Church the Cat Posted February 13, 2022 Posted February 13, 2022 (edited) I'm having an issue with a couple companions being stuck after scenes conclude. I have the options set to only end with exhaustion after three three minute rounds with the player, and perversion after two rounds. After three rounds, my character was returned to my control, but two of my companions are now unable to follow me, they both stand in place. The companions are Harley and Carla, from the "Depravity" and "Outcasts" mods respectfully. I'll share my current load-order, as well. (Edit) Best as I can tell, it looks to have been caused by the mod setting me free before it was done with my companions, since the first thing I did after being released was kill both of the raiders. Their corpses are unable to be looted, although I can still toss their bodies around. Spoiler GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 Unofficial Fallout 4 Patch.esp=1 AAF.esm=1 AAFThemes.esl=1 Bememoth Separated Cart.esl=1 BodyTalk3-RaiderNormalsFix.esl=1 TortureDevices.esm=1 WashOutThatCum.esl=1 AAF_CreaturePack01.esp=1 AAF_CreaturePack02DLC.esp=1 AAF_Violate.esp=1 AAF_Violate_DLC_Patch.esp=1 Vadermania[AAF_anims].esp=1 AAF_Violate_Feral_Animations.esp=1 Atomic Lust.esp=1 BodyTalk3-LooksMenu.esp=1 BraveAnims.esp=1 CumNWealth.esp=1 CumNWealth_mutant.esp=1 Custom Moans.esp=1 Deathclaw_nude.esp=1 ErectionFix_SilverPerv.esp=1 FP_FamilyPlanningEnhanced.esp=1 FusionGirl.esp=1 Mutated Lust.esp=1 Rainmaker_animations.esp=1 SavageCabbage_Animations.esp=1 rhlegendary.esp=1 SuperMutantFreezeFix.esp=1 VIO_Strap-On.esp=1 Zaz Particles.esp=1 CarryWeight2000.esp=1 CarryWeight200Strength.esp=1 Combat Music Fix - FO4 Edition.esp=1 EFF.esp=1 EasyHacking.esp=1 FogHarborLite.esp=1 GrandSlam100Percent.esp=1 InfiniteFusionCore.esp=1 Integration.esp=1 Killable Children.esp=1 LegendaryAllDifficulties50x.esp=1 LooksMenu Customization Compendium.esp=1 LooksMenu.esp=1 MGSAiming.esp=1 NegativeAffinityIsPositiveAffinity.esp=1 No Audiofilters on the Radio 1.0.esp=1 No Limits - Encounter Zones Overhaul.esp=1 NoAffinityCooldown.esp=1 NoCombatMusicLoop.esp=1 OldStyleCriticals.esp=1 PlayerVoiceFrequencySlider.esp=1 Realisticbullets-DLC.esp=1 Search and Destroy.esp=1 Simple Ballistic Weave Expansion ESL.esp=1 StartMeUpWorkaround.esp=1 SurvivalOptions.esp=1 Tom Sprint.esp=1 Wetness Shader Fix.esp=1 XP From Companion Kills.esp=1 yace_LevelCap200.esp=1 SlaveTattoos.esp=1 OutcastsAndRemnants.esp=1 Depravity.esp=1 FO4_AnimationsByLeito.esp=1 TatsAfterRape.esp=1 rxl_bp70_animations.esp=1 DiaryOfAMadman.esp=1 ProjectValkyrie.esp=1 StartMeUp.esp=1 Edited February 13, 2022 by Church the Cat Further investigation.
EgoBallistic Posted February 13, 2022 Author Posted February 13, 2022 29 minutes ago, Church the Cat said: I'm having an issue with a couple companions being stuck after scenes conclude. I have the options set to only end with exhaustion after three three minute rounds with the player, and perversion after two rounds. After three rounds, my character was returned to my control, but two of my companions are now unable to follow me, they both stand in place. The companions are Harley and Carla, from the "Depravity" and "Outcasts" mods respectfully. I'll share my current load-order, as well Can you make the problem again, then while they are stuck, select each character in the console and type the following: cqf fpv_player gcp 102249 but substitute 102249 with the reference ID of the characters you selected. Then paste your Papyrus log in here. 1
EgoBallistic Posted February 13, 2022 Author Posted February 13, 2022 37 minutes ago, Church the Cat said: (Edit) Best as I can tell, it looks to have been caused by the mod setting me free before it was done with my companions, since the first thing I did after being released was kill both of the raiders. Their corpses are unable to be looted, although I can still toss their bodies around. That shouldn't happen, as Violate won't free you until all animations are complete. Can you also post your Data\MCM\Settings\AAF_Violate.ini in here as an attachment? 1
Church the Cat Posted February 13, 2022 Posted February 13, 2022 (edited) Papyrus.0.log AAF_Violate.ini A workaround I just found, surrender to another group of enemies after teleporting the two stuck companions to me. After the violations scenes end, everything was normal again. Edited February 14, 2022 by Church the Cat
EgoBallistic Posted February 14, 2022 Author Posted February 14, 2022 12 hours ago, Church the Cat said: [02/13/2022 - 05:04:09PM] akActor Carla running [Package < (3A166193)>] [02/13/2022 - 05:04:45PM] akActor Harley running [Package < (3B5A017F)>] Strange. Not sure what to say about this. The two actors were running their default "follow player" packages from their respective mods - XX166193 is OAR_CarlaDefaultFollowPlayerPKG and XX5A017F is DP_HarleyQuinnDefaultFollowPlayerPKG.
Church the Cat Posted February 15, 2022 Posted February 15, 2022 (edited) 17 hours ago, EgoBallistic said: Strange. Not sure what to say about this. The two actors were running their default "follow player" packages from their respective mods - XX166193 is OAR_CarlaDefaultFollowPlayerPKG and XX5A017F is DP_HarleyQuinnDefaultFollowPlayerPKG. It happened again last night, with another character from the OAR mod, Veronica. I tried simply leaving the area while she was still involved in a scene. But, now she is also stuck, even worse is she can't be fixed the same way as the other two. As surrendering to another group of enemies after teleporting her to me didn't release her like it did Carla and Harley. The only other reasons I could think of were wondering if having non-vanilla companions is the issue. Since OaR, Fusion City, Valkyrie and Depravity has its own follower system. I had no issue in my previous play-through without Thuggysmurf's mod expansions installed, when I only had Piper, Cait and Curie following me. I'm also gonna try toggling off the "walk to companion and make a comment" option in MCM, thinking maybe that might've caused an issue. Seeing as it causes a delay between scenes involving the companions. Edited February 15, 2022 by Church the Cat Had an idea.
EgoBallistic Posted February 15, 2022 Author Posted February 15, 2022 4 hours ago, Church the Cat said: I tried simply leaving the area while she was still involved in a scene. I don't understand this. Violate won't let you just walk away. The mod won't release you until you and all of your companions have had the required number of animations. This is true whether the companions are vanilla, using Thuggysmurf's system, etc. It almost sounds like you are using a different mod. 1
Church the Cat Posted February 16, 2022 Posted February 16, 2022 19 hours ago, EgoBallistic said: I don't understand this. Violate won't let you just walk away. The mod won't release you until you and all of your companions have had the required number of animations. This is true whether the companions are vanilla, using Thuggysmurf's system, etc. It almost sounds like you are using a different mod. I shared my load order some posts back, I'm using Violate. I did start a new playthrough with the MCM left mostly on the default settings, other than scene timer and enabling companions to be violated. I did also add Sex Attributes mod to my load order. We'll see how it goes, I've played a few hours now without issue. But, I haven't recruited any companions to test out the scenes yet.
justkaka Posted February 18, 2022 Posted February 18, 2022 (edited) How did you make female with strap doing male? Edited February 21, 2022 by justkaka
izzyknows Posted February 18, 2022 Posted February 18, 2022 On 2/15/2022 at 4:08 AM, EgoBallistic said: I don't understand this. Violate won't let you just walk away. The mod won't release you until you and all of your companions have had the required number of animations. This is true whether the companions are vanilla, using Thuggysmurf's system, etc. It almost sounds like you are using a different mod. I've had this happen, very...very rare though. It seems to be an AAF issue having a brain fart when an enemy is spawned in that has not been included in the current events or maybe due to environmental damage, not rads.. Buuut.... I have never been able to reproduce it consistently to dis/prove the theory. For me at least, either waiting for the companion/follower scenes to play out, they will run out the exhaustion setting, or killing the NPC's will reset (fix) everything to normal.
TapiocaJelly Posted February 19, 2022 Posted February 19, 2022 Need help. I just end up dying from enemies without anything else happening. Does anyone know how to properly configure this without you dying?
vaultbait Posted February 19, 2022 Posted February 19, 2022 18 minutes ago, TapiocaJelly said: Need help. I just end up dying from enemies without anything else happening. Does anyone know how to properly configure this without you dying? Can you elaborate? What kind of enemies? What happens when you surrender? Do stick your hands in the air? Do you get any sex animations? At what point are you dying?
TapiocaJelly Posted February 19, 2022 Posted February 19, 2022 8 minutes ago, vaultbait said: Can you elaborate? What kind of enemies? What happens when you surrender? Do stick your hands in the air? Do you get any sex animations? At what point are you dying? Just regular raiders with guns. They just outright kill me before anything happens. It should happen automatically right? I have it set to %50 health before it triggers surrender but nothing happens.
vaultbait Posted February 19, 2022 Posted February 19, 2022 5 minutes ago, TapiocaJelly said: Just regular raiders with guns. They just outright kill me before anything happens. It should happen automatically right? I have it set to %50 health before it triggers surrender but nothing happens. If they one-shot kill you from above 50%, then no. You can try setting a hotkey to manually surrender and at least test with that to make sure it works.
TapiocaJelly Posted February 19, 2022 Posted February 19, 2022 3 minutes ago, vaultbait said: If they one-shot kill you from above 50%, then no. You can try setting a hotkey to manually surrender and at least test with that to make sure it works. Okay just tested it and it's telling me that I cannot surrender to them for some reason
vaultbait Posted February 19, 2022 Posted February 19, 2022 48 minutes ago, TapiocaJelly said: Okay just tested it and it's telling me that I cannot surrender to them for some reason The races Violate works with are hard-coded into its Papyrus scripts. Is it possible you have something changing the race of the raiders you're surrendering to?
TapiocaJelly Posted February 19, 2022 Posted February 19, 2022 1 hour ago, vaultbait said: The races Violate works with are hard-coded into its Papyrus scripts. Is it possible you have something changing the race of the raiders you're surrendering to? I guess I do. I'm using a korean mod pack that has the nanako race as the main race for everything. I added the xml to aaf so I don't know what's wrong tbh
vaultbait Posted February 19, 2022 Posted February 19, 2022 8 hours ago, TapiocaJelly said: I guess I do. I'm using a korean mod pack that has the nanako race as the main race for everything. I added the xml to aaf so I don't know what's wrong tbh That's almost certainly it. You could probably make it work by adding the relevant race IDs to the LoadCustomRaces() function in FPV_MCM_Script.psc and recompiling it, or see if @EgoBallistic might be willing to update the mod to include support for them.
vaultbait Posted February 19, 2022 Posted February 19, 2022 Wanting some improved feedback for debugging some time ago, in the MCM I toggled Show UI during animations to ON. After a while I decided that I liked the more immediate notifications display as opposed to waiting for all scenes to conclude. However, I've noticed that the UI still gets hidden during approaches, which is kind of jarring to have it toggle off between animations and then back on again. Is anyone aware of a way to also keep Violate's approaches from hiding the UI? 1
EgoBallistic Posted February 20, 2022 Author Posted February 20, 2022 21 hours ago, vaultbait said: That's almost certainly it. You could probably make it work by adding the relevant race IDs to the LoadCustomRaces() function in FPV_MCM_Script.psc and recompiling it, or see if @EgoBallistic might be willing to update the mod to include support for them. Nothing will ever convince me to include support for that Nanako race in this mod. 19 hours ago, vaultbait said: However, I've noticed that the UI still gets hidden during approaches, which is kind of jarring to have it toggle off between animations and then back on again. Is anyone aware of a way to also keep Violate's approaches from hiding the UI? There isn't a way currently. The same Input Layer that prevents player movement, combat, etc, also hides the UI. If the Show UI option is enabled, the Input Layer is disabled at the start of any animation involving the player and re-enabled afterward. I will take another look to see if it's possible to enable the UI but leave other important controls disabled.
vaultbait Posted February 20, 2022 Posted February 20, 2022 2 hours ago, EgoBallistic said: There isn't a way currently. The same Input Layer that prevents player movement, combat, etc, also hides the UI. If the Show UI option is enabled, the Input Layer is disabled at the start of any animation involving the player and re-enabled afterward. I will take another look to see if it's possible to enable the UI but leave other important controls disabled. Oh, thanks, that makes sense. I guess the reason it's safe to do during AAF scenes is that the player is ghosted at that point.
Dlinny_Lag Posted February 20, 2022 Posted February 20, 2022 6 hours ago, EgoBallistic said: I will take another look to see if it's possible to enable the UI but leave other important controls disabled. It can't be done using only InputEnableLayer. UI hidden when you disable movement flag. When movement enabled then player is able to jump interrupting any other animation. Most likely it is impossible to achieve without F4SE plugin. I've tried to "enable" UI by direct calls of UI.Set function shipped with F4SE, but no luck.
vaultbait Posted February 20, 2022 Posted February 20, 2022 3 minutes ago, Dlinny_Lag said: It can't be done using only InputEnableLayer. UI hidden when you disable movement flag. When movement enabled then player is able to jump interrupting any other animation. Most likely it is impossible to achieve without F4SE plugin. I've tried to "enable" UI by direct calls of UI.Set function shipped with F4SE, but no luck. Thanks for the details! And yeah, I figured there was a reason it hadn't already been done. I can certainly live with getting messages about the outcome of the previous animation during the next animation, after the approach finishes.
xgthxhnmp Posted February 20, 2022 Posted February 20, 2022 8 hours ago, EgoBallistic said: Nothing will ever convince me to include support for that Nanako race in this mod. Good man 8 hours ago, EgoBallistic said: There isn't a way currently. The same Input Layer that prevents player movement, combat, etc, also hides the UI. If the Show UI option is enabled, the Input Layer is disabled at the start of any animation involving the player and re-enabled afterward. I will take another look to see if it's possible to enable the UI but leave other important controls disabled. That would be useful, I've had problems after twiddling with the fcom patch where if your animation ends before your followers and they get bugged or something, you can't just use the AAF thing to fix it.
ShimizuModding Posted February 21, 2022 Posted February 21, 2022 On 2/19/2022 at 10:22 AM, TapiocaJelly said: Okay just tested it and it's telling me that I cannot surrender to them for some reason FPV_OnHit.pex maybe you can try this by replacing the the script. i used it in for violate to work with fallevil zombies
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