kaindayo Posted May 28, 2024 Posted May 28, 2024 Having a problem where the raiders are becoming Hostile, Randomly, Durring Abduction. I know the Mod rules and I have done nothing to trigger their aggression. I'm stuck in a loop where they abduct my character, and about a day later become aggressive, kick my ass, and sell me off to another location.
azaria777 Posted June 6, 2024 Posted June 6, 2024 When I leave the pacified zone, I get the message that captors have become hostile. but they still stay pacified. any fix?
vaultbait Posted June 8, 2024 Posted June 8, 2024 On 6/6/2024 at 4:55 PM, azaria777 said: When I leave the pacified zone, I get the message that captors have become hostile. but they still stay pacified. any fix? Probably you need to uninstall some other mod that's pacifying normally hostile NPCs, for example Raider Pet. 1
SrDanny Posted June 21, 2024 Posted June 21, 2024 So, I installed this mod a few weeks ago and since I was playing Commonwealth Slavers I didn't get to try it out until I was done with it. I am currently running into West Everest States where the super mutants are and I'm noticing auto surrender doens't kick in when my health gets low and I tried manually surrending and it seems its not doing it. Some researching lead to finding out that RacePatch what it does is make it so you can only surrender to Ghouls and Humans? That and apparently being a patch to add more races from different mods but otherwise I shouldn't have installed it? What can I do in this case other than deleting it from my mod list and starting a new save? I got FO4Edit but I'm unsure as to how to make them "SurrenderCapable." I only have the vanilla enemies in game so I'm not expecting to patch a different race into the game but I wonder, is that the only way or can I edit it so it allows Super Mutants again?
vaultbait Posted June 21, 2024 Posted June 21, 2024 7 minutes ago, SrDanny said: So, I installed this mod a few weeks ago and since I was playing Commonwealth Slavers I didn't get to try it out until I was done with it. I am currently running into West Everest States where the super mutants are and I'm noticing auto surrender doens't kick in when my health gets low and I tried manually surrending and it seems its not doing it. Some researching lead to finding out that RacePatch what it does is make it so you can only surrender to Ghouls and Humans? That and apparently being a patch to add more races from different mods but otherwise I shouldn't have installed it? What can I do in this case other than deleting it from my mod list and starting a new save? I got FO4Edit but I'm unsure as to how to make them "SurrenderCapable." I only have the vanilla enemies in game so I'm not expecting to patch a different race into the game but I wonder, is that the only way or can I edit it so it allows Super Mutants again? The combat surrender features of this mod are beyond busted, disable CSA in its main MCM page and then only turn on the abductions feature in the specific Abductions MCM page if you still want that particular feature. Install AAF Violate and use that for combat surrender, it's actively maintained and has optional integration for CSA's Abductions feature if you really want to use that part of it. Obviously, uninstalling RSE II: CSA mid-playthrough is a bad idea unless you like permanently broken saves, but the next time you restart you might reconsider whether to keep it installed.
SrDanny Posted June 22, 2024 Posted June 22, 2024 8 hours ago, vaultbait said: The combat surrender features of this mod are beyond busted, disable CSA in its main MCM page and then only turn on the abductions feature in the specific Abductions MCM page if you still want that particular feature. Install AAF Violate and use that for combat surrender, it's actively maintained and has optional integration for CSA's Abductions feature if you really want to use that part of it. Obviously, uninstalling RSE II: CSA mid-playthrough is a bad idea unless you like permanently broken saves, but the next time you restart you might reconsider whether to keep it installed. Alright, thank you for the fast reply, I wasn't expecting it. So, AAF Violate for... well that. But for the abductions, use the MCM setting to integrate it therefor after a violate event, an abduction event may happen, correct? What about Combat Surrender is busted? As in non functional or glitchy? Or just too hardcore? While I haven't surrendered to any enemies naturally yet, enemies surrendering so far has looked rather immersive. Either way, thank for any replies.
NicoleDragoness Posted July 14, 2024 Posted July 14, 2024 (edited) Ah ... fantastic. I have Violate and RSE:CSA installed and I tried them. CSA is the primary outcome of Violate. Auto surrender from Violate, raped and then (by mcm settings) abducted from CSA. Ok. Noticed the Quest "Retrival" to retrieve my gears. I think this quest is from CSA, right? And now it's time to tell that MY gears are from Modern Firearms, Modern War Outfits, Combined Arms and Black Widow Suit. ONLY. No vanilla garbage in my inventory. So .... I managed to escape, find the boss, kill the boss and .... ALL MY CUSTOM; EXPENSIVE; WONDERFUL GEARS ARE GONE!!!! Forever! I was able to retrieve only the usual stuffs like stimpaks, food and similar. Even all Keys, Holotapes, Magazines are gone too. WTF??? Edited July 14, 2024 by NicoleDragoness
vaultbait Posted July 14, 2024 Posted July 14, 2024 3 hours ago, NicoleDragoness said: Ah ... fantastic. I have Violate and RSE:CSA installed and I tried them. CSA is the primary outcome of Violate. Auto surrender from Violate, raped and then (by mcm settings) abducted from CSA. Ok. Noticed the Quest "Retrival" to retrieve my gears. I think this quest is from CSA, right? And now it's time to tell that MY gears are from Modern Firearms, Modern War Outfits, Combined Arms and Black Widow Suit. ONLY. No vanilla garbage in my inventory. So .... I managed to escape, find the boss, kill the boss and .... ALL MY CUSTOM; EXPENSIVE; WONDERFUL GEARS ARE GONE!!!! Forever! I was able to retrieve only the usual stuffs like stimpaks, food and similar. Even all Keys, Holotapes, Magazines are gone too. WTF??? The quest to retrieve your gear is from Violate, though when it hands off to a CSA abduction I think it places all removed equipment into the boss trunk instead of in one of the attackers' inventories (vague memory at this point, I uninstalled RSE II: CSA several years ago in favor of other mods). The boss trunk functionality in CSA's abductions is, like most of the rest of RSE II, buggy and unreliable, and will never be fixed because the author swore off making adult mods and forbade anyone to continue their work.
NicoleDragoness Posted July 14, 2024 Posted July 14, 2024 (edited) 20 minutes ago, vaultbait said: The quest to retrieve your gear is from Violate, though when it hands off to a CSA abduction I think it places all removed equipment into the boss trunk instead of in one of the attackers' inventories (vague memory at this point, I uninstalled RSE II: CSA several years ago in favor of other mods). The boss trunk functionality in CSA's abductions is, like most of the rest of RSE II, buggy and unreliable, and will never be fixed because the author swore off making adult mods and forbade anyone to continue their work. Ok. I think I found some sort of "workaround". 1. I disabled the "robbery" in BOTH mods but even so it happens anyway but, at least, your stolen items ARE in the boss' chest.. 2. When you find the chest in which your stolen gears are, DO NOT use the "Transfer" system (in my system is pressing the R key) as suggested by the pop-up window. 3. Use instead the classic "take" and this means one thing type at once. 4. When finished the quest is NOT updated. 5. To do so, and after be sure to have retrieved ALL your gears, use the "Transfer" once. 6. This ends the quest. Edited July 14, 2024 by NicoleDragoness
rrnndd123 Posted August 5, 2024 Posted August 5, 2024 I’m having an issue with visitor animations, running Violate and Abductions. whenever a visitor animation ends, my character gets teleported halfway across the map (leaving the pacification zone). I installed on a brand new save and everything. Anyone experienced this?
rrnndd123 Posted August 5, 2024 Posted August 5, 2024 Just now, rrnndd123 said: I’m having an issue with visitor animations, running Violate and Abductions. whenever a visitor animation ends, my character gets teleported halfway across the map (leaving the pacification zone). I installed on a brand new save and everything. Anyone experienced this? to add to this, AAF scenes triggered directly bu Violate or by Sexual Harassment work fine. But ones from CSA always have this issue. Bound in Public also teleports my character under the map after the scene is done but not sure if that’s the same problem or not
vaultbait Posted August 5, 2024 Posted August 5, 2024 7 hours ago, rrnndd123 said: 7 hours ago, rrnndd123 said: I’m having an issue with visitor animations, running Violate and Abductions. whenever a visitor animation ends, my character gets teleported halfway across the map (leaving the pacification zone). I installed on a brand new save and everything. Anyone experienced this? to add to this, AAF scenes triggered directly bu Violate or by Sexual Harassment work fine. But ones from CSA always have this issue. When this happens, do the animations always play in furniture? Maybe you've set your AAF furniture scan radius to a really high value, like in Data\AAF\AAF_settings.ini?
rrnndd123 Posted August 5, 2024 Posted August 5, 2024 3 hours ago, vaultbait said: When this happens, do the animations always play in furniture? Maybe you've set your AAF furniture scan radius to a really high value, like in Data\AAF\AAF_settings.ini? They don't, and my furniture_search_area is set to 500 which I believe is the default. In fact the animation itself plays out fine at the right location. The teleport happens as soon as the animation ends. But maybe it's trying to start another one? I'll play around in the settings and try to completely disable furniture animations and see what happens
rrnndd123 Posted August 5, 2024 Posted August 5, 2024 26 minutes ago, rrnndd123 said: They don't, and my furniture_search_area is set to 500 which I believe is the default. In fact the animation itself plays out fine at the right location. The teleport happens as soon as the animation ends. But maybe it's trying to start another one? I'll play around in the settings and try to completely disable furniture animations and see what happens Tried decreasing it to 100 and decreasing the standard distance limit to 1000 but no dice
vaultbait Posted August 5, 2024 Posted August 5, 2024 1 hour ago, rrnndd123 said: They don't, and my furniture_search_area is set to 500 which I believe is the default. In fact the animation itself plays out fine at the right location. The teleport happens as soon as the animation ends. But maybe it's trying to start another one? I'll play around in the settings and try to completely disable furniture animations and see what happens Oh, if you're getting teleported immediately after animations? That's the first time I've heard anyone mention such a strange bug.
rrnndd123 Posted August 5, 2024 Posted August 5, 2024 22 minutes ago, vaultbait said: Oh, if you're getting teleported immediately after animations? That's the first time I've heard anyone mention such a strange bug. My character also becomes invulnerable after it happens so I think something may be getting interrupted? I've also noticed that when it happens in an indoor area, I always get teleported to the same place - right next to the exit. Last time it happened outdoors I ended up in the Cambridge Crater. Really confused about what's going on with my game Enabled all debug logging and there aren't any errors or warnings in the AAF logs when it happens - although I do get some warning about animations being too short and needing to be padded, so maybe something to do with that?
vaultbait Posted August 5, 2024 Posted August 5, 2024 11 minutes ago, rrnndd123 said: I do get some warning about animations being too short and needing to be padded That's benign and entirely unrelated (I get plenty of those too, it's common in some of the older, unmaintained animation packs in particular).
pyrobladeich Posted August 6, 2024 Posted August 6, 2024 17 hours ago, rrnndd123 said: I’m having an issue with visitor animations, running Violate and Abductions. whenever a visitor animation ends, my character gets teleported halfway across the map (leaving the pacification zone). I installed on a brand new save and everything. Anyone experienced this? I get this same issue randomly with any AAF animation that happens in the world cell no matter the trigger. It did not happen before the latest AAF update.
vaultbait Posted August 6, 2024 Posted August 6, 2024 On 8/5/2024 at 7:40 PM, rrnndd123 said: My character also becomes invulnerable after it happens so I think something may be getting interrupted? I've also noticed that when it happens in an indoor area, I always get teleported to the same place - right next to the exit. Last time it happened outdoors I ended up in the Cambridge Crater. Really confused about what's going on with my game Enabled all debug logging and there aren't any errors or warnings in the AAF logs when it happens - although I do get some warning about animations being too short and needing to be padded, so maybe something to do with that? 20 hours ago, pyrobladeich said: I get this same issue randomly with any AAF animation that happens in the world cell no matter the trigger. It did not happen before the latest AAF update. Since there's more than one of you experiencing this, it would probably be a good idea to troubleshoot in the #aaf_issues_nsfw channel of the AAF Discord (same place you downloaded AAF 1.0). There's a chance it's a regression or incompatibility of some sort. 1
EgoBallistic Posted August 6, 2024 Posted August 6, 2024 On 8/5/2024 at 2:41 AM, rrnndd123 said: I’m having an issue with visitor animations, running Violate and Abductions. whenever a visitor animation ends, my character gets teleported halfway across the map (leaving the pacification zone). I installed on a brand new save and everything. Anyone experienced this? Interesting. Are you always teleported to the same spot, or is it random? Like @vaultbait suggested, it might be faster if you come to the AAF discord instead of replying here.
Dojo_dude Posted September 2, 2024 Posted September 2, 2024 Should I use this surrender VS Crime & Punishments? Which is better in regards to AAF content outcomes, but not always.
Olmech Posted September 3, 2024 Posted September 3, 2024 6 hours ago, Dojo_dude said: Should I use this surrender VS Crime & Punishments? Which is better in regards to AAF content outcomes, but not always I prefer to use AAF Violate. Much more polished than either of the ones you mentioned plus it does have tie ins for RSE. 1
Dojo_dude Posted September 4, 2024 Posted September 4, 2024 On 9/2/2024 at 6:33 PM, Olmech said: I prefer to use AAF Violate. Much more polished than either of the ones you mentioned plus it does have tie ins for RSE. The power of BOX END Wrench! 😄 1
kaindayo Posted September 21, 2024 Posted September 21, 2024 (edited) On 5/27/2024 at 7:05 PM, kaindayo said: Having a problem where the raiders are becoming Hostile, Randomly, Durring Abduction. I know the Mod rules and I have done nothing to trigger their aggression. I'm stuck in a loop where they abduct my character, and about a day later become aggressive, kick my ass, and sell me off to another location. I do not use Raider Pet, but I do use Raider overhaul. I also have a mod that makes turrets stronger and More perceptive. One of those must be the culp. I'm going to try to disable the stronger turrets and see if that dont help. Because yes, I have noticed the rando attacks do happen where there is a turret stationed. If i find that to be the issue, I'll let you guys know. In that case, the next course of action is to just click on the turret before it goes a-wall, and "disable" or, Mark for Delete in CC I think its because turrets are not faction specific. Setting of a chain reaction once they become hostile. Edited September 21, 2024 by kaindayo
johnhamm Posted September 26, 2024 Posted September 26, 2024 How do companion abductions actually work? What happens after one is abducted?
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