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Wolfe's Struggle Systems


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Posted
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?

Posted (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 by Wolfe6900
Posted

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.  

Posted
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.

image.thumb.png.ed697d21a6dda56d2026639f7b2a6c26.png

 

The problem persists. I used LOOT and the plugin is installed, but the animation doesn't work in the test room.

Posted
20 hours ago, Frank_BR said:

image.thumb.png.ed697d21a6dda56d2026639f7b2a6c26.png

 

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?

Posted
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?

 

Posted (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 by Samhsay
Posted (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 by riveth
Posted
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. 

Posted
3 hours ago, Frank_BR said:

image.thumb.jpeg.1a99b919ced188daf0556c819b9a22f8.jpeg

 

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.

 

Posted
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.

 

image.png.3f5def9239009293b4c411403086fb22.png

 

 
The animations are in the specified location. Here is my MCM configuration.

 

image.thumb.jpeg.cb2b6cbb497cfc4b2c0bb52a14bc63d4.jpegimage.thumb.jpeg.3007a2fcd117c5a3e43fc0a5903b7096.jpegimage.thumb.jpeg.d5998c89793538a0799b4917b297969d.jpegimage.thumb.jpeg.7c43bcef5ef0f2ce2340cf188f9af67b.jpeg

Posted

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!

Posted

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.

Posted (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 by Wolfe6900
Posted
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.

 

 

Posted
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.

Posted
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. 

Posted
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.
Posted
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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