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


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18 minutes ago, magnusx said:

Does crime and punishment will have togles as u added to CSA to add the content from hardship or family planning enhanced? ty in advance

Crime and Punishment doesnt use CSA at all. As far as CAP is concerned, CSA doesn't exist, so none of those MCM items in CSA will affect it at all.

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16 hours ago, Flashy (JoeR) said:

https://www.nexusmods.com/fallout4/mods/11829

 

This one is made by the same person who makes LooksMenu. If ever there was "cred", that would be it. I can't say it'll solve the issue relating to the kidnappings but it is an alternative to AFT at any rate.

 

As a note, I did build Crime and Punishment's surrender system to not specifically use AFT, but it will resolve surrender and dismissal of EVERY companion you have with you, properly via their normal dismiss functions (and that includes roughly 20 mod added companions as well). The only downside to opting into CAP's surrender system is that it is not like CSA at all in that, while it does feature every possible outcome that CSA does, it has no violations in it. But if from a gameplay mechanic, you are looking for the consequences of surrendering, minus the rapes, I would recommend CAP as your used Surrender system - just maybe not right now, since the mod is still alpha and in testing (the surrender system itself is flawless, but updating mod mid-game is a pain in the ass when there are new updates every week).

I've tried Unlimited Followers, but that's not the full reason why I use AFT. The other options are what sells it, like the camp option and building settlements.

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Hello, sorry this may be a stupid question, i'm new and you mod works fine, apart form i get no subtitles when me and raiders and other people talk who are surrendering, or abducting me, so i don't know what they're saying, how do i fix this? is there a mod i need? Or do i just need to turn subtitles on in the game?

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My CSA seems to have broken somehow.  It was working at first (though a bit slow to 'start') but now even if the NPC comes over and I get the conversation choices (like beg for mercy etc) my character stands up and nothing ever happens and I cannot move.  The only way I can get out of that is to use the 'stuck CSA hotkey' but that isnt that helpful since it just means I die and reload the latest save. (enemies kill me instantly when I hit that key)

 

Is there something I can look at to figure out why it is getting stuck?

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20 minutes ago, deljason said:

My CSA seems to have broken somehow.  It was working at first (though a bit slow to 'start') but now even if the NPC comes over and I get the conversation choices (like beg for mercy etc) my character stands up and nothing ever happens and I cannot move.  The only way I can get out of that is to use the 'stuck CSA hotkey' but that isnt that helpful since it just means I die and reload the latest save. (enemies kill me instantly when I hit that key)

 

Is there something I can look at to figure out why it is getting stuck?

  This could be a mod conflict, game needing updating or mod's need updating? To give a better answer to your question we will need more info.  Could you post your load order in spoiler

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10 minutes ago, mashup47 said:

  This could be a mod conflict, game needing updating or mod's need updating? To give a better answer to your question we will need more info.  Could you post your load order in spoiler

Spoiler

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2 hours ago, deljason said:
  Reveal hidden contents

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Ok big list there! Im not going to say make sure everything is up to date as you stated it was working to start with. So have you tried starting a animation with AAF by using the homeKey and starting a scene that way? If the animations work try moving CSA towards the bottom. Also do beawear That you have a lot of mods that are script heavey and they will slow things down a lot.

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46 minutes ago, mashup47 said:

Ok big list there! Im not going to say make sure everything is up to date as you stated it was working to start with. So have you tried starting a animation with AAF by using the homeKey and starting a scene that way? If the animations work try moving CSA towards the bottom. Also do beawear That you have a lot of mods that are script heavey and they will slow things down a lot.

Yeah, everything is up to date.  It originally worked with the same mod list but sometime recently stopped working.  I am able to use AAF without trouble.  The only mod that I know of that has scripting and changed recently was an AAF update.  I'm not sure if maybe that broke CSA but I dont get any errors.

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1 hour ago, deljason said:

Yeah, everything is up to date.  It originally worked with the same mod list but sometime recently stopped working.  I am able to use AAF without trouble.  The only mod that I know of that has scripting and changed recently was an AAF update.  I'm not sure if maybe that broke CSA but I dont get any errors.

May be. did you try reinstalling Flashys mod's (RSEII, Advanced Needs and CSA) at the end. if still no luck just reinstall All the AAF,,themes, Animations and Flashys mods again at the end of your load order.

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18 minutes ago, mashup47 said:

May be. did you try reinstalling Flashys mod's (RSEII, Advanced Needs and CSA) at the end. if still no luck just reinstall All the AAF,,themes, Animations and Flashys mods again at the end of your load order.

Yes. I tried a fresh install and moved them all to the bottom (except the RSE II resources ESM since it wont move).  Next I'm going to remove all RSE related mods, make sure AAF still works, clean the save out if any scripts got left behind then try again.

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2 minutes ago, deljason said:

Yes. I tried a fresh install and moved them all to the bottom (except the RSE II resources ESM since it wont move).  Next I'm going to remove all RSE related mods, make sure AAF still works, clean the save out if any scripts got left behind then try again.

Sounds like a good plan. May I suggest Trying to install 5-10 mods then check in game that everything is working then install the next 5-10 mods doing the same. I know it's Long but it work's out quicker in solving any issues that mite pop up. When I start building a load order I start with getting AAF and any mods using it installed and running first, then start install the other mods. Once I have 50 or so mods installed and working I then Reinstall ALL the AAF stuff at the end and then test it. once it's working start installing the next 5-10 mods.

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8 minutes ago, mashup47 said:

Sounds like a good plan. May I suggest Trying to install 5-10 mods then check in game that everything is working then install the next 5-10 mods doing the same. I know it's Long but it work's out quicker in solving any issues that mite pop up. When I start building a load order I start with getting AAF and any mods using it installed and running first, then start install the other mods. Once I have 50 or so mods installed and working I then Reinstall ALL the AAF stuff at the end and then test it. once it's working start installing the next 5-10 mods.

Also don't test with an existing save. Test with a vanilla unmodded save or starting a new game. I can't count the number of people who started out saying "something about this mod broke" only to wind up at "oh my save was corrupted, testing from a new game/unmodded save I can't reproduce the problem."

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5 hours ago, mashup47 said:

  This could be a mod conflict, game needing updating or mod's need updating? To give a better answer to your question we will need more info.  Could you post your load order in spoiler

I have found if you just look around the NPC, you can find a very small sweet spot to have the dialogue.  Otherwise, you do get stuck , but only because you it is waiting for the dialogue.  

 

Using the reset key allows your character and others t find different ground to stand on... and allows the dialogue window to pop up. 

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29 minutes ago, MrCruelJohn said:

I have found if you just look around the NPC, you can find a very small sweet spot to have the dialogue.  Otherwise, you do get stuck , but only because you it is waiting for the dialogue.  

 

Using the reset key allows your character and others t find different ground to stand on... and allows the dialogue window to pop up. 

I do get the first dialog. I dont know if there should be more after that (cant remember).  

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Oh, man, too many pages here to read. It's late and I got to get to bed. I was testing a timing issue with AAF (clothes weren't coming off during scene) and ended up abducted. I ended up at the race track with triggermen. I've tested some other abductions but this was the first time by triggermen. Anyway, when a sex scene is initiated, everyone turns hostile and starts shooting me.

 

Anyone know why?

 

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6 hours ago, Malphias said:

Oh, man, too many pages here to read. It's late and I got to get to bed. I was testing a timing issue with AAF (clothes weren't coming off during scene) and ended up abducted. I ended up at the race track with triggermen. I've tested some other abductions but this was the first time by triggermen. Anyway, when a sex scene is initiated, everyone turns hostile and starts shooting me.

 

Anyone know why?

 

Do you have Just Fuck installed? That messed it up for me in the same scenario with Raider Pet

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5 hours ago, Flashy (JoeR) said:

Youd get that answer best, here....

sorry i think i said it wrong i mean how do i make the raider pet occur after the abduction scene it seems after the abduction days they just leave you at a random place even though the option for pet raider integration is on

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17 hours ago, Xenobia@445 said:

Good day im just wondering how do i get the raider pet scenario to occur

Once you are kidnapped, you must terminate the kidnapping in the MCM of Combat Surrender. So talk to any raider and that's it. Combat Surrender has its own content where you must flee or suffer beatings, rapes and drug abuse. If you can't run away, the character becomes submissive and the mod gives you another way to run away. This mode conflicts with Raider Pet, so you must decide if you make one or another mod. 

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Hello.

I just installed 3.1 on a clean save and I'm having an issue that seems to be fixed in 0.5: the auto-surrender toggle doesn't stay on when loading a save. Well, it shows as "ON", but the threshold isn't shown and it doesn't trigger the auto-surrender in game. So in every load, I have to go to MCM, turn auto-surrender off and then ON again. Then it works. Is this a known issue? I searched the topic but didn't find anything (except that it was fixed on 0.5).

 

And also, while testing the mod, on the first abduction (fresh game, just out of vault 101, I spawned a raider, he abducted me), I saved the game on the abduction site (after a player.resethealth) and it killes my save (trying to load the game is CTD). Any ideas?

 

EDIT: I disabled MCG, loaded a save where I was still in Vault 111, exited, saved the game, then it loaded without crashing. Enabling MCG after this still keeps without crashing... so maybe there was something funky there

 

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On 1/17/2020 at 1:45 AM, JBpy said:

Once you are kidnapped, you must terminate the kidnapping in the MCM of Combat Surrender. So talk to any raider and that's it. Combat Surrender has its own content where you must flee or suffer beatings, rapes and drug abuse. If you can't run away, the character becomes submissive and the mod gives you another way to run away. This mode conflicts with Raider Pet, so you must decide if you make one or another mod. 

Oh ok ill try it out thank you very much :)

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