Jump to content

Recommended Posts

Posted
1 hour ago, highhwhrh said:

Even though I have the essential player option turned on I always die no matter what when in combat.... Also surrender isn't working, and if I use a hotkey to try to surrender it always says no actors found. I'm on the latest aaf violate, 1.60 beta 7 can anyone help me out..? But the weird thing is AAF violate still starts up and successfully loads and recognizes all of my add ons but the surrender and player essential options arent working for me

Are you playing as a human or some other race?

Also do you have AAF working correctly? The Fucking Manual is a good start.

 

You can also try to surrender or get defeated and then attach your Papyrus0.log to a post.

Posted
On 2/26/2024 at 11:52 PM, highhwhrh said:

Even though I have the essential player option turned on I always die no matter what when in combat.... Also surrender isn't working, and if I use a hotkey to try to surrender it always says no actors found. I'm on the latest aaf violate, 1.60 beta 7 can anyone help me out..? But the weird thing is AAF violate still starts up and successfully loads and recognizes all of my add ons but the surrender and player essential options arent working for me

 

The "No actors found" usually means that something is overwriting one of Violate's scripts or plugins.  Either from an old version of Violate or from a third party patch.

Posted
3 hours ago, waiyan said:

For science.

Can you play the scene manually? If not, you don't have the animation needed.

So you could install the animation pack, or turn off that option in the MCM.

Posted
11 hours ago, izzyknows said:

Can you play the scene manually? If not, you don't have the animation needed.

So you could install the animation pack, or turn off that option in the MCM.

Thank you. It works now. But I've installed savagecabbages animation pack and none of its creature animations are played. Also how do I play the scene manually?

Posted
14 hours ago, waiyan said:

Thank you. It works now. But I've installed savagecabbages animation pack and none of its creature animations are played. Also how do I play the scene manually?

 

What mod manager are you using? You need to install that pack with a FOMOD capable mod manager (MO2, Vortex...), and then you'll get options at installation to turn on support for various non-human actors.

 

Bringing up AAF's on-screen interface is done by pressing the HOME key on your keyboard (or whatever equivalent key you have if you're not using a US layout keyboard).

Posted

does the 1.6 still carry over for (Recommended!, MUST BE Violate Version >= 1.55 (dec 2021))   

or am i screwed ^_- 

the ver 1.55 is not shown on here 

Posted
3 hours ago, jason95821 said:

does the 1.6 still carry over for (Recommended!, MUST BE Violate Version >= 1.55 (dec 2021))   

or am i screwed ^_- 

the ver 1.55 is not shown on here 


Violate is always backwards compatible so if a mod wants 1.55 or later the current version will work.

Posted

Hi! Was just messing around with some script decompilation to debug some stuff; for some reason, in the bad ends, super mutants and raiders don't use the impaling pole(either this is a bug or I just have the worst luck ever haha), so I decided to try and alter the script just to make sure. 

 

image.png.2e217798176351da8effa578e17e17fb.png


However, when I try and recompile the altered script with the PCA tool, it gives me this error. Looked online, and it's probably because of the aaf namespace, but nothing I've done with moving the file has fixed it. Would be open if anyone more experienced could give me some advice on where to go from here😁 Also do let me know if anyone else has run into this bug, currently with the script it's using a randomint with the array of furniture(which in theory should make it impossible for the pole to not be selected?), so I don't really understand how the impaling pole isn't showing up or being used. 

 

ty!!!

 

Posted

Also took a look at the AAF Violate directory; it looks like the .psc files are actually in there, but so far I don't actually know if those are compiled at runtime or if they need to be compiled beforehand, since I think I tried to modify them and the changes didn't go through therefore necessitating the recompilation to .pex. Let me know if I'm on the right track here, since i definitely remember this not being a bug when I first started using the mod. 

Posted
On 1/20/2024 at 1:28 AM, deathmorph said:

 

Understand. Thanks for the info.
I don't use UAP because I have Indarello's patch installed. I noticed it with flatulent flies, blood mosquitoes and mirelurks. Yesterday I was able to make myself a coffee until the scene was over. :D

 

That is my fault sort of. Getting most of the insect animations to work in game was trouble, and one of the compromises was setting the animations as....I think dyn_looped rather than dyn in the CK, which made them run less janky but means that sometimes the insect won't stop the animation when it is over. 

Posted
2 hours ago, seralol said:

However, when I try and recompile the altered script with the PCA tool, it gives me this error.

Reinstall AAF and choose to install the source code.

Posted
4 hours ago, seralol said:

Hi! Was just messing around with some script decompilation to debug some stuff; for some reason, in the bad ends, super mutants and raiders don't use the impaling pole(either this is a bug or I just have the worst luck ever haha), so I decided to try and alter the script just to make sure. 

 

The impaling pole will only happen on an actual Fatal Bad End.  They won't use it on a regular bad end that you can survive.

 

3 hours ago, seralol said:

Also took a look at the AAF Violate directory; it looks like the .psc files are actually in there, but so far I don't actually know if those are compiled at runtime or if they need to be compiled beforehand, since I think I tried to modify them and the changes didn't go through therefore necessitating the recompilation to .pex


Yeah you have to recompile the psc scripts into new pex's, just modifying the psc's won't do anything.

Posted
3 minutes ago, EgoBallistic said:

 

The impaling pole will only happen on an actual Fatal Bad End.  They won't use it on a regular bad end that you can survive.

 


Yeah you have to recompile the psc scripts into new pex's, just modifying the psc's won't do anything.

Gotcha... will definitely have to do more research on the compile issue then since it looks like other people have run into it, but I don't see an actual concrete solution posted :(( 

 

And thanks for the clarification on the pole! Do you know if there's a way script/xml wise that can be toggled to trigger on regular bad ends? Did some messing around in the xml and I was able to have the pole itself spawn through renaming of the formID, but not the animations(though I haven't gone through the animations since that would involve renaming all the tag refs for those, and it'd probably break something lol) 

 

 

Posted
7 hours ago, seralol said:

Gotcha... will definitely have to do more research on the compile issue then since it looks like other people have run into it, but I don't see an actual concrete solution posted :(( 

 

Maybe ask in the CK help topic, but also it would help to know exactly how you're trying to compile. I've never heard of PCA, I've worked out (through much wailing and gnashing of teeth) how to compile complex scripts with namespaced dependencies (like AAF) using PapyrusCompiler.exe on the command line, but initiating the compiler from the CK's script manager/editor or via the Notepad++ Papyrus plugin have turned out to be far easier for me. Some people also use MS Visual Studio/Codium, I think, though I've never tried it.

 

Also, when you post in the other topic, it would be good to go into more detail about why you felt it necessary to decompile anything. Almost all mods here on LL come with source code (either automatically, as a non-default FOMOD installer option, or in a separate download). Editing and recompiling the original source is pretty much always the better choice when you can, since you'll have the benefit of the author's inline comments and formatting to help guide you.

Posted (edited)
12 hours ago, seralol said:

Hi! Was just messing around with some script decompilation to debug some stuff; for some reason, in the bad ends, super mutants and raiders don't use the impaling pole(either this is a bug or I just have the worst luck ever haha), so I decided to try and alter the script just to make sure. 

 

image.png.2e217798176351da8effa578e17e17fb.png


However, when I try and recompile the altered script with the PCA tool, it gives me this error. Looked online, and it's probably because of the aaf namespace, but nothing I've done with moving the file has fixed it. Would be open if anyone more experienced could give me some advice on where to go from here😁 Also do let me know if anyone else has run into this bug, currently with the script it's using a randomint with the array of furniture(which in theory should make it impossible for the pole to not be selected?), so I don't really understand how the impaling pole isn't showing up or being used. 

 

ty!!!

 

Use another compiler. The compilation should succeed if you use Creation kit or a proper papyrus plugin compatible with FO4 (https://github.com/blu3mania/npp-papyrus)

Edited by lee3310
Posted
11 hours ago, Gray User said:

 

That is my fault sort of. Getting most of the insect animations to work in game was trouble, and one of the compromises was setting the animations as....I think dyn_looped rather than dyn in the CK, which made them run less janky but means that sometimes the insect won't stop the animation when it is over. 

I don't know if it's the same for bugs but deathclaw anims can't loop automatically even if the anim event is set to dyn_ActivationLoop. the second loop will just be the DC standing in place until a new idle is played. As a workaround, you can make a tree and for each branch, set a time that matches the idle duration. That way, the animation will play smoothly.
So DClaws (bugs too maybe) will greatly benefit from long animations since they can't be looped.

Posted (edited)
11 hours ago, EgoBallistic said:

 

The impaling pole will only happen on an actual Fatal Bad End.  They won't use it on a regular bad end that you can survive.

 


Yeah you have to recompile the psc scripts into new pex's, just modifying the psc's won't do anything.

 

 

Thanks for the clarification 😄

 

4 hours ago, vaultbait said:

 

Maybe ask in the CK help topic, but also it would help to know exactly how you're trying to compile. I've never heard of PCA, I've worked out (through much wailing and gnashing of teeth) how to compile complex scripts with namespaced dependencies (like AAF) using PapyrusCompiler.exe on the command line, but initiating the compiler from the CK's script manager/editor or via the Notepad++ Papyrus plugin have turned out to be far easier for me. Some people also use MS Visual Studio/Codium, I think, though I've never tried it.

 

Also, when you post in the other topic, it would be good to go into more detail about why you felt it necessary to decompile anything. Almost all mods here on LL come with source code (either automatically, as a non-default FOMOD installer option, or in a separate download). Editing and recompiling the original source is pretty much always the better choice when you can, since you'll have the benefit of the author's inline comments and formatting to help guide you.

 

You're right, didn't see the source code at first so went through decompiling for nothing...

 

But thanks for the tips! Been looking into a possible command line script to compile it, but it's been pretty annoying lol. Will try your methods and see if they work!

Edited by seralol
Posted (edited)
4 hours ago, seralol said:

Been looking into a possible command line script to compile it

 

Totally understand, I'm normally a command line sort of person. It is possible to do from the command line with PapyrusCompiler.exe (comes with the CK), but the path options for it are quite opaque, documentation is limited, and it seems to be surprisingly sensitive to where your current working directory is when you run it. Ultimately, it's far easier for me to just call the compile operation from the text editor whenever I save changes. With a minor edit you can also force it to show you the command line it runs to compile that script in the output window which pops up, but it's... long. E.g.:

 

"C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Papyrus Compiler\PapyrusCompiler.exe" "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\UC\Main.psc" -f="Institute_Papyrus_Flags.flg" -i="C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Fragments;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC05;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC04;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC03;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC02;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC01;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\Base" -o="C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts"

 

Edited by vaultbait
Posted
1 hour ago, vaultbait said:

 

Totally understand, I'm normally a command line sort of person. It is possible to do from the command line with PapyrusCompiler.exe (comes with the CK), but the path options for it are quite opaque, documentation is limited, and it seems to be surprisingly sensitive to where your current working directory is when you run it. Ultimately, it's far easier for me to just call the compile operation from the text editor whenever I save changes. With a minor edit you can also force it to show you the command line it runs to compile that script in the output window which pops up, but it's... long. E.g.:

 

"C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Papyrus Compiler\PapyrusCompiler.exe" "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\UC\Main.psc" -f="Institute_Papyrus_Flags.flg" -i="C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Terminals;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Fragments;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC05;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC04;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC03;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC02;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\DLC01;C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\Base" -o="C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts"

 

 

Thanks for this! I ended up actually getting it to compile from the CK, but yea something like the script you provided would help a lot in the future if I wanted a more lightweight way to compile. Though honestly having to make that many explicit references to the working directories must have been pretty annoying to debug😅

Posted
30 minutes ago, seralol said:

 

Thanks for this! I ended up actually getting it to compile from the CK, but yea something like the script you provided would help a lot in the future if I wanted a more lightweight way to compile. Though honestly having to make that many explicit references to the working directories must have been pretty annoying to debug😅

Just use the Notepad++ plugin... way easier and faster. 2 clicks and done! No muss no fuss.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...