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Posted
58 minutes ago, deathmorph said:

 

Thanks, that's exactly what I meant. And I set it exactly as you wrote it.

 

Something else: I just saw on Nexus that you use F4z Ro D-oh. I had understood it so that a kind of voice output for silent dialogues is possible. So like in Violate and SH. Does it work for you? With me there is no peep.
Or have I fundamentally misunderstood something?

 

It doesn't output voice but dialogue. Main reason for using it for the user is that it stops all the sub title clutter from NPC's, for the mod author it saves having to create load of fuz (silent files) to handle the dialogue timings (without them the text disappears before it can be read)

Posted
10 minutes ago, Slorm said:

It doesn't output voice but dialogue. Main reason for using it for the user is that it stops all the sub title clutter from NPC's, for the mod author it saves having to create load of fuz (silent files) to handle the dialogue timings (without them the text disappears before it can be read)

 

OK, thanks for the correction. Is also suitable for users, or only for modders?
So far I haven't noticed any differences, but I'm not that far yet. I started a new round because of Point Lookout.

Posted (edited)
38 minutes ago, deathmorph said:

 

OK, thanks for the correction. Is also suitable for users, or only for modders?
So far I haven't noticed any differences, but I'm not that far yet. I started a new round because of Point Lookout.

 

It's for users, but saves modders a lot of work as a side benefit.

Edited by Slorm
Posted
20 minutes ago, Slorm said:

It's for users, but saves modders a lot of work as a side benefit.

 

OK, thanks for the info.

 

Spoiler

But had to take it down again, probably responsible for stuttering and sluggish handling in the game. Everything easy again since the uninstallation. (don't have the latest machine here)
I hope there won't be any problems uninstalling mid-game.

 

Posted
1 hour ago, deathmorph said:

But had to take it down again, probably responsible for stuttering and sluggish handling in the game. Everything easy again since the uninstallation. (don't have the latest machine here)
I hope there won't be any problems uninstalling mid-game.

 

You uninstalled F4z Ro D-oh?  It certainly doesn't cause any performance issues; it's a F4SE plugin and it only does anything when dialogue with no voice files is played.

 

Either way it's completely safe to uninstall, it has no scripts or anything else that goes into your save game.

Posted (edited)

Sorry if this has been posted to death, but how do I go about troubleshooting and fixing things which don't work for me?

 

The issues I'm facing are:

1. Health based surrender doesn't work at all (cripple and surrender hotkey work fine)

2. Hinged cuffs never get applied (when setting regular cuffs chance to 0 and hinged cuffs at 100. It works fine the other way around)

3. Raider Pet outcome seems to only work like 1 in 10 time even when set to 100%

 

EDIT: Health based surrender used to work on my current playthrough. At some point it stopped working and I don't know when. If I load an earlier save health based surrender works.

 

EDIT2: Number 2 was just a case of me misreading the options. Needed to set both sliders at 100%

Edited by Blue Astra
Posted
38 minutes ago, Blue Astra said:

EDIT: Health based surrender used to work on my current playthrough. At some point it stopped working and I don't know when. If I load an earlier save health based

 

To rule out any installation issues, please post your script log

Posted (edited)

I've attached 2 logs. The first one is with health based surrender at 50% health. The second is pressing the surrender hotkey and then just being let go despite the raider pet outcome set at 100%

 

I also misread the options for hinged handcuffs, I didn't realise I needed both the sliders need to be set at 100%,

 

 

Papyrus.0 Health based surrender.logPapyrus.0 100% raider pet outcome.log

Edited by Blue Astra
Posted
28 minutes ago, deathmorph said:

I've always assumed Raider Pet only activates when my actress captured by raiders. Is that wrong?

 

If you surrender to raiders with Violate and there is a raider boss at that location ("boss" keyword in the CK), then Violate checks the percent chance you configured in MCM to determine whether to give your belongings to a raider and start RP's approach after everyone's done taking turns on you.

Posted (edited)
2 hours ago, Blue Astra said:

I've attached 2 logs. The first one is with health based surrender at 50% health. The second is pressing the surrender hotkey and then just being let go despite the raider pet outcome set at 100%

 

There aren't any errors related to Violate or any of the mods it interfaces with, in either of these logs, which is good.

 

For the 50% surrender log, I don't see anything of note.  One thing to know is that if you have "Surrender only when outnumbered" turned ON in the MCM, you will not auto surrender if there are fewer total enemies than the total of you and your companions (which includes any temporary followers, allies from quests, freed captives from Commonwealth Captives, etc).  You can still manually surrender though.

 

If that doesn't explain the failure to surrender, go into the MCM and set the surrender chance to a particular value, then open the console and type this command

 

help AFV_Global_Chance 3

 

that will show you the value of the global variable that holds the surrender chance.  It should be the same value as the MCM setting.

 

For the Raider Pet log, again everything looks normal.  For Violate to start a Raider Pet scenario, you have to have 2 or more violators (which you did), no companions (you had none) and you have to be in a Raider-owned location with a Boss (no info in log file about this).  Someplace like Corvega.  Raiders out in the Commonwealth will generally not qualify for that last condition.

 

As before, if that doesn't explain it, go into the MCM and set the Raider Pet chance to a particular value, then open the console and type this command

 

help AFV_RaiderPet_Chance 3

 

as before, that should match the MCM value.

 

If these don't match, it is possible something is interfereing with your MCM settings.  One mod known to do this is Private Profile Redirector, which interferes with MCM settings being applied by mods that store their MCM values in INI files like Violate does.  Any other mods that attempt to speed up or store MCM settings could be a culprit so I would try disabling those.

Edited by EgoBallistic
Posted

I am having camera issues I need help with, everything seems to be working except the camera sticks, cannot move it during animations, just seems to be stuck wherever once the animation scene fades in from black. TFC console command does nothing. Any ideas? 

Posted
1 hour ago, gederix said:

I am having camera issues I need help with, everything seems to be working except the camera sticks, cannot move it during animations, just seems to be stuck wherever once the animation scene fades in from black. TFC console command does nothing. Any ideas? 


Sounds like you are running an older version of the game, so the F4SE library that provides the free cam functionality for AAF is not compatible.  You should run the latest version of the game, F4SE, and AAF.

Posted
16 hours ago, EgoBallistic said:

You uninstalled F4z Ro D-oh?  It certainly doesn't cause any performance issues; it's a F4SE plugin and it only does anything when dialogue with no voice files is played.

Either way it's completely safe to uninstall, it has no scripts or anything else that goes into your save game.

 

fyi

The reason for the drop in performance must have been something else. I reinstalled F4z Ro D-oh because of your explanation and now no more problems. Thx.

Posted
13 hours ago, EgoBallistic said:

 

There aren't any errors related to Violate or any of the mods it interfaces with, in either of these logs, which is good.

 

For the 50% surrender log, I don't see anything of note.  One thing to know is that if you have "Surrender only when outnumbered" turned ON in the MCM, you will not auto surrender if there are fewer total enemies than the total of you and your companions (which includes any temporary followers, allies from quests, freed captives from Commonwealth Captives, etc).  You can still manually surrender though.

 

If that doesn't explain the failure to surrender, go into the MCM and set the surrender chance to a particular value, then open the console and type this command

 

help AFV_Global_Chance 3

 

that will show you the value of the global variable that holds the surrender chance.  It should be the same value as the MCM setting.

  

I've always had "surrender only when outnumbered" set to OFF in MCM.

 

With health based surrender still at 50, typing that command into the console gave me two things

"AFV_Global_Chance = 100"

"AFV_Global_Chance_A = 50"

 

image.png.a9c7e04e78394b5d41585fad703d6771.png

 

13 hours ago, EgoBallistic said:

 

For the Raider Pet log, again everything looks normal.  For Violate to start a Raider Pet scenario, you have to have 2 or more violators (which you did), no companions (you had none) and you have to be in a Raider-owned location with a Boss (no info in log file about this).  Someplace like Corvega.  Raiders out in the Commonwealth will generally not qualify for that last condition.

 

As before, if that doesn't explain it, go into the MCM and set the Raider Pet chance to a particular value, then open the console and type this command

 

help AFV_RaiderPet_Chance 3

 

as before, that should match the MCM value.

 

If these don't match, it is possible something is interfereing with your MCM settings.  One mod known to do this is Private Profile Redirector, which interferes with MCM settings being applied by mods that store their MCM values in INI files like Violate does.  Any other mods that attempt to speed up or store MCM settings could be a culprit so I would try disabling those.

 

I've been doing all this testing at Corvega so I'm surprised raiderpet hasn't triggered every time.

 

"help AFV_RaiderPet_Chance 3" returns absolutely nothing for me :(

 

image.png.32e92c92c5f2a077c3fc5e87c51a74ca.png

 

I'm also not using any mod like private profile redirector 

Posted
9 hours ago, EgoBallistic said:


Sounds like you are running an older version of the game, so the F4SE library that provides the free cam functionality for AAF is not compatible.  You should run the latest version of the game, F4SE, and AAF.

I figured out my issue, cant move the camera because I remapped the movement controls WASD to the cursor keys, when I switched it back I can move camera during animations. Any way for me to fix this so the camera moves with my remapped keys? Thanks!

Posted
1 hour ago, gederix said:

I figured out my issue, cant move the camera because I remapped the movement controls WASD to the cursor keys, when I switched it back I can move camera during animations. Any way for me to fix this so the camera moves with my remapped keys? Thanks!

 

LLFP is the library which implements the flycam feature AAF uses. Seems like you'll probably have to alter how that works if you want to use different keys with it. This thread has people discussing a similar problem and workarounds they've found:

 

Posted
2 hours ago, Blue Astra said:

With health based surrender still at 50, typing that command into the console gave me two things

"AFV_Global_Chance = 100"

"AFV_Global_Chance_A = 50"

 

Hmm.  AFV_Global_Chance is the player's "Chance to Surrender".  So if you set it at 50, that should be 50.

AFV_Global_Chance_A is the chance an enemy will surrender to you, under the Enemy Surrender menu

 

2 hours ago, Blue Astra said:

"help AFV_RaiderPet_Chance 3" returns absolutely nothing for me :(

 

Sorry, that should be AFV_Global_RaiderPetChance.

 

I feel like maybe something is getting confused here.  Could you post a screenshot of your Player Surrender settings?

Posted (edited)
1 hour ago, EgoBallistic said:

 

Hmm.  AFV_Global_Chance is the player's "Chance to Surrender".  So if you set it at 50, that should be 50.

AFV_Global_Chance_A is the chance an enemy will surrender to you, under the Enemy Surrender menu

 

 

Sorry, that should be AFV_Global_RaiderPetChance.

 

I feel like maybe something is getting confused here.  Could you post a screenshot of your Player Surrender settings?

 

image.png.9b955370c992ae3e56b690b00bfdc398.png

 

Settings:

Spoiler

image.thumb.png.751f2a262938c6f98e1ee6929e638fdc.png

image.thumb.png.42a3d6f82dc2ca1a32c28ecfc955ca3d.png

image.thumb.png.49bccba78faccebd1432241c4c2635b0.png

image.thumb.png.e47cb70c8a5ad3eda3825602134b4971.png

image.thumb.png.3f1a46d611bf50d14d68c61f026d2c6d.png

image.thumb.png.0aff62117f2fd338d93d0923cd3de277.png

image.thumb.png.4882229ae1542187dc1e869c9ee874a9.png

image.thumb.png.cb75a52c0764e33038199a122b8f718c.png

 

EDIT: I was previously doing all the testing with the raiders on the exterior of Corvega where raiderpet was triggering intermittently. Testing indoors seems to have made raiderpet trigger all the time now as expected.

 

Health based surrender still isn't working thnough 

Edited by Blue Astra
Posted
38 minutes ago, Blue Astra said:

Health based surrender still isn't working thnough 

 

I feel like maybe something is getting confused here.  Could you post a screenshot of your Player Surrender settings?

Posted
20 minutes ago, EgoBallistic said:

 

I feel like maybe something is getting confused here.  Could you post a screenshot of your Player Surrender settings?

 

Check the spoiler in my previous post :)

Posted
20 hours ago, Blue Astra said:

3. Raider Pet outcome seems to only work like 1 in 10 time even when set to 100%

I once saw that you need to be without any followers to become Riders Pet, but I might be wrong. I think I read that in script somewhere.

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