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Posted
5 minutes ago, vaultbait said:

 

That's quite a bold assertion for your first ever post to this forum. How, pray tell, did you arrive at this particular revelation?

This mod has dependancies and the mods that support this have dependancies, and on it goes until you find yourself with 20+ mods that all conflict with eachother.

Posted
2 minutes ago, rf3sta said:

All I know is that I followed instructions to the letter and it kept dragging me in to more and more conflicting mods. To get this one mod to work, I ended up with about 20+ other mods to maintain stability.

 

What conflicting mods? You're installing F4SE of course, AAF, MCM, Themes, probably some male and female body replacers which may also need a custom skeleton mod depending on your choice, some animation packs... these are the basic requirements for just about any mod which relies on AAF though. If you haven't used any AAF-based mods before, then yes the learning curve is steep and there's a lot of modular complexity because different people are responsible for collaboratively providing different pieces of that puzzle. They all work reasonably well together though.

 

Are you maybe referring to mods which install files with the same name (and so you need to be mindful of their overwriting order) as conflicting? I mean, in a sense they are, but in most cases they're either just providing convenience copies of the same file (in which it doesn't matter), or one is supplying an extended/patched version of another.

Posted (edited)
7 minutes ago, vaultbait said:

 

What conflicting mods? You're installing F4SE of course, AAF, MCM, Themes, probably some male and female body replacers which may also need a custom skeleton mod depending on your choice, some animation packs... these are the basic requirements for just about any mod which relies on AAF though. If you haven't used any AAF-based mods before, then yes the learning curve is steep and there's a lot of modular complexity because different people are responsible for collaboratively providing different pieces of that puzzle. They all work reasonably well together though.

 

Are you maybe referring to mods which install files with the same name (and so you need to be mindful of their overwriting order) as conflicting? I mean, in a sense they are, but in most cases they're either just providing convenience copies of the same file (in which it doesn't matter), or one is supplying an extended/patched version of another.

f4se has got to be the most difficult one of them all, to maintain. One slip up and f4se is irreversibly fubar.

Edited by rf3sta
Posted (edited)
34 minutes ago, rf3sta said:

This mod has dependancies and the mods that support this have dependancies, and on it goes until you find yourself with 20+ mods that all conflict with eachother.

 

Welcome to modding. Filling dependencies is part of the process.

 

Bethesda modding is all tail patching, and so...conflicts sometimes happen, it's the cost of doing business. Understanding mod management, and how overwriting works can help. If you can't deal with the intricacies of being detail oriented, reading and understanding how and why things work... then maybe modding Bethesda games is not for you.  A good woodworker knows to measure twice, and cut once. In a similar vein, I tell people who are new to modding: read the directions fully, twice...then follow them.

 

What doesn't help, is coming into this thread, making a sweeping statement about how this mod is impossible to get working...you need to learn to read a room my good chum. This mod is actually one of the more clean mods out there. Ego is a really good developer, and hasn't, to date...released crap masquerading as a mod. If you think this mod is "impossible"....all I can say is, don't try modding Skyrim.

 

Cheers.

Edited by WandererZero
Posted
7 minutes ago, rf3sta said:

f4se has got to be the most difficult one of them all, to maintain. One slip up and f4se is irreversibly fubar.

 

If you're using a recent version of Vortex (1.2.12 or later), you should be able to install it like other mods: https://wiki.nexusmods.com/index.php/Tool_Setup:_Script_Extenders#Option_1:_Install_with_Vortex_(Easy)

 

I'm not an MO2 user, but I wouldn't be surprised if it has gained similar features.

Posted
7 minutes ago, vaultbait said:

 

If you're using a recent version of Vortex (1.2.12 or later), you should be able to install it like other mods: https://wiki.nexusmods.com/index.php/Tool_Setup:_Script_Extenders#Option_1:_Install_with_Vortex_(Easy)

 

I'm not an MO2 user, but I wouldn't be surprised if it has gained similar features.

Nope, I'm not a Vortex user. I was running Mo2, and despite installing it manually, f4se kept irreversibly crapping out on me whenever I installed any mods whatsoever.

Posted
10 minutes ago, vaultbait said:

I'm not an MO2 user, but I wouldn't be surprised if it has gained similar features.

 

With MO2, best practice is to install script extenders into the main installation folder. It should be the only thing manually installed. 

Posted
2 minutes ago, WandererZero said:

 

With MO2, best practice is to install script extenders into the main installation folder. It should be the only thing manually installed. 

You'd think that would help, right?

Posted
2 minutes ago, rf3sta said:

You'd think that would help, right?

 

My advice to you, based on what you've said here is maybe get your head in the game.

 

If I were in your shoes, I would try by starting with Gamerpoets to understand how MO2 works, why it does what it does, and how to use it fully. Once you understand MO2, and how and why it does what it does...then it will be time to start working with mods on the next level. GP will show you how to properly set up MO2.

 

While Nexus would like folks to believe that modding is point and click, drag and drop...it's not. It does require paying attention to the details, and following directions exactly. For instance, making sure you install F4SE correctly. These are all basic things, a rite of passage in a way. You need to get the basics down pat, and based on how you've approached things here...I'm not sure you have a grasp of the basics. When you have the basic stuff down, and you have a bit more working knowledge...you will be able to come back here and ask some better questions if you're still having trouble.

 

 

Posted
43 minutes ago, rf3sta said:

f4se has got to be the most difficult one of them all, to maintain. One slip up and f4se is irreversibly fubar.

It's the first mod I install when doing a FO4 build. I use Vortex and it just works. Maybe try vortex

Posted
1 hour ago, WandererZero said:

 

My advice to you, based on what you've said here is maybe get your head in the game.

 

If I were in your shoes, I would try by starting with Gamerpoets to understand how MO2 works, why it does what it does, and how to use it fully. Once you understand MO2, and how and why it does what it does...then it will be time to start working with mods on the next level. GP will show you how to properly set up MO2.

 

While Nexus would like folks to believe that modding is point and click, drag and drop...it's not. It does require paying attention to the details, and following directions exactly. For instance, making sure you install F4SE correctly. These are all basic things, a rite of passage in a way. You need to get the basics down pat, and based on how you've approached things here...I'm not sure you have a grasp of the basics. When you have the basic stuff down, and you have a bit more working knowledge...you will be able to come back here and ask some better questions if you're still having trouble.

 

 

I appreciate the help. I'm sorry if it seemed like I don't, I just don't like being dependant and (like you said) I don't fully grasp mo2.

Posted
2 hours ago, WandererZero said:

 

Welcome to modding. Filling dependencies is part of the process.

 

Bethesda modding is all tail patching, and so...conflicts sometimes happen, it's the cost of doing business. Understanding mod management, and how overwriting works can help. If you can't deal with the intricacies of being detail oriented, reading and understanding how and why things work... then maybe modding Bethesda games is not for you.  A good woodworker knows to measure twice, and cut once. In a similar vein, I tell people who are new to modding: read the directions fully, twice...then follow them.

 

What doesn't help, is coming into this thread, making a sweeping statement about how this mod is impossible to get working...you need to learn to read a room my good chum. This mod is actually one of the more clean mods out there. Ego is a really good developer, and hasn't, to date...released crap masquerading as a mod. If you think this mod is "impossible"....all I can say is, don't try modding Skyrim.

 

Cheers.

Yeah, I'd say that's firm but fair. Sorry for being salty. It's just that I've been at this for hours by the time I started ranting.

Posted (edited)
2 hours ago, WandererZero said:

 

My advice to you, based on what you've said here is maybe get your head in the game.

 

If I were in your shoes, I would try by starting with Gamerpoets to understand how MO2 works, why it does what it does, and how to use it fully. Once you understand MO2, and how and why it does what it does...then it will be time to start working with mods on the next level. GP will show you how to properly set up MO2.

 

While Nexus would like folks to believe that modding is point and click, drag and drop...it's not. It does require paying attention to the details, and following directions exactly. For instance, making sure you install F4SE correctly. These are all basic things, a rite of passage in a way. You need to get the basics down pat, and based on how you've approached things here...I'm not sure you have a grasp of the basics. When you have the basic stuff down, and you have a bit more working knowledge...you will be able to come back here and ask some better questions if you're still having trouble.

 

 

I know that f4se has installed properly, after conducting some tests. The problem is with the installation of prerequisite mods (namely aaf and possibly looksmenu).

Edited by rf3sta
Posted
12 minutes ago, rf3sta said:

I know that f4se has installed properly, after conducting some tests. The problem is with the installation of prerequisite mods.

 

On Moddingham, the place you download AAF from, there's also an AAF_GFV.exe (game files verifier) tool which can double-check AAF and its dependencies are installed properly. The folks in the help channels on the AAF Discord are also really great and thorough, but that's the first troubleshooting step they'll usually have you do. I recommend reaching out there if AAF doesn't seem to be working, and once you've confirmed you can successfully run animations through AAF's on-screen interface, then proceed to try getting Violate to work.

Posted
17 minutes ago, rf3sta said:

The problem is with the installation of prerequisite mods.

 

Okay, but you're going to have to be more specific. Installing mods with MO2 is trivial, whether they come from Nexusmods or LL.

 

You're going to need to be more specific, and you're going to need to relay details. The more general you are, the less help you're going to actually get.

Posted
11 minutes ago, vaultbait said:

 

On Moddingham, the place you download AAF from, there's also an AAF_GFV.exe (game files verifier) tool which can double-check AAF and its dependencies are installed properly. The folks in the help channels on the AAF Discord are also really great and thorough, but that's the first troubleshooting step they'll usually have you do. I recommend reaching out there if AAF doesn't seem to be working, and once you've confirmed you can successfully run animations through AAF's on-screen interface, then proceed to try getting Violate to work.

The solution that worked for me was installing a currently obsolete version of it. It says that it's incompatible with the current build of FO4, but it works better than the current AAF (in that it works at all).

Posted
13 minutes ago, WandererZero said:

 

Okay, but you're going to have to be more specific. Installing mods with MO2 is trivial, whether they come from Nexusmods or LL.

 

You're going to need to be more specific, and you're going to need to relay details. The more general you are, the less help you're going to actually get.

Having experimented some, the solution that worked best for me was installing a currently obsolete version of AAF. It says that it's incompatible with the current build of FO4, but it works better than the current AAF (in that it works at all).

 
Posted
27 minutes ago, rf3sta said:

Having experimented some, the solution that worked best for me was installing a currently obsolete version of AAF. It says that it's incompatible with the current build of FO4, but it works better than the current AAF (in that it works at all).

 

If you're happy with that solution, then great, but some mods will want features from newer versions of AAF. The current version of AAF does work, so there's something else going on there. If you're interested in getting AAF working correctly, I'll suggest the AAF Discord help channels again, but that's up to you of course.

Posted
31 minutes ago, vaultbait said:

 

If you're happy with that solution, then great, but some mods will want features from newer versions of AAF. The current version of AAF does work, so there's something else going on there. If you're interested in getting AAF working correctly, I'll suggest the AAF Discord help channels again, but that's up to you of course.

Actually, I'm not happy with this solution, because looksmenu requires a version of Fallout 4 that is currently inaccessible: 1.10.98. I've looked, it's not in Steamdb.info

Posted
23 minutes ago, rf3sta said:

Actually, I'm not happy with this solution, because looksmenu requires a version of Fallout 4 that is currently inaccessible: 1.10.98. I've looked, it's not in Steamdb.info

 

Where do you see that? The current version of LooksMenu says it requires the current version of the Fallout 4 game engine. Quoting from the download page:

 

Quote

Requires F4SE 0.6.17 or greater (Game Version 1.10.163)

 

Posted

Hey man love the mod and all the work you continue to do on it. Just wanted to let you know that with the "player essential" feature turned on there are a few bugs I've been experiencing. Stimpaks for whatever reason heal radiation damage as well as health. Also randomly my health will completely regen after a fight back to full without being downed or put into a "surrender" status. Not sure what the conditions for this particular bug is, as it does not happen after every encounter. When I have crippled limbs and go into a surrender state my HP as well as limbs are completely healed. I know it's this feature causing the bugs as I've turned essential off and none of these occur. I love the essential feature and would love to keep it turned on the whole time as it basically guarantees a violate scene as opposed to death. Keep up all the good work man, just wanted to make you aware of the current bugs I'm experiencing. 

Posted (edited)
10 minutes ago, BrofessorOak said:

Hey man love the mod and all the work you continue to do on it. Just wanted to let you know that with the "player essential" feature turned on there are a few bugs I've been experiencing. Stimpaks for whatever reason heal radiation damage as well as health. Also randomly my health will completely regen after a fight back to full without being downed or put into a "surrender" status. Not sure what the conditions for this particular bug is, as it does not happen after every encounter. When I have crippled limbs and go into a surrender state my HP as well as limbs are completely healed. I know it's this feature causing the bugs as I've turned essential off and none of these occur. I love the essential feature and would love to keep it turned on the whole time as it basically guarantees a violate scene as opposed to death. Keep up all the good work man, just wanted to make you aware of the current bugs I'm experiencing. 

 

Thanks.  Make sure you are running the latest version (1.60 beta 3).  I fixed a couple of bugs relating to the issues you mentioned.  Note that in order to fix stimpaks I had to modify the vanilla "RestoreRadsCompanion" magic effect, so any other mod that changes that record needs to load before Violate (or you can make a patch in FO4Edit).

 

Edited by EgoBallistic
Posted
4 hours ago, EgoBallistic said:

 

Thanks.  Make sure you are running the latest version (1.60 beta 3).  I fixed a couple of bugs relating to the issues you mentioned.  Note that in order to fix stimpaks I had to modify the vanilla "RestoreRadsCompanion" magic effect, so any other mod that changes that record needs to load before Violate (or you can make a patch in FO4Edit).

 

Was totally on 1.60 beta 1, so apparently Im just fucking retarded and cant read lmao. Thanks for the quick reply though

Posted

I have noticed (with 1.6.0 beta 3) setting essential player on and essential player can die also on that if, during a lengthy surrender, Sex Attributes wear causes enough damage to reduce my health to 0 and I have its "fucked to death" feature turned on, my character will enter bleedout pose for a bit between two of the animations and then health will reset to full before the next animation begins.

Posted
1 hour ago, vaultbait said:

I have noticed (with 1.6.0 beta 3) setting essential player on and essential player can die also on that if, during a lengthy surrender, Sex Attributes wear causes enough damage to reduce my health to 0 and I have its "fucked to death" feature turned on, my character will enter bleedout pose for a bit between two of the animations and then health will reset to full before the next animation begins.

 

Yeah I have noticed that too in testing.  I am not sure what to do about that, if anything.  Going into bleedout is better than dying outright, I guess?  :D

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