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Posted
1 hour ago, deathmorph said:

What is the Abandon Quest all about? I once met a gunner called Abandon, is he involved?

 

Sounds like the abandon equipment option in Misc after you've been robbed and give up on getting it back

Posted
25 minutes ago, rubber_duck said:

 

The option was turned on, all the aggressor settings are valid (I have all the animation packs installed and support for all creatures including Servitron race), yet despite that the player essential feature isn't working.

 

I have since removed SKK's PlayerUndead plugin completely, but that didn't have any effect on it. The best solution I've found is to enable Player Essential in Cheat Terminal, that way everything functions as it should (though I don't understand why that setting in Violate MCM doesn't work).

 

Where can I find the script log?

 

 

Instructions here.

Posted
2 hours ago, deathmorph said:

Creatures aren't affected, are they? My actress was just attacked by a Nightstreaker and killed in one fell swoop.

 

It works perfectly for other creatures, including gunners and raiders. Are Nightstriker perhaps not involved? During the installation, I selected NS.

Posted
26 minutes ago, EgoBallistic said:

 

Got it.

 

Here it is. I've never debugged FO4 with Papyrus, so this is new to me. Also, I did notice quite a few 'missing file' messages so I have no clue whether that means something serious or I can just ignore it since the game (for the most part) is quite stable with rare CTDs. What's more, all the mods I have installed are functioning normally.

 

Here's the log:

Papyrus.0.log

Posted
28 minutes ago, deathmorph said:

It works perfectly for other creatures, including gunners and raiders. Are Nightstriker perhaps not involved? During the installation, I selected NS.

 

It works with Nightstrikers.  You have to enable Dogs under Aggressor Options.

Posted (edited)
27 minutes ago, rubber_duck said:

Here it is. I've never debugged FO4 with Papyrus, so this is new to me. Also, I did notice quite a few 'missing file' messages so I have no clue whether that means something serious or I can just ignore it since the game (for the most part) is quite stable with rare CTDs. What's more, all the mods I have installed are functioning normally.

 

I don't see any errors, but I don't see any evidence it is working either.  Can you load your game, turn the MCM option off then on, then go back to the game and wait a couple of seconds, then quit and post your script log again.

 

Also, go into console and run the command

sqv fpv_essentialplayer

 

The output should look like this when Violate's Player Essential option is On (you'll need to hit pgup/pgdn to see the whole thing):
 

Spoiler

image.png

image.png

 

Also, I see you are running Zombie Walkers.  Older versions of that mod had a Player Death Alternative option that would set / unset the player Essential.  That could be interfering, depending on your settings and what version you have.

 

Edited by EgoBallistic
Posted (edited)
21 minutes ago, EgoBallistic said:

 

I don't see any errors, but I don't see any evidence it is working either.  Can you load your game, turn the MCM option off then on, then go back to the game and wait a couple of seconds, then quit and post your script log again.

 

Also, go into console and run the command

sqv fpv_essentialplayer

 

The output should look like this when Violate's Player Essential option is On (you'll need to hit pgup/pgdn to see the whole thing):
 

  Hide contents

image.png

image.png

 

Also, I see you are running Zombie Walkers.  Older versions of that mod had a Player Death Alternative option that would set / unset the player Essential.  That could be interfering, depending on your settings and what version you have.

 

 

I didn't tell it the first time but I actually got 2 papyrus logs. The first one (the one I didn't send) caused CTD - I enabled logging in fallout4.ini, opened Violate MCM, disabled Player Essential, then after a few seconds enabled it again. Couple of raiders spawned (CAP) and I threw molotov in order to kill my player as she was already in combat with spawned raiders. That caused me CTD so I reloaded the game, and got the 2nd log I sent the first time.

 

The console command you provided (sqv fpv_essentialplayer), is that command for manually starting the essential player quest? Because I think the quest is enabled on my end but it isn't running for some reason.

 

Also, in case this whole player essential thing conflicts with Cheat Terminal Portable, I should point out that Violate plugins have higher priority than the Cheat Terminal (Violate plugins are loaded after Cheat Terminal). I removed SKK's PlayerUndead since the plugin had higher priority than Violate plugins (PlayerUndead loaded after Violate).

 

Oh, and regarding the Zombie Walkers - I know. I'm running V3 of it which doesn't have the death alternative script and I doubt it's the case.

 

Nonetheless, here's the first log (the one I got when I experienced CTD):

Papyrus.1.log

Edited by rubber_duck
Posted (edited)
1 hour ago, EgoBallistic said:

It works with Nightstrikers.  You have to enable Dogs under Aggressor Options.

 

I activated everything except robots. Then maybe it was a one off thing.

 

PS: Unfortunately, it's not a one-time thing. Nightstrikers kill my actress instantly. Every time.

Edited by deathmorph
Posted
8 minutes ago, rubber_duck said:

The console command you provided (sqv fpv_essentialplayer), is that command for manually starting the essential player quest? Because I think the quest is enabled on my end but it isn't running for some reason.

 

The command would tell you the status of the essential player quest, including whether it is running or not and whether the EssentialPlayer alias is filled.  I didn't see any errors in your script so I'm going to assume it is running and the player is in the alias.

 

I think I see the problem, though.  To make the player essential, violate starts up the fpv_essentialplayer quest which puts the player in a Reference Alias flagged as Essential.  That makes the player essential as long as they are in that alias, without permanently changing the player's essential status.

 

However, both SKK Player Undead and the older versions of Zombie Walker use the SetEssential() script function to set/unset the essential flag on the player.  Doing that permanently overrides any flags on a reference alias.  So basically if you ever used SKK Player Undead, Violate can't make you essential, nor can any other mod that uses the alias method.

 

I am not sure whether I actually want to "fix" this.  I really hate making permanent changes to characters, especially when there is a simple and non-permanent way to accomplish the same thing.

 

Simplest thing would be to force yourself essential in console:

 

prid 14

callfunction "actor.setessential" 1

Posted
7 minutes ago, deathmorph said:

I activated everything except robots. Then maybe it was a one off thing.

 

PS: Unfortunately, it's not a one-time thing. Nightstrikers kill my actress instantly. Every time.

 

Make sure AAF_Violate_NightStriker_Patch loads after all the other AAF_Violate plugins.

Posted
1 hour ago, EgoBallistic said:

 

The command would tell you the status of the essential player quest, including whether it is running or not and whether the EssentialPlayer alias is filled.  I didn't see any errors in your script so I'm going to assume it is running and the player is in the alias.

 

I think I see the problem, though.  To make the player essential, violate starts up the fpv_essentialplayer quest which puts the player in a Reference Alias flagged as Essential.  That makes the player essential as long as they are in that alias, without permanently changing the player's essential status.

 

However, both SKK Player Undead and the older versions of Zombie Walker use the SetEssential() script function to set/unset the essential flag on the player.  Doing that permanently overrides any flags on a reference alias.  So basically if you ever used SKK Player Undead, Violate can't make you essential, nor can any other mod that uses the alias method.

 

I am not sure whether I actually want to "fix" this.  I really hate making permanent changes to characters, especially when there is a simple and non-permanent way to accomplish the same thing.

 

Simplest thing would be to force yourself essential in console:

 

prid 14

callfunction "actor.setessential" 1

 

So basically my current save is doomed - Violate will never be able to make player essential since SKK's PlayerUndead made permanent changes that are irreversible, even though the mod was uninstalled, is that what you're saying?

 

That's a pity, the first thing I did after updating Violate was turn off PlayerUndead's Essential function to make my character mortal again.

 

Regarding the two console commands... When I use those two commands (prid and callfunction), does that make permanent changes (as in I won't need to use these command each time I load the save) or else?

 

Nonetheless, Cheat Terminal literally never failed me. And, like I said, when I enable player essential with it, the Violate functions as it should, so that has to be my plan B right now.

 

Oh, and I'd like to use the opportunity to ask about something else - Violate's Mod Integration.

Everything functions properly, but I don't understand the logic behind it. I have Bad End + Bad End: Purgatory installed as well as RSE2: CSA. I've set the chance for Bad End to 50% and 90% for CSA. My question is: how does Violate pick which event will happen? Is it at random or does it first check for Bad End, then Raider Pet and finally CSA, or is it something completely different?

 

Asking since the last two times Violate events happened my character was simply let go, as neither of the additional events happened (aggressors were Raiders and Mutants).

 

Not sure if it's already coded this way, but in my opinion it'd make most sense for it to check chronologically for additional events - first check the chance for Bad End. If Bad End events trigger - stop; else - check for Raider Pet. If Raider Pet events trigger - stop; else - check for CSA. If CSA events trigger - stop; else - release the player (allow player to walk away).

 

Thanks for all the help, by the way! I really appreciate it! Keep up the amazing work, can't wait to see what you publish next! Take care!

Posted (edited)
45 minutes ago, rubber_duck said:

Regarding the two console commands... When I use those two commands (prid and callfunction), does that make permanent changes (as in I won't need to use these command each time I load the save) or else?

 

Nonetheless, Cheat Terminal literally never failed me. And, like I said, when I enable player essential with it, the Violate functions as it should, so that has to be my plan B right now.

 

The console commands would do the same thing as Cheat Terminal does.  I forgot you could do that with Cheat Terminal, if making the player essential with that works then no need to bother with the commands.

 

Also note that the "Essential player can die" option will work regardless of what method is used to make the player essential.

 

45 minutes ago, rubber_duck said:

Not sure if it's already coded this way, but in my opinion it'd make most sense for it to check chronologically for additional events - first check the chance for Bad End. If Bad End events trigger - stop; else - check for Raider Pet. If Raider Pet events trigger - stop; else - check for CSA. If CSA events trigger - stop; else - release the player (allow player to walk away).

 

That's exactly how it works :)

 

Edited by EgoBallistic
Posted
22 minutes ago, EgoBallistic said:

 

The console commands would do the same thing as Cheat Terminal does.  I forgot you could do that with Cheat Terminal, if making the player essential with that works then no need to bother with the commands.

 

Also note that the "Essential player can die" option will work regardless of what method is used to make the player essential.

 

 

That's exactly how it works :)

 

 

Got it.

 

Again, sorry for bothering with all the questions, but I just had to know. Nonetheless, thanks for replying and keep up the outstanding work! Take care!

 

Posted (edited)

I found a bug where dead NPCs are selected as Actors during AAF scene when you choose the companion option so i thought maybe adding "GetDead == 0 under follower match conditions" but it doesn't change anything if you kill the follower after NPC has surrendered, then i attached a little script to follower with "Event OnDeath / Follower.Clear()" but that obviously removed all followers (no more companion option).

If you saw the comments on discord, "Spicydoritos" suggested the same solution as yours with runaway ("RefCollectionAlias") but i didn't try it yet.

Edited by lee3310
Posted (edited)

Bug Report (Sort of, more a game logic issue I think or possibly connected to former use of CSL)

 

First, some general info for anyone using CSL Invulnerability mode, if it's been invoked in your playthrough when you set it to off your pc will die instantly unless you turn on Violates set player essential first. You then go into bleedout and get up with full HP.

 

Now the fun bit:

 

I did some tests with Raiders with the Health threshold set at 5 (tried 0 but that breaks the game in that surrender never happens). If the raiders get the pc in the range of 1 - 5 HP the surrender kicks in normally but if the pc is killed she ragdolls then gets up with a full health bar and the Raiders attack again.

 

I think it's the logic of the routine, where at zero HP the pc is given full health again so the fight keeps going on and on until they get her to 1 - 5 HP range.

 

I'd suggest maybe just increasing HP to 5 (similar to CSL) after ragdolling which will always invoke the surrender routine rather than full HP as the lowest functioning threshold is 5 on the health threshold scale.

 

 

Edited by Slorm
Posted

Hello,

I have encountered a problem using this mod that I don't seem to be able to fix by myself.

My character surrenders to on one of the Forged, the flamey raiders, or the Gunners and the scene works fine. After the timer the aggressors go back to be hostile. Everything good.

 

The problem is that now all raiders and gunners are non hostile, except for the aggressors. If I go to a nearby gunner/raider camp they just stand there and don't attack me on sight.

If I bash one of them with my weapon, only that NPC will become hostile to me.

If I pickpocket one, only that one will become hostile to me.

If I shoot one and i am not directly next to them, nothing happens.

 

I tried closing the game and reloadin, nothing.

I tried removing my self from raider/gunner factions and setting player faction and raider/gunner factions enemy, nothing.

I tried disabling/enabling NPCs, nothing.

I tried disabling the ai and re-enabling it, nothing.

I tried loading an earlier save and re-doing the part, same result.

 

Sometimes when I approach a camp it seems like they unsheath their weapons, but then put them back. I don't understand what to do.

 

I have all the requirements correctly installed.

Of the supported 3rd party mods I have everything except Raider Pet, CombatStrip and Human Resources, because these 3 do not interest me.

The only mod that I have installed that modifies raiders is "Raider Children and Other Horrors of the Commonwealth" from nexusmods.

 

Thank you for the mod and the help.

Posted
13 hours ago, lee3310 said:

I found a bug where dead NPCs are selected as Actors during AAF scene when you choose the companion option so i thought maybe adding "GetDead == 0 under follower match conditions" but it doesn't change anything if you kill the follower after NPC has surrendered, then i attached a little script to follower with "Event OnDeath / Follower.Clear()" but that obviously removed all followers (no more companion option).

If you saw the comments on discord, "Spicydoritos" suggested the same solution as yours with runaway ("RefCollectionAlias") but i didn't try it yet.

 

Interesting.  I guess I never tried that.  I think the best way to handle it is to stop and start the FPV_Follower0 quest when the player greets a downed enemy.  I will look into doing that.  Thanks for reporting this.

Posted
1 hour ago, EgoBallistic said:

 

Interesting.  I guess I never tried that.  I think the best way to handle it is to stop and start the FPV_Follower0 quest when the player greets a downed enemy.  I will look into doing that.  Thanks for reporting this.

Yep didn't think of that 

 

1 hour ago, qualcheduna said:

Hello,

I have encountered a problem using this mod that I don't seem to be able to fix by myself.

My character surrenders to on one of the Forged, the flamey raiders, or the Gunners and the scene works fine. After the timer the aggressors go back to be hostile. Everything good.

 

The problem is that now all raiders and gunners are non hostile, except for the aggressors. If I go to a nearby gunner/raider camp they just stand there and don't attack me on sight.

If I bash one of them with my weapon, only that NPC will become hostile to me.

If I pickpocket one, only that one will become hostile to me.

If I shoot one and i am not directly next to them, nothing happens.

 

I tried closing the game and reloadin, nothing.

I tried removing my self from raider/gunner factions and setting player faction and raider/gunner factions enemy, nothing.

I tried disabling/enabling NPCs, nothing.

I tried disabling the ai and re-enabling it, nothing.

I tried loading an earlier save and re-doing the part, same result.

 

Sometimes when I approach a camp it seems like they unsheath their weapons, but then put them back. I don't understand what to do.

 

I have all the requirements correctly installed.

Of the supported 3rd party mods I have everything except Raider Pet, CombatStrip and Human Resources, because these 3 do not interest me.

The only mod that I have installed that modifies raiders is "Raider Children and Other Horrors of the Commonwealth" from nexusmods.

 

Thank you for the mod and the help.

Didn't surrender to anyone yet because i'm playing a male character but what you are describing never happened to me with previous releases.

I also never installed "Raider Children and Other Horrors of the Commonwealth", so in the meanwhile, try disabling that mod, roll back to a previous save (one without that mod) and test again. 

Posted
3 hours ago, Slorm said:

I did some tests with Raiders with the Health threshold set at 5 (tried 0 but that breaks the game in that surrender never happens). If the raiders get the pc in the range of 1 - 5 HP the surrender kicks in normally but if the pc is killed she ragdolls then gets up with a full health bar and the Raiders attack again.

 

I think it's the logic of the routine, where at zero HP the pc is given full health again so the fight keeps going on and on until they get her to 1 - 5 HP range.

 

I'd suggest maybe just increasing HP to 5 (similar to CSL) after ragdolling which will always invoke the surrender routine rather than full HP as the lowest functioning threshold is 5 on the health threshold scale.

 

I can't quite reproduce your issue, but I found a different bug while trying to reproduce it.  If you have the health threshold set above zero, and you are killed by enemies that are not allowed to be aggressors, you will not die and instead get up again, as if the "Essential Player can Die" option is Off.  I know what the problem is there, I just need to fix it.

 

In my testing, setting the health threshold at zero worked fine every time, though.

Posted (edited)
31 minutes ago, EgoBallistic said:

 

I can't quite reproduce your issue, but I found a different bug while trying to reproduce it.  If you have the health threshold set above zero, and you are killed by enemies that are not allowed to be aggressors, you will not die and instead get up again, as if the "Essential Player can Die" option is Off.  I know what the problem is there, I just need to fix it.

 

In my testing, setting the health threshold at zero worked fine every time, though.

 

Thanks for checking into it. I'm wondering if it's caused because CSL invulnerability has kicked in a couple of times in my game and it's odd that turning it off kills the pc. I've have a vague memory of something similar in Skyrim but I'm damned if I can remember what it was.

 

I'll check it out tomorrow by grabbing an old save off last weeks disk image and try that out (actually, better go back a fortnight in case it was running last week) Edit: Ahh yes, it would have been on the 11th

Edited by Slorm
Posted (edited)
32 minutes ago, Slorm said:

Thanks for checking into it. I'm wondering if it's caused because CSL invulnerability has kicked in a couple of times in my game and it's odd that turning it off kills the pc. I've have a vague memory of something similar in Skyrim but I'm damned if I can remember what it was.

 

Well, I checked and CSL implements essential player the right way, i.e. by using a referencealias rather than by the setessential() call.  So enabling and then disabling it in CSL should not have any permanent effects.  However, I am not completely sure what happens if the two essential settings overlap, i.e. if you enable essential player in both mods and then turn it off in one mod.  So to be sure I would disable it in both, then enable it in Violate.

 

Edited by EgoBallistic
Posted
3 hours ago, qualcheduna said:

The problem is that now all raiders and gunners are non hostile, except for the aggressors. If I go to a nearby gunner/raider camp they just stand there and don't attack me on sight.

 

Is that happening with any other enemies, or only with Raiders and Gunners?

 

The only thing like this I have seen is when the player is robbed of all weapons and Raider Pet automatically puts the player in the Captive faction.  It does that on its own, it isn't necessary for Violate to start up the Raider Pet integration for that to happen.  You can check whether you are in the Captive faction with console commands:

 

prid 14

getinfaction 3e0c8

 

If it says 1.00 you are in the captive faction, if it says 0.00 you are not.

Posted
2 hours ago, EgoBallistic said:

 

Interesting.  I guess I never tried that.  I think the best way to handle it is to stop and start the FPV_Follower0 quest when the player greets a downed enemy.  I will look into doing that.  Thanks for reporting this.

In the meantime, i disabled the condition that prevents the player from having more that one pacified follower so i don't have to kill them when they turn hostile.

Now i feel like having my own unlimited companion mod:

 

 

2022-08-19 (1).png

Posted

New Version 1.60 Beta 2 released

  • Fixed issue where Essential Player might not die when Essential Player Can Die is on and no valid aggressors are found
  • Changed dialogue conditions on FPV_Aggressor so companion dialogue is not available if companion is dead, bleeding out, or in AAF scene

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