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AAF Violate expansion


deff.

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Posted

The reason why am I posting this is @riveth with his/her mod Pervert...

 

I'm wondering how hard it could be make something like that with Violate? Sometimes it's verry kinda weird/non-immersive/stupid when character being raped in weird locations. I mean sometimes Violate is triggered in different positions - between shelves, on the roof, in ruins, etc...and it's pretty weird to watch, for example, Leito Aggresive Doggystyle when your character is half-inside in wall or head in the shelf/wall/whatever...I mean - animations for Violate starts in the position where player character surrenders (if I'm correct). I don't know how cool or not cool it could be that violate scenario will continue in another cell...For raiders and super-mutants it could be allright, they are speaking and that's will be okay, if the player (or with companion/-s) will be teleported to raiders/mutants cell with same aggressors...Non-immersive it will be with ghouls as they are non-speaking creatures, but it's possible to duplicate/recreate some cave cell...

 

 

Unfortunately I'm not so advanced to do this, but maybe somehow I can help to create something like that, if someone is interested...

Posted
3 hours ago, deff. said:

The reason why am I posting this is @riveth with his/her mod Pervert...

 

I'm wondering how hard it could be make something like that with Violate? Sometimes it's verry kinda weird/non-immersive/stupid when character being raped in weird locations. I mean sometimes Violate is triggered in different positions - between shelves, on the roof, in ruins, etc...and it's pretty weird to watch, for example, Leito Aggresive Doggystyle when your character is half-inside in wall or head in the shelf/wall/whatever...I mean - animations for Violate starts in the position where player character surrenders (if I'm correct). I don't know how cool or not cool it could be that violate scenario will continue in another cell...For raiders and super-mutants it could be allright, they are speaking and that's will be okay, if the player (or with companion/-s) will be teleported to raiders/mutants cell with same aggressors...Non-immersive it will be with ghouls as they are non-speaking creatures, but it's possible to duplicate/recreate some cave cell...

 

 

Unfortunately I'm not so advanced to do this, but maybe somehow I can help to create something like that, if someone is interested...

in fact it doesn't need to be another cell. We can just pick some nice, even spot, put xmarker there, (or use some object/furniture that is already there, so there would be no need for cell editing), as target. 
So if You are violated in corvega, pervert would send you to i.e sleeping room in corvega. 

There was discussion about this once, and from pervert side, this is just to pick those spots and put them on a formlist.

Posted (edited)
7 hours ago, riveth said:

in fact it doesn't need to be another cell. We can just pick some nice, even spot, put xmarker there, (or use some object/furniture that is already there, so there would be no need for cell editing), as target. 
So if You are violated in corvega, pervert would send you to i.e sleeping room in corvega. 

There was discussion about this once, and from pervert side, this is just to pick those spots and put them on a formlist.

 

Sounds easy 😅 (of course not for me)...And it's possible to integrate this thing in Pervert?

Edited by deff.
Posted
2 hours ago, deff. said:

 

Sounds easy 😅 (of course not for me)...And it's possible to integrate this thing in Pervert?

i think it would be better to make dedicated patch for violate or even convince mod author to this idea. In the end we dont need to start adiitional scenes and such, because violate does that very good. We dont need to return player either so using pervert for this would be too much.

 

All there is to do is to make 2 formlists, one with locations, another with places, then copy move function from pervert script and thats it. But to integrate it with violate we need source files or we need to convince author to implement those changes. In this case there should be also MCM menu to turn this option on and off

Posted (edited)

I talked about this with Spicy yesterday. There is one issue regarding actors for violate scene. If player would be moved away, and destination was already cleared out of enemies, there won't be any actors for violate scenario.


Now depending on how violate handles those actors we will need different approach. It can be quite easy or very hard to do :)

Spicy told me, he will look inside violate scripts after Christmass, to determine next steps.

My hopes are high :)

Edited by riveth
Posted
13 hours ago, riveth said:

I talked about this with Spicy yesterday. There is one issue regarding actors for violate scene. If player would be moved away, and destination was already cleared out of enemies, there won't be any actors for violate scenario.


Now depending on how violate handles those actors we will need different approach. It can be quite easy or very hard to do :)

Spicy told me, he will look inside violate scripts after Christmass, to determine next steps.

My hopes are high :)

 

Good to hear. I thought as well about some kinda easier way to integrate violate scenario, but only thing that I can imagine that raiders/mutants/ghouls is captured pc and character after dialogue like "We captured you, now you will go to our good fellas bla bla bla"...and only player/companion/-s teleporting (aggressors stays in same place) to cell where is already raiders/ghouls/supermutants...And scenario continues there...After violate ends, player can be teleported randomly somewhere in Commonwealth with explaining text...

 

I have no idea how to involve creatures if aggressors are bugs/dogs/mirelurks/etc...in very rare situations there is some weird positions. So I think that creatures can proceed scene as it should...

Posted
6 hours ago, deff. said:

 

Good to hear. I thought as well about some kinda easier way to integrate violate scenario, but only thing that I can imagine that raiders/mutants/ghouls is captured pc and character after dialogue like "We captured you, now you will go to our good fellas bla bla bla"...and only player/companion/-s teleporting (aggressors stays in same place) to cell where is already raiders/ghouls/supermutants...And scenario continues there...After violate ends, player can be teleported randomly somewhere in Commonwealth with explaining text...

 

I have no idea how to involve creatures if aggressors are bugs/dogs/mirelurks/etc...in very rare situations there is some weird positions. So I think that creatures can proceed scene as it should...

This would be indeed easier, but horribly repetative. In this case would prefer normal violate than this. 

I think in most cases there is no need to interfere violate scenario at all. 

Biggest problem is with big, multi store buildings or complicated areas like corvega, saugus and so on. Violate starts it's animation in various places, sometimes it is hard to find where next animation takes place.

 

Because those 'bases' are populated by sentient species, it would be logical for them to take captured player into more comfy area.

 

We need to figure out those npc and how to force violate to start it's scenes near designated marker.

 

Also picking places for any possible location would be tiresome job. I think we should focus only for those bigger ones.

 

Posted
6 hours ago, riveth said:

This would be indeed easier, but horribly repetative. In this case would prefer normal violate than this. 

I think in most cases there is no need to interfere violate scenario at all. 

Biggest problem is with big, multi store buildings or complicated areas like corvega, saugus and so on. Violate starts it's animation in various places, sometimes it is hard to find where next animation takes place.

 

Because those 'bases' are populated by sentient species, it would be logical for them to take captured player into more comfy area.

 

We need to figure out those npc and how to force violate to start it's scenes near designated marker.

 

Also picking places for any possible location would be tiresome job. I think we should focus only for those bigger ones.

 

 

Bruh...I'm sorry, that I cannot help with this. I'm totally stupid in such advanced things like creating scripts etc...Only thing that I can do is edit some cells with CK 😂

Posted
9 hours ago, deff. said:

 

Bruh...I'm sorry, that I cannot help with this. I'm totally stupid in such advanced things like creating scripts etc...Only thing that I can do is edit some cells with CK 😂

i can only make some simple scripts or reverse engineer something. We need to wait for spicydoritos to inspect violate script. Then we will know how this mod works and what can be done with it.

 

If it occur to be imposible task, there is yet another approach. Violate fires up post rape scenario like RSE, raider pet or bad end.

I could make pervert-like post-rape scenario, that can be run after violate.

Then you just set 1 aaf scene in violate, or even disable violation at all.

  • 1 month later...
Posted
On 12/23/2025 at 10:31 AM, riveth said:

This would be indeed easier, but horribly repetative. In this case would prefer normal violate than this. 

I think in most cases there is no need to interfere violate scenario at all. 

Biggest problem is with big, multi store buildings or complicated areas like corvega, saugus and so on. Violate starts it's animation in various places, sometimes it is hard to find where next animation takes place.

 

Because those 'bases' are populated by sentient species, it would be logical for them to take captured player into more comfy area.

 

We need to figure out those npc and how to force violate to start it's scenes near designated marker.

 

Also picking places for any possible location would be tiresome job. I think we should focus only for those bigger ones.

 

 

 

This might be a newer version of AAF, but if you go to the Mod Config and set up the hot key for where to jump your camera to. I have had this issue before too. The scene starts and your camera is in a different location. 

 

Hope that helps. 

Posted

Why are the NPC's in my game "violating" my PC with soft dicks? 

 

I have been trying to put my game mods back together after downgrading to version 1.10.984. I've installed Atomic Muscle and it seemed to work when I just started a Sex Scene manually. The male NPC had a hard on. But, since then, every "Violate" scene is ruined by soft NPCs.

 

Is this an issue with the animation packs? 

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