Jump to content

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


Recommended Posts

Posted
On 5/18/2023 at 4:43 AM, EgoBallistic said:

So I decided to go ahead and implement the idea I had in my previous post above.

 

Very cool, thanks for taking the time to create this!

Posted
2 hours ago, kaindayo said:

I do use Violate though. 1 round then abduction. Ive had nothing but problems with CSA surrenders, and have disabled it and use Violate for the Abduction process. Works much smoother. All my glitches stopped once I started using Violate to initiate the Abduction scripts. You may wanna make a patch for that...

 

That's how I use CSA as well.  The patch I posted works with that too.

Posted (edited)
On 5/18/2023 at 9:43 AM, EgoBallistic said:

ThuggySmurf's Commonwealth Bounties mod.

Thanks for the patch, best thing that could happen to this mod is that you adopt it.
PS
I just tried looking for "Commonwealth Bounties" on nexus and i got this:
The author of this mod has not published it yet

Is this an old mod hidden by author or you are using a prerelease version of it.

Edited by lee3310
Posted (edited)
On 5/19/2023 at 7:04 AM, EgoBallistic said:

 

That's how I use CSA as well.  The patch I posted works with that too.

 

Ok so, I like the new method.. however... The kneeling down being tied up has got to go... I cannot interact with anything at all. All I can do is "wait"

This patch is perfect otherwise... but seriously 90% of the fun if trying to come up with a cunning way to escape but I cant even stand up. I cant move. I cant talk to anyone. I cant pick up items. All I can do is "Wait" for my next visit... It breaks the "game" part of the game, badly.. like, really really badly...

 

Please tell me thats a sinple adjustment... IBecause its seriously a bad idea. Took me all but two minutes to get frustrated.

Its unessesary to bound the character anyways considering most people using this mod, are also using DD's.

 

Also becuase, when kneeling, you cannot walk and Some spawn points are nowhere near funisher and you need to be able to navigate to a spot where they aint ground pounding you, ontop of a dead body like a total moron. lol

 

I would leave well enough alone, with just the new spawn point and let other mods handle the bounding.

Thanks for understanding.

Edited by kaindayo
Posted

Ok, so after further testing... It seems to be random if you get stuck sitting or not, I just got nabbed again and right away I was able to stand up when I tried to walk... I'm thinking thats the way to patch was intended but... Fair warning, it dont always work as intended..

Posted (edited)

one last question... I would like to change the maxuim time during animations to my own setting... Often times their choice of location is downright STUPID and takes several minutes to adjust the scene.. by the time I get things adjusted the timer runs out... its very frustrating. CSA max time is 120 seconds... To get things adjusted to where a picture dont look weird it takes about that much time... I get things adjusted, and the damn scene ends waisting all the time I put into adjusting the fucker because these idiots will pound you, ontop of a pile of dead bodys, or clipping though a wall, or fuck you on a matterss thats already being used by another NPC whos sleeping... Its like.. omg... are you for real?... LOL

I would MUCH rather end the scene on my own when I the PLAYER want to end the scene. Theres gotta be a setting I can fix, and put it for 1800 seconds, that way I have a whole 30 minutes to perfect my scene. Of course it probably wont take that long but I'd rather have a huge window of operunity instead of RUSHING my pose because I have about 30 seconds to fix the shit.

 

If someone can tell me how to break its limit that would be nice. I dont need these mods ending the scene for me... Like as if I dont know how to hit HOME>END

Edited by kaindayo
Posted
3 minutes ago, kaindayo said:

one last question... I would like to change the maxuim time during animations to my own setting... Often times their choice of location is downright STUPID and takes several minutes to adjust the scene.. by the time I get things adjusted the timer runs out... its very frustration. CSA max time is 120 seconds... To get things adjusted to where a picture dont look weird it takes about that much time... I would MUCH rather end the scene on my own when I the PLAYER want to end the scene.

There is a way to do it but you have to go into the MCM files and look for the line that has the timer setting for the MCM and you can put the time limit you want in there for the time adjustment slider.

Posted

Hi! I ran into what seemed like an old problem, but I wasn't able to solve it. My AAF is working fine, as are the other mods. I was testing today and the enemy finished the talk, then it said "AAF init error" and gives me 15 seconds to run. A few seconds later the enemy and I re-hostile and we repeated the above. I even reinstalled AAF, but that didn't help. I would only get robbed and all other functions would not run. I don't know if it's my problem, but I don't want to give up on this mod. also, this is the first time I'm learning to install Mods and I used the mod organizer.

Posted (edited)
11 minutes ago, ACESX said:

Hi! I ran into what seemed like an old problem, but I wasn't able to solve it. My AAF is working fine, as are the other mods. I was testing today and the enemy finished the talk, then it said "AAF init error" and gives me 15 seconds to run. A few seconds later the enemy and I re-hostile and we repeated the above. I even reinstalled AAF, but that didn't help. I would only get robbed and all other functions would not run. I don't know if it's my problem, but I don't want to give up on this mod. also, this is the first time I'm learning to install Mods and I used the mod organizer.

You dont want to use the combat surrender part of this mod, it is broken, turn it off in MCM, install and use Violate instead.  Violate has integration for the combat surrender.

Edited by Boceifus
Posted

After I got abducted and sent to their base, my hands were bound...so now I need to free myself.. How do I escape from being bound? Oddly enough, It lets me use my pip boy, but then it said I had to enter a code?... Where can I find that.

Posted
7 hours ago, MisfitMazza said:

After I got abducted and sent to their base, my hands were bound...so now I need to free myself.. How do I escape from being bound? Oddly enough, It lets me use my pip boy, but then it said I had to enter a code?... Where can I find that.

 

Bound... with handcuffs? Something else? If it's handcuffs from the Real Handcuffs mod you can attempt to look at your Pip-Boy which will instead bring up a menu of options: try to struggle out (almost never works), pick the lock on them (if you have any bobby pins), or hope you come across a handcuff key in a nearby container (unlikely). If it's restraints from Devious Devices then there are similar options accessible when trying to unequip them in your Pip-Boy inventory screen. There are also a variety of mods that provide semi-immersive ways to get out of them (willpower-based restraint removal in Sex Attributes, the DD ArmorBench Unlocker mod if there's one nearby, talking to NPCs with the Boston Devious Helper or Hardship mods, and so on).

 

The only restraints I'm aware of which use an unlock code are collars from the Real Handcuffs mod. You're probably stuck with that unless you can find the original code (if it was put on you by the Violate mod then one of your former attackers may be carrying a note with the corresponding code), or Johnny Hacker at the Dugout Inn in Diamond City if you're using the Sexual Harassment mod.

  • 1 month later...
Posted

I was abducted and brought to Monsignor Plaza, tried to escape, failed, and got abducted again and brought to a different place (and again lol). So my loot is in three chests but my main loot is only in the first chest I'm guessing. I just killed the boss of the first place I got abducted to, and the last place. Killing the boss of the last place unlocked that places container, however, the chest in the first place is still inaccessible.

 

Is there any way to retrieve my loot from the first place?

Posted
10 hours ago, filan said:

Is there any way to retrieve my loot from the first place?

 

If you killed the boss and the chest didn't unlock, you can do it in console.  Open console, click on the chest, and type "unlock".

Posted (edited)
On 2/28/2021 at 1:25 AM, vaultbait said:

 

This mod doesn't put any collar on you, at least not that I've ever seen. It does have its own integration with Real Handcuffs (I think, I'd have to look in the MCM to confirm), but I don't recall ever experiencing it apply a collar from RH (collars weren't added to RH until after CAP was no longer under active development).

 

It could be that you saw Violate's Real Handcuffs integration apply a shock collar before you were handed off to this with the Violate integration for CSA. What CSA abductions do is either turn the captors hostile on you (i.e. they decide to kill you), or they dump you naked somewhere at the end of the timer.

 

Another possibility is you're confusing this mod with Raider Pet, which does put an explosive collar on you, and it will blow your head off if you don't satisfy its requirements (well, usually anyway... there's also a chance it's a dud and will just fizzle out too).

 

Not to be a necromancer, but this post is relevant to my current issues with CSA, and since you are still active on the forum, I'll use it as a starting point.

 

During an abduction the raiders at some point (100% not yet at the end of the timer set in MCM) turned "randomly" hostile, and I assumed that this was CSA just bugging out. Should also note that this has happened in previous abductions too. But your post seems to say that the captors turning hostile is a feature? I saw no message or warning, and the timer was not about to end, so it didn't really seem like a feature, but now I'm confused.

 

Are the captors actually supposed to "randomly" turn hostile?

 

 

Edited by hfhkqidhs
Posted
35 minutes ago, hfhkqidhs said:

 

Not to be a necromancer, but this post is relevant to my current issues with CSA, and since you are still active on the forum, I'll use it as a starting point.

 

During an abduction the raiders at some point (100% not yet at the end of the timer set in MCM) turned "randomly" hostile, and I assumed that this was CSA just bugging out. Should also note that this has happened in previous abductions too. But your post seems to say that the captors turning hostile is a feature? I saw no message or warning, and the timer was not about to end, so it didn't really seem like a feature, but now I'm confused.

 

Are the captors actually supposed to "randomly" turn hostile?

 

 

 

Did you walk to far away from the point they placed you?

The captive chartcter , if she moves too far away from her placement ( room or mat or whatever) will be considred by the NPCs to attempt an escape.

There should be  a warning popping up though when u get close to that line.

Posted
45 minutes ago, katrina.balanchuk said:

 

Did you walk to far away from the point they placed you?

The captive chartcter , if she moves too far away from her placement ( room or mat or whatever) will be considred by the NPCs to attempt an escape.

There should be  a warning popping up though when u get close to that line.

 

No, I remained in the starting room. You get (once) a message when you wander too far, and there were no messages here. They just turned hostile after about a day.

Posted
6 hours ago, hfhkqidhs said:

But your post seems to say that the captors turning hostile is a feature? I saw no message or warning, and the timer was not about to end, so it didn't really seem like a feature, but now I'm confused.

 

There is a 1 in 4 chance that your captors will try to kill you when the timer ends.  But in that case you'll get a message box that says "Your captors have grown bored of you and decided to simply kill you."

 

It sounds like in your case the quest just bugged out.

Posted
2 hours ago, EgoBallistic said:

 

There is a 1 in 4 chance that your captors will try to kill you when the timer ends.  But in that case you'll get a message box that says "Your captors have grown bored of you and decided to simply kill you."

 

It sounds like in your case the quest just bugged out.

 

Yes, thanks for confirming what I initially suspected: it is indeed bugging out. The lack of message was sort of a red flag.

 

I like the concept of abductions, but there is always some unfortunate issue: visitors stop coming, abductors turn hostile, etc.

Posted
2 hours ago, hfhkqidhs said:

Yes, thanks for confirming what I initially suspected: it is indeed bugging out. The lack of message was sort of a red flag.

 

I like the concept of abductions, but there is always some unfortunate issue: visitors stop coming, abductors turn hostile, etc.

 

Is it possible you turned on Raider Pet Integration in CSA's MCM? That expects RP to be installed, so if it's not (or if you found and picked up a weapon while in captivity) that could explain them going hostile with no warning.

Posted
15 minutes ago, vaultbait said:

 

Is it possible you turned on Raider Pet Integration in CSA's MCM? That expects RP to be installed, so if it's not (or if you found and picked up a weapon while in captivity) that could explain them going hostile with no warning.

 

RP integration was indeed on as the mod is installed, but all items got stolen at the very start of captivity and no weapons were picked up. However, it is still possible that RP is somehow the culprit here. The captivity works for around a day or so, but after that the raiders may randomly turn hostile. Maybe I should test it without RP installed to make sure it isn't generating these issues.

Posted
22 minutes ago, hfhkqidhs said:

 

RP integration was indeed on as the mod is installed, but all items got stolen at the very start of captivity and no weapons were picked up. However, it is still possible that RP is somehow the culprit here. The captivity works for around a day or so, but after that the raiders may randomly turn hostile. Maybe I should test it without RP installed to make sure it isn't generating these issues.

 

Somewhere dozens of pages back when Flashy was still active, he explained the RP "integration" as basically an expectation that when your captors are raiders CSA will just get out of the way and expect you to manually end the abduction scenario via MCM after starting the initial RP dialogue scene with one of your captors.

Posted
19 minutes ago, vaultbait said:

 

Somewhere dozens of pages back when Flashy was still active, he explained the RP "integration" as basically an expectation that when your captors are raiders CSA will just get out of the way and expect you to manually end the abduction scenario via MCM after starting the initial RP dialogue scene with one of your captors.

 

That does not sound very promising. Need to test with the integration turned off and see what happens. Thanks for the information.

Posted
5 minutes ago, hfhkqidhs said:

 

That does not sound very promising. Need to test with the integration turned off and see what happens. Thanks for the information.

 

Note that if you do have RP installed, it and CSA are going to fight over captor dialogue until you end your CSA captivity, so the RP "support" in CSA essentially just tries to paper around that conflict by disabling most of CSA's abduction interactions until you force the captivity to end (at which point the boss chest containing your belongings should unlock automatically).

Posted
2 hours ago, vaultbait said:

 

Note that if you do have RP installed, it and CSA are going to fight over captor dialogue until you end your CSA captivity, so the RP "support" in CSA essentially just tries to paper around that conflict by disabling most of CSA's abduction interactions until you force the captivity to end (at which point the boss chest containing your belongings should unlock automatically).

 

I see, so the conflict between the abductions and RP is much greater than I thought. I was not under the impression that they both try to run at the same time. It seems that you shouldn't run both of them in the same playthrough. Thanks again for the help.

Posted

When the enemies surrender I have the options to access inventory, execute, rape, or release. My only problem is it takes a minute for the dialogue to come up. Also is it possible to use pacify and tag the enemy as surrendered?

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...