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Posted (edited)
1 hour ago, eflat01 said:

Nothing there strikes me there so far ... I'll try that load though and see if it screws up here.

 

u need a zip archive from em?

 

 

Edited by roflmaones
Posted

Hello! I'd like to add more animations to choose while AAF Violate is in action. Whenever I start a scene by either surrendering or forcing an enemy, I can only pick 5 or 6 animations. I have installed almost all the animation packs in this forums and I can watch them by creating a scene without any combat. 

Posted (edited)
2 hours ago, M.BISON said:

was wondering is there a way to move sex scenes (like in skyrim), so that there not floating in mid on stairs and so on lol

Open the AAF menu and use the assigned number keys to move the scene. North=8 South=2 East=6 West=4

and 1=down 3=up... or maybe the other way around..

Edited by izzyknows
Posted (edited)

Hey guys, I just rebuilt my Fallout 4 mod collection on a clean install, and I am having an issue with Violate:

 

Its not firing off group violations, and in AAF it returns an an error stating that it can't find group animations, yet I have all the packs installed, and registering with AAF...

 

Clearly, I am doing something wrong, does anyone have any advice on what I can do to solve this issue?

 

I have tried re-installing the animation packs, and playing with the load order to no success so far....

 

****EDIT****

I should note that if I disable gangbangs, then Violate works just fine. It fires me off to Raider Pet, like it should.

Then, During Raider's Pet sex call ups, every thing works fine:

1 on 1,

1on1 furniture,

Group sex of FMM, FMMM, FMMMM all fire off at Raider's Pet's request, so this leads me to think something is Borked with my Violate install....

But I have installed, downgraded to 1.59 (and it still wouldn't allow groups), re-installed all without success.

does that help anyone, help me?  :P

****

 

Cheers

ScreenShot1.png

ScreenShot2.png

ScreenShot0.png

Edited by nitemares
Posted
5 hours ago, nitemares said:

Its not firing off group violations, and in AAF it returns an an error stating that it can't find group animations, yet I have all the packs installed, and registering with AAF...

 

The admin error shows that it's trying to find an FMMMM animation with the "Aggressive" and "Rough" tags.  My guess is the problem is with the tags.  Perhaps you are using an animations patch that removed these tags?


The basic SavageCabbage mod uses the correct tags for this:

 

<position id="SC-FMMMM-Human-Floor01-03Gangbang" tags="SavageCabbage,F_M_M_M_M,NoFurn,Aggressive,MidStage,Held9,Love0,Stim9,Dom-9,NullToSelf,PenisToVagina,PenisToAnus,PenisToMouth,PenisToHand"/>

 

However I think UAP's patch for SavageCabbage is messed up.  If you're using UAP, I recommend doing the following:

 

1) Uninstall UAP

2) Uninstall SavageCabbage 1.2.8

3) Install SavageCabbage 1.3.0

4) Reinstall UAP and do not let it patch SavageCabbage

 

That should get the animations working correctly.

Posted
12 hours ago, roflmaones said:

here u can get mine list

 

@Robert T generously spent several hours yesterday testing with me on Discord.  He was able to make the problem go away by uninstalling Sim Settlements 2.  It seems that having SS2 installed on top of an already heavy load order causes issues with script variables, which causes AAF's meta string to become empty.  We're not sure exactly why that happens yet or how to work around it.

 

So, uninstall SS2 and Workshop Framework, and see if that helps in your case.

Posted
6 minutes ago, EgoBallistic said:

He was able to make the problem go away by uninstalling Sim Settlements 2

Didn't someone suggest that a couple days ago? ;)

SS2 is extremely hard on the game engine because it pushes it waaay beyond it's intended use. Not to mention beyond the average users system. KG never was one to listen to our advice, "that's really kool, but it's not for public consumption". LOL

Then combine that with the load of adult mods & shite goes south real fast.

We use to have folks go to Home Plate, look at the ground, open the Pip-Boy radio and let the game run for at least 10 minutes so the scripts could finish & clear out.

Posted
25 minutes ago, izzyknows said:

Didn't someone suggest that a couple days ago? ;)

SS2 is extremely hard on the game engine because it pushes it waaay beyond it's intended use. Not to mention beyond the average users system. KG never was one to listen to our advice, "that's really kool, but it's not for public consumption". LOL

Then combine that with the load of adult mods & shite goes south real fast.

We use to have folks go to Home Plate, look at the ground, open the Pip-Boy radio and let the game run for at least 10 minutes so the scripts could finish & clear out.

 

SS2 can  indeed cause a lot of issues, particularly if you use too many of its heavy systems at the same time, but for this instance my guess is that there is a incompatibility with the latest SS2 update with AAF...   The meta string issue was occuring in a new save game, with SS2 installed, but no SS2 content actually active yet, and with only core AAF mods aactive, which if iirc <50 mods

Posted (edited)
1 hour ago, Robert T said:

 

SS2 can  indeed cause a lot of issues, particularly if you use too many of its heavy systems at the same time, but for this instance my guess is that there is a incompatibility with the latest SS2 update with AAF...   The meta string issue was occuring in a new save game, with SS2 installed, but no SS2 content actually active yet, and with only core AAF mods aactive, which if iirc <50 mods

 

but ss2 cant be the issue maker, violate works fine since 2 year on me, with ss1 and later ss2+extend... the trouble starts roundabout 2 month befor...

and i had nothing changed on my count on mods or plugins... only the monthly mod updates... but WITCH mod its was who makes the trouble, dont know

my setup with nukaraid, slavery, ss2, violate, and so on needs roundabout 10% ram and 15% cpu + 20% gpu... here are free ressources ..

(lol i hope i type understandable, english is not my main language hehe)

 

Edited by roflmaones
Posted
1 hour ago, roflmaones said:

only the monthly mod updates

One of the updates introduced the issue.

The way to tell which one, is to start rolling back SS2 versions until the issues go away. ( and you have to start a new run each version change)

Posted
3 hours ago, Robert T said:

 The meta string issue was occuring in a new save game, with SS2 installed, but no SS2 content actually active yet, and with only core AAF mods aactive, which if iirc <50 mods

Just a guess, but I'm pretty sure KG introduced a compatibility issue in one of the updates. Rolling back versions will confirm which one.

Posted (edited)
15 hours ago, roflmaones said:

 

u need a zip archive from em?

 

 

No last night I gave that a go, and had no issues.

 

I'm, thinking it's not something low level corrupting or intercepting the event now. Likely something else grabbing the event somehow before violate can get it, but I'd think that would be more apt to cause an intermittent issue, right? 

 

Edited by eflat01
Posted
1 hour ago, eflat01 said:

I'm, thinking it's not something low level corrupting or intercepting the event now. Likely something else grabbing the event somehow before violate can get it, but I'd think that would be more apt to cause an intermittent issue, right? 

 

No it's nothing like that.

 

Here's the issue.  One of the settings that mods can pass into AAF when requesting an animation is the "meta string".  The mod passes the meta string in during the StartScene call, and AAF sends it back out with the resulting animation events.  Violate uses this string to identify which animations it started, so that it won't react to animations from other mods. 

 

The bug that is happening is simply that the string is getting deleted inside AAF.  I added logging to AAF itself; the string is there when the mod calls StartScene() but it is empty when AAF is about to send out the OnAnimation / OnScene events.  This doesn't just happen to Violate, it happens to every mod that calls animations and uses the meta string.

 

There isn't a simple explanation for this, unfortunately.  AAF has had the meta feature for years, and Violate has used it since April of 2021.  If it was something simple, it would have been discovered long ago.

 

I think it actually is something low level, possibly related to the game's string cache, or something stomping on AAF's Scaleform memory, something like that.  But I'm really just speculating.  And, frustratingly, I haven't been able to reproduce the issue myself.  My load order right now has the latest SS2 with all three chapters, along with big quest mods like Tales from the Commonwealth, Heather Casdin, Milking Human Kindness, Nuka Ride, and every AAF mod I could think of that reacts to animations.  Unfortunately everything works perfectly every time.  I'm going to continue trying but I am forced to admit I'm starting to run out of ideas.

Posted
2 minutes ago, EgoBallistic said:

I think it actually is something low level, possibly related to the game's string cache, or something stomping on AAF's Scaleform memory, something like that.  But I'm really just speculating.  And, frustratingly, I haven't been able to reproduce the issue myself.  My load order right now has the latest SS2 with all three chapters, along with big quest mods like Tales from the Commonwealth, Heather Casdin, Milking Human Kindness, Nuka Ride, and every AAF mod I could think of that reacts to animations.  Unfortunately everything works perfectly every time.  I'm going to continue trying but I am forced to admit I'm starting to run out of ideas.

 

I'm guess you have Buffout 4 installed too, it does a bit with memory management but presumably isn't causing this. What other F4SE plugins were active for the person who was observing the problem? Maybe one of them is doing something naughty to in-memory structures. Or do they have anything patching F4SE itself? For example, Baka Framework overwrites StringUtil.pex.

Posted

I've made a trivial patch to Bound in Public's main script which sequesters followers for the duration of the scenario, and it seemed to work reliably if I manually initiated it from MCM or after hand-off from Sexual Harassment, but when Violate sends the player to BiP the followers come along. I tried to trace through the relevant routines in FPV_BoundInPublicScript, FPV_FollowerQuestScript, etc but don't see what could be different about this specific integration. Anyone have an idea?

Posted

Possible bug report: I was running around with several freed Commonwealth Captives in tow and together we entered Fraternal Post 115. I (eagerly) surrendered to the super mutant inhabitants, and rapey-fun-time ensued. Unfortunately, one of the companions following me had previously been commanded to get into a suit of power armor we came across, and when one of the muties chose her as a sex partner she did not exit the suit. Rather, her mesh switched to that of a naked human but kept the power armor skeleton, so her limbs were all freakishly elongated. The power armor frame vanished and the previously equipped power armor parts were left in her inventory, but her skeleton was permanently deformed as if she was still in power armor. I restored and replayed this scene multiple times, and while most of the time she did not get picked for sex, the times that she did the behavior was consistently broken.

Posted
9 minutes ago, vaultbait said:

when Violate sends the player to BiP the followers come along

 

See if they are still running Violate's "flee with player" AI package.  You can run the console command "cqf fpv_player gcp [refID]" and the actor's AI info will be printed in the script log.

Posted
Just now, EgoBallistic said:

 

See if they are still running Violate's "flee with player" AI package.  You can run the console command "cqf fpv_player gcp [refID]" and the actor's AI info will be printed in the script log.

 

Thanks! I did try variations of the linked patch which also told them to stop following, reinitialized packages and disabled AI, but I didn't consider that Violate might be overriding their packages through an alias. I bet that's the problem.

Posted (edited)
35 minutes ago, EgoBallistic said:

 

No it's nothing like that.

 

Here's the issue.  One of the settings that mods can pass into AAF when requesting an animation is the "meta string".  The mod passes the meta string in during the StartScene call, and AAF sends it back out with the resulting animation events.  Violate uses this string to identify which animations it started, so that it won't react to animations from other mods. 

 

The bug that is happening is simply that the string is getting deleted inside AAF.  I added logging to AAF itself; the string is there when the mod calls StartScene() but it is empty when AAF is about to send out the OnAnimation / OnScene events.  This doesn't just happen to Violate, it happens to every mod that calls animations and uses the meta string.

 

There isn't a simple explanation for this, unfortunately.  AAF has had the meta feature for years, and Violate has used it since April of 2021.  If it was something simple, it would have been discovered long ago.

 

I think it actually is something low level, possibly related to the game's string cache, or something stomping on AAF's Scaleform memory, something like that.  But I'm really just speculating.  And, frustratingly, I haven't been able to reproduce the issue myself.  My load order right now has the latest SS2 with all three chapters, along with big quest mods like Tales from the Commonwealth, Heather Casdin, Milking Human Kindness, Nuka Ride, and every AAF mod I could think of that reacts to animations.  Unfortunately everything works perfectly every time.  I'm going to continue trying but I am forced to admit I'm starting to run out of ideas.

I know it's on the event and that's why I assumed it's something low level to begin with a ddl hooked in of some sort... I know a mod using aaf would have to know when the animation finishes, only aaf could tell the mod that. ... still the api functions should be direct in intent of what's passed to aaf and aaf in what's being passed back.

 

Fact that it's not happening to many others, including when I set up a similar F4SE env is perplexing. Of course I do not know the settings being used on them, Do you think might be BakaScrapHeap is somehow messing with Buffout? Hard to tell....

 

.pex is pretty much a kind of p-code using the .ddl's ... are the ,exe and .ddl doing the work.

 

i.e. I remember a few years ago when nvse updated from 5.x to 6.0.1 it played havoc with old mods due they redefined a number of functions and primitive types of all things in order to optimize performance and save files on disk... blew many Sexout mods out of the water, especially those which were building a lot of structs dynamically - to provide such as features as diynamic MCM menus etc... found myself tracing through a ton of nvse new C++ source and comparing to the old.

Edited by eflat01
Posted
7 hours ago, EgoBallistic said:

 

The admin error shows that it's trying to find an FMMMM animation with the "Aggressive" and "Rough" tags.  My guess is the problem is with the tags.  Perhaps you are using an animations patch that removed these tags?


The basic SavageCabbage mod uses the correct tags for this:

 

<position id="SC-FMMMM-Human-Floor01-03Gangbang" tags="SavageCabbage,F_M_M_M_M,NoFurn,Aggressive,MidStage,Held9,Love0,Stim9,Dom-9,NullToSelf,PenisToVagina,PenisToAnus,PenisToMouth,PenisToHand"/>

 

However I think UAP's patch for SavageCabbage is messed up.  If you're using UAP, I recommend doing the following:

 

1) Uninstall UAP

2) Uninstall SavageCabbage 1.2.8

3) Install SavageCabbage 1.3.0

4) Reinstall UAP and do not let it patch SavageCabbage

 

That should get the animations working correctly.

Allrighty....

 

Did as you said and removed SC and UAP, then re-installed SC and UAP with UAP denied access to the SC animations and tested again... And it works like a charm!

 

Thanks a bunch! Have a beer and a cookie on me!!

:D

 

Posted
50 minutes ago, vaultbait said:

Unfortunately, one of the companions following me had previously been commanded to get into a suit of power armor we came across, and when one of the muties chose her as a sex partner she did not exit the suit. Rather, her mesh switched to that of a naked human but kept the power armor skeleton, so her limbs were all freakishly elongated

 

Thanks for reporting this.  Violate checks if followers are in PA and makes them exit if so.  I reproduced the problem, it turns out for whatever reason, in that location Actor.IsInPowerArmor() always returns False on NPCs.  I fixed it by also checking for WornHasKeyword(isPowerArmorFrame).

Posted (edited)
2 hours ago, vaultbait said:

 

I'm guess you have Buffout 4 installed too, it does a bit with memory management but presumably isn't causing this. What other F4SE plugins were active for the person who was observing the problem? Maybe one of them is doing something naughty to in-memory structures. Or do they have anything patching F4SE itself? For example, Baka Framework overwrites StringUtil.pex.

Great idea, I did have bakaframework installed in the past, but removed it.  I just checked my scripts folder for anything left behind, but it's clear. I'll post my F4SE directory: I'm using MO2, so the AAF dll files are in their own F4se folder, but here is the rest of my folder. In any event, I could also post my scripts folder in case there's anything there, as I'm using a hybid mo2 installation, and moved out active AAF mods to use MO2 system

 

edit: added f4se logf4se.log

 

 

Spoiler

image.thumb.png.29d4107f5e647cc4a493e1ad6c15fc7a.png

 

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

I'll post my F4SE directory

 

Keep in mind, your f4se.log should mention every DLL it loads (and also whether it succeeded in doing so).

Posted (edited)
3 hours ago, EgoBallistic said:

 

No it's nothing like that.

 

Here's the issue.  One of the settings that mods can pass into AAF when requesting an animation is the "meta string".  The mod passes the meta string in during the StartScene call, and AAF sends it back out with the resulting animation events.  Violate uses this string to identify which animations it started, so that it won't react to animations from other mods. 

 

The bug that is happening is simply that the string is getting deleted inside AAF.  I added logging to AAF itself; the string is there when the mod calls StartScene() but it is empty when AAF is about to send out the OnAnimation / OnScene events.  This doesn't just happen to Violate, it happens to every mod that calls animations and uses the meta string.

 

There isn't a simple explanation for this, unfortunately.  AAF has had the meta feature for years, and Violate has used it since April of 2021.  If it was something simple, it would have been discovered long ago.

 

I think it actually is something low level, possibly related to the game's string cache, or something stomping on AAF's Scaleform memory, something like that.  But I'm really just speculating.  And, frustratingly, I haven't been able to reproduce the issue myself.  My load order right now has the latest SS2 with all three chapters, along with big quest mods like Tales from the Commonwealth, Heather Casdin, Milking Human Kindness, Nuka Ride, and every AAF mod I could think of that reacts to animations.  Unfortunately everything works perfectly every time.  I'm going to continue trying but I am forced to admit I'm starting to run out of ideas.

 

 

OH!

 

They should doublecheck the buffout version... I remember the version I was using from  was fine until I updated it in July when a vortex check said there was an update https://www.nexusmods.com/fallout4/mods/47359 with a new version they posted from nexus, Had memory issues after loading game saves in fact, they would load but some would screw up settings after a few minutes of play.

 

image.png.fe39808eea84492b8cf34e922bb496d4.png

 

Then I went and pulled the one on the left from https://www.nexusmods.com/fallout4/mods/64880 to correct it.

 

Trying to think of anything which deals with allocation which recently changed.

 

Edited by eflat01

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