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Posted
5 hours ago, EgoBallistic said:

 

Looks like you have the same exact problem as @Robert T.  Can you also download and install the attachment on the post above and reproduce the error?

 

I do see that both of you are getting an AAF script error each time an animation is about to start.  However, after tracking it down, I believe it is caused by having UAP installed without also having Atomic Muscle 2.0 as your male body replacer.  Can you confirm?  If so, the error is harmless and not the cause of the issue with Violate.

 

rofl... i dunno what u do, but since overwriting with ure "patch" it works again lol

with all races and all the stuff from jb (slavery, nuka, amuptee)...

 

thanx , lord ego :)

Posted
59 minutes ago, roflmaones said:

 

rofl... i dunno what u do, but since overwriting with ure "patch" it works again lol

with all races and all the stuff from jb (slavery, nuka, amuptee)...

 

thanx , lord ego :)

 

That suggests that the script files you had before were wrong in some way (corrupt, overwritten by another mod, leftovers from a different version...).

Posted
1 hour ago, roflmaones said:

rofl... i dunno what u do, but since overwriting with ure "patch" it works again lol

 

I agree with @vaultbait, this sounds like there was a problem with the script file you were using before. The only thing the patch does is write the meta strings to the script log, it doesn't change how anything works.

 

I guess keep the patch installed for now, in case this is an intermittent problem.  Remember to uninstall the patch when you update Violate in the future.

Posted (edited)
2 hours ago, EgoBallistic said:

 

I agree with @vaultbait, this sounds like there was a problem with the script file you were using before. The only thing the patch does is write the meta strings to the script log, it doesn't change how anything works.

 

I guess keep the patch installed for now, in case this is an intermittent problem.  Remember to uninstall the patch when you update Violate in the future.

 

sorry, i was to early with my congrats... same problem with NEW game, , with vaultgirl savegame, without nukaraid/slavery/ss2...

worked one times with a new game with bloatflys, then on 2th try with raiders stuck again after first sex scene...

wait 5 min and stop game via alt+f4

 

edit: checked with "resaver". savegame has no activ scripts or  instances...

 

edit 2: i make an save IN the sequence where the game stopps to go on and check with resaver. 1 script shown up, see pic...

Papyrus.0.log

Screenshot 2023-08-09 222930.jpg

Edited by roflmaones
Posted
1 hour ago, roflmaones said:

sorry, i was to early with my congrats... same problem with NEW game, , with vaultgirl savegame, without nukaraid/slavery/ss2...

worked one times with a new game with bloatflys, then on 2th try with raiders stuck again after first sex scene...

wait 5 min and stop game via alt+f4

 

You have NativeSync installed.  That is incompatible with AAF 171.  Uninstall NativeSync and make sure all the files from AAF are the correct ones.

Posted (edited)
19 hours ago, izzyknows said:

Just a guess, but it probably uses a unique holster command that bypasses the vanilla.

Try disabling it & see if it fixes the issue.

 

classic holstered weapons system (HWS) makes the guns appear on pc like FNV, "a proper engine-level system for showing holstered weapons on characters" as said on mod page.

 

I'm thinking I don't think HWS is stopping weapons being unequipped, when being stripped during surrender?

 

Does violate not strip/unequip weapons, during the surrender phase? Because, as you know, in vanilla weapons don't show on character. 

 

edit - pc just surrendered and it said in top left weapon was unequipped. Not sure why it sometimes does and doesn't. 

Edited by M.BISON
Posted
4 hours ago, EgoBallistic said:

 

You have NativeSync installed.  That is incompatible with AAF 171.  Uninstall NativeSync and make sure all the files from AAF are the correct ones.

 

ALL deinstalled, fo4 refreshed via steam file check. new game started without problems, strait to gorskis hut... 1sex ok, then again stuck with handsup :) damn....

 

 

Papyrus.0.log

Posted
18 hours ago, EgoBallistic said:

 

Something really weird is going on there.

 

The animations are being started correctly and they are stopping at the right time.  However, Violate doesn't recognize the animation events as belonging to itself, so it doesn't act on them and the scene doesn't progress when the animations end.

 

To recognize animations, Violate passes an identifier called a "meta string" to AAF when it starts the animation.  AAF then sends this string as part of the event data when animations start and stop.  However, the meta string appears to be empty in your case.  The log lines from the Sex Attributes mod also confirm this.

 

You appear to have the latest version of AAF, and the version info for the LLFP library that ships with AAF are correct.  There are no script errors in the OnSceneEnd processing so it's not like the meta string isn't being parsed correctly.  So I am struggling to think of a way this could happen.

 

Edit: install the attached, let it override the two files from Violate, then reproduce the problem and post your script log.  This will log the contents of the meta string, it might give a clue as to what's happening.

 

AAF_Violate_160b5_MetaDebug.7z 37.63 kB · 9 downloads

 

Just tried again with the new files, unfortunately still the same issue.  Otherwise, the violate files are a fresh download and isntall for this save

Papyrus.0.log

 

Posted
2 hours ago, roflmaones said:

ALL deinstalled, fo4 refreshed via steam file check. new game started without problems, strait to gorskis hut... 1sex ok, then again stuck with handsup :) damn....

 

I don't see the added lines from the Violate patch anywhere in your log.  Also, your log is over 46,000 lines, with all kinds of errors from Random Overlay Framework and FPE Redux and HoloTime. 

 

@roflmaones can you disable Sim Settlements, Random Overlay Framework, FPE Redux, and HoloTime, and install the Violate patch I sent earlier, and try again?

Posted
3 hours ago, Robert T said:

Just tried again with the new files, unfortunately still the same issue.  Otherwise, the violate files are a fresh download and isntall for this save

 

@Robert T Thanks. 

 

Violate logged the meta string it got back in the OnSceneInit event, and sure enough it is empty:

 

[08/09/2023 - 08:18:41PM] AAF Dirty Sex: OnSceneInit
[08/09/2023 - 08:18:41PM] AFV report: meta as String is NONE

 

same with OnSceneEnd:

 

[08/09/2023 - 08:19:21PM] AFV report: meta as String is NONE
[08/09/2023 - 08:19:21PM] BLTC Debug: Running OnSceneEnd check


Can you do a flirtation and animation with SEU and post the script log from that?   SEU also uses meta strings for some of its functionality.

 

Also, when did this start happening?  After updating AAF to 171?  Something else?

 

Edit: if you use Discord, join the AAF Discord server and ping me on there.  Would be much faster than doing this via forum posts.

Posted

Hello, I've been messing about with Violate and Cap installed plus combat strip mod . My main setup normally has RSE mods for the surrender out comes etc but I like some of the karma options with CAP and the possibility of NPC Pregnancy . 

Doe's anyone have these two working together of know of a way to make them work?.

Also did Violate at one point just dump the player of at a random location like a left for dead scenario ?

 

Thankyou in advance for any idea you throw my way and thankyou for the all your mods 

Cheers

 

 

Posted (edited)
2 hours ago, EgoBallistic said:

 

@Robert T Thanks. 

 

Violate logged the meta string it got back in the OnSceneInit event, and sure enough it is empty:

 

[08/09/2023 - 08:18:41PM] AAF Dirty Sex: OnSceneInit
[08/09/2023 - 08:18:41PM] AFV report: meta as String is NONE

 

same with OnSceneEnd:

 

[08/09/2023 - 08:19:21PM] AFV report: meta as String is NONE
[08/09/2023 - 08:19:21PM] BLTC Debug: Running OnSceneEnd check


Can you do a flirtation and animation with SEU and post the script log from that?   SEU also uses meta strings for some of its functionality.

 

Also, when did this start happening?  After updating AAF to 171?  Something else?

 

Edit: if you use Discord, join the AAF Discord server and ping me on there.  Would be much faster than doing this via forum posts.

Papyrus.0.log

Just started up a SEU scene and it ended normally, ill be sure to joint he discord and ping you there

 

This first started happenign with the new AAF versiont hat just came out in July I believe

Edited by Robert T
Posted
46 minutes ago, Robert T said:

Just started up a SEU scene and it ended normally, ill be sure to joint he discord and ping you there

 

Yeah, it's doing the same thing.  SEU uses the meta string to identify animations it started.  It logs a "Animation is for SEU" for events related to those animations, and there are none of those in your log.  Fortunately, SEU only uses that to apply affinity changes, so it's not critical and it doesn't prevent the mod from working.

 

On the other hand this means the problem is actually with AAF.  But I have no idea what causes it or how to reproduce it.

Posted
2 hours ago, EgoBallistic said:

 

Yeah, it's doing the same thing.  SEU uses the meta string to identify animations it started.  It logs a "Animation is for SEU" for events related to those animations, and there are none of those in your log.  Fortunately, SEU only uses that to apply affinity changes, so it's not critical and it doesn't prevent the mod from working.

 

On the other hand this means the problem is actually with AAF.  But I have no idea what causes it or how to reproduce it.

 

so u mean i should switch back to 166? got this crap also since "upgrade" to 171 aaf

Posted
7 hours ago, EgoBallistic said:

 

I don't see the added lines from the Violate patch anywhere in your log.  Also, your log is over 46,000 lines, with all kinds of errors from Random Overlay Framework and FPE Redux and HoloTime. 

 

@roflmaones can you disable Sim Settlements, Random Overlay Framework, FPE Redux, and HoloTime, and install the Violate patch I sent earlier, and try again?

 

fpe redux + wasteland diary, ro framework, holotime deinstalled, savegame cleaned from instances, 

 

gorskis hut -> manually surrernded -> treesome with ghuls works first time -> stuck... scene aborted

after peacetime again attecked by ghuls -> surrender by health -> solo violating works -> stuck...

Papyrus.0.log

Posted
2 hours ago, roflmaones said:

so u mean i should switch back to 166? got this crap also since "upgrade" to 171 aaf

 

I am not sure.  Could you switch back to 166 and run the same test you ran above, with the same mods enabled/disabled?

 

Your log shows the exact same behavior as Robert T's did above.  Running the test with 166 will help narrow down whether it's a problem with the new changes in AAF 171 or something more general.

Posted
1 hour ago, EgoBallistic said:

 

I am not sure.  Could you switch back to 166 and run the same test you ran above, with the same mods enabled/disabled?

 

Your log shows the exact same behavior as Robert T's did above.  Running the test with 166 will help narrow down whether it's a problem with the new changes in AAF 171 or something more general.

 

check, downgrade to 166 done BUT: what this means damn...

Screenshot 2023-08-10 183642.jpg

Posted
1 hour ago, roflmaones said:

check, downgrade to 166 done BUT: what this means damn...

 

That plugin comes with AAF.  How are you installing the mod?  Your mod manager should have installed that for you.

Posted (edited)
18 minutes ago, EgoBallistic said:

 

That plugin comes with AAF.  How are you installing the mod?  Your mod manager should have installed that for you.

 

right, unistall aaf 171 after stop engine ingame "stopquest aaf_mainquest", install 166 via manager, going ingame and aff tells my , succesfully loaded, the first sets loaded. then restart game with activ aaf 166 and THIS message appears for violate, i am confused lol

 

pic makes sense, cause no activ violate..

 

Screenshot 2023-08-10 200057.jpg

Edited by roflmaones
Posted
1 hour ago, roflmaones said:

right, unistall aaf 171 after stop engine ingame "stopquest aaf_mainquest", install 166 via manager, going ingame and aff tells my , succesfully loaded, the first sets loaded. then restart game with activ aaf 166 and THIS message appears for violate, i am confused lol

 

There is no need to do all that.  Just save and exit, uninstall 171, install 166, load and play.

 

But, if Violate is giving you that message, it means the LLFP library is not loaded. 

Posted
14 hours ago, EgoBallistic said:

 

Yeah, it's doing the same thing.  SEU uses the meta string to identify animations it started.  It logs a "Animation is for SEU" for events related to those animations, and there are none of those in your log.  Fortunately, SEU only uses that to apply affinity changes, so it's not critical and it doesn't prevent the mod from working.

 

On the other hand this means the problem is actually with AAF.  But I have no idea what causes it or how to reproduce it.

Papyrus.0.log

 

I installed v166 for AAF and tried running violate again, same issue unfortunately, after the first animation

Posted
7 hours ago, Robert T said:

I installed v166 for AAF and tried running violate again, same issue unfortunately, after the first animation

 

Well now this is just bizarre.  AAF 166 was published in December of 2021, and Violate has been using the meta string to filter animations since April of 2021.  Nobody has ever reported this issue in all that time.

 

And since your log from the SEU scene showed the same thing was happening, we know it's not specific to Violate.  And now we know it's not specific to AAF 171.

 

I tried various ways of reproducing the problem.  I went back to AAF 171 and Violate 1.60b5, installed Sim Settlements 2 and UAP and anything else I could think of, and started a completely new game, but to no avail.  Everything always worked as expected.

 

There has to be something else going on here, a problem with F4SE, or a F4SE or Flash plugin corrupting something, not sure what.  Let's get together on the AAF Discord, I have some thoughts on things we can try.  I'd love to figure out what this is.

Posted (edited)
11 hours ago, EgoBallistic said:

 

Well now this is just bizarre.  AAF 166 was published in December of 2021, and Violate has been using the meta string to filter animations since April of 2021.  Nobody has ever reported this issue in all that time.

 

And since your log from the SEU scene showed the same thing was happening, we know it's not specific to Violate.  And now we know it's not specific to AAF 171.

 

I tried various ways of reproducing the problem.  I went back to AAF 171 and Violate 1.60b5, installed Sim Settlements 2 and UAP and anything else I could think of, and started a completely new game, but to no avail.  Everything always worked as expected.

 

There has to be something else going on here, a problem with F4SE, or a F4SE or Flash plugin corrupting something, not sure what.  Let's get together on the AAF Discord, I have some thoughts on things we can try.  I'd love to figure out what this is.

 

I'll just make a suggestion they double check and look that "all of nativeSync" is removed, Remember that not only replaces  AAF_MainQuestScript.pex but hooks into a lot of what I'd think fourPlay lib functions would do with that in NativeSync.dll.

 

edit: in fact would be good to know all what libs are in that F4SE directory.

Edited by eflat01
Posted (edited)
On 8/11/2023 at 10:34 PM, eflat01 said:

 

I'll just make a suggestion they double check and look that "all of nativeSync" is removed, Remember that not only replaces  AAF_MainQuestScript.pex but hooks into a lot of what I'd think fourPlay lib functions would do with that in NativeSync.dll.

 

edit: in fact would be good to know all what libs are in that F4SE directory.

 

here u can get mine list :)

 

(for all who wants also make an list of this: open cmd as admin, execute this order:

 -> dir "C:\program files (x86)\steam\steamapps\common\fallout 4\data\f4se\plugins" >c:\plugins.txt <- without arrows lol or change to ure install path

 

plugins.txt

Edited by roflmaones

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