vaultbait Posted March 23, 2022 Posted March 23, 2022 (edited) 43 minutes ago, ZZach said: I forgot CSA abductions and add on pack, I have all those settings but I don't see a off toggle for combat surrender but I set everything else to off. You can disable CSA at the top of its first page in MCM, and then just enable abductions in its own page. That's sufficient for the integration with Violate to work, at least. 43 minutes ago, ZZach said: I get the following messages before I got teleported to vault 111, I think what is happening is I get teleported to a friendly location if raider pet or CSA did not trigger. Oh, yes that's probably (I've never tried it) the teleport setting on the Player Surrender page of Violate's MCM, you can turn it off. I think it's off by default though? Edited March 23, 2022 by vaultbait
Boceifus Posted March 24, 2022 Posted March 24, 2022 (edited) 7 hours ago, ZZach said: I forgot CSA abductions and add on pack, I have all those settings but I don't see a off toggle for combat surrender but I set everything else to off. I get the following messages before I got teleported to vault 111, I think what is happening is I get teleported to a friendly location if raider pet or CSA did not trigger. If you are talking about what I think you are talking about... There is no "off" toggle, the CSA mod has to be on for abductions to work. In the Combat surrender part of the options in the MCM for CSA, every combat surrender option has to be manually in the "off" position...example... no auto surrender, dont even set a hot key for surrender, just use the violate surrender system or MCG system if you are using MCG for your surrender. I dont know about that screen shot, looks like you manually surrendered but not sure which one you used... AAF SEU also has a combat surrender you set a hot key for, dont use it. Only use manual surrenders for MCG or AAF Violate. If you have MCG and Violate, do not turn on MCG combat surrender. Edited March 24, 2022 by Boceifus
vaultbait Posted March 24, 2022 Posted March 24, 2022 8 hours ago, Boceifus said: If you are talking about what I think you are talking about... There is no "off" toggle, the CSA mod has to be on for abductions to work. In the Combat surrender part of the options in the MCM for CSA, every combat surrender option has to be manually in the "off" position...example... no auto surrender, dont even set a hot key for surrender, just use the violate surrender system or MCG system if you are using MCG for your surrender. I dont know about that screen shot, looks like you manually surrendered but not sure which one you used... AAF SEU also has a combat surrender you set a hot key for, dont use it. Only use manual surrenders for MCG or AAF Violate. If you have MCG and Violate, do not turn on MCG combat surrender. At the very top of the RSEII:CSA MCM page for CSA: General is a CSA Master Controller section with a toggle called CSA Enabled; set it to OFF. Then on the CSA Abductions page under Player Abduction Options set Player Abduction Enabled to ON and adjust any of the abduction options you like there (note that the Player Abduction Chances option on that page is irrelevant when Violate is controlling whether you're abducted). This is sufficient for Violate's CSA abductions integration to work correctly.
Boceifus Posted March 25, 2022 Posted March 25, 2022 On 3/24/2022 at 8:08 AM, vaultbait said: At the very top of the RSEII:CSA MCM page for CSA: General is a CSA Master Controller section with a toggle called CSA Enabled; set it to OFF. Then on the CSA Abductions page under Player Abduction Options set Player Abduction Enabled to ON and adjust any of the abduction options you like there (note that the Player Abduction Chances option on that page is irrelevant when Violate is controlling whether you're abducted). This is sufficient for Violate's CSA abductions integration to work correctly. Yeah, you are right, I havent been in the game in a while but looked at it this morning, that is exactly how I have mine set. Was hard to remember without looking at it.
danielcool20 Posted April 14, 2022 Posted April 14, 2022 Does This mod (combat-surrender-and-abductions) work with AAF Violate? or do I need to change to FP Violate?
vaultbait Posted April 14, 2022 Posted April 14, 2022 10 hours ago, danielcool20 said: Does This mod (combat-surrender-and-abductions) work with AAF Violate? or do I need to change to FP Violate? AAF Violate has integration to hand off to the abductions feature of this mod. Don't use CSA's combat surrender functionality, it's quite broken. You can set CSA to disabled in the MCM and then just enable abductions on its separate page and make any adjustments you like there (note that the abduction chances option there is pointless, since Violate will be what makes that decision). In Violate's MCM, adjust the chance for abduction under its integration page to whatever you want.
XAinzXx Posted April 20, 2022 Posted April 20, 2022 Are abduction places unique or can you repeat them infinite times?
Karna5 Posted April 20, 2022 Posted April 20, 2022 43 minutes ago, XAinzXx said: Are abduction places unique or can you repeat them infinite times? I'm pretty sure they can be repeated. If you kill the original named boss in an area, the next time CSA sends you there it has a generic NPC in its place. However, I don't know if it's CSA replacing the NPC or if it's just the normal game engine replacing it over time. But I have repeated areas in a playthrough.
KuroSushi Posted April 25, 2022 Posted April 25, 2022 Is there any way to remove Subservience once you get it? I'm not sure if this is the mod but it says "You need to please someone" and then damages my legs frequently. If this is not the mod that does this, anyone know what is?
vaultbait Posted April 25, 2022 Posted April 25, 2022 15 hours ago, KuroSushi said: Is there any way to remove Subservience once you get it? I'm not sure if this is the mod but it says "You need to please someone" and then damages my legs frequently. If this is not the mod that does this, anyone know what is? Yes, that's this mod. Having sex resets the subservience timer, but to get rid of it completely you have to escape your captors. If you've escaped and are still getting it, then it's possible CSA didn't notice it was supposed to end your abduction. If that's the case, you can end it manually from a debug option in the MCM.
_Sarge_ Posted May 11, 2022 Posted May 11, 2022 Trying to make it so only my companions get abducted, I have Player abductions OFF but i still end up getting abducted what gives? any help would be hot.
kitty87 Posted May 28, 2022 Posted May 28, 2022 This is so bug ridden now that it often results in a corruption of your save game or a lot CTD. usually this error which due to the way scrips are handled eventually bog down scripts which results in a crash. sadly as people stated this mod isnt being updated. theres a few others that pop up and usually when one does about 30 or more so do...which makes it hard to play when random npcs are the cause as they aduct non players to even if the setting is off [ (1C00866F)].ObjectReference.MoveToNearestNavmeshLocation() - "<native>" Line ? [ (1C008672)].CSE_Spawnpoint_Control.OnCellAttach() - "C:\Users\Engager\AppData\Local\Temp\PapyrusTemp\CSE_Spawnpoint_Control.psc" Line 51 [05/27/2022 - 04:48:52AM] error: Cannot access an element of a None array
VenomousOuroboros Posted May 29, 2022 Posted May 29, 2022 On 5/28/2022 at 6:40 AM, kitty87 said: This is so bug ridden now that it often results in a corruption of your save game or a lot CTD. usually this error which due to the way scrips are handled eventually bog down scripts which results in a crash. sadly as people stated this mod isnt being updated. theres a few others that pop up and usually when one does about 30 or more so do...which makes it hard to play when random npcs are the cause as they aduct non players to even if the setting is off So is this why I've never been able to make it through a full playthrough while running a whole Loverslab mod suite?
rubber_duck Posted May 29, 2022 Posted May 29, 2022 (edited) On 5/28/2022 at 12:40 PM, kitty87 said: This is so bug ridden now that it often results in a corruption of your save game or a lot CTD. usually this error which due to the way scrips are handled eventually bog down scripts which results in a crash. sadly as people stated this mod isnt being updated. theres a few others that pop up and usually when one does about 30 or more so do...which makes it hard to play when random npcs are the cause as they aduct non players to even if the setting is off [ (1C00866F)].ObjectReference.MoveToNearestNavmeshLocation() - "<native>" Line ? [ (1C008672)].CSE_Spawnpoint_Control.OnCellAttach() - "C:\Users\Engager\AppData\Local\Temp\PapyrusTemp\CSE_Spawnpoint_Control.psc" Line 51 [05/27/2022 - 04:48:52AM] error: Cannot access an element of a None array What exactly are you saying? The mod is quite old, yes, but I've been using it for a long time now and I've never experienced any issues with it. I don't understand how it corrupts your save since the only way to get corrupted save (as far as I know) is to load the save with missing plugins. Also, regarding the CTDs - this mod doesn't cause them. If you followed the AAF guide correctly (especially the first part where user is installing F4SE, Buffout 4 and its requirements), you shouldn't have any problems. I'm currently playing the game with 505 active plugins (ESM, ESP and ESL) and I rarely crash. Those times when my game crashes I always read the Buffout's crash log and majority of the crashes are generic ones (surely, there was once a sound driver crash, body physics crash, etc., but I managed to find a workaround and I don't crash anymore). Also worth mentioning (about Buffout's crash logs) is that it will literally point to the plugin(s) for which Buffout suspects are responsible for the crash. This mod has never been the cause for CTDs. Edited May 29, 2022 by rubber_duck 1
vaultbait Posted May 29, 2022 Posted May 29, 2022 I too haven't had crash bugs attributable to this. However, I always disable its general functionality in the MCM and then only enable the abductions feature, which I have AAF Violate set to do a handoff for occasionally. That part works pretty well, other than occasionally leaving the player in "ghost" mode (a save and reload usually solves it, or running player.setghost 0 in the console). 3
Celedhring Posted May 30, 2022 Posted May 30, 2022 That's what I do too. I use Violate to hand off to CSA for abductions, and that's it for CSA. If I have a companion with me, she gets abducted to the same place my PC is taken to.
deathmorph Posted June 17, 2022 Posted June 17, 2022 (edited) I just installed csa and right after the first kidnapping, my actress crouches down and can no longer be addressed. Too bad. It's also unfortunate that Heather is kidnapped and then walks around there fully armed. However, Heather does not have full companion status either. However, this concerned an abduction via AN2 after sleep. Is integrated in AN2. Maybe AN2 kidnapping and CSA kidnapping are incompatible. Edited June 17, 2022 by deathmorph
deathmorph Posted June 21, 2022 Posted June 21, 2022 unfortunately I was wrong here, it also occurs without activated AN2 function. Is there a way to reactivate the actress? Unfortunately, restarting doesn't help.
Boceifus Posted June 21, 2022 Posted June 21, 2022 (edited) 4 hours ago, deathmorph said: unfortunately I was wrong here, it also occurs without activated AN2 function. Is there a way to reactivate the actress? Unfortunately, restarting doesn't help. The RSE mods, even AN2 are all old and no longer supported by the mod author, there are only a couple of functions that actually still work while the rest of them are broken and no longer maintained. Even the functions that sill work are on borrowed time I think as modders keep adding new things The same mod author created Advanced Needs 76 you may want to look it, it is on the nexus and is tons better and supported. Edited June 21, 2022 by Boceifus
deathmorph Posted June 21, 2022 Posted June 21, 2022 I know I tried AN76 and discarded it. It's more modern, but in many ways adapted to X-Box politics, sometimes even a step backwards. I prefer using AN2, turned off the hijacking there and live with the bugs. For which there is sometimes a workaround that I'm asking about now. I still had stealth enabled on sleep in AN2, so maybe that was the culprit. I have corrected this. But maybe my question has already been answered with that.
kaindayo Posted June 30, 2022 Posted June 30, 2022 (edited) Cool mod but what its missing is an actual environment for the abduction sites so their not so boring. I am using -Conquest - https://www.nexusmods.com/fallout4/mods/12511 to spawn a workshop -Place anywhere - https://www.nexusmods.com/fallout4/mods/9424 for obvious reasons -Cheat Terminal - https://www.nexusmods.com/fallout4/mods/13285 to spawn crafting material -Scrap Everything - https://www.nexusmods.com/fallout4/mods/5320 to scrap the debris + other Settlement Mods Once I'm happy with the results. I take the remainder of the supplies and dump them into a container - On this site, its the mini fridge on the floor that says Food. my goal is to make the Abduction sites seem more believable. Less boring. Adding eye candy, and NPC animation Markers for activity's. plus it gives me something to do besides sit around and wait for the next ass rapin... lol I'm careful not to place anything that can make escaping easy. Even the Chem station is just a prop from Busy Settlers. I cant actually start making frags and mines. I put it there because these people keep giving me cooked up chems, but theres no chem station on site. I'm also careful not to compromise the spawn location with an object. To me this feel more like a proper abduction site where raiders actually would send you, rather then a locked closet in a dark room. This idea actually came from the fact that "The boss wants to see you" But I cant get out of the damn room... I was forced to edit the door. Then an idea popped into my head. ? Yes I'm giving every abduction site a name. =D This ones call Lovtunl Train station one. I'm naming it the "Pane Trane Choo Choo Game." The Mine - Prizoner fuk kage - Raiders dont know how to spell for shit. I'm keeping it lore friendly. lol Let me know if you guys wanna see my other ones. Edited June 30, 2022 by kaindayo 1
vaultbait Posted June 30, 2022 Posted June 30, 2022 7 hours ago, kaindayo said: Cool mod but what its missing is an actual environment for the abduction sites so their not so boring. Certainly some useful suggestions for anyone considering making a similar mod in the future. Just be aware the author of this mod made it clear years ago that he won't be updating it, nor will he give permission to anyone else to do so.
kaindayo Posted July 1, 2022 Posted July 1, 2022 (edited) 20 hours ago, vaultbait said: Certainly some useful suggestions for anyone considering making a similar mod in the future. Just be aware the author of this mod made it clear years ago that he won't be updating it, nor will he give permission to anyone else to do so. Not uploading it. Just showing it off. Also, if a mod auther refuses to fix their mod. or Refuses to let anyone fix or upgrade their mod... They lose the right to full permissions in my book. These are mods. At the end of the day nobody can tell people what they can and cannot do with them. There is no Trademark stamp backed by any legal proceedings. Weather a site chooses to host such a mod, is up to them as a website, but there is no such thing as a mod author who has full legal power... Unless, of course there is a legal backing to it. Say it pays his power bill. Hes got a trademark, backed by the government. Then hes got a argument. Other then that, legally speaking. We can edit and reupload mods 900 times and theres nothing they can do about it. It also becomes a problem when everyone has moved on to better tech and the mod author has been gone for years. This file for example its been 3 years since its been touched. One day, F4SE will not even support such an old file. In those cases, Upgrading an abandoned mod is necessary. I have about 10 mods on Nexus. If someone took my mod and made it way better. I would not be all jelly welly, and offended. Hell I would probably download it myself. But thats because I'm after content, not self glorification. Edited July 1, 2022 by kaindayo
corvusbray Posted July 8, 2022 Posted July 8, 2022 I have several animations packs that meet the requirement in the picture below. I am not sure why it is not registering. I believe this mod is also conflicting with SEU and Violate. I am certain this is because I missed a patch or something that is required for them to coexist properly. I'll also post my load order and plugin list so it can be referenced. I am not sure what I did wrong, but I am hoping there is a well known fix to this. Either through settings or another download. Load Order Spoiler # Automatically generated by Vortex Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm DLCUltraHighResolution.esm Unofficial Fallout 4 Patch.esp ArmorKeywords.esm RSE_II_Resources.esm FP_FamilyPlanningEnhanced.esp Bememoth Separated Cart.esl BodyTalk3-RaiderNormalsFix.esl AAF.esm AAFThemes.esl SimSettlements.esm TortureDevices.esm Devious Devices.esm AAF_SEU.esp Just Business.esp Eli_Armour_Compendium.esp SD_MainFramework.esp RSE_II_CSA.esp AFVPurgatory.esp Raider Pet.esp DangerousNights.esp Sim_Settlements_Mayors.esp FO4_AnimationsByLeito.esp Insignificant Object Remover.esp SimSettlements_XPAC_IndustrialRevolution.esp Rogg DD Items Manager.esp TatsAfterRape.esp SlaveTattoos.esp FPAttributes.esp AAF_Violate.esp AAF_Violate_DLC_Patch.esp Vadermania[AAF_anims].esp AAF_Violate_Feral_Animations.esp Vioxsis_Strap-Ons.esp Deathclaw_nude.esp ErectionFix_SilverPerv.esp SuperMutantFreezeFix.esp UAP Moans.esp Zaz Particle Effects.esp Mutated Lust.esp AAF_CreaturePack02DLC.esp AAF_CreaturePack01.esp AAF_GrayAnimations.esp AAF_BadEnd_Animations.esp SimSettlements_XPAC_RiseOfTheCommonwealth.esp BodyTalk3-LooksMenu.esp zWGirlClothSimply.esp AzarPonytailHairstyles.esp LooksMenu.esp CBBE.esp Plugins Spoiler # Automatically generated by Vortex *Unofficial Fallout 4 Patch.esp *ArmorKeywords.esm *RSE_II_Resources.esm *FP_FamilyPlanningEnhanced.esp *Bememoth Separated Cart.esl *BodyTalk3-RaiderNormalsFix.esl *AAF.esm *AAFThemes.esl *SimSettlements.esm *TortureDevices.esm *Devious Devices.esm *AAF_SEU.esp *Just Business.esp *Eli_Armour_Compendium.esp *SD_MainFramework.esp *RSE_II_CSA.esp *AFVPurgatory.esp *Raider Pet.esp *DangerousNights.esp *Sim_Settlements_Mayors.esp *FO4_AnimationsByLeito.esp *Insignificant Object Remover.esp *SimSettlements_XPAC_IndustrialRevolution.esp *Rogg DD Items Manager.esp *TatsAfterRape.esp *SlaveTattoos.esp *FPAttributes.esp *AAF_Violate.esp *AAF_Violate_DLC_Patch.esp *Vadermania[AAF_anims].esp *AAF_Violate_Feral_Animations.esp *Vioxsis_Strap-Ons.esp *Deathclaw_nude.esp *ErectionFix_SilverPerv.esp *SuperMutantFreezeFix.esp *UAP Moans.esp *Zaz Particle Effects.esp *Mutated Lust.esp *AAF_CreaturePack02DLC.esp *AAF_CreaturePack01.esp *AAF_GrayAnimations.esp *AAF_BadEnd_Animations.esp *SimSettlements_XPAC_RiseOfTheCommonwealth.esp *BodyTalk3-LooksMenu.esp *zWGirlClothSimply.esp *AzarPonytailHairstyles.esp *LooksMenu.esp *CBBE.esp
Dragonjoe69 Posted July 10, 2022 Posted July 10, 2022 On 7/8/2022 at 1:58 PM, corvusbray said: I have several animations packs that meet the requirement in the picture below. I am not sure why it is not registering. I believe this mod is also conflicting with SEU and Violate. I am certain this is because I missed a patch or something that is required for them to coexist properly. I'll also post my load order and plugin list so it can be referenced. I am not sure what I did wrong, but I am hoping there is a well known fix to this. Either through settings or another download. Load Order Reveal hidden contents # Automatically generated by Vortex Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm DLCUltraHighResolution.esm Unofficial Fallout 4 Patch.esp ArmorKeywords.esm RSE_II_Resources.esm FP_FamilyPlanningEnhanced.esp Bememoth Separated Cart.esl BodyTalk3-RaiderNormalsFix.esl AAF.esm AAFThemes.esl SimSettlements.esm TortureDevices.esm Devious Devices.esm AAF_SEU.esp Just Business.esp Eli_Armour_Compendium.esp SD_MainFramework.esp RSE_II_CSA.esp AFVPurgatory.esp Raider Pet.esp DangerousNights.esp Sim_Settlements_Mayors.esp FO4_AnimationsByLeito.esp Insignificant Object Remover.esp SimSettlements_XPAC_IndustrialRevolution.esp Rogg DD Items Manager.esp TatsAfterRape.esp SlaveTattoos.esp FPAttributes.esp AAF_Violate.esp AAF_Violate_DLC_Patch.esp Vadermania[AAF_anims].esp AAF_Violate_Feral_Animations.esp Vioxsis_Strap-Ons.esp Deathclaw_nude.esp ErectionFix_SilverPerv.esp SuperMutantFreezeFix.esp UAP Moans.esp Zaz Particle Effects.esp Mutated Lust.esp AAF_CreaturePack02DLC.esp AAF_CreaturePack01.esp AAF_GrayAnimations.esp AAF_BadEnd_Animations.esp SimSettlements_XPAC_RiseOfTheCommonwealth.esp BodyTalk3-LooksMenu.esp zWGirlClothSimply.esp AzarPonytailHairstyles.esp LooksMenu.esp CBBE.esp Plugins Reveal hidden contents # Automatically generated by Vortex *Unofficial Fallout 4 Patch.esp *ArmorKeywords.esm *RSE_II_Resources.esm *FP_FamilyPlanningEnhanced.esp *Bememoth Separated Cart.esl *BodyTalk3-RaiderNormalsFix.esl *AAF.esm *AAFThemes.esl *SimSettlements.esm *TortureDevices.esm *Devious Devices.esm *AAF_SEU.esp *Just Business.esp *Eli_Armour_Compendium.esp *SD_MainFramework.esp *RSE_II_CSA.esp *AFVPurgatory.esp *Raider Pet.esp *DangerousNights.esp *Sim_Settlements_Mayors.esp *FO4_AnimationsByLeito.esp *Insignificant Object Remover.esp *SimSettlements_XPAC_IndustrialRevolution.esp *Rogg DD Items Manager.esp *TatsAfterRape.esp *SlaveTattoos.esp *FPAttributes.esp *AAF_Violate.esp *AAF_Violate_DLC_Patch.esp *Vadermania[AAF_anims].esp *AAF_Violate_Feral_Animations.esp *Vioxsis_Strap-Ons.esp *Deathclaw_nude.esp *ErectionFix_SilverPerv.esp *SuperMutantFreezeFix.esp *UAP Moans.esp *Zaz Particle Effects.esp *Mutated Lust.esp *AAF_CreaturePack02DLC.esp *AAF_CreaturePack01.esp *AAF_GrayAnimations.esp *AAF_BadEnd_Animations.esp *SimSettlements_XPAC_RiseOfTheCommonwealth.esp *BodyTalk3-LooksMenu.esp *zWGirlClothSimply.esp *AzarPonytailHairstyles.esp *LooksMenu.esp *CBBE.esp It's definitely a conflict, but to help you properly, I need to know which mod is calling the animation in the pic
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