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Posted
11 minutes ago, Karna5 said:

Well, this is awkward.

I'd try a new run. You didn't update as far as I did, but for me my old saves were for the most part trash. They would still load & play, but things were VERY wonky.

Posted (edited)
1 hour ago, izzyknows said:

I'd try a new run. You didn't update as far as I did, but for me my old saves were for the most part trash. They would still load & play, but things were VERY wonky.

That's a good suggestion. I may end up doing that if I can't get things working properly again.

 

Setting the surrender to 5% health instead of 0% is at least now triggering surrender, but the game then hard locks up so bad I have to windowskey-TAB to a second desktop, open task manager and kill Fallout 4 because it doesn't come out of the freeze.

 

Thanks.

 

p.s. The lock up has happened 3 times, but it's in an area with lots of people who get aggressive all at once. I'll test in areas with fewer people in case it's just a performance issue.

 

p.p.s. It was just a performance issue. I do have to keep it at 5% instead of 0% health currently, but I can live with that. And testing where fewer people go hostile all at once resulted in a properly functional surrender and completion. Thanks everyone.

 

p.p.p.s. I got 0% health surrender to work eventually. Thanks. I prefer 0% for RP purposes because it represents a true death alternative.

 

 

 

Edited by Karna5
Posted
18 hours ago, izzyknows said:

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)

I've tried your suggestions. I don't know why it's giving me this. Is the code not recognizing its own functions.
As a reminder for those reading, I'm just trying to patch in more races.
 

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(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

 

Posted
57 minutes ago, Insultedreference445 said:

I've tried your suggestions. I don't know why it's giving me this. Is the code not recognizing its own functions.
As a reminder for those reading, I'm just trying to patch in more races.
 

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(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

 

DM me your file.

 

Posted
On 9/14/2023 at 10:53 AM, xspertone said:

Is there a chance we'll see a Beta6 soon with that workaround?  RIght now, this has become a showstopper for using Violate in my playthru's.  I miss it, since it adds so much to the game. I know it's not your fault, blame lays squarely on SS2's shoulders for this one.

 

The issue should be fixed with Beta 7 at least as far as Violate hanging.  However, the underlying issue with AAF is still there.  I still would like to get to the bottom of that.

 

The problem is happening inside AAF's Flash code, so my guess is some other mod that uses Flash is interfering in some way.  I tried reproducing it myself so I installed SS2 Chapter 3 and its dependencies, but I couldn't get it to happen.  SS2 uses a lot of Flash code, but so do mods that add UI elements like DEF_UI and similar.  

 

So, could you list any other mods with UI elements that you are using?  That might help narrow it down.

Posted
6 hours ago, Insultedreference445 said:

I've tried your suggestions. I don't know why it's giving me this. Is the code not recognizing its own functions.
As a reminder for those reading, I'm just trying to patch in more races.

 

Those are all F4SE functions.  Do you have the F4SE source scripts installed in the right place?  They should all be in Data\Scripts\Source\User.  I seem to remember that at least one build of F4SE put them in Data\Scripts\Source which is wrong.

Posted
2 hours ago, EgoBallistic said:

 

The issue should be fixed with Beta 7 at least as far as Violate hanging.  However, the underlying issue with AAF is still there.  I still would like to get to the bottom of that.

 

The problem is happening inside AAF's Flash code, so my guess is some other mod that uses Flash is interfering in some way.  I tried reproducing it myself so I installed SS2 Chapter 3 and its dependencies, but I couldn't get it to happen.  SS2 uses a lot of Flash code, but so do mods that add UI elements like DEF_UI and similar.  

 

So, could you list any other mods with UI elements that you are using?  That might help narrow it down.

If you mean UI changes?  I only use FallUi - here: https://www.nexusmods.com/fallout4/mods/51813

I do have XDI for dialogue too along with WolfGangs Patch - here: https://drive.google.com/file/d/1NHGQkp27EFkPjQdQRwtXCTuCRRXecF0h/view

 

I attached my loadorder.txt to at least give you an idea of the plugins I'm using.  If there's anything else I could show you, please ask. 

 

loadorder.txt

Posted

I'd like to see settings that control the chances of spawning the appropriate restraint keys/collar combination in the aggressor's inventory. Knowing both DD keys can be reliably be obtained by surrendering gives a perverse incentive to do so in some situations. I think uncertainty would be more fun, and between RH and DD's native ways of escape and the additional options added by SA/SH there are plenty of ways to get out of restraints in the event the aggressor doesn't drop the appropriate key.

Posted

Bug Report - Beta 7

 

@EgoBallistic

 

+ Reworked enemy scan aliases to better handle the "Allow mutually hostile aggressors" and "Only combatants can be violators" options

 

The only combatants option still has a problem and doesn't seem to be working. Tested twice so far:

 

1/ Wilson Atomatoys HQ - fighting 2 muties at the ramp that goes up to the first floor (second floor in US) and they all started queuing up

 

2/ DB Tech - fighting 2 Raiders just by the main hall entrance, killed one the other got me and I ended up with 5 Raiders (the remainder I think) including Bosco who stays in the basement by the pool so could not have been in the combat.

 

HTH

 

BTW the earlier .psc script error I reported was also for Beta 7, sorry I should have specified the version

Posted
1 hour ago, Slorm said:

Wilson Atomatoys HQ - fighting 2 muties at the ramp that goes up to the first floor (second floor in US) and they all started queuing up

How do you enter a fight and not aggro the local neighborhood?

If they're aggroed I "think" that translates to combatants. Ones outside the combat area (not aggroed) wont travel over to get a piece of poontang. Which is how it works for me anyway.

If i turn it off, then the entire county joins the party.

Posted
36 minutes ago, izzyknows said:

How do you enter a fight and not aggro the local neighborhood?

If they're aggroed I "think" that translates to combatants. Ones outside the combat area (not aggroed) wont travel over to get a piece of poontang. Which is how it works for me anyway.

If i turn it off, then the entire county joins the party.

 

My understanding is that at the moment only NPC's directly in aggro with the pc should be part of the rape (that is, showing in red in the compass bar)

 

The problem is when they aren't aggroed though (like Bosco in the basement). In places like Corvega you can often just aggro 2 or 3 Raiders at a time.

 

However there's also a logic issue here and as a good Sophist I will demolish my own argument, in that if there's a commotion it's likely to either draw attention to the fight, or more likely when the pc has been captured the NPC will call to all his mates to join in.

 

I dunno, I'd suggest LoS but if it's anything like Skyrim it'd be hopeless, but perhaps a range restriction could possibly work if restricted to the same level.

 

 

Posted (edited)
3 hours ago, Slorm said:

(like Bosco in the basement)

When you enter combat with an NPC, it sends some sort of alarm ("SendAssaultAlarm") that alerts all allies in the area, the radius is set internally by the game.

Edited by lee3310
Posted
1 hour ago, lee3310 said:

When you enter combat with an NPC, it sends some sort of alarm ("SendAssaultAlarm") that alerts all allies in the area, the radius is set internally by the game.

It's similar to when they find a dead body. They're not agrro, but able to detect the PC faster.

Posted (edited)
25 minutes ago, izzyknows said:

It's similar to when they find a dead body. They're not agrro, but able to detect the PC faster.

Yeah, if you kill someone (or they find a dead comrade) then enter sneak mod, the UI should display [caution] even if no one is in sight and condition functions like "IsInCombat",  "IsCombatTarget"... will probably return "true". That's how i presume it works anyway.

Edited by lee3310
Posted
10 hours ago, lee3310 said:

Yeah, if you kill someone (or they find a dead comrade) then enter sneak mod, the UI should display [caution] even if no one is in sight and condition functions like "IsInCombat",  "IsCombatTarget"... will probably return "true". That's how i presume it works anyway.

 

Right, that makes sense. The alarm you mentioned in your other post I assume the scan range is spherical, if the range could be adjusted or better have it act as planar scan (that is kept to the same floor) that would trim down the excess, particularly with the muties.

 

If it's set by the game engine then it doesn't sound feasible unfortunately

Posted
1 hour ago, Slorm said:

 

If it's set by the game engine then it doesn't sound feasible unfortunately

I don't know of anyway to change the the range but maybe (maybe) there is an ini setting for it. 

Posted
1 hour ago, lee3310 said:

I don't know of anyway to change the the range but maybe (maybe) there is an ini setting for it. 

 

I guess another way would be to use a cloak as the distance is easy to set and only needs to be active on defeat to avoid any excess papyrus load.

 

Hmm, I'm having a deja vu moment, I'm not sure this hasn't been discussed before

Posted (edited)
1 hour ago, Slorm said:

 

I guess another way would be to use a cloak as the distance is easy to set and only needs to be active on defeat to avoid any excess papyrus load.

 

Hmm, I'm having a deja vu moment, I'm not sure this hasn't been discussed before

You could try the game setting fCombatSearchExteriorRadiusMax and fCombatSearchInteriorRadiusMax and maybe iAICombatMinDetection

Then you have ones like:

fCombatSearchLocationEventHeardRadius

fCombatSearchLocationAttackHeardRadius

 

Edited by izzyknows
Posted (edited)

looking for help!

 

I deactivate the last old version of violate (it works prettl well as always) 

then download and installed the latest version by MO2

 

 

play in saved game, it shows violate upgrated.

looks sucessfully intalled.

 

 

but when I press manual surrender key in combat with Raiders,

it shows " there is no one you can surrender to "

 

feels raiders are not treated as enemies by system?

how do i fix this ?

Edited by alima309
Posted
14 minutes ago, alima309 said:

I deactivate the last old version of violate (it works prettl well as always) 

then download and installed the latest version by MO2

 

Make sure you don't have any patches for Violate installed that are based on an older version of the mod.

 

If it keeps happening, make it happen again and post your script log.

Posted
15 minutes ago, EgoBallistic said:

 

Make sure you don't have any patches for Violate installed that are based on an older version of the mod.

 

If it keeps happening, make it happen again and post your script log.

 

A.

ok actually i'm having 

 

AAF_Violate_DLC_Patch.esp

AAF_Violate_Feral_Animations.esp

AAF_Violate_FallEvil Pack.esp

AAF_Violate_FGEP.esp

AAF_Violate_FGEP.FallEvil AIO.esp

 

on the activated list all the time while I uninstall the old version and install the latest ver of violate.

 

Should I deactivate these then go in the game?

 

 

B.

This time when I edit the ini, turn on debug mode, playing game and pressing surrender key

it shows 2 lines

 

"There is on one here to surrender to ..."

AFV report: Control Down: FPV_SurrenderKey"

 

 

but its not only on Raiders, now to The Forge gang still I can't surrender to any enemies.

 

 

C.

ini edited, debug mode on, but there is no LOG  file under  /my games/ fallout 4  files

Posted (edited)
39 minutes ago, alima309 said:

AAF_Violate_FallEvil Pack.esp

AAF_Violate_FGEP.esp

AAF_Violate_FGEP.FallEvil AIO.esp

 

I don't know what those are.  But if they work like the DLC or Night Striker add-ons that come with Violate, they will modify Violate's main quest, which means incompatibilities if they are out of date.  So, try deactivating them, then doing the "Force Update" in Violate's MCM.

 

39 minutes ago, alima309 said:

ini edited, debug mode on, but there is no LOG  file under  /my games/ fallout 4  files

 

You said you use MO2.  Did you follow my instructions for that?  You have to edit MO2's version of the ini file using its editor.

 

The path where Papyrus.0.log is found is "My Documents\My Games\Fallout4\Logs\Script"

 

Anyway, it doesn't matter, the problem is almost certainly due to those patches you are using.

 

Edited by EgoBallistic
Posted
8 hours ago, EgoBallistic said:

 

I don't know what those are.  But if they work like the DLC or Night Striker add-ons that come with Violate, they will modify Violate's main quest, which means incompatibilities if they are out of date.  So, try deactivating them, then doing the "Force Update" in Violate's MCM.

 

 

You said you use MO2.  Did you follow my instructions for that?  You have to edit MO2's version of the ini file using its editor.

 

The path where Papyrus.0.log is found is "My Documents\My Games\Fallout4\Logs\Script"

 

Anyway, it doesn't matter, the problem is almost certainly due to those patches you are using.

 

 

result report:

 

1.deactivae the violate related .esp files

2.enter the saved game, violate works.

 

3.save & exit the game, re-activate files of #1

4.enter the saved game, violate works as well.

 

 

thank you for remind the potential causes of the conflict to the script!! it works!!

Posted (edited)

@EgoBallistic

 

Is there a way to stop the shock collar note appearing when you kill the Raider that fitted it. (I prefer that the pc has to pay for collar removal in SH)

 

At present I stop restraint and chastity keys by replacing them with other items in the script, but the shock collar note seems to work in a different way (to add the code) and I didn't want to butcher the script and cause mod problems.

 

Many thanks

 

EDIT:

 

As an update suggestion it might be an idea to add a chance slider for keys/collar note to appear.

Edited by Slorm
Posted (edited)

Omg so hard at work, @EgoBallistic! Holy crap. I just downloaded thiz like a few weeks ago, and u already updated it twice!? Dam, I can't wait to see if I can update mid-game. Thanks so much, this project is so thoroughly impressive to me.

Omg an that force-update feature iz siiiiiick, thanks so much!

Edited by LynErso666

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