Jump to content

Recommended Posts

Posted

RSE combat sex animation worked. But Violate its not working correctly. They just get mushed into each other.

Never mind. I reinstalled the Animation packs in my mod manager and reorder the animation packs. It worked now. 

 

Although the female Aggressor didn't seem to equip any strap ons

Posted

Seems like when I load Staged Leito Plus Erection Fix 1.0.3 after Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes) 7.5 it won't work. The strap ons show up the the actors end up merging into each other. But If I disable the 7.5 patch then the Staged Leito works with the strap on on FF animations.

 

Otherwise un-ticking the leitos fix mod on the left panel the animations work but the strap ons won't appear. Becomes dry humping.


Which is weird because I thought it should still work fine if leitos is overwriting the 7.5 patch on Female to female scenes. Not a modder so maybe theres a left over file on 7.5 that leitos doesn't overwrite and causes some incompatibility. 

Load order.PNG

Posted
18 minutes ago, JUSSME said:

Seems like when I load Staged Leito Plus Erection Fix 1.0.3 after Patch for animations (Squirt/Cum Effects, cum/tattoo overlays, stages, fixes) 7.5 it won't work. The strap ons show up the the actors end up merging into each other. But If I disable the 7.5 patch then the Staged Leito works with the strap on on FF animations.

 

Otherwise un-ticking the leitos fix mod on the left panel the animations work but the strap ons won't appear. Becomes dry humping.


Which is weird because I thought it should still work fine if leitos is overwriting the 7.5 patch on Female to female scenes. Not a modder so maybe theres a left over file on 7.5 that leitos doesn't overwrite and causes some incompatibility. 

 

 

Posted
12 hours ago, SurrealCruelty said:

 

It seems to work fine for me (Indarello). I have the Esp ticked in since I had it working again. Not 100 percent sure because I am not sure which animations are Indarello. I was trying to use AAF menu but its weird to use. And it say things like theres no actor even though I had my crosshairs on one. But other mods worked fine. The MCG mod, RSE and Violate work. Imcluding FF animations with strap on.

Posted
7 hours ago, JUSSME said:

It seems to work fine for me (Indarello). I have the Esp ticked in since I had it working again. Not 100 percent sure because I am not sure which animations are Indarello. I was trying to use AAF menu but its weird to use. And it say things like theres no actor even though I had my crosshairs on one. But other mods worked fine. The MCG mod, RSE and Violate work. Imcluding FF animations with strap on.

He means the Staged Leito Plus mod is not compatible with Indarello's Patch for Animations. As in this whole thing (it patches tons of AAF XMLs from various animation packs in conflicting ways):

Spoiler

 

 

Posted
On 8/23/2020 at 6:08 PM, EgoBallistic said:

Q: I can surrender to enemies, they surround me, but no animations play,  and I see I Need to Retreat followed by AAF OnSceneInit status [X]

A: This means that AAF responded to the animation request with an error.  Violate will end the violation scene in this case.

 

The error message won't stay on the screen for long.  However, you can bring up the AAF Admin console and see what the error was.  Hit the Home key to bring up the AAF menu, then the Del key until it says MODE: Admin.  Then hit Enter to bring up the window.  You'll see something like this:

 

20190720100342_1.thumb.jpg.5f1501966a8293efebed2575a4b75359.jpg

 

The Admin console shows all of the errors and warnings AAF has logged, with the most recent one at the top

 

The most common error is Error 4, meaning  that AAF was unable to find any animations matching the combination of actors and tags.  In the above example, I disabled the AAF Creature Pack mod, then surrendered to some Mirelurks, so AAF returned an error indicating no suitable animations were found.  To avoid this error,

  • Make sure your AAF Violate MCM options match the animation packs you have installed
  • Make sure you enabled all of the required options when installing AAF Themes: enable Sex - Kinky Animation Support as well as all of the Race/Creature animations you will need.

I keep running into this error as of lately, and I found that AAF errors it says that it failed to start scene (with ffmm and ffm) because no animations with the aggressive tag.

I have checked that all my animations are installed correctly.

Posted
19 minutes ago, darkon74slayer said:

I keep running into this error as of lately, and I found that AAF errors it says that it failed to start scene (with ffmm and ffm) because no animations with the aggressive tag.

I have checked that all my animations are installed correctly.

Yes, there's a bug in the tags for the Savage Cabbage's Animation Pack V1.2.3.1 where "aggressive" was misspelled throughout. The 200831 update to Halstrom's Themes yesterday was supposed to fix that though, I thought?

Posted
11 minutes ago, vaultbait said:

Yes, there's a bug in the tags for the Savage Cabbage's Animation Pack V1.2.3.1 where "aggressive" was misspelled throughout. The 200831 update to Halstrom's Themes yesterday was supposed to fix that though, I thought?

Themes no longer includes tags for SavageCabbage's mod.  Themes 200831 fixed the "aggressive" tags in that mod, but SavageCabbage still needs to fix the tags in his mod.

 

I recommend using with Themes 200623.0 and SavageCabbage 1.2.3 until both mods are updated. 

Posted
6 minutes ago, EgoBallistic said:

Themes no longer includes tags for SavageCabbage's mod.  Themes 200831 fixed the "aggressive" tags in that mod, but SavageCabbage still needs to fix the tags in his mod.

 

I recommend using with Themes 200623.0 and SavageCabbage 1.2.3 until both mods are updated. 

Got it, so aggressive was misspelled in all the entries in Themes as well as in SC's Animation Pack, and is not yet fixed in the latter. Thanks for clarifying! (I originally misread and thought maybe Halstrom had re-added the tags for SC's back into Themes temporarily as a workaround.)

Posted
33 minutes ago, EgoBallistic said:

Themes no longer includes tags for SavageCabbage's mod.  Themes 200831 fixed the "aggressive" tags in that mod, but SavageCabbage still needs to fix the tags in his mod.

 

I recommend using with Themes 200623.0 and SavageCabbage 1.2.3 until both mods are updated. 

so how long has the problem existed, I backed up to 1.2.2 and still have the problem.

Posted
18 minutes ago, darkon74slayer said:

so how long has the problem existed, I backed up to 1.2.2 and still have the problem.

It only started with SavageCabbage 1.2.3.1 and Themes 200812.0.

 

If you are reverting to an older SavageCabbage you must also revert Themes to 200623.0 or SC's animations will have no tags at all.

Posted

New version 1.46 uploaded

I've actually been playing the game for more than a few minutes at a time recently.  This release fixes a few things I noticed over time that started bugging me.  Also, Halstrom added a new tag to Themes for mod authors to use, so I went ahead and added support for it.

  • Actors in surrender pose will no longer bounce into a standing position and back every few seconds.
  • Aggressors in the approach scenes (where they walk to the victim and make a comment) now behave more realistically.
  • Followers teleporting to the player at the start of surrender will try to find better spots, farther from walls and objects.
  • If there is no usable furniture in the area, or if furniture use is disabled in MCM, animations will always take place at the victim's location.
  • If "Player can be violated" is OFF and restraints are enabled, the player's restraints will always be applied at the start of the violation event.
  • Animations tagged as "Rough" will now be allowed in the same situations as "Aggressive" ones.

As always, the mod will self-update when you install the new version, no need for a clean save.

Posted
4 hours ago, vaultbait said:

He means the Staged Leito Plus mod is not compatible with Indarello's Patch for Animations. As in this whole thing (it patches tons of AAF XMLs from various animation packs in conflicting ways):

  Reveal hidden contents

 

 

They seem to be working for me.  Its the Voice option fix in the options which doesn't cause it to be compatible for me.

I just have leitos overwrite after the 7.5 patch with no voice option fix.


NPC just tried to Black mail with nudes and I refused. Then I tried to shoot it in the face but I got shot  and then Violate initiated. But then several bunch  of NPC's raped me. And then a npc took off the handcuffs for sex, and then I died from trauma of rape. 

The NPC stole my stimpacks! grrr

Posted

I don't know if you take suggestions, but here's mine anyway.

 

What if raiders in the Commonwealth set up traps for people so they can rob and or enslave them. It's obvious what else they can do with them. I think this would fit the theme of both Fallout raiders and this mod. Also the mechanic is fair enough, since you can dodge it if you're paying attention to where you step.

 

First thing i thought of is a bear trap that traps you in place and cripples your leg. The other possibilities are gas traps (sleeping gas), Tesla traps (get stunned while the raiders come for you), maybe use the gasoline trap as glue so the player gets stuck.

 

Either way I'm curious what you think about this.

Posted
7 hours ago, EgoBallistic said:

New version 1.46 uploaded

I've actually been playing the game for more than a few minutes at a time recently.  This release fixes a few things I noticed over time that started bugging me.  Also, Halstrom added a new tag to Themes for mod authors to use, so I went ahead and added support for it.

  • Actors in surrender pose will no longer bounce into a standing position and back every few seconds.
  • Aggressors in the approach scenes (where they walk to the victim and make a comment) now behave more realistically.
  • Followers teleporting to the player at the start of surrender will try to find better spots, farther from walls and objects.
  • If there is no usable furniture in the area, or if furniture use is disabled in MCM, animations will always take place at the victim's location.
  • If "Player can be violated" is OFF and restraints are enabled, the player's restraints will always be applied at the start of the violation event.
  • Animations tagged as "Rough" will now be allowed in the same situations as "Aggressive" ones.

As always, the mod will self-update when you install the new version, no need for a clean save.

The standing up and down in surrounding pose bothers me the most. What exactly the reason is the cause of this? Very curious.

Posted
40 minutes ago, NoJoker said:

The standing up and down in surrounding pose bothers me the most. What exactly the reason is the cause of this? Very curious.

The mod uses a surrender AI package that takes the actor out of combat and puts them in the surrender idle animation.  The animation has a fixed duration, but as long as the package is running it will repeat the animation.  Problem is, each time the animation ends, the actor reverts to their default idle animation for just an instant, then the package starts the animation again.  So you get that bounce up and down.

 

I fixed this by making a new version of the surrender idle animation that loops forever on its own.  So now the animation never ends while the package is running, and there is no bounce.  But, since the animation loops forever, it will not automatically reset when the AI package ends.  To prevent the actor from getting stuck forever in that animation, the package runs a script that resets the actor's animation when it ends.  More complicated, but a better looking result.

Posted

Fallout 3 had a controversial mod like this like 8 years ago but it was much simpler and animations happened as soon as an enemy did enough damage up close. Animations began immediately, NPCs didn't calm down and it was a lot scarier than this. First person worked too, in a janky kind of way.

Just poking my head in to say I'd be interested if you could recreate that intensity

(FNV Sexout, Skyrim Sexlab and Fo4 AAF all work the same way so maybe I'm the only one who cares but yeahhhhhhhh pfft submit reply)

Posted
Quote

Sex Attributes support: if you use Sex Attributes, violations will automatically be recognized by that mod, and its stats will affect Perversion.

This link points to messenger and not to mod itself. The second link lower parts of the page correctly points to mod.

 

Sorry if this was mentioned before. Using search for "Sex Attributes" didn't pop that up for me and mod was just recently updated.

 

Thank you for the mod by the way. I gave a good run for it and will be giving it another run soon.

Posted

Hey sorry to be bothering but I'm kinda stuck here. My character is binded like this (after getting assaulted) and I can't seem to find a way to get out of these cuffs. 

Help? :D

Spoiler

Fallout4_Wa8Xvjnxtq.png

 

I was also handcuffed behind the back but managed to get free with some brotherhood npcs (I'm using both restraints mods/the second picture shows what cuffs are binding my gal)

Fallout4_7TSisuYYXY.png

Posted
7 hours ago, MikeHawk007 said:

Hey sorry to be bothering but I'm kinda stuck here. My character is binded like this (after getting assaulted) and I can't seem to find a way to get out of these cuffs. 

Help? :D

  Reveal hidden contents

Fallout4_Wa8Xvjnxtq.png

 

I was also handcuffed behind the back but managed to get free with some brotherhood npcs (I'm using both restraints mods/the second picture shows what cuffs are binding my gal)

Fallout4_7TSisuYYXY.png

You either need a restraint key (you can buy them from Kimy in the Memory Den or loot/pickpocket the attacker who put them on you) or try to escape by struggling out or picking the lock. Short of that, there are options in mods like Sex Attributes to use sheer willpower to break free or Boston Devious Helper to convince an NPC to free you with potential consequences. I like to play with all of the above for a bit of variety.

Posted

Hello, i having issues when the outcome is 100% chance to be gangbang, here is part of my log where it fails.

any help will be appreciated. ty.

 

type
stack:
	[None].ObjectReference.Delete() - "<native>" Line ?
	[ (0009FE63)].TrapThistleScript.OnCellDetach() - "D:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\TrapThistleScript.psc" Line 30
[09/10/2020 - 07:02:10AM] error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
	[None].ObjectReference.Delete() - "<native>" Line ?
	[ (0009FE64)].TrapThistleScript.OnCellDetach() - "D:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\TrapThistleScript.psc" Line 30
[09/10/2020 - 07:02:11AM] UpdateMeterData with: fCurrentSettlement_FoodPercent: 1.000000, fCurrentSettlement_WaterPercent: 1.000000, fCurrentSettlement_SafetyPercent: 0.000000, fCurrentSettlement_PowerPercent: 0.000000, fCurrentSettlement_HomesPercent: 0.000000, fCurrentSettlement_JobsPercent: 0.000000
[09/10/2020 - 07:02:13AM] AFV report: Control up: FPV_SurrenderKey held for 0.099000 s
[09/10/2020 - 07:02:13AM] AFV report: MCM force surender attempt
[09/10/2020 - 07:02:13AM] AFV report: force surrender. AFV_Global_On 1.000000 surrenderActive False
[09/10/2020 - 07:02:13AM] AFV report: combat targets [9] rapists [9] companions [0]
[09/10/2020 - 07:02:13AM] AFV report: Control up: FPV_SurrenderKey held for 0.067000 s
[09/10/2020 - 07:02:13AM] AFV report: OnControlUp has determined player was spamming the key, ABORTING
[09/10/2020 - 07:02:16AM] New self esteem value: 46.909744
[09/10/2020 - 07:02:16AM] AFV report: exitPowerArmor returns after 5 tries
[09/10/2020 - 07:02:18AM] AFV report: Player can be target
[09/10/2020 - 07:02:18AM] AFV report: FindRapistFor Player, cur 0 Max 8
[09/10/2020 - 07:02:18AM] AFV report: rapist found
[09/10/2020 - 07:02:18AM] AFV report: Submission is 0.000000
[09/10/2020 - 07:02:18AM] AFV SexSceneChoosing: curRapistE [1] maxRapistE [8] CanDoGangbangs [True]
[09/10/2020 - 07:02:19AM] AFV report: StartSex: akActors[0] is Player [20]
[09/10/2020 - 07:02:19AM] AFV report: StartSex: akActors[1] is Raider Veteran [2155039]
[09/10/2020 - 07:02:19AM] AFV report: StartSex: akActors[2] is Raider Scum [1173600]
[09/10/2020 - 07:02:19AM] AFV report: StartSex: akActors[3] is Raider Waster [1173598]
[09/10/2020 - 07:02:19AM] AFV report: StartSex: akActors[4] is Raider Scum [1173599]
[09/10/2020 - 07:02:19AM] AFV report: Using akActors[0] as locationObject
[09/10/2020 - 07:02:20AM] OnSceneInit: error 4
[09/10/2020 - 07:02:20AM] AAF SEU Debug: SceneInit event: error [4]
[09/10/2020 - 07:02:20AM] AFV report: OnSceneInit Event: animation failed to start, result [4]
[09/10/2020 - 07:02:20AM] AFV report: actors array is [[Actor < (00000014)>], [Actor < (0020E21F)>], [Actor < (0011E860)>], [Actor < (0011E85E)>], [Actor < (0011E85F)>]]
[09/10/2020 - 07:02:20AM] AFV report: force outcome.
[09/10/2020 - 07:02:20AM] AFV report: outcome start
[09/10/2020 - 07:02:20AM] error:  (0011C6C6): cannot find variable named fSpeed.
stack:
	[ (0011C6C6)].ObjectReference.SetAnimationVariableFloat() - "<native>" Line ?
	[ (0011C6D8)].simpleelevatormasterscript.SimpleElevatorSetupFunction() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 285
	[ (0011C6D8)].simpleelevatormasterscript.OnTimer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 88
[09/10/2020 - 07:02:20AM] error:  (0011C6C6): cannot find variable named fValue.
stack:
	[ (0011C6C6)].ObjectReference.SetAnimationVariableFloat() - "<native>" Line ?
	[ (0011C6D8)].simpleelevatormasterscript.SimpleElevatorSetupFunction() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 286
	[ (0011C6D8)].simpleelevatormasterscript.OnTimer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 88
[09/10/2020 - 07:02:20AM] error:  (0011C6C6): is considered loaded, but does not have an animation graph manager.
stack:
	[ (0011C6C6)].ObjectReference.PlayAnimation() - "<native>" Line ?
	[ (0011C6D8)].simpleelevatormasterscript.SimpleElevatorSetupFunction() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 287
	[ (0011C6D8)].simpleelevatormasterscript.OnTimer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 88
[09/10/2020 - 07:02:21AM] error:  (0011C6C6): cannot find variable named fSpeed.
stack:
	[ (0011C6C6)].ObjectReference.SetAnimationVariableFloat() - "<native>" Line ?
	[ (0011C6D8)].simpleelevatormasterscript.SimpleElevatorSetupFunction() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 336
	[ (0011C6D8)].simpleelevatormasterscript.OnTimer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 88
[09/10/2020 - 07:02:21AM] AFV report: FindRapistFor Player Function ended and interrupted is 1 found is 1
[09/10/2020 - 07:02:21AM] AFV report: Companions can be target
[09/10/2020 - 07:02:21AM] AFV report: real interrupt came
[09/10/2020 - 07:02:21AM] AFV report: CheckForRapeEnd start, interrupted is 1
[09/10/2020 - 07:02:21AM] AFV report: CheckForRapeEnd already running
[09/10/2020 - 07:02:24AM] error: Cannot call WorkshopID() on a None object, aborting function call
stack:

 

Posted
29 minutes ago, Dodzh said:

[09/10/2020 - 07:02:20AM] OnSceneInit: error 4

[09/10/2020 - 07:02:20AM] AAF SEU Debug: SceneInit event: error [4]

[09/10/2020 - 07:02:20AM] AFV report: OnSceneInit Event: animation failed to start, result [4]

[09/10/2020 - 07:02:20AM] AFV report: actors array is [[Actor < (00000014)>], [Actor < (0020E21F)>], [Actor < (0011E860)>], [Actor < (0011E85E)>], [Actor < (0011E85F)>]]

[09/10/2020 - 07:02:20AM] AFV report: force outcome.

Violate tried to start an animation with your character and three other actors, but AAF could not find a suitable animation.  This issue is addressed in the Troubleshooting section on the mod's download page.

 

Those script errors from TrapThistleScript and simpleelevatormasterscript are from vanilla events and not related to this mod.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...