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


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Posted
25 minutes ago, Mathewbown said:

 

Hi, im new to modding.

How can I set AAF's walk_timeout option higher?

 

Edit the Data\AAF\AAF_settings.ini file in your game folder.

Posted
14 hours ago, EgoBallistic said:

 

Sure looks like it.  Attacker is declared at the top level of the script so it is in scope and the code compiles, but using it there doesn't make sense. 

Yeah, i was hunting for variables that are declared in the global namespace to make sure that they are emptied. That's how i found it.

  • 4 weeks later...
Posted (edited)

I just realised something. During abduction, when you choose the submit option the 3rd time; pc's idle stance changes. Haven't been able to properly check but I'm 99% sure it's this mod. 

 

Going to be honest it's kind of annoying because it messes the camera and everything up; also there's no option to disable it in mcm.

 

edit* omg after abduction time ends and you're given the option to leave or retrieve items, if you select don't need/leave them (nothing was stolen because violate already took/robbed items). Quest ends BUT then it restarts and you're back where you started!

 

edit* forgot to mention the prompt comes up twice for some reason. Probably a good thing because if you select: retrieve items first, then leave items on the second time prompt, it doesn't restart the abduction again! (in case anyone else has same issue) 

Edited by M.BISON
Posted
4 hours ago, M.BISON said:

Going to be honest it's kind of annoying because it messes the camera and everything up; also there's no option to disable it in mcm.

 

Open the console and use the following commands:
 

prid 14
caa
caf

 

(in order these will: select the Player, reset the player's Animation Archetype, and reset the player's Animation Flavor)

Posted
1 hour ago, EgoBallistic said:

Open the console and use the following commands:
 

prid 14
caa
caf

 

(in order these will: select the Player, reset the player's Animation Archetype, and reset the player's Animation Flavor)

 

I found this online, before seeing your reply ?

 

Console command:

 

player.caa animarchetypeplayer

 

Is there a difference?

 

Either way, going to use your method, but just curious of the difference.

Posted (edited)
55 minutes ago, M.BISON said:

Either way, going to use your method, but just curious of the difference.

 

Well, the commands I gave you use "prid 14" to select the player first, so you don't need to do "player.command"

 

Thinking about it though, you probably do need to set the animarchetype back to AnimArchetypePlayer.  Simply clearing it will change it to NeutralAnims which isn't really what you want.  So to amend my earlier reply, run these commands:

 

prid 14
caa
caa AnimArchetypePlayer
caf
Edited by EgoBallistic
  • 2 weeks later...
  • 1 month later...
Posted
52 minutes ago, cockroach666 said:

be great if you could keep the explosive collar when you've unlocked it, instead of it just despawning.

 

Are you sure that's this mod? I don't remember RSE II: CSA having any collar.

  • 2 weeks later...
Posted

Egoballistic:

 

In reference to the "RSEII_CSA Location Patch" file, can the same be done for the "Companion Abduction" scenario?

I'm afraid it can't be that easy because of the "OnPlayerTeleport" event, am I wrong?

 

I have read, I don't know where, that you intend, in the future, to integrate abduction scenarios into your "Violate" mod. That will be fantastic!

 

Will it be possible to find the abducted companion riding an artifact from your other mod "Torture Devices", like in "Commonwealth Captives"?

 

Thank you

  • 1 month later...
Posted

Currently having trouble with a companion (piper if it matters) having been abducted, and I went and found her, killed the raiders around her... but I cant click on her to save her. is there something else I need to do or a way to manually free them?

Posted

Silly question, how do you open the door when abducted if you got your lockpicks stolen. When you get a visitor and steal from him he has no lockpicks either. So my pc is stuck in the room. 

 

Also, when you get abducted my pc companion is not sent home and stays outside the room where my pc is kept.

  • 2 weeks later...
Posted
On 18.05.2023 at 13:43, EgoBallistic said:

Поэтому я решил пойти дальше и реализовать идею, которая возникла в моем предыдущем посте выше. Это было довольно просто сделать. Прилагается патч, который вы можете установить с помощью своего любимого менеджера модов. Плагин помечен как ESL, поэтому он не будет учитываться в лимите вашего плагина.

 

Что оно делает:

  • Удаляет требование о том, что места похищения должны подходить для стандартного «Похищенного»! квест. Им все еще нужен Босс и Сундук Босса. Это открывает множество новых локаций в качестве потенциальных пунктов назначения, в том числе добавленных модами. В моем последнем тесте меня похитили в Восточный лагерь рейдеров CIT из мода Commonwealth Bounties от ThuggySmurf.
  • Игрок теперь будет появляться на коленях возле босса локации. Надеемся, это сработает лучше, чем в чуланах, запертых комнатах и тому подобном.

Патч изменяет только пару псевдонимов в квестах CSA о похищении и добавляет небольшой скрипт, который пытается гарантировать, что маркер появления нового игрока не будет размещен на мебели или внутри стены. Он не изменяет ни один из собственных сценариев CSA и не меняет иным образом способ работы системы похищений. Я пробовал со всеми тремя фракциями, и у меня это сработало, но это игра Bethesda, поэтому ваш опыт может отличаться.

 

@kaindayoи кому-то еще интересно - попробуйте и дайте мне знать, что вы думаете. Если людям это понравится, я мог бы добавить его в Violate в качестве опции установки.

Исправление местоположения RSEII_CSA.7z 4,28 КБ · 103 скачивания

I will definitely try this patch! I'm tired of sitting in Monsignor Plaza. LOL 😂

  • 1 month later...
  • 2 weeks later...
Posted

I have some problems with CSA and mostly just the abductions part. I was caught by mutants and they took me to their boss and took all my items etc and threw me in a cell. First problem is they took my pipboy, which literally makes me unable to do anything at all and am forced to use console commands. Second, they put me in some invisible handcuffs and leg bindings (literally) and they are not in my inventory to even try to get out of. Even using player.unequipall returned "you cannot unequip that item". Which everything was unequipped except those handcuffs or arm restraints, I can't tell because I can see them or interact with them. Every other part of CSA works, including, Brothels, Shenanigans, and getting abducted. Any help would be appreciated!

 

Also, I am running violate as well and everything works perfectly with cuffs and devices etc

stuck.jpg

Posted (edited)

Does anyone know what value I can patch in xEdit to make the radius bigger for when you're captured? (note it's on max in settings it's still too small for me) Currently I can't get into the raider bosses room in the gallery because it's too far, so I can never escape. And it's hard to get up there too without going out of the area. I'd also like more than one warning (like infinite warnings would be nice I'm really dense on how far I can go XD)

Edited by Dont Tell My Parents
Posted
On 5/18/2023 at 6:43 PM, EgoBallistic said:

So I decided to go ahead and implement the idea I had in my previous post above.  It was pretty simple to do.  The attached is a patch you can install with your favorite mod manager.  The plugin is flagged as an ESL so it won't count toward your plugin limit.

 

What it does:

  • Removes the requirement that abduction locations must qualify for the vanilla Kidnapped! quest.  They still need a Boss and a Boss Chest.  This opens up a lot of new locations as potential destinations, including ones added by mods.  In my most recent test I was abducted to the East C.I.T. Raider Camp from ThuggySmurf's Commonwealth Bounties mod.
  • The player will now spawn kneeling near the location's Boss.  This will hopefully work out better than in closets and locked rooms and whatnot.

The patch only edits a couple of aliases in CSA's abduction quests and adds a little script to try to ensure the new player spawn marker doesn't get placed on top of furniture or inside a wall.  It doesn't modify any of CSA's own scripts and it doesn't otherwise alter the way the abduction system works.  I tried with all three factions and it worked well for me, but this is a Bethesda game so your mileage may vary.

 

@kaindayo and anyone else interested - give this a try and let me know what you think.  If people like it I might roll it into Violate as an install option.

RSEII_CSA Location Patch.7z 4.28 kB · 116 downloads

 

Can we still use this? It might solve a few of my issues :D

Posted
1 hour ago, EgoBallistic said:


Yes, it still works.

 

Thank you!

 

Do you know what I need to edit to make the radius bigger? My setting is at max but I am still finding it too small. I turned it off and it still has a radius so turning it off didn't help lol.

  • 3 weeks later...
Posted (edited)

Do the companion settings mean that they can send you to be abducted? cuz I used Devious Helper to sub to Piper & her 1st act after gettin this mod is sendin me to Gunners for abduction yet no mention of the opposite mod is in either of their respective pages?

Edited by LesboIsBesto
Posted (edited)
30 minutes ago, LesboIsBesto said:

Do the companion settings mean that they can send you to be abducted? cuz I used Devious Helper to sub to Piper & her 1st act after gettin this mod is sendin me to Gunners for abduction yet no mention of the opposite mod is in either of their respective pages?

 

That's a feature of BDH, it doesn't rely on CSA's MCM settings for companion abductions (which control something completely different anyway). It's been a long time since I used BDH (or CSA for that matter), but I think there's options in BDH's MCM related to the recurring bad girl punishments, like that attitude readjustment trip.

Edited by vaultbait

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