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Posted

The above actually works pretty well. It looks like it's the StartDeferredKill script command that is what makes it work. I configured CSL to disable everything except for that since I don't care for the combat stripping mechanic.

 

@EgoBallistic Could you add a StartDeferredKill feature for AAF Violate?

 

Posted

What happens is that AAF checks for CSL damage stacks caused when you are naked and take damage (set at 1-6 per hit in CSL) and the AAF conditions are ignored. In my case when I get 6 damage stacks I surrender.

 

The way I have the game configued is health is not important. I have a high chance of having armor shot off, which also heals me to full, so I can take more hits, blowing off more armour, when my armour is gone, a couple of hits will down me. Automatic weapons and fire are a problem, but it keeps things interesting.

 

 

Posted

Soooo I installed everything needed from the AAF Fucking Manual...whenever I get an enemy to their surrender threshold, they just drop dead. I was mostly gonna use THEIR surrendering to try and enslave them for my settlements' benefit. I installed...Human Resources? Do I need to re-patch, like the AAF Manual said? I thought the Ultimate Patch was to be reinstalled when new animations were installed. 

Posted

I posted about this on the specific Companion mod:

 

My question for here: is it possible to add Custom Races to the list of player companions eligible to violate manually through FO4Edit, or some easier prcoess? I tried searching throughout this whole topic but couldn't find anything.

Posted
40 minutes ago, Rayael58 said:

is it possible to add Custom Races to the list of player companions eligible to violate manually through FO4Edit, or some easier prcoess? I tried searching throughout this whole topic but couldn't find anything.

 

 

Posted (edited)
22 hours ago, RikoAzusa said:

After the initial violation the aggressors just stood there clapping and whistling forever, couldn't tell what's the issue

 

It seems there is an installation error in one of your animation packs or patches, which caused AAF to get hung up:

 

[05/19/2022 - 07:35:45AM] error: Cannot play a None idle on an actor
stack:
    [ (00002F1F)].CompanionCrimeFactionHostilityScript.PlayIdle() - "<native>" Line ?
    [AAF_MainQuest (0E000F99)].aaf:aaf_mainquestscript.startMultipleIdles() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 2560
    [AAF_MainQuest (0E000F99)].aaf:aaf_mainquestscript.initAnimation() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 2524
[05/19/2022 - 07:35:45AM] error: Cannot play a None idle on an actor
stack:
    [ (000C3CE6)].Actor.PlayIdle() - "<native>" Line ?
    [AAF_MainQuest (0E000F99)].aaf:aaf_mainquestscript.startMultipleIdles() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 2560
    [AAF_MainQuest (0E000F99)].aaf:aaf_mainquestscript.initAnimation() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 2524

 

Based on the error message "error: Cannot play a None idle on an actor" I think one of your AnimationData XMLs is pointing to an animation pack plugin that is not loaded, or to the wrong Form ID in a plugin.

 

It looks like this error interrupted the normal flow of processing animations within AAF.  This caused AAF not to send the OnSceneEnd event, and Violate is stuck waiting for that.

 

Edited by EgoBallistic
Posted (edited)
8 hours ago, EgoBallistic said:

 

It seems there is an installation error in one of your animation packs or patches, which caused AAF to get hung up:

 

[05/19/2022 - 07:35:45AM] error: Cannot play a None idle on an actor
stack:
    [ (00002F1F)].CompanionCrimeFactionHostilityScript.PlayIdle() - "<native>" Line ?
    [AAF_MainQuest (0E000F99)].aaf:aaf_mainquestscript.startMultipleIdles() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 2560
    [AAF_MainQuest (0E000F99)].aaf:aaf_mainquestscript.initAnimation() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 2524
[05/19/2022 - 07:35:45AM] error: Cannot play a None idle on an actor
stack:
    [ (000C3CE6)].Actor.PlayIdle() - "<native>" Line ?
    [AAF_MainQuest (0E000F99)].aaf:aaf_mainquestscript.startMultipleIdles() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 2560
    [AAF_MainQuest (0E000F99)].aaf:aaf_mainquestscript.initAnimation() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 2524

 

Based on the error message "error: Cannot play a None idle on an actor" I think one of your AnimationData XMLs is pointing to an animation pack plugin that is not loaded, or to the wrong Form ID in a plugin.

 

It looks like this error interrupted the normal flow of processing animations within AAF.  This caused AAF not to send the OnSceneEnd event, and Violate is stuck waiting for that.

 

Hey thanks for the reply, based on my experience, this happens everytime when my PC was trying to surrender

 

as if I’m understanding you correctly, Is that the error on that sole particular pack entirely halted the OnSceneEnd event from triggering?

Edited by RikoAzusa
Posted
1 hour ago, RikoAzusa said:

Hey thanks for the reply, based on my experience, this happens everytime when my PC was trying to surrender

 

as if I’m understanding you correctly, Is that the error on that sole particular pack entirely halted the OnSceneEnd event from triggering?

 

Yes.  Based on the script log it looks like both animations that generated that error are from Leito's pack.  The two animations were "[UAP] Leito FF Aggressive Powerbomb" and "Leito Aggressive Carry".

 

Violate normally asks AAF to play animations tagged as "Aggressive".  Leito's has lots of animations with that tag.  Depending on what other animation packs you have installed, it's possible that it is the only pack AAF will pick from when Violate requests an animation.

Posted
13 hours ago, EgoBallistic said:

 

Yes.  Based on the script log it looks like both animations that generated that error are from Leito's pack.  The two animations were "[UAP] Leito FF Aggressive Powerbomb" and "Leito Aggressive Carry".

 

Violate normally asks AAF to play animations tagged as "Aggressive".  Leito's has lots of animations with that tag.  Depending on what other animation packs you have installed, it's possible that it is the only pack AAF will pick from when Violate requests an animation.

Papyrus.0.logHere's the latest log, I tried to reinstall every animation packs and my PC was trying to surrender to a different race, same issues still happen

Posted
15 minutes ago, RikoAzusa said:

Papyrus.0.logHere's the latest log, I tried to reinstall every animation packs and my PC was trying to surrender to a different race, same issues still happen

 

Same problem as before, AAF trying to play a None animation - which means the form ID of the animation is invalid.

 

This time the animations were [UAP] Leito - SuperMutant Powerbomb and [UAP] Mutated Lust - Supermutant Forced Missionary (Pipe Rifle)

Posted
15 minutes ago, EgoBallistic said:

 

Same problem as before, AAF trying to play a None animation - which means the form ID of the animation is invalid.

 

This time the animations were [UAP] Leito - SuperMutant Powerbomb and [UAP] Mutated Lust - Supermutant Forced Missionary (Pipe Rifle)

Hmm, okay, any ideas where I should start and how to fix it?, If I may, AAF or the Animation packs' XMLs?

Posted
46 minutes ago, RikoAzusa said:

Hmm, okay, any ideas where I should start and how to fix it?, If I may, AAF or the Animation packs' XMLs?

 

All of the animation names seem to be ones which UAP has patched. Is it possible you installed UAP but didn't install the actual animation packs it's patching (Leito's, Mutated Lust, whatever else)? It doesn't seem like the problem is with Violate. Are you able to select any of those animations with AAF's on-screen interface and start a scene successfully?

 

At this point you'd probably benefit from checking your setup against a guide, or asking for assistance in the help channels of the AAF Discord.

Posted (edited)
7 minutes ago, vaultbait said:

 

All of the animation names seem to be ones which UAP has patched. Is it possible you installed UAP but didn't install the actual animation packs it's patching (Leito's, Mutated Lust, whatever else)? It doesn't seem like the problem is with Violate. Are you able to select any of those animations with AAF's on-screen interface and start a scene successfully?

 

At this point you'd probably benefit from checking your setup against a guide, or asking for assistance in the help channels of the AAF Discord.

Yes, all the other mods working just fine, SEU and AAF Home menus

Edited by RikoAzusa
Posted
1 hour ago, RikoAzusa said:

Yes, all the other mods working just fine, SEU and AAF Home menus

 

But specifically, are you able to start scenes using the exact animations and actor races which are showing up as errors in your log?

Posted
16 minutes ago, vaultbait said:

 

But specifically, are you able to start scenes using the exact animations and actor races which are showing up as errors in your log?

Yep

Posted
8 hours ago, RikoAzusa said:

Yep

 

That doesn't really make sense.  Violate uses the standard interface to AAF just like SEU does.  And the errors in your log imply there is something wrong in either the animation pack XML or their plugins that is causing animation idle records to be None for at least some animations.

Posted
6 hours ago, EgoBallistic said:

 

That doesn't really make sense.  Violate uses the standard interface to AAF just like SEU does.  And the errors in your log imply there is something wrong in either the animation pack XML or their plugins that is causing animation idle records to be None for at least some animations.

Actually not "some" of them, I've tested 40 different scenarios, reinstalling the animations packs AFV, AAF, and still, the same occurs:

 

1. The PC surrenders

2. The PC gets violated

3. Violation scene plays

4. The animation ends

5. The aggressors, standing and clapping forever

Posted
1 hour ago, RikoAzusa said:

Actually not "some" of them, I've tested 40 different scenarios, reinstalling the animations packs AFV, AAF, and still, the same occurs:

 

1. The PC surrenders

2. The PC gets violated

3. Violation scene plays

4. The animation ends

5. The aggressors, standing and clapping forever

 

OK.  Like I said, two things are happening:

1.  There is an error when AAF starts the animations. 

2.  AAF never sends the OnSceneEnd event, so Violate does not know that the animations have stopped.

 

There isn't anything I can do in Violate to fix this, the problem is in how AAF is processing the animations.

Posted

Can there be a way to give someone who surrenders a second chance? Make them a settler somewhere? I just ran into a pregnant raider....it would be nice to give her a second chance at a real non raider life without having to install a slave mod. I'd be happy if anyone even knows a command to do this or a mod that can make it happen :).

Posted
20 minutes ago, Dont Tell My Parents said:

Can there be a way to give someone who surrenders a second chance? Make them a settler somewhere? I just ran into a pregnant raider....it would be nice to give her a second chance at a real non raider life without having to install a slave mod. I'd be happy if anyone even knows a command to do this or a mod that can make it happen :).

 

You can do that with Human Resources.  Hit a surrendered enemy with the slave baton and they can be turned into a settler.

Posted

Great work with this mod. I disabled creatures as aggressors (I can enjoy their animations simply using AAF ;) ) and now the mod blends seamlessly into the game. In a dark, cruel and dystopic world as post apocalyptic USA, it's only natural that most psycho raiders and supermutants want to abuse their victims... 

Posted

So for the past few playthroughs I've done I've noticed that when I surrender to dogs, mongrels, and wolves only one animation is ever selected and played across all encounters. (Leito's Doggy Staged) I have plenty of other animation packs installed that have dog animations, like SavageCabbage, but those never play. Is this by design on Violate's part, did I mess something up somewhere, and is there a way to get those animations into the pool that Violate selects from?

 

I also apologize if this has been asked and answered before, LL's search function has become quite unreliable.

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