Insultedreference445 Posted September 15, 2023 Posted September 15, 2023 On 9/10/2023 at 9:12 AM, EgoBallistic said: You have to edit FPV_MCM_Script.psc and modify the "LoadCustomRaces" function to add your custom race, then recompile the script. If Game.IsPluginInstalled("YourCustomRace.esp") AddRace(Game.GetFormFromFile(0x00000F99, "YourCustomRace.esp") as Race) EndIf Replacing 00000F99 with the Form ID of the RACE record in YourCustomRace.esp. What tool do I have to use to edit the script?
izzyknows Posted September 16, 2023 Posted September 16, 2023 30 minutes ago, Insultedreference445 said: What tool do I have to use to edit the script? Notepad++ or just notepad. Then open the CK & in the header GAMEPLAY>Papyrus Script Manager, in the top box type FPV_MCM_Script right click on the result and Compile. If no errors, close the CK and play test your changes.
izzyknows Posted September 16, 2023 Posted September 16, 2023 1 hour ago, deathmorph said: In this version, the rapist runs after the actress after the scenes end. The period of time in which the actress can leave is therefore ineffective. The actress can no longer escape effectively. Is it wanted like that? Well... I thought that was from something else! Just did a massive upgrade and figured it was from that.
izzyknows Posted September 16, 2023 Posted September 16, 2023 @EgoBallistic Just add another users observation to the single attacker following the PC after being released.. issue.
Insultedreference445 Posted September 16, 2023 Posted September 16, 2023 (edited) 43 minutes ago, izzyknows said: Notepad++ or just notepad. Then open the CK & in the header GAMEPLAY>Papyrus Script Manager, in the top box type FPV_MCM_Script right click on the result and Compile. If no errors, close the CK and play test your changes. I'm not seeing an easy way to edit the script with notepad. The format is all over with unknown characters in it so I can't place the code EgoBallistic suggested. I found the part in the script where to insert the code using PexInspector Alpha v0.2.1, but the program doesn't give me access to edit it. Edited September 16, 2023 by Insultedreference445 unknown character invalid, made clearer
izzyknows Posted September 16, 2023 Posted September 16, 2023 (edited) 45 minutes ago, Insultedreference445 said: I'm not seeing an easy way to edit the script with notepad. The format is all over with unknown characters in it so I can't place the code EgoBallistic suggested. I found the part in the script where to insert the code using PexInspector Alpha v0.2.1, but the program doesn't give me access to edit it. You're trying to edit the .pex file, which is the complied version of the .psc. Don't do that! You need the .psc which is found in Scripts\Source\User\ Edited September 16, 2023 by izzyknows
EgoBallistic Posted September 16, 2023 Author Posted September 16, 2023 3 hours ago, izzyknows said: @EgoBallistic Just add another users observation to the single attacker following the PC after being released.. issue. I’ll take a look. It’s not intended. I probably missed something when I made the change to stop using the Meta string in AAF events. Very frustrating that. 1
lee3310 Posted September 16, 2023 Posted September 16, 2023 20 minutes ago, EgoBallistic said: I’ll take a look. It’s not intended. I probably missed something when I made the change to stop using the Meta string in AAF events. Very frustrating that. Too bad, the meta string is very handy, i'm curious to see how you managed to replace it.
lee3310 Posted September 16, 2023 Posted September 16, 2023 5 minutes ago, rommi-seppo said: Hi, can i get that beta 5 version from anywhere? i am trying to install wabbajack mod pack, and it requires beta 5. Do you really have to follow the mod pack blindly like that ! that's frustrating to say the least. Use the newer version of this mod (backward compatible)
Insultedreference445 Posted September 16, 2023 Posted September 16, 2023 2 hours ago, izzyknows said: You're trying to edit the .pex file, which is the complied version of the .psc. Don't do that! You need the .psc which is found in Scripts\Source\User\ Thank you so much so far. I was able to add the races into the script. One more thing. How do I compile the script? I'm using MO2 and set up CK so it overwrites the Steam ID but it doesn't show the script in the Script Manager.
izzyknows Posted September 16, 2023 Posted September 16, 2023 23 minutes ago, Insultedreference445 said: Thank you so much so far. I was able to add the races into the script. One more thing. How do I compile the script? I'm using MO2 and set up CK so it overwrites the Steam ID but it doesn't show the script in the Script Manager. You have to run the CK through MO2 so it knows where the scripts are... from what I've heard. I don't use it.
izzyknows Posted September 16, 2023 Posted September 16, 2023 38 minutes ago, lee3310 said: Use the newer version of this mod (backward compatible) That's the issue with the packs, they aren't forward/backward or anything else compatible. There's a simple solution that the authors are to dense figure out. But that's okay, people can freely take others work and make money off the collections/pack they put together. Ya know, support me for all MY hard work, not the actual mod authors. Sorry... that shite just grinds my gears. ? 4
Insultedreference445 Posted September 16, 2023 Posted September 16, 2023 16 minutes ago, izzyknows said: You have to run the CK through MO2 so it knows where the scripts are... from what I've heard. I don't use it. Yeah I can't get it to work so I just threw AAF and Violate into the data folder. It doesn't compile. Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "FPV_MCM_Script.psc"... C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(134,1): RegisterForExternalEvent is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(249,24): variable MCM is undefined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(249,28): none is not a known user-defined script type C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(249,8): type mismatch while assigning to a float (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(256,4): variable MCM is undefined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(256,8): none is not a known user-defined script type C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(259,4): variable MCM is undefined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(259,8): none is not a known user-defined script type C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(436,5): variable MCM is undefined C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(436,9): none is not a known user-defined script type C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(451,0): new event oncontroldown cannot be defined because the script is not flagged as native C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(455,0): new event oncontrolup cannot be defined because the script is not flagged as native C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(491,21): VarArrayToVar is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(491,21): cannot call the member function VarArrayToVar alone or on a type, must call it on a variable C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(491,7): type mismatch while assigning to a var (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(492,21): VarArrayToVar is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(492,21): cannot call the member function VarArrayToVar alone or on a type, must call it on a variable C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(492,7): type mismatch while assigning to a var (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(515,59): GetName is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(0,0): Error while trying to typecheck script fpv_mcm_script: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. No output generated for FPV_MCM_Script.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on FPV_MCM_Script.psc
izzyknows Posted September 16, 2023 Posted September 16, 2023 9 minutes ago, Insultedreference445 said: Yeah I can't get it to work so I just threw AAF and Violate into the data folder. It doesn't compile. Violate requires AAF, which you need to install the source when installing AAF. It's an option during installation. Also you need to have the game source files extracted. Scripts\Source\Base\Base.zip (right click>extract here)
deathmorph Posted September 16, 2023 Posted September 16, 2023 (edited) 7 hours ago, izzyknows said: Well... I thought that was from something else! Just did a massive upgrade and figured it was from that. I only updated two mods. This one and the Super Soap Mod. So I assume that the cause is the update here. Just met another super mutant. If I didn't have Heather with her alien weapon, I'd never get out of there. I hope Ego fixes this quickly. Edited September 16, 2023 by deathmorph
Karna5 Posted September 16, 2023 Posted September 16, 2023 I'm sad you now require Advanced Animation Framework v161 or higher I use v154, and it's been working perfectly with violate all these years even up to ten minutes ago with the previous version. I've tried from time to time to upgrade to newer versions of AAF, but after hours of trying I always fail and have to revert to 154. I've never been able to get new versions to work, but 154 has worked so well with violate and Nuka Ride and sex-em-up and tentacle attack and everything Oh well, I guess I can't upgrade Violate anymore
EgoBallistic Posted September 16, 2023 Author Posted September 16, 2023 (edited) New Version 1.60 Beta 7 Uploaded Fixed issue where closest aggressor would follow the player instead of staying pacified. That's what I get for rushing an update out. Fixed the "Only combatants can be aggressors" and "Allow mutually hostile aggressors" so they work properly now. The logic for the "only combatants" option was wrong, so it would always accept any enemy NPC who was in combat or alerted whether or not they were aware of the player. The mutually hostile aggressors option only worked when the enemies were actually in combat with one another, this should work all the time. Edited September 16, 2023 by EgoBallistic 9
mishovur Posted September 16, 2023 Posted September 16, 2023 (edited) 5 hours ago, EgoBallistic said: New Version 1.60 Beta 7 Uploaded Fixed issue where closest aggressor would follow the player instead of staying pacified. That's what I get for rushing an update out. Fixed the "Only combatants can be aggressors" and "Allow mutually hostile aggressors" so they work properly now. The logic for the "only combatants" option was wrong, so it would always accept any enemy NPC who was in combat or alerted whether or not they were aware of the player. The mutually hostile aggressors option only worked when the enemies were actually in combat with one another, this should work all the time. I hate you (lol). I have just installed the previous version!! You are too damn FAST!!!! (it's my way to say 'Thank you very much for doing it so fast') BTW. how to enable 10 ppl animations? you said you added a setting, but it's obviously a hidden one, so what command can I use to turn it on? Edited September 16, 2023 by mishovur
EgoBallistic Posted September 16, 2023 Author Posted September 16, 2023 9 minutes ago, mishovur said: (it's my way to say 'Thank you very much for doing it so fast') You're welcome The previous version was broken so I couldn't just leave it like that. 9 minutes ago, mishovur said: BTW. how to enable 10 ppl animations? you said you added a setting, but it's obviously a hidden one, so what command can I use to turn it on? in console, set AFV_Global_Threesome_Max_Human to 10 Make sure you have animations for every number of actors from 5 to 10 otherwise you can end up with SceneInit 4 errors.
mishovur Posted September 16, 2023 Posted September 16, 2023 5 hours ago, EgoBallistic said: set AFV_Global_Threesome_Max_Human to 10 Make sure you have animations for every number of actors from 5 to 10 otherwise you can end up with SceneInit 4 errors. You are talking to me, right? :)))) Thanks again. I mean it. 1
izzyknows Posted September 16, 2023 Posted September 16, 2023 2 hours ago, Karna5 said: I've never been able to get new versions to work Until a couple weeks ago, I was using version 81 and had it working with everything. Got gud at making mods backwards compatible. But I was bound & gagged with only my fingers free to work the keyboard & mouse and forced at gun point by Ego & Kziitd to trash my entire AAF setup with the untold hours of work and upgrade to 171. After one bad download and one missed file, well, I'm sad to say it works just fine. Now I just have to find the key to these bloody restraints. In other words... if I can do it, you can too. 2
izzyknows Posted September 16, 2023 Posted September 16, 2023 5 hours ago, deathmorph said: I only updated two mods. This one and the Super Soap Mod. So I assume that the cause is the update here. Just met another super mutant. If I didn't have Heather with her alien weapon, I'd never get out of there. I hope Ego fixes this quickly. It was and he did! Grab the new new version! LOL 1
Slorm Posted September 16, 2023 Posted September 16, 2023 Bug Report - Script Error FPV_BoundInPublic I was adjusting the script so all creatures will fire BiP and spotted the following error: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "FPV_BoundInPublicScript.psc"... F:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_BoundInPublicScript.psc(42,1): variable FPV_Follwer0 is undefined F:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_BoundInPublicScript.psc(42,14): none is not a known user-defined script type No output generated for FPV_BoundInPublicScript.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on FPV_BoundInPublicScript.psc The error is a typo on Line 42: "Follower0" has been typed as "Follwer0" I've corrected my version but haven't uploaded as I've made changes to mine 1
Karna5 Posted September 16, 2023 Posted September 16, 2023 2 hours ago, izzyknows said: Until a couple weeks ago, I was using version 81 and had it working with everything. Got gud at making mods backwards compatible. But I was bound & gagged with only my fingers free to work the keyboard & mouse and forced at gun point by Ego & Kziitd to trash my entire AAF setup with the untold hours of work and upgrade to 171. After one bad download and one missed file, well, I'm sad to say it works just fine. Now I just have to find the key to these bloody restraints. In other words... if I can do it, you can too. Whew, you're right. thanks. I've tried countless times over the year(s) to update to the 160s range of AAF and failed, but version 171 popped in without issue. All the FOMOD settings for unequipping in all mods give the same settings for male and female, but I use mashups for females (meaning women need to keep their clothing on while men need to remove it). So the equipment setting I use even still works with version 171: <condition isFemale="false"> <unEquip bipedSlot="BODY"/> </condition> When I logged in with 171 AAF just now to test it, I guess I'd drunk some booze before logging out because my character immediately dropped to the floor (a roofie from Provocative Perks) and force-tested three AAF scenes without issue. I'll update to the new AAF Violate now. This is a pleasant and welcome surprise to finally be able to use the latest AAF after all this time. 2
Karna5 Posted September 16, 2023 Posted September 16, 2023 Well, this is awkward. I just upgraded to the new AAF Violate and tested getting caught out in the open in Good Neighbor. Everybody shoots me until I die (bleed out state), then I get up, and they shoot me again until I die, and i get up, and it repeats forever. It never sends the character to AAF and never has a moment of non-hostility when she gets up. I'll play around with settings to see if I can fix this and report if I work it out. I have my character set to 100% surrender chance at 0 health (which is what I used with the old version of AAF violate earlier this morning). I have a sneaking suspicion maybe 0 health doesn't work anymore.
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