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Would I be right thinking that the ghouls mentioned in the update are of the non feral variety?

 

yeah. feral use different skeleton. You can disable the race check though, but then the feral would be deformed while having sex with you.

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hmm now that i try your new version it´s weird ! i´m getting fucked by air, simply nobody around apart from some raiders that watch, whistle and use chems in a disturbingly manner about 10 or 12 shots in a row...

while my char is fucked by an invisible(non existing) guy...

 

 

Edit:

by the way...    What is meant by Exhaustion and more important  Perversion ?

 

The comments your character/ follower make before each scene change after a certain number of rounds from resistance to corrupted. This is number of rounds is Perversion multiplier in the CP * Endurance

 

Your character passes out after (Exhaustion multiplier * Strength) rounds and wake up in Sanctuary, ending the violation.

 

On invisible, what happens after this? Did you get multiple rounds of invisible guy?

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looks like it were three of the dead raiders that were killed by a mine after the rape started....

somehow some of the corvega raiders startet the violation and one of them walked into a 3pack setup of mines that i set up there on my last visit..

it killed 3 of the raiders.

an i think they still got accounted for the violation...

 

i will test this further but the first try-out was simply weird to watch....

me humped repeatedly by air and 5 raiders synchronized using a lots of chems while watching me...

 

 

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looks like it were three of the dead raiders that were killed by a mine after the rape started....

 

Yeah that would make sense.

 

Probably in the next version I'll implement a safety check each round to make sure the actor chosen is still alive for when your violator gets killed unexpectedly.

 

The chems thing is deliberate - viagra through injection -  maybe a tad over the top lol :)

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You work in bulks mate, awesome job as usual. below are my two cents:

 

- Triggering an animation worked flawlessly, no hiccups, no fuss and much more reliable than the previous version.

- I'd recommend an option for the violator to steal caps only, cleaning out my whole inventory causes unwanted issues, especially when you have a mod that like the Customizable PipBoy Framework, Violators took my Pipboy and all my mods settings holotapes.. etc. I'd settle for them to take all my caps.

- It would be nice to have an option to wake up where I was violated instead of being transferred to sanctuary.

 

- A more elaborate rounds per violator until exhaustion method might be a good idea especially if you have high stats; I have 11 endurance and went with the default 4 rounds until exhaustion option, I've had 5 violators, so... they kept fucking my toon for over 200 rounds... it was funny, but it took forever and it became really tiring after a while, lol. So yeah, an option to set a "chance percentage" of additional rounds per assailant with a set number of "maximum possible" rounds per violator is preferable IMHO.

 

-in my test, I was violated by Synths, I don't know if this is intentional or not, but I had no conversation/dialogue throughout the whole encounter, is this intentional with Synths?

 

Well, that's all I got for now, again, the mod does indeed work as advertised beautifully, a bit of tinkering here and there is all that it needs. Great Job man!.  :D

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- A more elaborate rounds per violator until exhaustion method might be a good idea especially if you have high stats; I have 11 endurance and went with the default 4 rounds until exhaustion option, I've had 5 violators, so... they kept fucking my toon for over 200 rounds... it was funny, but it took forever and it became really tiring after a while, lol. So yeah, an option to set a "chance percentage" of additional rounds per assailant with a set number of "maximum possible" rounds per violator is preferable IMHO.

 

-in my test, I was violated by Synths, I don't know if this is intentional or not, but I had no conversation/dialogue throughout the whole encounter, is this intentional with Synths?

 

Well, that's all I got for now, again, the mod does indeed work as advertised beautifully, a bit of tinkering here and there is all that it needs. Great Job man!.  :D

 

how many rounds it takes to exhaustion doesn't bring in the total number of violators into the calculation. If you have 11 strength (not endurance, endurance is for perversion), and use the default x4 multiplier, you would last 44 rounds, not 200. If even x1 multiplier is too many rounds for you,  reduce the scene duration instead in the General section of the CP.

 

Only humans and ghouls speak for now. I figure I leave synths out for now, as I'll make robotic-style synth-specific dialogues later. Although maybe now that I think of it, synth gen 2 speaks like humans too I guess, so maybe I can allow them to do so in the next version.

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Found another "bug" as my red rocket settlement was attacked by raiders....

 

i got hit (for testing i play with a 70% limit) and got violated by the raider AND my settlers  alike...

 

one moment they fight each other to the death and next is " hey let´s stop the fight and gang rape our boss, who just saved my life! "...

 

 

that was really something making me wanna cleanse that settlement....

 

edit :

 

correction, my settlers did Not rape me, but they cheered on and made comments and used drugs like the other raiders..

then a  supply line mister handy came along and shot the raider raping me leading to the air fucking again...

 

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Hi, loving the new update, i have had a couple of weird things(unless its working as intended idk).

 

Anytime that i get captured, rather than all the enemies taking a turn with me it's only the same 2-3 over and over again, while the others watch(very cool) and take chems.....as someone else said, they go a little ott with the chem use even for raiders lol.  

 

Whereas before each enemy would take a turn and then you would be let go, Is the default process for them to keep going until you pass out now?, i've not been let go once so far, i thought it must have been broken but after reading your comments i now know its my char having very high strength, makes the scene go on for quite a while, the first time i think it was at least 20mins

 
Like metzwerg i've also had an instance of being raped by thin air, although this was my own fault, i used the few seconds control you get inbetween assaults to kill the last raider alive because i thought something was broken.
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Anytime that i get captured, rather than all the enemies taking a turn with me it's only the same 2-3 over and over again, while the others watch(very cool) and take chems.....as someone else said, they go a little ott with the chem use even for raiders lol.  

 

 

It only picks your current combat targets (i.e. the red dots on your compass) to be violators when you get knocked down. Then the rest of the actors in the nearby area only watch. This is to prevent random NPCs nearby to wander and violate you. The downside is some enemies might not have detected you when you get knocked down and therefore do not count as combat targets.

 

Yeah the only outcome is passing out after the number of exhaustion rounds now. I'll add a mechanic to fight back during the violation in a later version, for now, resist the urge to start combat during the violation scene (not a good idea anyways as you're probably without any armor or weapon), it will break things as the mod doesn't know how to handle your violators dying during the scene.

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File Name: Four-Play Violate (+Aggressor, Surrender, Dialogues, Ghouls, Synths)

Terrific updates along with the control panel.

 

Couple of comments

When in violate toggle active (not yet hit), using workbenches shows as in combat.

Turning violate toggle off enables workbenchs.

Am guessing this is a response to previous concerns about being stuck in workbench view when violate triggers if so, no worries.

 

Is there a way to turn off or limit the jet/pyscho usage after the hands up animation? Perhaps just understanding some of the control panel functions it's already in there, if so which one? :)

Love the pointing fingers and crowd reactions, just a bit too much jet/pyscho for my comfort zone.

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File Name: Four-Play Violate (+Aggressor, Surrender, Dialogues, Ghouls, Synths)

Terrific updates along with the control panel.

 

Couple of comments

When in violate toggle active (not yet hit), using workbenches shows as in combat.

Turning violate toggle off enables workbenchs.

Am guessing this is a response to previous concerns about being stuck in workbench view when violate triggers if so, no worries.

 

Is there a way to turn off or limit the jet/pyscho usage after the hands up animation? Perhaps just understanding some of the control panel functions it's already in there, if so which one? :)

Love the pointing fingers and crowd reactions, just a bit too much jet/pyscho for my comfort zone.

 

 

I'll reduce the number of seconds allowed for jet/psycho idles in the next version. FO4's vanilla idles don't quite have as many good idles for spectator behavior as Skyrim (which has a few cheering, laughing, clapping and drinking variants) so I kinda abused the drug - no pun intended :) 

 

Don't really know why Violate would affect workbenches ...

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Anytime that i get captured, rather than all the enemies taking a turn with me it's only the same 2-3 over and over again, while the others watch(very cool) and take chems.....as someone else said, they go a little ott with the chem use even for raiders lol.  

 

 

It only picks your current combat targets (i.e. the red dots on your compass) to be violators when you get knocked down. Then the rest of the actors in the nearby area only watch. This is to prevent random NPCs nearby to wander and violate you. The downside is some enemies might not have detected you when you get knocked down and therefore do not count as combat targets.

 

Yeah the only outcome is passing out after the number of exhaustion rounds now. I'll add a mechanic to fight back during the violation in a later version, for now, resist the urge to start combat during the violation scene (not a good idea anyways as you're probably without any armor or weapon), it will break things as the mod doesn't know how to handle your violators dying during the scene.

 

 

Ah ok that makes sense now, thanks for the reply.  I actually still had my gear, i disabled robbing while i tried out the new features, will turn it back on now i have a better idea of how things work, also i will need to turn down the sex duration(i had it at 40 seconds) or i will be there all day lol.

 

On a side note you mentioned adding synth dialogue, do you mean actual voiced lines or text dialogue like you added for raiders?  was just curious as i posted on nismos synth patch for violate with some suggestions for dialogue lines i thought would fit quite well, probably no use to you but any little thing to help  :)

 

"A regrettable occurrence"                                               sound\voice\fallout4.esm\synthgen1male01\000e6aa5_1.fuz

                                                 

"Humans. So fragile"                                                        sound\voice\fallout4.esm\synthgen1male01\000e6aa3_1.fuz   

 

"Engaging"                                                                       sound\voice\fallout4.esm\synthgen1male01\000e6a87_1.fuz

 

"Distance closed. Engaging"                                            sound\voice\fallout4.esm\synthgen1male01\00043a2d_1.fuz

 

"You must be terrified"                                                     sound\voice\fallout4.esm\synthgen1male01\000e6a7a_1.fuz

 

"Engaging an Institute synth is... foolish"                         sound\voice\fallout4.esm\synthgen1male01\000e6a79_1.fuz

 

"I will limit the pain I inflict, if possible"                             sound\voice\fallout4.esm\synthgen1male01\000e6a77_1.fuz

 

"I regret any suffering you may incur"                             sound\voice\fallout4.esm\synthgen1male01\000e6a6d_1.fuz

 

"Statistically speaking, your survival is... improbable"     sound\voice\fallout4.esm\synthgen1male01\00043a19_1.fuz

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It does not work at all for me, it does not activate. I can get hit for an hour (activating TIM) or get killed but nothing gets active

 

Does surrendering work?

 

Do you ever get crippled?

 

Is this a valid actors you're trying to lose to? Humans, synths or (not feral) ghouls?

 

You shouldn't need to use TIM anymore with the default setting of turning on godmode temporarily after health goes below the cap.

 

Did you get "Vinfamy: Thanks for installing Violate" top-left-corner notification when you first load the save after installing this?

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Are you one-hit killing these guys? Could be possible that it takes the longer to filter your combat targets then you killing them so the guy gets killed after he's been chosen as a okay violator. Then a sex scene tries to be set between you and a dead actor.

 

 

 

This could be true as I play on Survival with a mod that increases incoming and outgoing damage by a factor of three and head-shots by a factor of twenty. Combat is much more deadly for all parties involved and could be bugging out the scripts with everyone dying too fast. Thanks for the assistance.

 

 

have you tried to set the health percentage higher?

if only 2-3 shots kill the enemy, maybe try to set the limit to activate to 50 - 70% to get it working...

by the way how is that damage mod named? sounds interesting...

 

"Survival Options" - http://www.nexusmods.com/fallout4/mods/14650/?  and "Realistic Headshots" - http://www.nexusmods.com/fallout4/mods/2393/?

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Not sure if this has already been mentioned, but one thing that happens pretty consistently for me is when Nora is getting violated by a female gunner, it equips Nora with the strapon and makes her the 'aggressive' role.  Pretty sure that's supposed to be the other way around?

 

Other than that, this is pretty fun and seems to work well, aside from some odd hangs here or there where the game freezes.  Keep up the good work!

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It does not work at all for me, it does not activate. I can get hit for an hour (activating TIM) or get killed but nothing gets active

 

Does surrendering work?            No

 

Do you ever get crippled?           No

 

Is this a valid actors you're trying to lose to? Humans, synths or (not feral) ghouls?           Yes

 

You shouldn't need to use TIM anymore with the default setting of turning on godmode temporarily after health goes below the cap.       Ok I have tried without "Tim" : I'm died

 

Did you get "Vinfamy: Thanks for installing Violate" top-left-corner notification when you first load the save after installing this?         No. But Violate is in the Mods parameterisable of VinFamy 

 

 

To complete my answers The loading order of 4Play's mods :

  • Four_play
  • 4PlaySEU
  • Vinfany_CP
  • FP_Prostitution
  • FP_VanillaFudge
  • FP_Violate    

I hope this will help you, thank you for your help

 

 

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Not sure if this has already been mentioned, but one thing that happens pretty consistently for me is when Nora is getting violated by a female gunner, it equips Nora with the strapon and makes her the 'aggressive' role.  Pretty sure that's supposed to be the other way around?

 

Other than that, this is pretty fun and seems to work well, aside from some odd hangs here or there where the game freezes.  Keep up the good work!

 

The hangs are apparently due to the stealing function, which can be turned off in the CP.

 

The aggressive lesbian thing is hard-coded with Four-Play Framework. There's nothing I can do on my end. I'm sure over time the framework will become more sophisticated with gender roles etc.

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dunno if anything wrong, but it ain't work with ghouls and synth.

 

Feral Ghouls and the Synth I fight with Danse just can't trigger the violate scene.

 

 

 

Maybe only to those NPC can talk?

 

Not feral ghouls, just ghouls - i.e. shoot Hancock in the face in Goodneighbour and you'll get a few of them / The Triggermen have a few ghouls too.

 

You can disable the race check if you want with Vin's CP, then everyone will violate you.

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No issues, just a comment about the update.

 

You have done a ton of work, a lot of new dialog which has had me laughing a few times.

Thumbs up!

 

For the bucket list of things that could someday be added to the mods,

a function that shuts everything down, like a panic button so to speak.

- Hoping this might be possible so we can save the game without anything running and go to work, school or get out and see daylight for the first time in days. ;)

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I just download the Violate 2.0 and test it.

 

It seems doesn't work after "surrender pose"

 

 

the player can move freely even shooting, NPC are stay friendly and wait to be shot

lol

 

Sounds like Four-Play Framework itself is not installed correctly. Please follow the installation guide for Four-Play carefully.

 

Did you also disable stealing? Why would you still have a gun?

 

 

For the bucket list of things that could someday be added to the mods,

a function that shuts everything down, like a panic button so to speak.

- Hoping this might be possible so we can save the game without anything running and go to work, school or get out and see daylight for the first time in days. ;)

 

Everything should already be automatically restarted when you load a save, except for when you're literally in the middle of a  sex scene. Unlike Skyrim, Fo4's scripts aren't baked into the save as much.

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Love the update, and the addition of Vin's CP. 

 

My only gripe is how often my defeated SS who has been captured in any of the ways possible, is the one violating the attackers. 

I have gotten captured about four or five times now, and each time, the majority (75-80%) of the scenes play as the victim being the aggressor. 

Reading your comments, seems it is something hard coded though, but, it seems more frequent than before the update, which was then about half the time. Is that something that DocClox has to change? If it is at all possible. It just is, for me, very odd that the victim is assaulting the attackers. 

 

I have run this with both male and female sole survivors. Same results for both genders. 

 

The ability to customize the mods as much as we can now with the update is wonderful and very appreciated. Thank you for the hard work you have put into these mods. 

Have tried with both male and female SSs. Same results.

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