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Xper000

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  • Birthday 01/08/1962

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  1. Odlly enough try it first, right under the Unofficial fallout patch, it seems happiest there.
  2. Thank you dagobaking Hopefully, the future updates to the travel packages will resolve it, since it feels like that may be where the issue lies.
  3. Exactly. I got AAF to work through the wizard fine. Whether on PC/NPC sex or NPC/NPC sex. It is RSE, that has Random Shenanigans and Brothels, that have autonomous NPC/NPC sex. It uses 4play and works just fine with that. It is when using the 4play proxy and RSE that autonomous NPC/NPC sex causes one of the partners to be stuck in place. That's what I am asking about, if that NPC behaviour of getting stuck is or isn't happening to the majority of users. If it is, the proxy will need some work, if it isn't, and only happening to a couple of us, what ini setting or holdover dependancy did we recent users miss?
  4. So what am I doing wrong, or missing? I have three saves going on with MO2, and two are new games and all of them religiously do the same everytime irregardless of load order or mod layout. I tried it again last night. Removed all the four play and four play dependent mods as well as AAF and its patches. Clean saved, let it run for awhile saved it and reloaded. Went to Abernathy farm, Random Shenanigans from RSE kicked in, Connie walked two rows of tatoes over and asked Blake for sex. He stood up and agreed, and immediately started to do that half walk shuffle step as he was locked in place. Connie walked back to her original place in the tato field, Blake warped to her, they had sex. That all worked fine. After the fished and redressed, Connie went back to working her tatoes and Blake was well stuck in his new location. He would talk if you clicked on him, but he couldn't move, work or go anywhere. After several game minutes I resurrected him in the console and he immediately went to working tatoes. If that npc behaviour is not happening for you I'd love to know what in the hell I am doing wrong.
  5. @dagobaking You'll be pleased to know the raiders staying pacified is NOT the fault of the 4play proxy it happened with 4play as well and yes shooting them does bring them out of it, it just takes 3 or 4 shots, more than they usually survive. The getting stuck though that one seems to be 4play proxy only or something wonky in my install. Clean install, new game doesn't matter, NPC on NPC one usually the male gets stuck in place. It only happens using the proxy, it doesn't happen using 4play.
  6. I noticed a couple of raiders stayed pacified even after I shot them, but that might be unrelated. Any other time, the raider died on the first shot. So I can't be 100% sure.
  7. Stand in place mostly after the animation finishes. Occasionally they will try to move or walk, but just do this little half step stop and start in place. You can try and give them a push physically, toggle the tcai in the console, restai, disable and enable, and they stay stuck. Resurrect, and they immediately go back about their business.
  8. And normally I agree with you, the 4play proxy does work just fine with Player Character/NPC interactions, but while NPC/NPC interactions play the animations fine, after it's over one of the two npc's is stuck in place. Usually the male character. The only console command that "unsticks" whatever package is still attached is "resurrect 1". Makes the game a little difficult to play with half the commonwealth stuck in place unable to do anything. Uninstalling the 4play proxy, and reinstalling 4play, the community patch and llfp 17 allows for AAF to use the wizard for manual triggering of the animations, and 4play itself for 4play related mods fixing the issue temporarily anyway, until a better fix can be found in a future upgrade.
  9. Or you could disable the 4play proxy for now, install 4play and use it for shenanigans and brothels, and trigger player character interactions with AAF for now.
  10. @Flashy (JoeR) It is not shenanigans, per se, but the 4play proxy that seems to be the problem. Shenanigans works exactly as advertised with 4play as the framework. At least for me anyway.
  11. Is anyone else noticing npc's getting stuck in place after using the 4play proxy and random shenanigans from RSE? I have to resurrect at least one of the two npcs every time. I am curious if this a unique behaviour to my load out.
  12. I have a question, because I am well, dumb as a stump some days. Is the 4play proxy supposed to an automated process? Should it call the animations automatically like 4play did or do I need to use the home key to bring up the wizaed for that as well? For example, in 4play, if I use SEU, once the npc agrees to sex we move to the bed or do it on the spot with no more input from me. If that is what is supposed to happen using the proxy, I am not yet getting that to work then. The wizard on the other hand worked fine, new version 1.49 alpha with 1.5 compatibility patches. Thanks.
  13. I actually had the exact same problem as Roggvir. The debug screen loaded for me and stuck, it said it was loaded but it obviously wasn't the home didn't bring up the wizard. It simply brought the nearest male to me, stripped us and the npc walked away nekkid. I even tried manually installing which somehow broke my mcm and NMM helpfully won't reinstall it, so I am now in the act of switching to mod organizer. I also had all the latest requirements and the fomod said it installed correctly. I haven't figured out what I did wrong, but Ill try again with MO
  14. Mod Organizer wasn't ready when I loaded this game unfortunately. Anyway Vin, since doing all that, turning off the Quest reward in the control panel works and works when back on like advertised. The Charisma check not so much. I still got the use my sexuality notification with Danse, but I waited out the five seconds, and he didn't request sex, whihc he would have before. It works as advertised when on and you flirt, I have yet to try and wait it out for the 5 seconds since it's been back on in the control panel.
  15. Hey Vin:} Bit of a further update. This may be a NMM issue, not the mod's fault. It didn't seem to properly clear out the older version on an update and may have fouled it up. I redid a clean save, and hand removed left over files, reinstalled and now I can talk and barter again. I have yet to get a speech check to see what happens there.
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