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


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Posted

Sorry and thank you...."the enemy surrender not work" wasn't related at your mod because it did't work even whit AAAF Violate mod..

It was just my rumbling...

And yes my english isn't very good at all.. ?

Posted
21 minutes ago, Connovar said:

Sorry and thank you...."the enemy surrender not work" wasn't related at your mod because it did't work even whit AAAF Violate mod..

It was just my rumbling...

And yes my english isn't very good at all.. ?

Well... as is always the Flashy(Joer) way, I make the impossible, possible - so feast your eyes on these screenshots.

 

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As a note - where you say "Stand up and look at me"? The mod knows when the surrendered hostile is crouched or standing in surrender and the lines change accordingly between "Stand up and look at me" and "Put your arms down".

 

Furthermore - you should be wary about EXECUTE CAPTIVE. It unflags the NPC as protected and essential, meaning, you could in theory kill a quest giving NPC that is crucial to the game - use wisely.

 

Also - new features added to the MCM for hostile surrender.

 

ScreenShot316.png.8c016ad9a31e7fc4802d93b648875959.png

 

Now you can make surrendered enemies immune to ALL damage, by way of the SetGhost function. If you enable that toggle, the moment they surrender, they are immune, right up until the point where you tell them to stand up during dialogue. Should CSA end before you talk to them, GhostMode is reverted and they can take damage again.

 

And you can also enable or disable the ability of Boss-type NPCs from surrendering - just an immersion kind of thing, since bosses as less likely to surrender to you in my mind.

 

More to follow as it progresses - but rest assured, all features you see in the dialogue options are there and working. I am simply in the testing and tweaking phase at the moment. I am sure this update will release sooner than later. ;)

 

Posted
23 minutes ago, Connovar said:

Sound very good..!!

Ok man put that in download and Im going to test it..!!!!  ?

Patience.

 

Perfection cannot be rushed.

Posted

Amazing work as usual, Flashy (JoeR)! I have a question, will there ever be support for NPCs making other NPCs surrender? Or is that something that's really hard to do in FO4? I kind of want to build an arena where I can make NPCs fight each other and then end it with some dirty business.

Posted
2 minutes ago, pr0nsax said:

Amazing work as usual, Flashy (JoeR)! I have a question, will there ever be support for NPCs making other NPCs surrender? Or is that something that's really hard to do in FO4? I kind of want to build an arena where I can make NPCs fight each other and then end it with some dirty business.

Its not impossible, no. But... its a lot of complex scripting that would make this mod all the muddier (and potentially break things). What you suggest is best suited for a mod tailored specifically to those circumstances alone.

Posted
1 minute ago, Flashy (JoeR) said:

Its not impossible, no. But... its a lot of complex scripting that would make this mod all the muddier (and potentially break things). What you suggest is best suited for a mod tailored specifically to those circumstances alone.

Ah I understand. Anything you ever thought about doing?

Posted
56 minutes ago, Flashy (JoeR) said:

Its not impossible, no. But... its a lot of complex scripting that would make this mod all the muddier (and potentially break things). What you suggest is best suited for a mod tailored specifically to those circumstances alone.

Curious. I noticed that just in my test, the NPCs are fighting each other NPC, and then they surrender. The truth further nothing happens.
I use War Of The Commonwealth ( https://www.nexusmods.com/fallout4/mods/12395) And often I see how they fight.

P.S. And of course English is not my native language. I own it very badly. I hope you understand me.

Posted

But the main thing I will describe here.
I tested the RSE CSA today for a couple of hours.
Compared with version 0.1, version 0.5 a lot of things really work better. And those errors that I wanted to note already promptly corrected. ?

1. Several times the script was stunned tightly.
Most of the time I have this happening on my main base. When the main character was surrender. And base defenders continued to hit the attackers. As a result, I just stood and wait for my fate forever.
2. At the moment of surrender, my companion continues to stand and twitch a little. As if he is not afraid of our fate.
That is, the companion does not raise his hands. Indeed, nothing further happens to him. The rape or finishing scenario does not work with a companion. Although I have set the value to 100%.

I also have a small request. If possible. Add Bad End animations (

)  for abduction scenarios. In the same way as implemented in AAF Violate (ON/OFF).
I think that the use of these animations for ordinary surrender looks a bit strange. After all, Synths will not carry the Reclamation Chair with them. Or will they? But in the case of abduction, it seems to me extremely entertaining.

Posted
11 minutes ago, alexsoar said:

But the main thing I will describe here.
I tested the RSE CSA today for a couple of hours.
Compared with version 0.1, version 0.5 a lot of things really work better. And those errors that I wanted to note already promptly corrected. ?

1. Several times the script was stunned tightly.
Most of the time I have this happening on my main base. When the main character was surrender. And base defenders continued to hit the attackers. As a result, I just stood and wait for my fate forever.
2. At the moment of surrender, my companion continues to stand and twitch a little. As if he is not afraid of our fate.
That is, the companion does not raise his hands. Indeed, nothing further happens to him. The rape or finishing scenario does not work with a companion. Although I have set the value to 100%.

I also have a small request. If possible. Add Bad End animations.

 

#1 - Likely script lag and combat lag. Not much to be done for this sadly.

#2 - As for Companions, I will have to look into it again - it should be working, but I will have to see what is going on.

#3 - The bondage animations, as you are aware, are part of the RSE II Resources ESM, meaning they are to be used here. Back on page one I talked about surrender phase outcomes? Bondage anims are part of that.

 

EDIT: BTW, if they surrender to one another, NPCs, with the next update, you will be able to talk to them for some captor style fun.

 

Posted

Execution of captured NPCs, you ask? Why yes... with paired kill animations (pistol whip and rifle butt smash) no less! :D

 

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The 2nd one is kind of shit - not easy getting a screenshot when the action is that fast.

Posted

v0.6 is now available for download!

 

Now you can make your enemies surrender in combat and you can talk to them while they cower before you. Rape them, execute them, set them free, access their inventory to rob them or perhaps equip them with a slave collar from another mod! Your choice! And yes! You can make as many enemies surrender as you like (for the moment) and you can talk to them all. Unlike previous CSA mods where you could only talk to one and most times even that didn't work. Here, theres some next level sorcery at play and you can, as noted, talk to every surrendered hostile, at least in my tests, without fail.

 

And yes, your companions can help you winnow down your foes and make them surrender too! Just remember, only ghouls and humans surrender!

 

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I made ESSENTIAL/PROTECTED status a toggle in the MCM - that way you dont accidentally kill someone important unless you turn the feature on.

 

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NOTE: Due to the way the combat system works, you may find surrendered enemies suddenly spring back into the fight - this is due to the game registering you as re-entering combat, likely because some other hostile has come into view and initiated battle. When this happens, think of it like your captives are suddenly emboldened and looking to escape or turn the tables on you. Makes it feel more immersive that way, rather than seeing it as a limitation of the game and scripting. And to be honest, I kind of like the idea that if you re-engage someone, all of the surrendered enemies will jump up and join the fight. But thats just me.

 

Also, be wary of the Make Surrendered Enemies Immortal toggle - sometimes if the combat system refreshes, the SetGhost mode gets stuck on them, even though it's coded to remove it. In a case where a surrendered enemy rejoins the fight and you cannot hurt them at all, open the console, click on that NPC and type SETGHOST 0. That will make them vulnerable again.

Posted

There will be a developmental pause while you all test out player and enemy surrender functions. I don't want to get too far ahead of myself and then have to backtrack to correct things. So enjoy, let me know if there are any issues that need to be addressed and if not, in a couple of days, I'll consider it to be working for you every bit as well as it does for me and then I'll move onto adding more of the original CSA stuff into this new build.

Posted

Ok enemy surrender doesn't work very well for me..someone just die some stucks a moment and even restart to fight..someone stand still but doesn't act like surrender and there is no talk...no options...

Posted
58 minutes ago, Connovar said:

Ok enemy surrender doesn't work very well for me..someone just die some stucks a moment and even restart to fight..someone stand still but doesn't act like surrender and there is no talk...no options...

Open the console and type:

 

stopquest rseii_mod_csa_mainquest

startquest rseii_mod_csa_mainquest

 

This should update the scripting - sounds to me like you installed on top of the old one, so the script from the old one will still be in the save. Stopping and restarting the quest will refresh it. I have already coded an update script to do this automatically, and it will be in the next update.

 

14 minutes ago, sexgoatnine said:

Is there support for multiple actors/gangbangs? if so how do I enable it?

This mod doesnt feature those things - AAF Violate does however and it does those thing very well.

 

Posted

In my case, for some reason, dialogues of surrendered enemies do not work. And my companion continues to attack them.
The situation is aggravated if you turn on the mode of immortality.
I tested it without a companion. Dialogues do not occur.
I made a short video to show how this works visually.

Spoiler

 

 

Posted

Im going to tell you what is happening and you all will likely think Im blowing smoke up your asses, but this is honest to god truth.

 

Its not the mod thats at fault (not really) - its the game.

 

Dialogue can never be entered when one state is in effect - combat state. I know its not the enemy because they have a package on them that removes combat state and combat alarm. But I too had an occurrence of not being able to talk to a surrendered raider. I got curious, knowing the game the way I do. I could see TALK, I could click on them, but nothing happened. So I opened the console and typed "player.stopcombat". Closed the console and tried talking to them again - it worked immediately. So I put in some extra code on the surrendered hostiles so that when you click on them, it removes combat alarm and combat state on the player before it tries to start the dialogue - that will fix that immediately.

 

Also, I am now not such a fan of the way the mod interprets combat state and resets the hostiles that are surrendered. Im going to rework that bit so that it wont reset them at all.

 

But for those not seeing the dialogue - here, a taste.

 

In the interim, I will continue to work out the kinks in talking to surrendered hostiles and then release an update - today or tomorrow, depending on my test results.

 

Posted

Sorry for my english in advance....

12 minutes ago, Flashy (JoeR) said:

the way the mod interprets combat state and resets the hostiles that are surrendered

Indeed I like that... you cannot talk to surrendet enemy until everybody is down..and if an new enemy come in they restart to fight..much real..

what I didn't like is the talk too slow...

Posted
18 hours ago, Flashy (JoeR) said:

The base patch mod is done.

 

To add your race mod to it, you need simply open both it and the CSA patch file into F04Edit.

 

Before you do, make them both active plugins in your load order and place them accordingly - this patch must ALWAYS be underneath RSE II CSA and the race mod you wish to use it with. Rule of thumb: CSA, race mod, the CSA race patch mod, in that order. Once they are active in your load order, then you can start to edit it.

 

Now you can open them in Fo4Edit. Then you expand the patch mod and access the HEADER. Where I have marked in highlighter, you would right click and select ADD. Then, where it adds a blank master record, you double click on the empty space for the name and type the exact name of the race mod that you wish to have mastered to this patch file.

 

Alright, i'll migrate to RSE 2 when the abduction stuff comes in, take your time with it, no rush, Seriously, i'm even just amazed any modder has bent over backwards so much to help me out.  Until then, i'm probably gonna put up for the time being.

 

Might even make a patch to add some custom race settlers and leave the raiders/hostile humanoids alone. The abductions bit is really the only reason the Combat surrendering not working irked me. I have a very extreme like for submissive/being kidnapped scenarios. XD

 

Though i might at least make a patch for peeps to use even if i'm not quite ready to migrate just yet myself.

 

 

Oh, and, since you asked, the everyone-race-override was "Fallout Equestria", basically replacing all humans/ghouls/3rd gen synths with Crimes against Nature Ponies.

Posted

Eh, feck it, i'll migrate tomorrow if i have the time, but for tonight, i'm just basking in victory in finally solving my long-time issue. XD

Posted

Fixed it.

 

Took some package work, some AI work (aggression, confidence and assistance levels), as well as some tinkering with faction settings and of course, the required scripting.

 

But in the end, oh so worth it. Went to my Raider-go-to spot where there are always three of them - one-shot them into submission.

 

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As you can see, if you look closely enough in image 1 and image 2, you will see the surrendered hostile featured in image 3 standing mid-screen, just as a point of proof that all three were in surrendered state at the same time AND I was able to talk to them without issue. Note about image #3 - remember I said if the arms were up, the player would say put your arms down instead of stand up and look at me? Well, there you go...

 

All three of them were able to speak on the first click AND more importantly, they never left the surrender pose they went into - they all remained exactly as they were when shot into submission. The new code prevents them from leaving surrender state for any reason short of:

  1. You pressing the CSA Reset Hotkey, which when NOT in a locked CSA, simply unlocks all surrendered NPCs.
    • Yes, the CSA Reset hotkey has two uses now, depending on when you use it.
    • When in a locked up CSA, it just unlocks you and resets everything.
    • When NOT involved in a CSA, it simply releases and resets all NPCs in a surrendered state.
  2. You talking to them individually and forcing them out of the surrender state.
  3. If they die for any reason.

v0.6b is now available to download!

 

This update contains all of the fixes discussed above. It also contains the "update" scripting, but it will only function if you start a new game with the mod installed. If you wish to overwrite the existing mod for use in an ongoing game, be sure to stop and restart the main quest via the console to refresh the main script.

 

StopQuest RSEII_Mod_CSA_MainQuest

StartQuest RSEII_Mod_CSA_MainQuest

 

 

Posted
1 hour ago, Connovar said:

Sorry for my english in advance....

Indeed I like that... you cannot talk to surrendet enemy until everybody is down..and if an new enemy come in they restart to fight..much real..

what I didn't like is the talk too slow...

You cant win them all. Im sure if the talking was too fast, this too would be a problem for someone. ?

1 hour ago, chinbobble said:

maybe something I did wrong I dunno. tired drunk and at the end of a few days of a huge install. just kinda took me by surprise as these call on the resources.esm so sohuldnt conflict with each other? so thought I should point it out just in case its not something i did worng as im too tired to troubleshoot it myself right now :D  @Flashy (JoeR)

 

Yeah, fat fingers on the shift-click put that in there - its removed for the current v0.6b build. Thanks for pointing it out.

Posted

v0.7 is now available for download!

 

I'm not one to rest on my laurels. This build re-adds STRENGTH IN NUMBERS, originally from the old All-In-One version of RSE.

 

This is a mechanism that prevents hostiles from surrendering when their numbers are too great. There are new controls in the MCM to enable this feature and then to set the minimum amount of hostiles remaining in a combat group before surrender is possible. The range is between 1 and 5.

 

For example, if you enter a good-sized fight with 8 gunners and have S.I.N. enabled, with a S.I.N. Threshold Setting of 3, that'd mean you would need to kill 5 gunners before the other 3 would even considering surrendering to you. Note, just because you winnow the number down to 3, there is still a small window of time that needs to pass before a surrender scan refresh is done  - it rescans every five seconds, so, you may not get a surrender right away when you get down to 3 people remaining, but it will happen within seconds.

 

Scratch another item off the dev-map list. :)

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