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AAF Violate Patch - Custom Races & More Victims


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Posted

AAF Violate Patch - Custom Races & More Victims

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Note: If you have issues after installing this, remember to ask about it here instead of the main AAF Violate page. This is a new upload and may have unforeseen bugs.

 

This patch allows anyone to include additional races to AAF Violate without modifying any scripts. This can now be done through editing or patching the provided plugin with FO4Edit. Custom and vanilla races can be added as violators, or as mutual victims/violators. The patch also increases the maximum number of concurrent victims from the original 3, to 8 humanoid victims and 8 non-humanoid victims. Also introduced, is a new global variable that can reduce or prevent victims from leaving the surrender state and re-entering combat whenever the player encounters another hostile npc. Note that the plugin isn't light because of restrictions caused by dialogue entries.

 

 

Requirements:

AAF Violate - Version 1.61 and in working order.

AAF Voices-2.5.2-AAF Violate.fomod - Only required if you choose the voice version of the custom races patch. Any other Violate Voice mods could break the game.

FO4Edit - To add races to the plugin as you see fit.

 

Installation:

 

-If you have AAF Violate 1.61 and no voice mod for it, download Violate Custom Races Patch 1.61.rar.
-If you have AAF Violate 1.61 and AAF Voices 2.5.2-AAF Violate , download Violate Custom Races Patch 1.61 wVoice.rar, instead.
-Don't download anything if you have an older version or are using a different Violate voice mod.

-Both versions are compatible with the DLC, Feral Animations, and FCOM support that come with AAF Violate's FOMOD.

 

 

Usage, Troubleshooting, Bugs:

(For detailed instructions with images, click on the spoiler below 'Detailed Usage')


For your convenience, set Violate_Custom_Races.esp near the end of your load order so it can readily adopt most mods as masters. Enable and deploy the plugin. Use FO4Edit to add plugins with custom races as masters to Violate_Custom_Races.esp. Then add race records to the Violate_Aggressors (070010AC) or Violate_Victims_and_Aggressors (070010AD) form lists. If a race you add has human (i.e. RaiderProject.hkx) behavior graph entries, then add that race to the Violate_Humanoids (070010AE) form list as well. If you are adding a race to the Victims_and_Aggressors list, so that they are eligible as victims, you also need to make sure that their race has the "Allow PC Dialogue" option checked in its Flags. Copy the race as an override and make that change if necessary. Some creatures like mirelurks and radscorpions still won't give you dialogue options if you do this, but I'm not sure what other entry they have or lack that causes this. Anything dumber than a dog/robot/deathclaw seems to have this issue. Also, don't forget to redeploy mods after saving your plugin.


After first installing the mod, or making any changes to the plugin, load the game to a save where Violate isn't currently being triggered or dealing with surrendering enemies. Every time you make changes to the plugin, follow the same precaution. If you haven't made a change to the plugin in a while, but are clicking on a save with active victims when loading, and you keep crashing before loading completes, or soon after, you may need to load a save from before any of those victims surrendered.


If you find that no one, not even regular non-unique human, is surrendering to you, check if the quest has been stopped by typing

"sqs fpv_aggressor" in the console. If it says it is stopped, type "startquest fpv_aggressor" and then check the status of the quest again. This happened to me once while testing earlier iterations.


By default, the intimidation factor that prevents victims from going aggro when you find a new hostile npc is 0.75. I recommend something even higher if you use the feature often, like 0.95 or even 1. You can change the value with "set afv_global_intimidation to X." You might need to save and reload for the change to take effect.


If you are using the voice version, only the first 3 humanoid victims will audibly speak, as they are the original aliases. I tried copying and renaming fuz files to match the formIDs of the new dialogue, but that didn't work, so unless someone can describe what else goes into making this voice mod work, I probably won't add any new voices.

 
There's an issue where npcs in the BoS faction will appear to surrender, and won't actively fight, but they will still be designated as in combat and they won't give you a dialogue option to violate them. I think minutemen might also be affected. Railroad agents and synths worked just fine. This may also have to do with your allegiance to certain factions in game, as I hadn't even met Danse yet. As far as I could tell, the issue still existed for me when turning off the mod, so it may be a problem for regular installations of Violate as well. If there's enough demand, I might try to create a workaround for this.


The most jarring issue at the moment is that a lot of male creatures like super mutants and deathclaws fail to get erections when they are victims, even though all their AAF animations force them to be the aggressor. I think I want to do a script for that next.

 

 

Detailed Usage:

Spoiler

Under Construction

 

 

 

 

 

 

Acknowledgements:

EgoBallistic for supporting AAF Violate and continuing its development

 


 

Posted

Nice work. 

I don't know why, but this line struck me so funny today.
 

"deathclaws fail to get erections when they are victims, even though all their AAF animations force them to be the aggressor. I think I want to do a script for that next." 

If your bad enough to assault a deathclaw, I doubt I would get an erection also. I'd be running in fear.  :D

All the same, thanks for the laugh and for the Mod. 

  • 1 month later...
  • 2 weeks later...
Posted

I've run into another pickle. I use both the Female Synths mod and the Female Super Mutants mod. Both of which have scripts that alter the FPV_Agressor quest. As mentioned in the mod pages of both of these mods, their Violate scripts are incompatible as they override eachother. I tried wrapping my head around adding both to Violate via FO4Edit using the Custom Race Violate patch, but I just cant wrap my head around how to actually add races to it. Could somebody give me some visual for how I actually go about adding that in FO4Edit. Huge thanks in advance.

Posted

Once you have the proper plugins loaded for both the custom race you wish to add and the right masters as mentioned above. 
Expand your race mod, find the entry "RACE" in it, there you will see the races you want to add to this plugin.
leave that list expanded, now expand this plugin,you will see 3 formid lists, Violate_Aggressors, Violate_Victims_and_Aggressors, Violate_Humanoids.
If a race you add has human (i.e. RaiderProject.hkx) behavior graph entries, then add that race to the Violate_Humanoids as well.
I did all 3 for the mod I use for my custom race.
now select the formid list on the left, say "Violate_Humanoids", you will see a few entries there already. Now to add to this list, click the top "FORM IDs" header, you should see after it is a empty space divided by a thiiiin line, right click on the empty area, a menu should open where you get the option to "Add FORM id", click it.
A new formid has been added, however it will say "NULL..." in the field, now look at the race mod again that you left open, find the name of the race you wish to add, note the name of the race, now double click the "NULL entry" in this plugin again to enter edit mode, type in the name of the race and make sure in the list it will show you to select the name with the [RACE:00000000] id at the end. hit enter, rinse repeat for other races as seen fit. 

I know it is a horrible tutorial, not great at writing them lol but it is basically how you do it in short terms. I dearly hope this helps. I attached a image for reference of sorts.

image_2025-10-20_165522548.png

image_2025-10-20_165554133.png

image_2025-10-20_165645532.png

  • 2 weeks later...
Posted
7 minutes ago, Arkhamm said:

Cant seem to find the race on the Form ID

image.png

image.png

the halfsupermutant race comes from companion_fhsm.esp so you have to make sure that this plugin loads before violate_custom_races.esp in order to add it as a master. After adding the plugin as a master, you can add the race to the Violate_Humanoids formlist, as well as either "Violate_Aggressors" or "Violate_Victims_and_Aggressors" depending on how you want them to behave. If you want to add the half super mutant behemoth race, that does come from addSM_Fem.esp so you would need to make it a master to make that race available.

Posted
14 minutes ago, Arkhamm said:

image.png.1375c68cd8608b5716f876822454bbed.pngadded it as a master however when testing it i cant make the Super mutants or FSM to surrender

Did you add both those races to the violate_victims_and_agressors formlist? Did you redeploy mods after saving and closing fo4edit?

Posted

I think gen1 and gen2 synth races would need to be added to this formlist for them to surrender as well (unless I added them by default to the script, don't remember). Do you have any other mods that alter aaf violate function? Are you trying to make a unique female super mutant surrender, like skadi, or generic ones you can repeatedly spawn?

Posted
5 minutes ago, Arkhamm said:


i just want the generic ones that spawns to surrender

do me a favor and disable humans from being able to surrender in the violate MCM and then close the game. Then add humans to the violate_victims_and_aggressors formlist. Save and exit fo4edit and redeploy your mods. Then see if generic humans can surrender

  • 1 month later...
Posted

For anyone trying this mod ..I did get it to work just fine. I am playing pre NG ( not sure that makes any difference ) if you follow the instructions its good to go.

Thanks to the mod author!!! Much appreciated!

  • 1 month later...
Posted (edited)

I tried as best as i could from the limited knowledge i have yet still i dont get how exactly im supossed to make sure that FormID sees the _HalfSuperMutant so that i can add it. Edited: Nevermind, figured it out, gonna see if it will work though.

Edited by je3c6en
  • 1 month later...
Posted
On 10/20/2025 at 11:56 PM, Shimba said:

Once you have the proper plugins loaded for both the custom race you wish to add and the right masters as mentioned above. 
Expand your race mod, find the entry "RACE" in it, there you will see the races you want to add to this plugin.
leave that list expanded, now expand this plugin,you will see 3 formid lists, Violate_Aggressors, Violate_Victims_and_Aggressors, Violate_Humanoids.
If a race you add has human (i.e. RaiderProject.hkx) behavior graph entries, then add that race to the Violate_Humanoids as well.
I did all 3 for the mod I use for my custom race.
now select the formid list on the left, say "Violate_Humanoids", you will see a few entries there already. Now to add to this list, click the top "FORM IDs" header, you should see after it is a empty space divided by a thiiiin line, right click on the empty area, a menu should open where you get the option to "Add FORM id", click it.
A new formid has been added, however it will say "NULL..." in the field, now look at the race mod again that you left open, find the name of the race you wish to add, note the name of the race, now double click the "NULL entry" in this plugin again to enter edit mode, type in the name of the race and make sure in the list it will show you to select the name with the [RACE:00000000] id at the end. hit enter, rinse repeat for other races as seen fit. 

I know it is a horrible tutorial, not great at writing them lol but it is basically how you do it in short terms. I dearly hope this helps. I attached a image for reference of sorts.

image_2025-10-20_165522548.png

image_2025-10-20_165554133.png

image_2025-10-20_165645532.png

 

I tried to do for the HalfMutants (female mutants) out of curiosity. It could not even recognize it as race as if it... doesn't have race ID.

Posted (edited)
On 1/24/2026 at 6:15 PM, je3c6en said:

I tried as best as i could from the limited knowledge i have yet still i dont get how exactly im supossed to make sure that FormID sees the _HalfSuperMutant so that i can add it. Edited: Nevermind, figured it out, gonna see if it will work though.

Did you figure it out? It doesn't recognize it in the list.

If I type the race anyway, it'll say 'load ordercan not be mapped' 

Edited by georgechalkias

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