EgoBallistic Posted April 14, 2020 Author Posted April 14, 2020 New Version 1.3 Uploaded Added MCM option to allow or prevent guards like the Diamond City Security or the Goodneighbor guards from becoming spectators. No need for a clean save, the mod will detect the new files and update itself 1
antoniut Posted April 14, 2020 Posted April 14, 2020 1 hour ago, torn said: Can you add comments to viewers? Like in skyrim. +1
AerynCrichton Posted June 4, 2020 Posted June 4, 2020 Having spectators start masturbating would be a nice feature (Random Sex in Skyrim has this, very entertaining). On a side note, is there a way to disable/delete the whistle? I'm not sure what's going on, but in my game it's more like an annoying dog whistle than a catcalling whistle. 2
thehotness Posted August 8, 2020 Posted August 8, 2020 I have issues with the spectators not finishing up their animations and ending up being stuck in their animations - is there a way I can stop this from happening? Thank yoU!!!!
EgoBallistic Posted August 8, 2020 Author Posted August 8, 2020 5 hours ago, thehotness said: I have issues with the spectators not finishing up their animations and ending up being stuck in their animations - is there a way I can stop this from happening? It sometimes happens that one or two spectators won't stop their animations right away. That's just a game engine issue, they keep their old idle until the AI gives them something new to do.
thehotness Posted August 9, 2020 Posted August 9, 2020 9 hours ago, EgoBallistic said: It sometimes happens that one or two spectators won't stop their animations right away. That's just a game engine issue, they keep their old idle until the AI gives them something new to do. Thanks Ego. Yeah I tried recycleactor / resetAI etc and it didn't work.
vipbibo Posted September 25, 2020 Posted September 25, 2020 Does someone know anyways to disable the whistle? This whistle is very annoying. This mod is amazing but except the whistle sound. 1
vipbibo Posted September 25, 2020 Posted September 25, 2020 I did record a video from the video you can see this problem.
EgoBallistic Posted September 26, 2020 Author Posted September 26, 2020 20 hours ago, vipbibo said: Does someone know anyways to disable the whistle? This whistle is very annoying. This mod is amazing but except the whistle sound. I added a Whistle Sound Replacer to the download section. It replaces the annoying high-pitched whistling sound with a normal human whistle at low volume. 1
elzee Posted September 26, 2020 Posted September 26, 2020 Hi, How about seperate this function from AAF Violate? I always hope turn off the hostile NPC audiences in AAF Violate because all the enemies gathered to me break the dungeon level design.
vaultbait Posted September 26, 2020 Posted September 26, 2020 2 hours ago, EgoBallistic said: I added a Whistle Sound Replacer to the download section. It replaces the annoying high-pitched whistling sound with a normal human whistle at low volume. Thanks! That has been annoying me for years. The cheering idle is used by multiple mods, and the original audio clip sounded like a dog whistle or something. Didn't match the animation at all.
preserotri Posted December 23, 2020 Posted December 23, 2020 i, too have problem with spectators not stopping the cheering. unfortunately though they should have other AI packages leading them to their settlements, as they are sturges and mama murphy and that other supernumerary standing in front of the museum and not traveling to sanctuary.
LostDremoraDream Posted April 21, 2021 Posted April 21, 2021 @EgoBallistic Glad to see youre still adding some funcitonality to your other mods! Can I ask here? I'd like to add some type of voicelines either using XVASynth Voice Mod from the nexus and add dialogue trees while specators are watching, similar to Sexlab Spectator Crowds from Skyrim. Is that possible to do with how you structured the mod? Can I simply add dialogue to the spectator quest?
EgoBallistic Posted April 21, 2021 Author Posted April 21, 2021 3 hours ago, LostDremoraDream said: @EgoBallistic Glad to see youre still adding some funcitonality to your other mods! Can I ask here? I'd like to add some type of voicelines either using XVASynth Voice Mod from the nexus and add dialogue trees while specators are watching, similar to Sexlab Spectator Crowds from Skyrim. Is that possible to do with how you structured the mod? Can I simply add dialogue to the spectator quest? Yes, you could do that. I have done a similar thing in an unreleased mod that had spectators for a boxing match. I needed them to shout random cheers, like the spectators do at the Combat Zone. This isn't hard to do, and it can be done without any scripting. The TL;DR version is that you create a new voice type, make it the forced voice type for the refcollectionalias that holds the spectators, then define an Idle Topic that is conditioned on being a member of that refcollectionalias, and put all the individual lines you want the audience to say in that topic. The game will then automatically make the audience speak those lines randomly. The first thing I did was create a new Voice Type, "wz_audience_voice". This was the voice type that all my cheering lines would be under. I made that the forced voice type for my audience refcollection. In Spectators you would use the Watchers refcollection under AAFSPX_SpectatorQuest: Then I created an Idle topic in the controlling quest. You would do this in AAFSPX_SpectatorQuest. The topic contained all the random lines I wanted them to say: All the infos were contained in one info group, called AudienceFightCheering and set to Random. The info group had a condition that the mod's quest had to be in Stage 20. If I was adding this to Spectators I would add the condition that the speaker must be in the Watchers alias: Then I defined each individual info. It has a condition that the speaker must have the quest's custom voice type: The .fuz files for the lines then go in Data\Sound\Voice\modname\wz_audience_voice\ And voila. Sorry if this is a little long-winded, I hadn't looked at either of these mods in a while and wanted to go back through it for myself 2
DTESSurvivor Posted May 9, 2021 Posted May 9, 2021 Got a problem where the NPC's are still spectating/acting to an event that is no longer happening, in fact one of the participants is now cheering as well. I wouldn't mind so much, but it's in Vault 88 and it is interfering with the experiment quests.
EgoBallistic Posted May 9, 2021 Author Posted May 9, 2021 2 hours ago, BHAitken said: Got a problem where the NPC's are still spectating/acting to an event that is no longer happening, in fact one of the participants is now cheering as well. I wouldn't mind so much, but it's in Vault 88 and it is interfering with the experiment quests. If somehow the actors missed the end of the AAF animation, you can simply start and stop another animation (a solo dance or whatever) and that will reset the spectator system. If the NPCs still stuck after that, it probably means they have no AI package to return to. In that case you can just interact with them normally and they should stop. But, you say "in fact one of the participants is now cheering as well" which makes me wonder what is going on there. There is no actual cheering in this mod, just clapping and whistling.
seddonac Posted June 25, 2021 Posted June 25, 2021 Mod Request Can there be 3 distance settings, the 2 we currently have and 1 new one which puts spectators about 1m away. So 10m, 5m and 1m?
NotKinkyEnough Posted August 6, 2021 Posted August 6, 2021 Is there a way to stop NPCs on crosses and so on becoming spectators, at least leave them tied on?
EgoBallistic Posted August 6, 2021 Author Posted August 6, 2021 3 hours ago, NotKinkyEnough said: Is there a way to stop NPCs on crosses and so on becoming spectators, at least leave them tied on? I'm guessing you mean actors on crafted devices in settlements? Ones from Commonwealth Captives should already be immune to this. You can select the actor in console and issue the command "addkeyword AAF_ActorLocked". That will prevent them being selected as spectators. Other mods like Violate, Sex Harassment, etc., also honor this keyword. 1
NotKinkyEnough Posted August 6, 2021 Posted August 6, 2021 14 minutes ago, EgoBallistic said: I'm guessing you mean actors on crafted devices in settlements? Ones from Commonwealth Captives should already be immune to this. You can select the actor in console and issue the command "addkeyword AAF_ActorLocked". That will prevent them being selected as spectators. Other mods like Violate, Sex Harassment, etc., also honor this keyword. Thanks! I'll do that. 1
kakkaohjus Posted August 10, 2021 Posted August 10, 2021 On 9/26/2020 at 7:40 PM, elzee said: Hi, How about seperate this function from AAF Violate? I always hope turn off the hostile NPC audiences in AAF Violate because all the enemies gathered to me break the dungeon level design. Hmm... I think an even better option would be to massively reduce the "call" range in dungeons, have the only the closes NPCs come watch and not the entire place.
deathmorph Posted March 13, 2022 Posted March 13, 2022 now had a case like that, in vadim's pub. two had sex, everyone stood around applauding and whistling. however, the animation of the male actor hung. from that point on, everyone just wobbled back and forth and continued to applaud. the npc were all addressable, but then immediately fell back into pattern, including vadim. I couldn't have discussed the task with him because he didn't go to his corner. A round of public sex then broke up the event and everyone went about their previous occupations. as ego described it. I ticked the options unique, guard and companion, the logic seems right to me. however, i reduced the radius from 2000 to 500. Ego, what is the 2000 in the game? 2000 meters? (I'm german)
izzyknows Posted March 13, 2022 Posted March 13, 2022 1 hour ago, deathmorph said: Ego, what is the 2000 in the game? 2000 meters? (I'm german) A workshop floor tile is 512. 1
deathmorph Posted March 13, 2022 Posted March 13, 2022 Okay, then the default value of 2000 also seems logical.
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