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Posted
5 hours ago, 1337DragonWolf said:

Yeah.

Kool.
Load up the game and turn On the AAF Violate Debug Messages.
Find & piss off the creature your having trouble with and try to surrender. Then after it fails exit the game and you should have the error logged in the papyrus.0.log Which "should" tell you why it failed.

Posted
17 hours ago, 1337DragonWolf said:

Yeah.

Also, and maybe this is common sense but I've seen it come up before... make sure you're surrendering with AAF Violate and not RSE II: CSA or CAP. I have all three installed but don't have surrender options configured in anything except Violate.

 

And do triple-check that support for the specific creatures you want to surrender to is enabled in the AAF Violate MCM.

Posted
18 minutes ago, vaultbait said:

make sure you're surrendering with AAF Violate and not RSE II: CSA or CAP.

Very good point! Don't use them so I kinda forgot about em.

Posted
On 1/25/2021 at 6:04 AM, izzyknows said:

Kool.
Load up the game and turn On the AAF Violate Debug Messages.
Find & piss off the creature your having trouble with and try to surrender. Then after it fails exit the game and you should have the error logged in the papyrus.0.log Which "should" tell you why it failed.

 

On 1/25/2021 at 5:23 PM, vaultbait said:

Also, and maybe this is common sense but I've seen it come up before... make sure you're surrendering with AAF Violate and not RSE II: CSA or CAP. I have all three installed but don't have surrender options configured in anything except Violate.

 

And do triple-check that support for the specific creatures you want to surrender to is enabled in the AAF Violate MCM.

I had the wrong gender options. Sorry. :/ Guess I'll have to switch every time I have human opponents.

Posted
1 hour ago, 1337DragonWolf said:

 

I had the wrong gender options. Sorry. :/ Guess I'll have to switch every time I have human opponents.

I didn't think the gender options affected creatures, but maybe I've just picked a popular gender.

Posted

Perhaps off-topic, but I'm trying to gain a better understanding of Papyrus script fundamentals, and struggling through an attempt to recompile a script from the final release of this mod, though suffering for my newbishness. If someone who groks the nuances off PapyrusCompiler errors could speculate as to the source of the problem in the second spoiler from this comment, I'd be most grateful:

Edit: Well, I figured it out, sort of, but if someone is bored and has suggestions for what I should have done differently I'm all ears!

Posted
3 hours ago, vaultbait said:

Perhaps off-topic, but I'm trying to gain a better understanding of Papyrus script fundamentals, and struggling through an attempt to recompile a script from the final release of this mod, though suffering for my newbishness. If someone who groks the nuances off PapyrusCompiler errors could speculate as to the source of the problem in the second spoiler from this comment, I'd be most grateful:

Edit: Well, I figured it out, sort of, but if someone is bored and has suggestions for what I should have done differently I'm all ears!

Ah yes, your psc files need to be in Scripts\Source\User.... It's nice if you go one deeper. ie: Scripts\Source\User\VaultBait\

Not only for the end user.. IF you're releasing it.. but also makes it waaay easier to keep things neat & tidy.

Posted
19 hours ago, izzyknows said:

Ah yes, your psc files need to be in Scripts\Source\User.... It's nice if you go one deeper. ie: Scripts\Source\User\VaultBait\

Not only for the end user.. IF you're releasing it.. but also makes it waaay easier to keep things neat & tidy.

Well, that's the thing... the .psc files are in Scripts\Source\User and I add that to the -i path on the command line. The compiler finds the script to compile in that directory just fine, but complains it can't find functions defined in other .psc files in the same directory. However,  if I switch the current directory for my command terminal to Scripts\Source\User too, it suddenly all works. I'm thoroughly baffled by that.

Posted
1 hour ago, vaultbait said:

Well, that's the thing... the .psc files are in Scripts\Source\User and I add that to the -i path on the command line. The compiler finds the script to compile in that directory just fine, but complains it can't find functions defined in other .psc files in the same directory. However,  if I switch the current directory for my command terminal to Scripts\Source\User too, it suddenly all works. I'm thoroughly baffled by that.

Head over to Sim Settlements on Discord and they will be more than happy to tell you exactly the whyisit. Kinggath is the most knowledgeable code monkey I know.

 

Oh, and it's probably something very simple. ;)

 

Posted
14 hours ago, izzyknows said:

Oh, and it's probably something very simple. ;)

There was someone who could help us ...

 

images.jpeg.69a0e1c46fa5de209549c9ad05b82049.jpeg

Posted
10 minutes ago, Spectre5342 said:

The 50 shades animations are showing up in aaf but not when the player is violated they're not in the list then

sorry thats a bit vague I'm using the one patch to rule them all and the new UAP patch and its requirements I could've sworn they were being used earlier perhaps this save is simply broken. Or is theree a specific order of the patches and animations in my load order 

Posted
5 hours ago, Spectre5342 said:

sorry thats a bit vague I'm using the one patch to rule them all and the new UAP patch and its requirements I could've sworn they were being used earlier perhaps this save is simply broken. Or is theree a specific order of the patches and animations in my load order 

If they're not marked as aggressive then they won't be chosen. Themes usually handles the tags. But.. I use my own version of "Themes". But that's me. LOL

 

Posted
2 hours ago, izzyknows said:

If they're not marked as aggressive then they won't be chosen. Themes usually handles the tags. But.. I use my own version of "Themes". But that's me. LOL

 

Well after much deliberation realized using the One Patch and UAP is pretty much IMPOSSIBLE. I did have those animations working in violate in the past before I tried to tackle that mess. Then again I redid everything related to AAF including the themes so I must've broken something. Just gonna take a hiatus from Fallout 4 for awhile been banging my head on AAF for days now need a break.

Posted
1 hour ago, Spectre5342 said:

Well after much deliberation realized using the One Patch and UAP is pretty much IMPOSSIBLE. I did have those animations working in violate in the past before I tried to tackle that mess. Then again I redid everything related to AAF including the themes so I must've broken something. Just gonna take a hiatus from Fallout 4 for awhile been banging my head on AAF for days now need a break.

This guide might be of some help. Just remember, you don't need everything on the list. And yeah, the one patch was not good to start with. Good idea though.

Posted
13 hours ago, izzyknows said:

This guide might be of some help. Just remember, you don't need everything on the list. And yeah, the one patch was not good to start with. Good idea though.

I fixed it for some reason the One Patch must be above some of the animations but below some of the others got the order right in my old load order simply went back to that 

Posted

Hi

 

Can any of you give me a hint/hand with figuring out why AAF Violate doesn't equip Devious Devices mini dresses.  It puts them into inventory, but doesn't equip them.  They can be equipped from inventory like normal.  Not sure if i somehow changed a setting in this mod or another that makes it not auto equip.

 

Edit: Will just disable them for now.

Posted
3 hours ago, Beyound said:

Hi

 

Can any of you give me a hint/hand with figuring out why AAF Violate doesn't equip Devious Devices mini dresses.  It puts them into inventory, but doesn't equip them.  They can be equipped from inventory like normal.  Not sure if i somehow changed a setting in this mod or another that makes it not auto equip.

 

Edit: Will just disable them for now.

I "think" it's because they don't have the required keyword. Never really dug to deep to check because most of the time I disable them, along with the other "normal" dresses.

Posted

hello ego

 

do you know how i can fix this error ?

I think I have all the necessary animation packs but I must be missing the xml files !!!

 

cordially

 

Quote

35834053_Capturedcran(6).png.23a86e3fd2285410a8b06fcf50ed20db.thumb.png.6cc59270ecd4831135eb44ac5a1864db.png

 

Posted
26 minutes ago, hkheung said:

hello ego

do you know how i can fix this error ?

I think I have all the necessary animation packs but I must be missing the xml files !!!

cordially

 

Read the first page.

 

Posted
1 hour ago, tlllp said:

So, is UAP a secret requirement?

No.

Violate requests AAF to play either an aggressive or passive animation based on tags. If your animations don't have tags, aka not using themes or SavageCabbage animations, then Violate will error and stop the violation.

Posted

NOTE

 

COOL MOD

It seems that "AAF Violate 1.47" is not compatible with "AAF 161.1b". You can install it without any problems and there is no error message. But if you go into the menu and make your settings and then leave MCM again, all settings are set to "OFF" and "0" and therefore not executed.

 

P.S. With AAF BETA v147 there are no problems with animations, and there are no error messages either.

Posted
56 minutes ago, Bloodhhunter666 said:

NOTE

 

COOL MOD

It seems that "AAF Violate 1.47" is not compatible with "AAF 161.1b". You can install it without any problems and there is no error message. But if you go into the menu and make your settings and then leave MCM again, all settings are set to "OFF" and "0" and therefore not executed.

 

P.S. With AAF BETA v147 there are no problems with animations, and there are no error messages either.

Pretty much why I use an older version of AAF. It works, and all my animations & mods work.

You'd have to re-compile Violate with the latest version of AAF... of course updating Violate to comply with the new AAF changes. ?

Posted

Hi all! Great mod.

 

I have a trouble shooting question: Everything seems to be working great except the sound. Is it always suppose to be quiet when the animations are playing? Or was I suppose to get the sound files from a separate download?

 

It's my understanding that the mod requires files from other creators to work correctly (I downloaded all animations in the FAQ).

 

I'm a novice to all this, so I'm not sure if: 1) this it's working as intended 2) I missed a file I was suppose to download 3) Just messed up the installation some where.  Thanks for reading. ?

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