Gilanthus Posted January 25, 2022 Posted January 25, 2022 I've noticed that some mods have the same or similar function, like [AAF] Violate and [AAF] RSE II: Combat Surrender and Abductions. Should I just choose one mod or can I use both with little to no conflict?
wildtangent Posted January 25, 2022 Posted January 25, 2022 I believe that Violate lets other mods like RSE to handle the abductions. You just have to make sure Violate is handling the combat surrender.
Jellyfish505 Posted January 25, 2022 Posted January 25, 2022 As Wildtangent suggests, I think of RSE II as a mod to extend the functionality of [AAF] Violate as they integrate well. Turn off RSE's surrender options & let Violate handle that, with a % chance (that you can select in MCM) of Violate triggering an RSE kidnapping outcome (and/or a Raider's Pet outcome). Good stuff!
Maiou Posted February 1, 2022 Posted February 1, 2022 On 1/25/2022 at 11:47 AM, Jellyfish505 said: As Wildtangent suggests, I think of RSE II as a mod to extend the functionality of [AAF] Violate as they integrate well. Turn off RSE's surrender options & let Violate handle that, with a % chance (that you can select in MCM) of Violate triggering an RSE kidnapping outcome (and/or a Raider's Pet outcome). Good stuff! Hey hey! just saw this comment and i wanted to ask you what parameters to turn off in RSE in order for violate to function as the main one? (or should i just disable it completely?)
Jellyfish505 Posted February 2, 2022 Posted February 2, 2022 3 hours ago, Maiou said: Hey hey! just saw this comment and i wanted to ask you what parameters to turn off in RSE in order for violate to function as the main one? (or should i just disable it completely?) Just turn off RSE surrender options, whilst ensuring the Violate surrender options are enabled (basically use a hot key) and under Violate's other options, ensure you set a percentage that you get a post-surrender RSE outcome.
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