keith123 Posted February 27, 2021 Posted February 27, 2021 There is an issue with the teleport followers option in the MCM, even though I have it set to teleport on none of the companions teleport to the player's location. This didn't seem to be an issue with an older version of the mod, but when I updated the mod to the current version it no longer works. Does this mod have any multiple follower mod conflicts that I have not seen? Like I said it didn't have this issue before with the same mod list, but since the update to current version it is not teleporting companions anymore. As a result they kneel wherever they are and my character is now the only one involved in the animations. P.S. it is set to followers can be violated, distance 1500, both genders, teleport upon surrender on.
izzyknows Posted February 27, 2021 Posted February 27, 2021 59 minutes ago, keith123 said: There is an issue with the teleport followers option in the MCM, even though I have it set to teleport on none of the companions teleport to the player's location. This didn't seem to be an issue with an older version of the mod, but when I updated the mod to the current version it no longer works. Does this mod have any multiple follower mod conflicts that I have not seen? Like I said it didn't have this issue before with the same mod list, but since the update to current version it is not teleporting companions anymore. As a result they kneel wherever they are and my character is now the only one involved in the animations. P.S. it is set to followers can be violated, distance 1500, both genders, teleport upon surrender on. Are you using a race mod that effects companions? Something changed on your end. Maybe even a bad install.. or uninstall. I've had 18 followers a 1 companion (makes a nasty mess.. don't do it!) and as long as they're in range, they all teleport & join in the fun.
vaultbait Posted February 27, 2021 Posted February 27, 2021 4 hours ago, izzyknows said: Are you using a race mod that effects companions? Something changed on your end. Maybe even a bad install.. or uninstall. I've had 18 followers a 1 companion (makes a nasty mess.. don't do it!) and as long as they're in range, they all teleport & join in the fun. Yeah, I find I accumulate Commonwealth Captives followers until they reach an annoying number (pathing issues out the wazoo!), and then I send them all to work in one of my slave camps. Latest Violate has no problem teleporting them all, as well as my regular companions.
JB153 Posted February 27, 2021 Posted February 27, 2021 On 2/16/2021 at 8:26 PM, vaultbait said: Yes, this is usually a sign that MCM is having trouble writing its state files, e.g. wrong path, permissions too restrictive, et cetera. By default it wants to record your Violate settings in Data\MCM\Settings\AAF_Violate.ini (but this will depend a bit on how your game is installed/managed). Strange thing is, is that MCM isn't even picking up on the fact that I've manually edited the ini settings after moving over the entire config file. File path seems to be where it should be. Probably going to have to clean slate my install at this point. Going to play around with a few things first.
BeefyJackal Posted March 2, 2021 Posted March 2, 2021 How can I get my 2 companions to assault a surrendered npc? Are there any ways to trigger a gangbang with companions?
VonHelton Posted March 2, 2021 Posted March 2, 2021 3 hours ago, BeefyJackal said: How can I get my 2 companions to assault a surrendered npc? Are there any ways to trigger a gangbang with companions? I've been asking Ego for a gangbang option to his various mods FOR YEARS. Well, Ego is no longer around, so that will never happen unless another modder takes up the challenge.
delete1618 Posted March 2, 2021 Posted March 2, 2021 2 hours ago, VonHelton said: I've been asking Ego for a gangbang option to his various mods FOR YEARS. Well, Ego is no longer around, so that will never happen unless another modder takes up the challenge. Without having looked at it at all, it shouldn't be too difficult. You need to push each companion into a quest alias and then can add conditions to the dialogue to display a different option based on how many companions you have. Then it should be as simple as adding each companion to the var array you pass to AAF.
Wario555 Posted March 3, 2021 Posted March 3, 2021 When female violates another female, you can hear male grunts. Any addon to fix this?
izzyknows Posted March 3, 2021 Posted March 3, 2021 12 minutes ago, Wario555 said: When female violates another female, you can hear male grunts. Any addon to fix this? Try Leito Voice Fix for FF
vaultbait Posted March 4, 2021 Posted March 4, 2021 4 hours ago, izzyknows said: 4 hours ago, Wario555 said: When female violates another female, you can hear male grunts. Any addon to fix this? Try Leito Voice Fix for FF Alternatively, Staged Leito Plus Erection Fix adds a similar fix.
Apex-Fox Posted March 4, 2021 Posted March 4, 2021 I got a problem when I surrender to a animal it spawns a human? Why wont it let me be raped by the animals? I have them installed and enabled?
izzyknows Posted March 4, 2021 Posted March 4, 2021 2 hours ago, Apex-Fox said: I got a problem when I surrender to a animal it spawns a human? Why wont it let me be raped by the animals? I have them installed and enabled? Wait... it changes the animals into humans or your PC into a human? Either way, Violate checks the race (and a few other things) and if conditions are met, it hands off to AAF, otherwise it fails & ends the violation. So, IF the animations are playing, it's an AAF/race mod issue.
Sarti Posted March 5, 2021 Posted March 5, 2021 Guys i have a problem, sometimes when the animation starts my game stop responding, forcing me to close it. How can i solve this? Or where can i get a log to try to see what causing it?
vaultbait Posted March 5, 2021 Posted March 5, 2021 23 minutes ago, Sarti said: Guys i have a problem, sometimes when the animation starts my game stop responding, forcing me to close it. How can i solve this? Or where can i get a log to try to see what causing it? In My Games\Fallout 4 you'll see F4SE and Logs directories where lots of things are logged. Although I'd strongly recommend setting up Buffout 4 (warning: it's not trivial due to requiring several components which need manual installation) since it includes a lot of crash fixes but also adds much more verbose crash logging. AAF lists Buffout 4 as a soft requirement because, if you're using other UI mods, the AAF on-screen UI can trigger a lot of memory-related instability in the game.
Sarti Posted March 5, 2021 Posted March 5, 2021 Thank you man, ill install it and try to get the log.
NNS10 Posted March 6, 2021 Posted March 6, 2021 @EgoBallistic Is there a way to make it your companions have to go down too before a violate scene starts? Or to handle PC and companion scenes separately? Currently the moment the PC triggers violate, the companions automatically are defeated as well.
izzyknows Posted March 6, 2021 Posted March 6, 2021 14 minutes ago, nanashi50 said: @EgoBallistic Is there a way to make it your companions have to go down too before a violate scene starts? Or to handle PC and companion scenes separately? Currently the moment the PC triggers violate, the companions automatically are defeated as well. In short.. No. The long.. The AI is far to stupid for it to work correctly. You end up watching a never ending fight.... far to often.
Neodarkside Posted March 6, 2021 Posted March 6, 2021 Curious to know why AAF Violate sometimes fails to set up a scene, like defeated by 1-3 raiders. Sometimes the first one works, but the 2nd or 3rd fails and I get an error message and it aborts any further scenes. Sometimes it fails on the first. Went thru my Papyrus and I believe this one is one of the failures. [03/06/2021 - 02:16:46AM] AAF SEU Debug: SceneInit event: error [4] Anything I can do to prevent it from failing?
izzyknows Posted March 6, 2021 Posted March 6, 2021 14 minutes ago, Neodarkside said: Curious to know why AAF Violate sometimes fails to set up a scene, like defeated by 1-3 raiders. Sometimes the first one works, but the 2nd or 3rd fails and I get an error message and it aborts any further scenes. Sometimes it fails on the first. Went thru my Papyrus and I believe this one is one of the failures. [03/06/2021 - 02:16:46AM] AAF SEU Debug: SceneInit event: error [4] Anything I can do to prevent it from failing? From the OP FAQ section 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.
MrCruelJohn Posted March 6, 2021 Posted March 6, 2021 48 minutes ago, Neodarkside said: Curious to know why AAF Violate sometimes fails to set up a scene, like defeated by 1-3 raiders. Sometimes the first one works, but the 2nd or 3rd fails and I get an error message and it aborts any further scenes. Sometimes it fails on the first. Went thru my Papyrus and I believe this one is one of the failures. [03/06/2021 - 02:16:46AM] AAF SEU Debug: SceneInit event: error [4] Anything I can do to prevent it from failing? Turn off gangbangs. AJ worked under the old polistro setup but apparently they say it doesn't work now. I shut mine off and it works fine now. John 1
eurgetes Posted March 6, 2021 Posted March 6, 2021 Hoping someone can help. I recently did a new install of AAF and all related mods on a new game and can't get AAF_Violate (v. 1.47) to work on the player character . No matter where I set the health value for surrender the enemy just kills me. When I hit the Surrender key, the response "there is no one here to surrender to" invariably shows up, even in the middle of combat. Other mods trigger AAF appropriately, and AAF shows proper mods installed. I do have RSE II:CSA installed as well, but I've essentially got it turned off except for Abductions. Attached are some Papyrus logs from a recent attempt at using AAF, in this case with some Bloodbugs (I have Creature Pack installed and I can trigger animations with them manually using AAF, so it's not a matter of not having the animations. The error I seem to be getting is "error: Cannot call Stop() on a None object, aborting function call stack:" but I don't know how to fix that. Any help would be appreciated. Papyrus.0.log Papyrus.3.log Papyrus.0.log Papyrus.1.log Papyrus.2.log
Flat sink Posted March 6, 2021 Posted March 6, 2021 Hey when the animation play I don't hear any voice sounds, is this normal or did I do something wrong?
vaultbait Posted March 6, 2021 Posted March 6, 2021 35 minutes ago, eurgetes said: some Bloodbugs (I have Creature Pack installed and I can trigger animations with them manually using AAF, so it's not a matter of not having the animations. Perhaps implied, but you did also go into Violate's MCM and enable bugs as potential violators, right?
vaultbait Posted March 6, 2021 Posted March 6, 2021 5 minutes ago, Flat sink said: Hey when the animation play I don't hear any voice sounds, is this normal or did I do something wrong? Not all animations are voiced. There are some which also rely on additional assets, for example from NSFW Sound Pack.
Flat sink Posted March 6, 2021 Posted March 6, 2021 13 minutes ago, vaultbait said: Not all animations are voiced. There are some which also rely on additional assets, for example from NSFW Sound Pack. Oh makes sense but I already have that mod installed and I still don't hear voices
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now