewhere, relating to some other mod in play.

 

As I have illustrated time and again, it works flawlessly. And not just for me alone.

 

And having handcuffs on and not being able to use a bed? Thats not a problem with this mod. Thats a player's problem to try to resolve to get out of the handcuffs, now isn't it? I would imagine that ANY mod or ANY bed would present the same issue for handcuffed players, would they not? And if that is the case, why point this out as a "broken" component of this mod, when it clearly is a mechanism of the handcuffs? Makes no sense to mention this one at all..

 

User issues != Mod Author's Problem

 

Bottom line, CSA is a complex mod, with a LOT of moving parts. There is probably a reason that noone in the world makes Fallout mods as complex as I do...

 

I suppose one could say, its not the sort of mod a neophyte installs without doing all of their own due diligence to ensure the mod breakage they encounter is not the result of something in their load order, or an unintented mechanic/consequence of two mods interacting in unexpected ways, before coming to blame the mod author without a shred of proof that there actually IS breakage.

 

Now. The important thing I came to share.

 

https://www.nexusmods.com/fallout4/mods/39848?tab=files

 

This mod, when installed, makes silent voice files for all unvoiced mods AND has lip syncing for unvoiced lines. A little more immersive. Its the Fallout equivalent of a system for Skyrim called Fuz Roh Doh, if that means anything to you Skyrim playing people...

Posted
37 minutes ago, Schranza21 said:

Raider Pet is not installed

Id be interested to know how CSA works on a new game when that dialogue mod you use is not installed. I mean, there could be any number of mods we don't have in common, but I can see that one in your screenshots, and I wonder if it impacts certain elements of scene scripting during dialogue events. Any chance you can test a new game without that mod in place just to see if it works for you or not?

Posted
36 minutes ago, Flashy (JoeR) said:

Well no... its not broken. I dont know how many times I need to post NEW and CURRENT screenshots of it actually working.

 

What people need to do is look at their load order and mod list.  My guess is mod-conflicts, as in, mods that functionally interact in a non-beneficial way for this mod. That is not on me and that doesnt make the mod broken. I suspect dialogue mods will do something, since the user above has XDI or one of those other dialogue change mods in place - I wonder if it is screwing up the post-dialogue scripting... cant know for sure. But since I dont use such a mod and we both started with new games and it works for me, but not him, there is obviously a difference somewhere, relating to some other mod in play.

 

As I have illustrated time and again, it works flawlessly. And not just for me alone.

 

User issues != Mod Author's Problem

 

Now. The important thing I came to share.

 

https://www.nexusmods.com/fallout4/mods/39848?tab=files

 

This mod, when installed, makes silent voice files for all unvoiced mods AND has lip syncing for unvoiced lines. A little more immersive. Its the Fallout equivalent of a system for Skyrim called Fuz Roh Doh, if that means anything to you Skyrim playing people...

I'm sorry that it sounds like the mod should be to blame

 

the mod also seems to work only the animations do not seem to load

I also had the problem with Raider Pet where it was new

I do not know how I solved the problem

 

 

after the 6 try finally the animation

 only seems to go sometimes

 

I sort the mods with Loot has always worked great at Skyrim

 

Here are my mods for conflict checking

Spoiler

1474686289_Screenshot(36).png.6240f3864c05b5569bae5686cfc1df42.png1602595815_Screenshot(37).png.e2108cb5e6c2431e9add826a53d4631c.png164172081_Screenshot(38).png.c2aee98dc62ad706417c388c8c567f30.png1236899187_Screenshot(39).png.1194f982b5f1926f1c4edce8b0c68ad2.png28053654_Screenshot(40).png.4d470f516d0c243f3562cdfb0f838ae7.png421516608_Screenshot(41).png.966d9149d9b6cc31f5422073aa49089c.png918149853_Screenshot(42).png.97a981a4db0d067572862a5ad71cfe2a.png595900777_Screenshot(43).png.ccd6d7cee588b4690614e1d720a978ca.png771306752_Screenshot(44).png.1c3de108f18d9489188a3718351d2228.png1978694688_Screenshot(45).png.36dded44ba75094f5674af0a33cbdd83.png1386690050_Screenshot(46).png.6a5721e62cd48bc7b5a9399d3d117677.png1627434321_Screenshot(47).png.0dc3fbdbf505ecb17a36116bd0089d43.png1733372424_Screenshot(48).png.de7eba1005b64a614eee54cc879e1473.png783917747_Screenshot(49).png.398f9e07f2c444a5418050eac9abc511.png

 

Posted

Odds are its Loot related. I never hear anything good about Loot.

I know there are loads of people here who use it and might be able to assist.

I avoid Vortex/Loot with a passion, so cannot help with it sadly.

 

Perhaps I need to make a .ba2 version of this mod for the Vortex/Loot users so it doesnt monkey with the loose scripts and other assets contained in the mod. That might help...

 

But tossing this mod into a loadout of 220 approximate mods is sure to present some hickups in getting it to work good, right away. Hoping someone with more Loot experience can lend a hand to you.

Posted

I'm going to use it in a new game, friend, and I'll tell you when I have time tonight. I tested it for a while at noon, in my two saves (a save of 16 hours and another save of 1 hour) and I had problems similar to those described here.

 

The 16-hour game was clean, having been cleaned with Fallrim Tools.

 

Basically it's what happened to me in those games. But I would not take it seriously because it would be better to test them from new game.

 

With raiders tried 1 time

 

Surrender - OK

Dialogs - OK

Scene AAF - I could not test it. I had the option "Skip sex scene".

Abduction - OK

During the abduction, a raider approached to speak to me - After the conversation my character remained immobile and I had to restart.

 

With Super mutants I tried 3 times.

Surrender - OK

Dialogs - OK

Scene AAF - 1 OK. 2 times immobile.

I had the abduction option disabled.

 

With more time I will try a new game and without any mod. Then I will be loading mods little by little.

Posted

In the meantime, Im going to make a .BA2 version right now, as an optional download. Might help some people.

 

But anyone who uses that BA2 file, they need to SCRUB the RSEII_CSA* scripts from their DATA|SCRIPTS folder first...

Posted

v2.4 can now be downloaded as a .BA2 archive.

 

If you wish to use the BA2 version, be sure, 100% sure, that you go into DATA\SCRIPTS and delete EVERY scripts that contains RSEII_CSA. Even the fragments - especially the fragments! This should probably resolve Loot-load order sorting related issues and NMM / Vortex not writing files properly.

Posted
22 minutes ago, JBpy said:

I'm going to use it in a new game, friend, and I'll tell you when I have time tonight. I tested it for a while at noon, in my two saves (a save of 16 hours and another save of 1 hour) and I had problems similar to those described here.

 

The 16-hour game was clean, having been cleaned with Fallrim Tools.

 

Basically it's what happened to me in those games. But I would not take it seriously because it would be better to test them from new game.

 

With raiders tried 1 time

 

Surrender - OK

Dialogs - OK

Scene AAF - I could not test it. I had the option "Skip sex scene".

Abduction - OK

During the abduction, a raider approached to speak to me - After the conversation my character remained immobile and I had to restart.

 

With Super mutants I tried 3 times.

Surrender - OK

Dialogs - OK

Scene AAF - 1 OK. 2 times immobile.

I had the abduction option disabled.

 

With more time I will try a new game and without any mod. Then I will be loading mods little by little.

Raiders: One time he spoke to you and you couldnt move - was it beatings, drugs or rapey time dialogue?

SuperMuties: Immobile after sex? Immobile after outcomes and couldnt run away?

 

Armed with details I can narrow down what may be at issue.

Posted
25 minutes ago, Flashy (JoeR) said:

Odds are its Loot related. I never hear anything good about Loot.

I know there are loads of people here who use it and might be able to assist.

I avoid Vortex/Loot with a passion, so cannot help with it sadly.

 

Perhaps I need to make a .ba2 version of this mod for the Vortex/Loot users so it doesnt monkey with the loose scripts and other assets contained in the mod. That might help...

 

But tossing this mod into a loadout of 220 approximate mods is sure to present some hickups in getting it to work good, right away. Hoping someone with more Loot experience can lend a hand to you.

I have never trusted loot.  I used it when I first started modding my games. And I had problems after problems.  I install for my load order.  Cautiously making sure my overwrites are placed correctly.

 

I use the NMM community version 70.8 currently and havent had a problem.  

 

I will load up the Advanced Settlement solutions  tonight so I can get out of vault, do my RP setup, then install RSE2 suite.  (Which is at the bottom of my load order always)  (though I was waiting for things to settle down).

 

John

Posted

Vortex works really well if you have a proper loading order

one would only have to know which mod needs a different loading order

until the animation the mod works to 100% only he does not want to trigger the animation

 

 

at skyrim with over 1200 mods vortex has always done a great job

 

 

Flashy Thanks for the effort and support for Vortex

 

 

Posted
2 minutes ago, Flashy (JoeR) said:

Raiders: One time he spoke to you and you couldnt move - was it beatings, drugs or rapey time dialogue?

SuperMuties: Immobile after sex? Immobile after outcomes and couldnt run away?

1 - Beating. 

2 - The supermutant's dialogue ended and I was waiting for the rape scene, but it did not happen. I could not run, just turn the camera.

 

Ah, here's a happy user of Vortex, Loot and the Steam file verification tool :sweat_smile: I never had serious problems with your mods, I guess I'm lucky. But I will try a new game and with that file that you just uploaded.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...