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Posted

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

Posted
1 hour ago, torn said:

Can you add comments to viewers? Like in skyrim.

+1

  • 1 month later...
Posted

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 months later...
Posted

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!!!!

Posted
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.

Posted
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. 

 

  • 1 month later...
Posted
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.

Posted

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. 

Posted
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.

  • 2 months later...
Posted

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.

  • 3 months later...
Posted

@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?

Posted
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:

 

image.png

 

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:

 

image.png

 

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:

 

image.png

 

Then I defined each individual info.  It has a condition that the speaker must have the quest's custom voice type:

 

image.png    image.png

 

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 :)

  • 3 weeks later...
Posted

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.

Posted
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.

  • 1 month later...
Posted

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?

  • 1 month later...
Posted
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.

Posted
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.

Posted
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.

  • 7 months later...
Posted

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)

Posted
1 hour ago, deathmorph said:

Ego, what is the 2000 in the game? 2000 meters? (I'm german)

A workshop floor tile is 512.

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