Jump to content

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


Recommended Posts

Posted

UPDATE:

 

Started coding a backend kmyQuest script for Alt-Surrender Outcomes, rather than relying solely on a Scene Phase script - which was okay for one alt outcome, but not so good when there is more than one. Scene Phase scripts are fragments and don't allow for function calls except to linked kmyQuest scripts, so that is the route I am going with to determine if you will be assaulted, killed or restrained as a result of having alt-outcomes enabled. And going this route, it becomes extendible, meaning I can add extra layers of outcomes without any problems or challenges. This too will be in the next update.

 

At the moment, I have two functions completed and I will be adding two more before releasing the update.

  1. (DONE) Paired kill animation - captor decides to simply kill you instead of any other outcome.
  2. (DONE) Real Handcuffs restraint - binding you before it either sends you for rape or leave you standing there.
  3. Bondage - using the resources anims to bind the player into a bondage scene where they need to break free.
  4. Enslave Player - this will tie into Stobor's Raider Pet.
  5. (DONE) Sexual Assault - just in case conditions above don't apply, it needs a default action of what to do.
Posted

Have been using this for a play game with about 20 ish hours on the save, Haven't come across anything game breaking.  Only 1 minor issue but im not sure if RCA is the cause or not.

I may not have done the custom race patch correctly, but it mostly seems to work with CaN + Crysalis armour mod.  The small isuse is that sometimes after a defeat scene end's PC's skin is changed back to default from the crysalis black skin.  Nothing a quick trip thru CaN customizer cant fix in a couple seconds.

 

I am also new to FO4 moding, have a modest expeirnce with skyrim LE. If you would need load order i will update for you.

 

Thanks for all the hard work that you have put in for these mod's

Posted
13 minutes ago, LatencyRemix said:

Have been using this for a play game with about 20 ish hours on the save, Haven't come across anything game breaking.  Only 1 minor issue but im not sure if RCA is the cause or not.

I may not have done the custom race patch correctly, but it mostly seems to work with CaN + Crysalis armour mod.  The small isuse is that sometimes after a defeat scene end's PC's skin is changed back to default from the crysalis black skin.  Nothing a quick trip thru CaN customizer cant fix in a couple seconds.

 

I am also new to FO4 moding, have a modest expeirnce with skyrim LE. If you would need load order i will update for you.

 

Thanks for all the hard work that you have put in for these mod's

That is likely AAF re-equipping the default skin - perhaps there is something in the re-equip XML that you need to edit in order to make it use your custom skin - I'd ask about that in the AAF support thread or the discord channel. RSE II CSA does not handle undressing or redressing in any way.

 

But thank you so much for confirming that the custom race patch works! That will make @MetalMax happy to know!

Posted

Apologies for the lack of updates - these new things I am working on are proving to be more than a little vexing due to their complexity. I am making progress, line by line, but the coding work is taking much longer than anticipated. This said, once done, obviously there will be an update and hopefully, all will run smoothly.

 

And this perhaps should go without saying, but for sure a new game or a completely scrubbed clean save will be required due to all of the changes made.

Posted

@Flashy (JoeR) I have only encountered a triggerman (combat stalkers) - surrendered at the Red Rocket in Lexington - first time talk - give me his stuff - run run far away... I went back to workbench (Redone series) … came back out front and he was kneeling there again... told him to leave - this time my gun was held out like your bounty hunters... he ran away again... 

 

And came back a 3rd time - decided to just kill him... haha... not sure what's going on but oh well.  

 

John

Posted
1 hour ago, MrCruelJohn said:

@Flashy (JoeR) I have only encountered a triggerman (combat stalkers) - surrendered at the Red Rocket in Lexington - first time talk - give me his stuff - run run far away... I went back to workbench (Redone series) … came back out front and he was kneeling there again... told him to leave - this time my gun was held out like your bounty hunters... he ran away again... 

 

And came back a 3rd time - decided to just kill him... haha... not sure what's going on but oh well.  

 

John

I think this requires some advanced coding to be added to this NPC. As it is, I believe what you are seeing is the NPC returning to their "editor location", as it is called, the place where a function began - in this case, where they started to run away from you at - and once the run away package limits out, it returns them to that start location. Not what I intended. So, I will have to look into adding some additional scripting to ensure they do not return. Thanks for bringing this to my attention.

39 minutes ago, driver nephi said:

i'm getting an aaf error when my character surrenders to a male human and my character is male am i needing a animation pack for m\m sexual assault?

Thats an AAF issue due to you not having M/M anims configured in your XML files. Thats outside of this support threads capability (for me anyway), so Id recommend the support thread for AAF or the Discord server. Someone in either place will be able to sort you out.

Posted

Overall, the mod is working as you have stated here.  The only issue I have seen so far, when executing a surrendered enemy, the execution animation does happen.  They just rag-doll die.  I noticed this happening when I was in Back Street Apparel saving a settler.  I don't consider this a major issue since everything else doing what it is suppose to do.

Posted
12 hours ago, vinamael said:

Overall, the mod is working as you have stated here.  The only issue I have seen so far, when executing a surrendered enemy, the execution animation does happen.  They just rag-doll die.  I noticed this happening when I was in Back Street Apparel saving a settler.  I don't consider this a major issue since everything else doing what it is suppose to do.

Thanks! Good to know its working for you!

 

Regarding the paired kill animations, sometimes they simply will not work and the code simply kills the NPC without playing it. Those mods that use paired kill animations, like this one, are using Bethesda's own code for playing them, lol, because even Bethesda knew that sometimes they just fail to play properly.

 

Here is Beth's own code from the Goodneighbor entrance quest, where Hancock shanks that dude trying to get protection tax from you.

 

debug.trace(self + "Hancock kills Finn anim start")

if Hancock.GetActorRef().PlayIdleWithTarget(PairedKillGoodneighbor, Finn.GetActorRef())
  debug.trace(self + "Hancock kills Finn anim SUCCESSFUL")
Else
  debug.trace(self + "Hancock kills Finn anim FAILED")
  Finn.GetActorRef().Kill()
EndIf

 

Basically, if the animation is successful in playing, all good and Finn dies. But if it doesnt succeed in playing, kill Finn outright via a papyrus call of .Kill().

Posted

Todd Howard:  Oopse Poopsie!

 

Spoiler

347901574_ToddHowardBethesda2018E3ShowcaseBE3-Q3UEsAlQ5Ll.jpg.edbf2e3eaad445ffe1069d3a3cbd61ad.jpg

 

Posted

Decided to start a new game and try out the AnimeRace and come up with a snag.  While trying to edit on the RacePatch for CSA the it didn't have the option to add  it as a master.  And when right clicking on the Header - Master blank area there is no Add option's for me to use.  Im using FO4 Edit 4.0.2 and noticed your screen cap was 3.xx does that make a difference with being able to add in the master file?

 

Spoiler

1246127957_FO4Edit.jpg.707bcfaefd538a7250bf9371d522ea18.jpg

 

Posted

Thats a really good question that I don't have an answer to, since I don't use that version. You are definitely click-menuing in the right place. Do none of the submenus have the option? Also, as a note - you will need to move Nanakochan above the patch file in the load order before opening Fo4Edit - the mod you wish to make a master to any patch file cannot be below the patch, if I recall correctly (though I could admittedly be remembering this incorrectly).

 

Worst case scenario, and you can't see where to add a master record in your 4.0.2 build, revert to the version I am using (v3.2).

 

All of this said, I have not heard one way or the other if Nanakochan race works with AAF - in another of those I could be wrong moments, I wonder if the animations will play at all or simply fail because the race is not applicable to what the animation is looking for. Can anyone validate if this custom race works and if it took some XML modifications to make it work? This sort of info could help people down the road.

Posted
24 minutes ago, Flashy (JoeR) said:

you will need to move Nanakochan above the patch file in the load order before opening Fo4Edit

This i think is my biggest issue.  I am not to familiar with how the things work.  Would also seem that with v4.0.2 add master was moved to the left pannel, but again. im not good with these things.  Still trying to get the anime race working :D  Hopefuly this looks like how it was supposed to :)

 

Spoiler

575650505_FO4Edit2.jpg.51ab23b6ab202cba31fccf036cf29869.jpg

 

Posted
Just now, LatencyRemix said:

This i think is my biggest issue.  I am not to familiar with how the things work.  Would also seem that with v4.0.2 add master was moved to the left pannel, but again. im not good with these things.  Still trying to get the anime race working :D  Hopefuly this looks like how it was supposed to :)

 

  Hide contents

575650505_FO4Edit2.jpg.51ab23b6ab202cba31fccf036cf29869.jpg

 

Yes, the Master Files section looks exactly like it is supposed to.

 

Now you need to add the Nanakochan race to the applicable RSE II CSA formlists, as outlined on the first page. I'll be unable to assist with this part now, as Im leaving for the day with no access to the site. Hopefully, if you run into a snag, someone can jump in and help you out, if you need it.

Posted

Couple of little things I noticed.

1) During the animations penises are still flaccid.

2) If I chose to rape the surrendered npc's as a female character, the animations still show the pc in handcuffs being treated rather rough like the raiders are in control. Should this be the other way round?

Other than this the mod is incredible so far!

Posted
11 hours ago, Flashy (JoeR) said:

Thats a really good question that I don't have an answer to, since I don't use that version. You are definitely click-menuing in the right place. Do none of the submenus have the option? Also, as a note - you will need to move Nanakochan above the patch file in the load order before opening Fo4Edit - the mod you wish to make a master to any patch file cannot be below the patch, if I recall correctly (though I could admittedly be remembering this incorrectly).

 

Worst case scenario, and you can't see where to add a master record in your 4.0.2 build, revert to the version I am using (v3.2).

 

All of this said, I have not heard one way or the other if Nanakochan race works with AAF - in another of those I could be wrong moments, I wonder if the animations will play at all or simply fail because the race is not applicable to what the animation is looking for. Can anyone validate if this custom race works and if it took some XML modifications to make it work? This sort of info could help people down the road.

As far as I have experienced nanakochan works immediatly with AAF. Dunno if that is because AAF is really tolerant or because the mod doesn't do the custom race thing right.

Posted
57 minutes ago, tm1104 said:

Couple of little things I noticed.

1) During the animations penises are still flaccid.

2) If I chose to rape the surrendered npc's as a female character, the animations still show the pc in handcuffs being treated rather rough like the raiders are in control. Should this be the other way round?

Other than this the mod is incredible so far!

1 . AAF/Body/Morph issue, not related to this mod.

2. Leito hard coded this into his animations, so again, sadly, not related to this mod.

 

Aside from that, glad to know youre enjoying it so far.

 

10 minutes ago, NXTtrain said:

As far as I have experienced nanakochan works immediatly with AAF. Dunno if that is because AAF is really tolerant or because the mod doesn't do the custom race thing right.

Thanks! Good to know for sure!

Posted

When I surrender via this mod the animation stages last about 3 seconds before moving on to the next stage

Is there some way to control animation length? The surrender anim and abduction anim timer don't seem to do anything and my SEU/Violate timers both work properly

Posted
2 hours ago, afrgfer said:

When I surrender via this mod the animation stages last about 3 seconds before moving on to the next stage

Is there some way to control animation length? The surrender anim and abduction anim timer don't seem to do anything and my SEU/Violate timers both work properly

Anyone else having this issue? I know there was something going on about animation lengths and AAF XML files, but not sure if this is related, so yeah, it'd be good to know if this is an isolated issue or something everyone is encountering, and if so, did it only just recently start happening?

Posted
2 hours ago, Flashy (JoeR) said:

Anyone else having this issue? I know there was something going on about animation lengths and AAF XML files, but not sure if this is related, so yeah, it'd be good to know if this is an isolated issue or something everyone is encountering, and if so, did it only just recently start happening?

Im still on AAF 58b. It just works. See no reason to muddle things up at the moment although when you get all of RSE II up and running, Ill take the plunge. Have a really nice save game going at the moment where I have enslaved virtually all of the female Children of Atom fanatics and am using them to eradicate the rest of the Commonwealth.

Posted

I was wonder would it be possible to make a surrender out-come were your locked into on of those Pulowiski Preservation Shelters?

Posted
3 hours ago, DCPDDP said:

I was wonder would it be possible to make a surrender out-come were your locked into on of those Pulowiski Preservation Shelters?

I mean, it *possible* but the door would be unlocked and you could just get out again unless some fuckery was done to it in scripting.

1 hour ago, horcruxz1 said:

Female automatically uses a strap-on, but not in this version apparently, and I can't control the animation using the AAF anymore?

Strapons are the domain of AAF, not this mod.

Posted
33 minutes ago, isanchez said:

I can't wait for the update to come. When can we expect it?

Planning to continue working on it this weekend. My week has been fairly overwhelming with an overload of Oracle database training, as it relates to my company's deployments, both across Windows Server and Red Hat Enterprise Linux, as well as Solaris, so I haven't really had an inclination, lol, to look at scripting/code. But my certification exam is this morning, so I will definitely be recharged for working on this come tomorrow. :)

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...