izzyknows Posted November 22, 2023 Posted November 22, 2023 3 hours ago, LynErso666 said: Can't I change the hotkeys from there too? lol Cuz AAF weirdly has a lot of hotkeys but no MCM for them. Nvm I think that's like blasphemy to modern modding, but my keyboard accesses half the keys AAF uses via an "FN" key, which AAF doesn't recognize, even tho the game itself fully recognizes it as a button to get to other buttons. I just can't seem to find where the hotkey settings file is. I thought it was json or something. It's in the AAF_settings.ini and has a link to the keyboard key codes. Starts at line 52 [HOTKEYS] 1
izzyknows Posted November 22, 2023 Posted November 22, 2023 5 hours ago, georgechalkias said: Uh, I had mutual aggression tuned to off. Got downed by a robot then my team got violated by radscorpions and deathclaw. I'm tad confused how it works. I thought only one enemy team could violate? Mutually hostile at the time of defeat/surrender, is gonna rape ya arse! IF another faction is close but not hostile, they'll ignore the party. At least that's how it works for me.
Gyurma1 Posted November 23, 2023 Posted November 23, 2023 violation scene aborted] [aaf onsceneinit status 4] How fix this error ? UAP and AAF not installed - One fix to rule them all, could this be the problem?
izzyknows Posted November 23, 2023 Posted November 23, 2023 25 minutes ago, Gyurma1 said: violation scene aborted] [aaf onsceneinit status 4] How fix this error ? UAP and AAF not installed - One fix to rule them all, could this be the problem? Follow the manual to get your adult system setup and working correctly. 1
Gyurma1 Posted November 23, 2023 Posted November 23, 2023 3 minutes ago, izzyknows said: Follow the manual to get your adult system setup and working correctly. And where can I find it in the manual ? I've read it several times in the last 2 days, but I can't find the adult system
Badtanker Posted November 24, 2023 Posted November 24, 2023 12 hours ago, Gyurma1 said: And where can I find it in the manual ? I've read it several times in the last 2 days, but I can't find the adult system I'm thinking what izzyknows is saying is get the adult mods working by using the manual. Follow it set by step. read it all. Understand some mods don't work well if at all with others. There is a list of mods in that category. Check your installed mods against this list. Install the mods listed in the manual 1 by 1 in order. I've been using aaf since it first came out but still have troubles ever so often. Right now my doppleganger will occasionally go invisible while having sex. Doesn't happen all the time. So I reread the manual and see if I have something that I have overwritten a script or some other important settings. Others have written about it and so that is why the manual had came about. Just takes patients and trial and error but mainly just follow the manual and it should work for you.
oblivioner Posted November 24, 2023 Posted November 24, 2023 On 11/16/2023 at 6:02 PM, LynErso666 said: Great mod, I can't find many issues with it. I can see peeps have had problems but I don't think anyone's ever had mine. I only have one problem. I get stuck in an eternal black screen a lot and have to qqq. It's real weird. I've honestly never seen an AAF mod that has such incredibly long transitions to the sex scene. Most don't even seem to need a black screen every time a scene starts. When something like SEU or SexualHarrassment pops open a scene it's always rapid as hell in very stark contrast with this mod. It's the only mod I've used so far with AAF thas such a hard time gathering actors for scenes and actually playing the scene. I mean, there's no such thing as an AAF mod that behaves well with more than 15 actors in the room, so I don't even consider those situations. Idk how it starts it's scenes, but however violate starts its scenes needs to be reimagined. Badly! lol It also needs to not try to make actors still participate in a following scene when they died during another actor's previous scene with me. Even tho...the dead body seems to...animate fine. It's just weird. lol At least that's my experience with it. But overall iz an awesome work. Thank u very very much! What do the papyrus logs say when that happens? I guess you don't have a way of finding out what the AAF in-game log says, but that would be interesting too.
sdagnmjhgf Posted November 25, 2023 Posted November 25, 2023 (edited) EDIT: I think i fixed it by setting the player to essential or turning human aggressors on im not sure I'm having a bug with my game that makes me unable to violate NPCS. I also have the correct AAF themes installed, & AAF works fine but for some reason the npcs wont surrender even if i have the surrender change to 100 and min. health at 100. Sorry if theres already a fix for this im pretty tired at the moment so I cant really think clearly. I should mention, that I don't have any male bodies installed and have the most recent AAF version on nexus. Could any of these be the problem? Edited November 25, 2023 by sdagnmjhgf
limenghan631 Posted November 25, 2023 Posted November 25, 2023 I want surrender to happen at full health and when I type tgm in the console, can you please meet my little request?
UsernameTaken666 Posted November 25, 2023 Posted November 25, 2023 2 hours ago, limenghan631 said: I want surrender to happen at full health and when I type tgm in the console, can you please meet my little request? MCM settings for that. 1
vaultbait Posted November 25, 2023 Posted November 25, 2023 8 hours ago, sdagnmjhgf said: I don't have any male bodies installed Keep in mind that, unless you install a suitable male body replacer, men in AAF scenes aren't going to be naked and won't have any penises.
EgoBallistic Posted November 25, 2023 Author Posted November 25, 2023 15 hours ago, limenghan631 said: I want surrender to happen at full health and when I type tgm in the console, can you please meet my little request? Doesn't really make sense to automate that, but you can always hit the surrender hotkey to surrender whenever you want. 1
LynErso666 Posted November 27, 2023 Posted November 27, 2023 (edited) On 11/24/2023 at 7:18 AM, oblivioner said: What do the papyrus logs say when that happens? I guess you don't have a way of finding out what the AAF in-game log says, but that would be interesting too. Idk, I try look at those logs sometimes. All it is megabytes of gobbly-gook to me. I can scroll for minutes and never reach the end of the log. There's too much data to be of use in my Papyrus logs, it seems to me. Edited November 27, 2023 by LynErso666
LynErso666 Posted November 27, 2023 Posted November 27, 2023 On 11/21/2023 at 10:02 PM, izzyknows said: It's in the AAF_settings.ini and has a link to the keyboard key codes. Starts at line 52 [HOTKEYS] Ohh thank u, I gotta remember to pop that ini open. Now I got a few things in my notes to do in it. Thanks very much.
izzyknows Posted November 27, 2023 Posted November 27, 2023 3 hours ago, LynErso666 said: Idk, I try look at those logs sometimes. All it is megabytes of gobbly-gook to me. I can scroll for minutes and never reach the end of the log. There's too much data to be of use in my Papyrus logs, it seems to me. I can play for 6 hours with a couple settlement imports and still be under a Mb. 902Kb was the last one. If your logs are that big you have issues that need resolved. Settlement imports do bloat the log, but I'm guessing you have a shite ton of broken scripts and suspended stacks. 1
LynErso666 Posted November 28, 2023 Posted November 28, 2023 (edited) 11 hours ago, izzyknows said: I can play for 6 hours with a couple settlement imports and still be under a Mb. 902Kb was the last one. If your logs are that big you have issues that need resolved. Settlement imports do bloat the log, but I'm guessing you have a shite ton of broken scripts and suspended stacks. Wowwww, you're kidding. Broken scripts do that? I never play without 35 Megabyte Papyrus logs. %99 stable, %98 I have no CTDs, and %70 functioning. lol. Some scripts just don't seem to work. Some mods' scripts seem to just get corrupt and have to be replaced regularly, and usually I fix CTD causes in a few days. I thought it was just that I use a ton of scripted mods, at nearly 2500 mods total right now, I've had to completely rebuild mods and merge them into single esps, esms, and esls. I wish the Papyrus logs made sense to me. But will it tell me what scripts are breaking and why %30 of mod tools don't function??? I don't think so. And I mean, it's working well enough in long long playthroughs that I don't care right now. In my copy of Skyrim...with even more mods, one of my Papyrus logs is 1.1 GBs. Maybe I can't trust anything... I certainly go slow. Always at 50-60fps. I don't understand the small logs are good thing. The size of the logs never has any correlation with the amount of problems in a given playthrough for me. I don't use import settlements tho. I can't. I have been trying for yeeeeeears to build this setup. But settlement imports? Might as well be a myth. It's impossible. For some reason no settlement import mods, transfer blueprints, WSFW import, have any ability whatsoever to even begin the transfer process for saving my settlements. I've never gotten that to work. And I use some pretty crazy AI mods like PANPC alongside Real AI (the Unleashed version). I always figured my fat logs were from that kinda stuff. Edited November 28, 2023 by LynErso666
vaultbait Posted November 28, 2023 Posted November 28, 2023 6 minutes ago, LynErso666 said: I don't understand the small logs are good thing. Mods generally record a small amount of information (if any) to the Papyrus log, and then have some optional debug logging which could be far more verbose but usually you wouldn't enable that unless you were troubleshooting a problem with that specific mod. Most of what does accumulate in Papyrus logs is script errors, which can get huge pretty quickly if they result in dumps of suspended stacks from memory in the script virtual machine. So, yes, huge logs generally does mean some mod is broken (or in your case, perhaps many, many mods). Script errors rarely lead to crashing the game because Papyrus operations are sandboxed separately from the game engine, instead the outward symptoms will be scripted mod features not working at all, or happening long after whatever was supposed to trigger them if the issues are leading to script lag/latency. 2
LynErso666 Posted November 28, 2023 Posted November 28, 2023 4 hours ago, vaultbait said: Mods generally record a small amount of information (if any) to the Papyrus log, and then have some optional debug logging which could be far more verbose but usually you wouldn't enable that unless you were troubleshooting a problem with that specific mod. Most of what does accumulate in Papyrus logs is script errors, which can get huge pretty quickly if they result in dumps of suspended stacks from memory in the script virtual machine. So, yes, huge logs generally does mean some mod is broken (or in your case, perhaps many, many mods). Script errors rarely lead to crashing the game because Papyrus operations are sandboxed separately from the game engine, instead the outward symptoms will be scripted mod features not working at all, or happening long after whatever was supposed to trigger them if the issues are leading to script lag/latency. Ahhhhhh I get it. That makes sense. So what purpose do the logs serve for debugging these things and finding out what scripts are broken?
izzyknows Posted November 28, 2023 Posted November 28, 2023 4 hours ago, LynErso666 said: In my copy of Skyrim...with even more mods, one of my Papyrus logs is 1.1 GBs. Yeah, Like your FO4, your Skyrim is also broken. What you "think" is fine and dandy, is not and your bloated logs are the proof. The thing is, when you start merging mods, you can very easily introduce issues. And I mean issues that don't even seem related. Basically, you can beak site in new a interesting ways. And with that many mods I will guarantee you they aren't loading correctly. Even at the limit of 256 ba2's, (think that's the limit) they wont reliably load completely. And with Transfer Settlements not working, that is a major red flag your game if FUBAR. I've exported/imported settlements with well over 30K items. It took forever, but TS did it without issue. But as the old saying goes: Just because you can, doesn't mean you should. 2
LynErso666 Posted November 28, 2023 Posted November 28, 2023 25 minutes ago, izzyknows said: Yeah, Like your FO4, your Skyrim is also broken. What you "think" is fine and dandy, is not and your bloated logs are the proof. The thing is, when you start merging mods, you can very easily introduce issues. And I mean issues that don't even seem related. Basically, you can beak site in new a interesting ways. And with that many mods I will guarantee you they aren't loading correctly. Even at the limit of 256 ba2's, (think that's the limit) they wont reliably load completely. And with Transfer Settlements not working, that is a major red flag your game if FUBAR. I've exported/imported settlements with well over 30K items. It took forever, but TS did it without issue. But as the old saying goes: Just because you can, doesn't mean you should. Well thank you, Izzy, I appreciate that 1
izzyknows Posted November 28, 2023 Posted November 28, 2023 4 hours ago, LynErso666 said: Well thank you, Izzy, I appreciate that I'm not trying to be mean. I learned the hard facts that what I was doing was breaking the Papyrus engine by exceeding it's limitations. Both FO4 and Skyrim were designed to be ran on a console, of that time. PC's even of that era could waaay out preform the consoles. For example, there's an engine limitation of 256 assignable objects per settlement. 1 farmer takes 7 items. 1 vendor takes 2, 1 "unassigned" settler takes 2. So as you can see 37 farmers will exceed the limitation. It may "look" like everything is fine, but if you watch closely, you'll start to notice things are starting to break down. The NPC's are not actually doing their jobs, getting stuck on one plant, not pathing correctly where they did before, just standing around, not going to bed..... When you get to around 300 total settlers, little things will start to break, at 600 ish, bigger things like quest will start to break/hang, at 1k it will corrupt your save. The reason being, each NPC's is a container that has to have it's contents logged, tracked and updated every time you visit. Plus it engine has to process the package (tell them what to do and where) of each one. On top of that, there's level lists that are updated as the PC levels up. Yes, the settlers are "supposed" to level up their gear as the PC levels up. But most of the time is doesn't work, cause it's really easy to brake. Anyway, my point is, once I learned at least a little restraint, (I'll admit it.. I cried) and toned everything down, I was happily surprised to see functioning settlements, and a muuuuch more stable game. The little details that were broke before, really stood out because I got used to them not working. Even at 21K hours of game play, I still find unique ways to break the game. LOL 4
xspertone Posted November 28, 2023 Posted November 28, 2023 If it is at all possible, can we get an option to disable Teleport when indoors like done with PVPK? Optionally, I would also like if outdoor teleport went a random distance away, rather than nearest 'safe space'. I enjoy Spicy's take on teleportation post-events.
Kanlaon Posted November 28, 2023 Posted November 28, 2023 Hello Egoballistic I have just one or two question, that could avoid a lot of trials and error. The last description in AAF Framework contains the following. ### Added - Ability to start AAF furniture scene with actor that is using the furniture. I thought this would include the player too. What happened in my mod with AAF violate is following: The real player (no clone) is lying in the bed and I made a call to the new function External_Surrender ... The settlers (!) as rapists are already speaking with topics from AAF violate and behaving like raiders. But nothing happens until a timeout (in my own mod) occur that lets the player stand up. Than the raping scene starts as usual with the black screen and putting the playerclone generated from AAF framework back into the bed .... If there is no better way, I can make a workaround for the first scene using the playerclone from GotoSleep. But that is again much more work. Regards.
LynErso666 Posted November 29, 2023 Posted November 29, 2023 13 hours ago, izzyknows said: I'm not trying to be mean. I learned the hard facts that what I was doing was breaking the Papyrus engine by exceeding it's limitations. Both FO4 and Skyrim were designed to be ran on a console, of that time. PC's even of that era could waaay out preform the consoles. For example, there's an engine limitation of 256 assignable objects per settlement. 1 farmer takes 7 items. 1 vendor takes 2, 1 "unassigned" settler takes 2. So as you can see 37 farmers will exceed the limitation. It may "look" like everything is fine, but if you watch closely, you'll start to notice things are starting to break down. The NPC's are not actually doing their jobs, getting stuck on one plant, not pathing correctly where they did before, just standing around, not going to bed..... When you get to around 300 total settlers, little things will start to break, at 600 ish, bigger things like quest will start to break/hang, at 1k it will corrupt your save. The reason being, each NPC's is a container that has to have it's contents logged, tracked and updated every time you visit. Plus it engine has to process the package (tell them what to do and where) of each one. On top of that, there's level lists that are updated as the PC levels up. Yes, the settlers are "supposed" to level up their gear as the PC levels up. But most of the time is doesn't work, cause it's really easy to brake. Anyway, my point is, once I learned at least a little restraint, (I'll admit it.. I cried) and toned everything down, I was happily surprised to see functioning settlements, and a muuuuch more stable game. The little details that were broke before, really stood out because I got used to them not working. Even at 21K hours of game play, I still find unique ways to break the game. LOL lol No worries, Izzy, I have yet to see any unstable settlements, however, or anything break or scripts simply not function just yet. I used to, but I have been testing various load orders for years now before getting it stable. Even after 1200 hours in a test playthrough, this load is working amazing. If something IS broken and that's why my logs are bloated, then I don't care about it, because it's something I wouldn't even think to test because I don't use it. lol. It's not like I use thousands of mods without years of work into making them work.
izzyknows Posted November 29, 2023 Posted November 29, 2023 6 hours ago, LynErso666 said: I have yet to see any unstable settlements, however, or anything break or scripts simply not function just yet. I'd just turn Papyrus logging off then. Save the processing time and disk space. We'll just pretend we didn't see anything... it'll be fine! LOL
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