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  • 2 weeks later...
Posted
On 3/5/2024 at 10:24 AM, PenBoozerX said:

Half (or more) of the time when I manage to escape from restraints middle of assault, the assaulter turns into a... floating tilted person with just standing idle playing, their AI doesnt do anything, i cant talk to them and I cant even hit them. They'll float there forever. Cant really use this mod without turning my entire skyrim into floating npcs like this. What is causing this or how do i fix these afterwards?

image.png.155d05bbbd1e8d66937e3a7e4d68deb7.pngimage.png.5a131da82ac2cc9fa56fda3f612e2fb1.png

This happens probably because _BF_BattleFuck script uses PushActorAway to reset the attacker anim

 

"Running PushActorAway on the target of an idle animation started with a function such as PlayIdleWithTarget can cause unusual behavior." - https://ck.uesp.net/wiki/PushActorAway_-_ObjectReference

 

I doubled up the command with a wait and seemed to fix it.

 

Debug.SendAnimationEvent(_victim, "IdleForceDefaultState") - also added another IdleForceDefaultState

Debug.SendAnimationEvent(_victim, "IdleForceDefaultState")
                Utility.Wait(0.1)
                _victim.PushActorAway(_lastRapers, 0.01)
                Utility.Wait(0.1)
                _victim.PushActorAway(_lastRapers, 0.01)

Etc, there are other spots the command was used. Added to all.

 

This is for BF 20211005

 

Put in BF scripts folder.

_bf_battlefuck.pex

  • 1 month later...
  • 3 weeks later...
Posted

So after the first assaulter is done, none of the following people animate in the poses. They just stand naked close by as my player character animates through the sex poses.  Anyone by chance know how to fix that?

Also there is no way to do the QTE stuff as it all seems controller only.  With no options to set it for keyboard binds.

  • 3 weeks later...
Posted

every time my character escapes, it completely breaks my game. can't attack, stuck in 3rd person, interactions are broken... i really wanted to use this but it never works and just causes nothing but problems in my game :(

  • 2 weeks later...
Posted (edited)

I really like the setup for this mod. It is pretty fantastic that it gives you a checklist of all of the requirements and tells you if they are working in their current state, and the animation checker is nice too. It would be nice if more authors took a queue from this, as is illustrated by the distinct lack of support requests with the setup of this mod. I'd like to take a moment and point out that sometimes what you don't hear is a good sign, and this is one of those cases.

The settings for the QTE difficulty is pretty on point, but there are no meaningful settings for during an attack, and most of the options the player has don't really seem to do much. Assailants just do whatever they want anyways or just wait for your pitifully small bit of stamina to run out then resume. Amount of stamina, breakaway chance, etc should be tunable in the MCM. I want to like this mod, but it comes across as only presenting the illusion of control which is just aggravating. I have tested the attacks at various player levels and conditions, and none of them seem to have any impact whatsoever on difficulty during an attack. This is pretty much the killing point for me for a huge swath of mods from LL. They just can't respect that the player is not trying to play a victim simulator 24/7 and it gets real old, real fast.

If the rest of the encounter were as tunable as the lead up, this would not be a problem at all. Some suggestions for refining the mod, if it is still under development:

- Let the player's success chance scale with level, or make an MCM option to toggle.
- Let the success chance of defending against penetration, resisting, struggling, escaping, calling for help, etc be configurable in the MCM.
- Let the attack effect on stamina/pleasure during an assault be configurable in the MCM, so individual players can determine whether they want it to be an excercise in futility, a challenging consequence of poor choices, or just a casual fun gag to let play out or just "nah not right now" and get on with whatever you were doing. All three of these reflect very strongly in the player base, and if you only give one option you are alienating the other two.

Edited by mopsyd
Posted
On 9/10/2024 at 6:06 PM, Lulu78 said:

So after the first assaulter is done, none of the following people animate in the poses. They just stand naked close by as my player character animates through the sex poses.  Anyone by chance know how to fix that?

Also there is no way to do the QTE stuff as it all seems controller only.  With no options to set it for keyboard binds.

 

I'm having the same problem. Everyone works perfectly until I am passed to another assaulter or onlooker.

 

>Also there is no way to do the QTE stuff as it all seems controller only.  With no options to set it for keyboard binds.

Its in the MCM you just have to configure it. I have it set to WASD in my setup.

Posted

This looks like an amazing mod! Definitely worth looking at.

 

I am a bit concerned about my computer's ability to handle it though. My current rig is a bit on the old side, and this looks pretty script heavy. Any idea how much of a performance hit or script lag I might expect from this?

Posted

@Suzutsuki Can you tell me which mod event is thrown when player escapes from QTE or through the battlefuck minigame?
From my testing _BF_Calm is the event that happens when all battlefuck scenes are done and I assume sztk_CellChange is used when one of the consequences triggers.

Posted (edited)

My favorite defeat mod

 

I think this function controls ending the scene...

 

Function MainloopBattleFuck()
    if !_isAnimationStarted
        Debug.Trace("[_BF] MainloopBattleFuck !_isAnimationStarted")
        return
    endif

    FindEnemiesTeammates()

    if _changeAggressor && _aggressorBP >= 0.0
        _changeAggressor = false
        ChangeAggressor()
        return
    endif

    _controller.AutoAdvance = false
    if !IsInterrupted
        ProcessTurn()
    endif
    if IsEscaped || IsReleased || IsGiveUp || IsInterrupted || !IsActive
        ; tfcが有効なまま終わると抜刀できなくなるぽいのでtfc無効にしておく
        ToggleFreeCamera(false)

        ; Hookが登録してあるのでアニメーション終了後にOnAnimationEnding_BattleFuck()が実行される
        _controller.EndAnimation()
        
        if IsEscaped
        
               if Utility.RandomFloat() < 0.5
                              Utility.Wait(3.0)
                             _aggressor.StartCombat(_victim)
                             Debug.Notification("The Attacker Is Very Angry!!!")    
               endif
        endif
        
        
    else
        ; HUD有効化
        EnableHUD()

        RegisterForSingleUpdate(0.5)
    endif
EndFunction

 

You can manipulate IsEscaped || IsReleased || IsGiveUp || IsInterrupted || !IsActive

 

Like this I use in script....

 

Int PDHandling = 0
    string BattleFuck = "BattleFuck.esp"
    if Game.GetModByName(BattleFuck) < 255
          Quest _BF_MCMQuest = Game.GetFormFromFile(0x04251A, BattleFuck) As Quest
          Bool LocEnabled = (_BF_MCMQuest as _BF_MCM).Enabled as Bool
          If  LocEnabled
               Debug.Notification("Approaches Enabled For BattleFuck!")
               JVbattlefuckGO.SetValue(1)
               PDHandling += 1
          Else   
              Debug.Notification("BattleFuck Found! But Is Not Enabled!")
              JVbattlefuckGO.SetValue(0)
          EndIf      
    Else
               JVbattlefuckGO.SetValue(0)
              
    EndIf

 

Set some of  BF's internal Var or Bool like so.......

 

 

(_BF_MCMQuest as _BF_MCM)

 

Same format for BF mainquest forgot its name  (Quest as Script).Iswhatever = maybe

 

(_BF_MainQuest as _BF_BattleFuck). IsEscaped = True

 

Not sure about the permissions to release anything on this mod though.

 

 

Edited by gg7base
Posted

Curious, how does this perform over a long-running game or with AE? Seeing a recent Acheron addon pop up that makes use of this brought this mod's existence to my attention. 

 

Makes me wonder if this mod's QTEs are more efficient than the ones you can make with the "Flash Games - Struggling QTE" mod or the "sztkUtil" SKSE plugin.

Posted
On 10/6/2024 at 4:29 PM, sunadokei said:

every time my character escapes, it completely breaks my game. can't attack, stuck in 3rd person, interactions are broken... i really wanted to use this but it never works and just causes nothing but problems in my game :(

Same problem as Sunadokei, I have all requirements, and everything is up-to-date, save and load does not fix. I have to just uninstall, unless someone has a fix, it bricks the game.

  • 4 weeks later...
Posted
On 9/19/2023 at 10:31 PM, hdhdhdad said:

Hi, the qte's are not appearing on my screen? when I enter the battle fuck, I get battle fucked, but there's no ui. any fixes?

It's crazy nobody responded to this

Posted

I found this mod yesterday and I think its really nice piece. I have some questions or comments though.

- For some reason the mod has default keybinds to controller and I dont have one.
- I rebound the keys to keyboard and that works semi-ok. But all prompts still come in x-y-a-b
- As I finally found out the way the struggle works. When you are battle fucked it is kinda weird how the battle mechanic works. It also puts kinda lot on the screen which is bit awful.

1) Could you make update that at least used the bound key name instead of hardcoded text value for the struggles?
2) I think like 90% people probably play on PC without controller. It would be neat if you could have option to straight forward swap between controller and keyboard/mouse.
3) Did you try same type of struggle mechanic for the battle fuck as you have in the start etc? I am not sure if its good idea but it feels like it would be more intuitive that there were QTE events during the fuck that you would need to fullfil to get away. I think that calling help and preventing inset could be included to this. As if you got like 50% of the struggle right then it would block insert. If you got 100% right you would get free etc. The QTE game could have difficulty according on how difficult the struggle is like have changing piece in sequence or in worst case ? which you would have to guess.

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