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


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Posted

So... its been quite a few days since the last alt-outcome update was pushed out and I've yet to hear any real CSA-related issues, aside from the annoying popup debug message I forgot to remove. I'm going to consider alt-outcome (stage 1) to be a success and move forward into phase 2 of alt-outcomes, trying to get bad endings and raider pet put into it. And once I do, once you all have that and the same scenario occurs, where its released without noteworthy incidents for a week, then I will start working on the back-end of the mod, the Abductions phase. We're slowly getting there, piece by piece, getting this mod, CSA, where I always hoped it would be. And that actually, for once, feels fucking great, to have an RSE mod just work the way I want it to. Hasn't really happened since the original RSE, over a year and a half ago...

Posted

Haven't tried it yet, honestly I've been holding out while you work on it so I've been playing other stuff, but I feel I need to say, loving the progress you're making and I want to thank you for putting such effort into this. 

Posted
9 hours ago, moddyguy said:

for players that have play tested this new version, maybe you can share your experience.

I haven't played for a few months, so I dont remember much.

 

I'm  looking for information about the triggers from previous version and the current version (minus abduction since it is not ready yet).

 

1. how do the companion(s) tie in the events for combat defeat, combat surrender and companion defeat.

   a. for player straight forward player defeated

   b. for player manually surrendering

   c. for player still standing while companions all go down in defeat.

 

2. the previous RSE I element abduction.

   a. I remember abductions only happen after defeat, or it is the case? I never got to play this element series, only used them as part of my eventual mod load order testing

 

 

1. (a) Companions work like they did before in RSE Elements - the mod can support up to three traveling companions, whereas in RSE All In One, only one was supported. When you surrender, they too will surrender, getting down on their knees, handups. They will be guarded by your captors, if they are humanoid bipeds (human, ghoul, super mutants). They also have the ability, via MCM chances toggle and slider, to be assaulted in your place.

 

1. (b) Same as above.

 

1. (c) Companions do not trigger into surrender unless the player does. Id thought about adding companions going down in a fight, but it didnt make any logical sense unless I tied the mod into the knockout framework again, which I dont want to do this time around. So, companions will only go down when you do.

 

2. This question is still under review, although I think I will leave abductions as a post-assault outcome since I will have Raider Pet tied into surrender alt-outcomes.

Posted

For clarity and information, I have been looking at Raider Pet and Bad End animations all night last night. They certainly arent undoable to add them, just require some serious effort to make them work - especially Bad End animations since they require furniture to be put into the world prior to playing an animation. And I am still trying to wrap my brain around how Raider Pet actually works - I can see in the provided example script how to send the player to the mod, but am still trying to suss out how raider pet takes over and forces the player into the pet role. Im sure I'll figure it out eventually...

 

For now, I have started to work on the RSE Resources ESM update to add Bad End into it - the scripting is already underway for it's API. Thats the first step.

Posted

@Flashy (JoeR) if you dpnt mind, I would offer this way of integrating Raider Pet for CSA as I play both.  

 

A pet is one who willingly goes to a Raider boss location.  Before you go you have to have unarmed condition, and then location change in that state. This triggers the non hostility of the raiders. A raider comes up to you, puts a collar on you that will explode if you leave area. You are then harrassed by raiders till you find a key to escape. Lots of things can happen there.  Assault, you can prostitute your character etc.  

 

Just have to ensure that stalkers are turned off as they may jump you in your sleep and place DD on you, and inadvertently remove the boom collar. Raiders hostile and if you are unarmed you die.  DD in prostitution can also remove the boom collar as well. So these events would need to be blocked.

 

How to integrate with CSA  ... the character would have yo be unarmed condition, a location change registered and teleported to a Raider Boss location. corvega Olivia satelite, Walden pond etc... 

 

CSA would handcuff the character, "rob" player to meet unarmed condtion...  I would personally say utter robbery of everything.

 

It is much like you RSE abduction. Delivered to a location except free to move around, do things to make money, be assaulted..etc.

 

The only issue I see is finding a key, where to fin one, how to get out of the handcuffs, etc.  One could found picketpocket from the raider boss, much like the Raider per putting DD keys on the boss. problem there is pickpocket chnace is low.  

 

Last time I played, defeat, handcuffs hinged lock away from player (couldn't get out)... raiders asked about a slaver (presume csa not violate based on the slaver comment?)...

 

So I think the handoff from csa to raider pet is setting the right condition states, location change,  restrained and ability to find a key to unlock either handcuffs or DD.

 

Player can escape whenever or stay however long. Csa abduction is a set time limit, beatings etc..  only real differences.  

 

I hope this helps brother.

John

 

 

 

 

Posted

@Flashy (JoeR) @stobor

 

And if I was to be honest, so not same as raider pet, you can do a simple handoff and not worry about conditions. Stobor could add a check in raider pet that the character is there because of csa event outcome...

 

 

1)  csa defeat

2) utter robbery (unarmed condition met, supplies, condoms, key etc taken)

3) character handcuffed. Told by raider to get key the character has to get it from a boss.  

4) player is unarmed cuffed in location of defeat. 

5) no hostility for 2 mins (headstart rum towards safe area or boss location)

6)  player goes to boss location. Raider pet takes over.

7) player has to be assaulted x times before assaulted by boss.

? boss assaults and gives key to player to unlock cuffs or DD.

9) raiders pet would have to add a cuff key to boss

10) raider pet would have check of x assaults before boss allowed. Raider pet check csa event. If condition boss gives key after assault. Or y times of assault.  

11) player continues or escapes raider pet condtion.

 

I think flashy if you and stobor work together, it would be seamless. though with csa alt outcome, stobor could help make his pet scenario much more harsh because player captured versus player there willingly. 

 

Make sense?

 

And yes I think csa should be much more rigorous and harsh. Having player run across wasteland buffed, naked in DD or whatever is the appropriate penalty for defeat.

 

Csa abductions.  Now...  what you have done in past.... needs to be on steroids.

 

You wont believe how much better I play knowing there are harsh con sequences for dumbass run and gun bs...  

 

My opinoon.

John

 

Posted

The first time I tried RSA I: CSA, my character was kidnapped. They took her to Shamrock Taphouse. The function of Surrender is deactivated while she is kidnapped, I remember. From there, a raider arrived to say his  phrase: "You already know what you have to do". After that, I explored the site a bit and a raider approached me and said "What do we have here?", Which is a phrase from the Raider Pet mod. I thought I had uninstalled it, because I had finished it a long time ago, but no. From there, they put the collar on her and the Raider Pet mod started. It was great to see how everything was so cohesive! In the end, I activated the beer-robot and ended up taking revenge on everyone, even the one who sold my protagonist to slavery. I tried it three more times, in case it was something fortuitous, and on all three occasions the same thing always happens as long as the raiders take away their weapons by kidnapping you.

 

It was so great and RSE became one of my favorite mods, because as you say, surrender is a tactical decision, because the kidnapping ruins all your initial planning and puts you in a new mess that costs a lot to get out. I play in Survival and  these decisions force you to think about your actions.

 

I hope this helps you in something.

Posted
53 minutes ago, JBpy said:

The first time I tried RSA I: CSA, my character was kidnapped. They took her to Shamrock Taphouse. The function of Surrender is deactivated while she is kidnapped, I remember. From there, a raider arrived to say his  phrase: "You already know what you have to do". After that, I explored the site a bit and a raider approached me and said "What do we have here?", Which is a phrase from the Raider Pet mod. I thought I had uninstalled it, because I had finished it a long time ago, but no. From there, they put the collar on her and the Raider Pet mod started. It was great to see how everything was so cohesive! In the end, I activated the beer-robot and ended up taking revenge on everyone, even the one who sold my protagonist to slavery. I tried it three more times, in case it was something fortuitous, and on all three occasions the same thing always happens as long as the raiders take away their weapons by kidnapping you.

 

It was so great and RSE became one of my favorite mods, because as you say, surrender is a tactical decision, because the kidnapping ruins all your initial planning and puts you in a new mess that costs a lot to get out. I play in Survival and  these decisions force you to think about your actions.

 

I hope this helps you in something.

 

I play survival as well.  I rarely get taken because of better planning and tactical play.  

 

I also use violate along with csa and only set the auto surrender.  I never purposely surrender. 

 

John

Posted
6 hours ago, Flashy (JoeR) said:

For clarity and information, I have been looking at Raider Pet and Bad End animations all night last night. They certainly arent undoable to add them, just require some serious effort to make them work - especially Bad End animations since they require furniture to be put into the world prior to playing an animation. And I am still trying to wrap my brain around how Raider Pet actually works - I can see in the provided example script how to send the player to the mod, but am still trying to suss out how raider pet takes over and forces the player into the pet role. Im sure I'll figure it out eventually...

I played with Raider Pet for a bit but uninstalled because it just was not enough content IMO to warrant a slot in my load order. However, if it is going to be a possible outcome for a CSA event I will definitely load it it back up. As far as how to handoff from RSE to RP, I believe as long as you strip the player of weapons and teleport them to a Raider camp, RP will take over automatically as all that is required (last I looked) was to enter a Raider camp unarmed. You are promptly met, collared and along for the ride from there. Obviously the trick would be to make sure you are relieved of weapons before the teleport and in some cases, the teleport could be tricky to be spot on for the handoff.

 

As far as Bad Endings go...that would be harsh, but I like it. Ill never surrender again lol. Who would if you know they might possibly kill you anyway? But thats cool I think and needs to be part of it. I prefer a realistic play style and thats...very real I should think.

 

SOEMTHING KARMA TO THINK ABOUT:

 

Putting this here just while I am thinking about it. Got a bounty notice last night as I often do but because of the mobs added by Endless Warfare I never see them. I finally saw them last night right as they slow walked into a group of Supermutants. Suicide...plain and simple. I also play with Supermutants Shall Inherit The Earth. This makes them remarkably resilient. They are hard to kill as they properly should be. Before SSITE, muties were pathetic. Easiest kills in the game. What I suggest is that when (if) you redo Bounty Hunters, make them bad motherfuckers. After all, the idea is not to get Bounties right? Maybe then when they walk into a group of Supermutants, they might plow on through.

Posted

Im going to circle back to this stuff later today - worked through the night (real job) and am running on about 4 hours of scattered sleep in the last 48 hours. But there is some awesome stuff here that I definitely want to revisit when my brain is actually... human?!? :tired:

Posted

I don't know if i have miss it. Is the companion stay surrender with you IN RSE II with you guys so far?

I haven't have time to test it yet.

Posted
1 hour ago, loen999 said:

I don't know if i have miss it. Is the companion stay surrender with you IN RSE II with you guys so far?

I haven't have time to test it yet.

The mod allows for three companions and it *should* work for all three going into surrender and staying that way, so long as you are, regardless of them being human, ghoul, robot, dog or something else. Mind you, the animated pose only works on humans and ghouls, but still, at the least, every other race should be in the pacification faction and no longer hostile.

Posted

Do you see anything here that would be considered a redundant mod?  I want to give your work a try, but I also dont want to have 2 mods that do the same thing running, as that seems like it would confuse the computer "which mod set do i use, oh well lets crash instead"

 

# This file was automatically generated by Mod Organizer.

 

Spoiler

+Four Play Sex Em Up
+Release BadEnd v01 03
+AAF Violate V0

+AAF FamilyPlanningEnhanced 2
+Vinfamy ControlPanel 1 4
+ForePlay Patch 2 6 1
+four play 0 0 8 2
+Release NSFWsoundpack 02 00
+Release CreaturePack v02 00
+Family Planning Enhanced More Creatures

+Advanced Animation Framework
+AAF patches for Leito and Crazy animations

+AAF Violate V0
+Advanced Animation Framework Compatibility Patches
+SavageCabbages Animation Pack
+OverWrites
+FP Vanilla Fudge 2 3
+TortureDevices
+FP Violate 2 5 1
+FP Prostitution 2 7 1
+MagnoCumGaudio_Fo4
+Atomic Lust
+AAF VanillaKinkyCreatures Sex Animation Themes
+Advanced Animation Framework Basic Animations Theme
+Four Play Animation
+Crazy Animations (NMM Rug Version) - v2.7
+FO4 AnimationsByLeito v2
*DLC: All

 

Of particular interest is the FP Vanilla / autonomy / violate /prostitution /  Control Panel

Posted
2 hours ago, sillybear said:

Do you see anything here that would be considered a redundant mod?

Violate for sure. No need to have it if running this. Both good mods, but so much more depth to RSE especially when he adds in additional features. You have two versions of Violate running. You also have AAF and Fourplay installed. Thats odd. Not sure how you have that working as I understood it to be either or. I also ran into some issues with MCG that I could never get worked out. Promising mod, but just could not get it right.

Posted
3 hours ago, Olmech said:

Violate for sure. No need to have it if running this. Both good mods, but so much more depth to RSE especially when he adds in additional features. You have two versions of Violate running. You also have AAF and Fourplay installed. Thats odd. Not sure how you have that working as I understood it to be either or. I also ran into some issues with MCG that I could never get worked out. Promising mod, but just could not get it right.

I tried to remove some mods from the mod list that I thought were "required" or unrelated.. so I removed the landscape overhauls, etc..

So  Either AAF OR Four play --and-- Either RSE or Violate

 

and MCG might conflict with RSE as well?

 

addendum, there is a compatibility patch for AAF and Fourplay, so thats why it works.?

Posted
35 minutes ago, sillybear said:

I tried to remove some mods from the mod list that I thought were "required" or unrelated.. so I removed the landscape overhauls, etc..

So  Either AAF OR Four play --and-- Either RSE or Violate

 

and MCG might conflict with RSE as well?

 

addendum, there is a compatibility patch for AAF and Fourplay, so thats why it works.?

To save you pain it would be wise to only install One animation framework and as RSE is designed to work with AAF and dose the same job as Violate, I would go with AAF if I was you :)  (Leito's animations Version 2 is not compatible with FourPlay as you need to install version 1.4c for it to work with FourPlay but the animations will be way off if used with AAF).

Posted

Also if you plan to use RSE II: Shenanigans then it's effectively serving a similar role to Autonomy. I don't think I would run both in the same load, personally.

Posted
4 hours ago, strongZ said:

is there anyone here know how to rape npc wih hotkey ?

 

Simply walk up to an NPC, crouch and then hit the hotkey. It will do as you want.

Posted
5 hours ago, strongZ said:

thank for your help, do you know how to combine mod AnimeRace Nanakochan with AFF Sex Em Up

 

You should ask that in the link provided by Flashy. ?

Posted
15 hours ago, Flashy (JoeR) said:

 

Simply walk up to an NPC, crouch and then hit the hotkey. It will do as you want.

Hi Flashy .do you know how to combine mod AnimeRace Nanakochan with AFF Sex Em Up

Posted

Sorry. I have zero interest or inclination in helping people fulfill their fantasies about fucking children, or children-looking NPCs, in life or in games.

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