Wolfe6900 Posted July 12 Author Posted July 12 12 minutes ago, Frank_BR said: Test mode isn't working. When I speak to the guy to start it, he just stands there and no animation plays. I installed all the necessary files and used the LOOT tool. Do you see any debugs?
Frank_BR Posted July 12 Posted July 12 15 minutes ago, Wolfe6900 said: Do you see any debugs? No message. It just sits there, as if it were nothing but talk.
Wolfe6900 Posted July 12 Author Posted July 12 (edited) 3 hours ago, Frank_BR said: No message. It just sits there, as if it were nothing but talk. I typically don't Archive my mods and prefer to keep them as Loose files until they're complete, so you may need to use a mod organizer or vortex, or do it manually. It sounds like the scripts may not be properly going to the right location for your game to locate them. Or, they could be getting overridden by something. The way the mod is packaged is that it doesn't have a separate 'Data' folder, so unless whatever mod organizing system you're using fixes that, you may need to manually do it. For instance, the .pex scripts would naturally fall under here: \SteamLibrary\steamapps\common\Fallout 4\Data\Scripts But my mod is packaged as (since I use MO2) as: \ModOrganizer\ModProfile\mods\WolfesStruggleMod *If you use MO2, the pathing could be different from if you manually did the files or used Vortex. Edited July 12 by Wolfe6900 1
caygo Posted July 12 Posted July 12 I seem to be having the same issue. I use mo2 and have both mods at the very end of my load order, I can't seem to get the QTE to trigger by talking to test npc, or struggling out of KTF bondage objects. 1
Frank_BR Posted July 13 Posted July 13 5 hours ago, Wolfe6900 said: I typically don't Archive my mods and prefer to keep them as Loose files until they're complete, so you may need to use a mod organizer or vortex, or do it manually. It sounds like the scripts may not be properly going to the right location for your game to locate them. Or, they could be getting overridden by something. The way the mod is packaged is that it doesn't have a separate 'Data' folder, so unless whatever mod organizing system you're using fixes that, you may need to manually do it. For instance, the .pex scripts would naturally fall under here: \SteamLibrary\steamapps\common\Fallout 4\Data\Scripts But my mod is packaged as (since I use MO2) as: \ModOrganizer\ModProfile\mods\WolfesStruggleMod *If you use MO2, the pathing could be different from if you manually did the files or used Vortex. The problem persists. I used LOOT and the plugin is installed, but the animation doesn't work in the test room.
Wolfe6900 Posted July 13 Author Posted July 13 20 hours ago, Frank_BR said: The problem persists. I used LOOT and the plugin is installed, but the animation doesn't work in the test room. Is it enabled in the MCM? Also, you're using a female Player? 1
riveth Posted July 13 Posted July 13 On 7/12/2026 at 9:10 PM, Wolfe6900 said: I typically don't Archive my mods and prefer to keep them as Loose files until they're complete, so you may need to use a mod organizer or vortex, or do it manually. It sounds like the scripts may not be properly going to the right location for your game to locate them. Or, they could be getting overridden by something. The way the mod is packaged is that it doesn't have a separate 'Data' folder, so unless whatever mod organizing system you're using fixes that, you may need to manually do it. For instance, the .pex scripts would naturally fall under here: \SteamLibrary\steamapps\common\Fallout 4\Data\Scripts But my mod is packaged as (since I use MO2) as: \ModOrganizer\ModProfile\mods\WolfesStruggleMod *If you use MO2, the pathing could be different from if you manually did the files or used Vortex. well it does not work on my setup either. I use MO2 and can confirm that WSS_System.pex is in data/scripts/ folder I can see it when pick "data" on right pane, so it shows it is loaded into correct virtual folder. Idk if it is general rule or just my setup, but every new file I create in CK (script for instance) goes to overwrite folder and then I need to manually move it to my mod folder before repack and release. Maybe You just left some files there?
Frank_BR Posted July 13 Posted July 13 32 minutes ago, Wolfe6900 said: Is it enabled in the MCM? Also, you're using a female Player? Yes. Female player...
Samhsay Posted July 13 Posted July 13 (edited) 29 minutes ago, riveth said: Idk if it is general rule or just my setup It's the same for me. But in this mod, there's only one file in the source folder, and only one compiled script. Edited July 13 by Samhsay
riveth Posted July 13 Posted July 13 (edited) 1 hour ago, Samhsay said: It's the same for me. But in this mod, there's only one file in the source folder, and only one compiled script. exacly, I cant see no script fragments that should be attached to this test guy's dialogue. They may be left in overwrite folder. Edited July 13 by riveth
Wolfe6900 Posted July 14 Author Posted July 14 20 hours ago, riveth said: exacly, I cant see no script fragments that should be attached to this test guy's dialogue. They may be left in overwrite folder. Good point out! Yeah, there were a couple scripts in the overwrite folder. Thanks for pointing that out. 2
Frank_BR Posted July 15 Posted July 15 Struggle animations aren't working. Nudity and sex animations work fine, but grappling animations don't.
Wolfe6900 Posted July 15 Author Posted July 15 3 hours ago, Frank_BR said: Struggle animations aren't working. Nudity and sex animations work fine, but grappling animations don't. It 'should' pull the following animations from the Savage Cabbage Animation Pack: The path/files should be found here (or similar dependent on your device): \SavageCabbages Animation Pack V1.2.7\Meshes\Actors\Character\Animations\SavageCabbage\Human\FM\Standing01 They're named: SC-FM-Human-Standing01-03Doggy-F1.hkx SC-FM-Human-Standing01-03Doggy-M1.hkx etc, etc. But you should also be able to customize the animation it pulls as well in the MCM.
Frank_BR Posted July 16 Posted July 16 21 hours ago, Wolfe6900 said: It 'should' pull the following animations from the Savage Cabbage Animation Pack: The path/files should be found here (or similar dependent on your device): \SavageCabbages Animation Pack V1.2.7\Meshes\Actors\Character\Animations\SavageCabbage\Human\FM\Standing01 They're named: SC-FM-Human-Standing01-03Doggy-F1.hkx SC-FM-Human-Standing01-03Doggy-M1.hkx etc, etc. But you should also be able to customize the animation it pulls as well in the MCM. The animations are in the specified location. Here is my MCM configuration.
kirryus Posted July 16 Posted July 16 This seems like a very interesting idea and I can definitely see a lot of potential. For example one can make a patch with DD or RH to trigger plug vibrations or collar shocks (e.g. if struggle fails) like the system Didnapper has, or have the collar master from SH punish the player somehow, or Raider Pet / RSE2 triggering 'visits' from guards. Great job! 3
Halifaxwest Posted July 18 Posted July 18 Interesting mod. I've found that it will work initially but, if you have to reload a save game the UI is no longer visible. The notifications will still appear in the top left but the progress bar and the key prompts are invisible. 1
Wolfe6900 Posted July 18 Author Posted July 18 (edited) 5 hours ago, Halifaxwest said: Interesting mod. I've found that it will work initially but, if you have to reload a save game the UI is no longer visible. The notifications will still appear in the top left but the progress bar and the key prompts are invisible. Thanks for the point out. I'll investigate into it! Edit: The new uploaded versions should be fixed. Let me know if you run into any issues. Edited July 18 by Wolfe6900
Wolfe6900 Posted July 18 Author Posted July 18 On 7/16/2026 at 11:39 PM, kirryus said: This seems like a very interesting idea and I can definitely see a lot of potential. For example one can make a patch with DD or RH to trigger plug vibrations or collar shocks (e.g. if struggle fails) like the system Didnapper has, or have the collar master from SH punish the player somehow, or Raider Pet / RSE2 triggering 'visits' from guards. Great job! Thanks! I loved the QTE system for Skyrim and felt it needed to be incorporated into Fallout4 instead of the old 'set a % chance to win and wait' type of thing we currently have for Fallout4. I'd love to have a defeat system incorporated for it, but it seems the authors of AAF Violate and other Defeat mods have gone quiet in recent days. Maybe, in the future, I may work my own Defeat system, but right now, I'm trying to keep it as a callable resource for other modders. 1
Samhsay Posted July 18 Posted July 18 On 7/15/2026 at 2:47 PM, Frank_BR said: Struggle animations aren't working. Nudity and sex animations work fine, but grappling animations don't. Do you use EAP? My grappling animations aren't working either, even though I have the animation pack installed. 1
Wolfe6900 Posted July 18 Author Posted July 18 9 minutes ago, Samhsay said: Do you use EAP? My grappling animations aren't working either, even though I have the animation pack installed. EAP could potentially be an issue. These systems have been developed using the most current version of Fallout4 (1.11.221.0), which needed a new AAF to accompany it. I'm not sure if EAP is affected in the change.
Frank_BR Posted July 20 Posted July 20 On 7/18/2026 at 6:26 PM, Samhsay said: Do you use EAP? My grappling animations aren't working either, even though I have the animation pack installed. Yes, I'm also using the SAM engine.
guliguliradish Posted July 21 Posted July 21 Honestly, I think the mod that should most be integrated with is AAF Violate.
Wolfe6900 Posted July 21 Author Posted July 21 6 hours ago, guliguliradish said: Honestly, I think the mod that should most be integrated with is AAF Violate. Yeah, I've tried reaching out to the authors in the past, but it seems they've retired or stopped modding, unfortunately. It would probably take someone to adopt AAF Violate to get the integration.
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