Gray User Posted March 7, 2024 Posted March 7, 2024 10 hours ago, lee3310 said: 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. That is useful to know. When we start making creature animations for Starfield, I am guessing many same issues will be there. 1
thehotness Posted March 7, 2024 Posted March 7, 2024 (edited) I've noticed that when I surrender - other allied NPCs who are not my companions also surrender as well. Eg I got attacked outside Bunker Hill and Kessler and the citizens inside surrendered as well. Is that a feature or a bug? I've also had an issue with surrendering to feral ghouls - after every AAF animation during Violate, more ghouls randomly spawn. Violate also doesn't respect exhaustion and scenes will continue to keep playing past the exhaustion limit. I don't have More Enemies etc. Edited March 7, 2024 by thehotness
izzyknows Posted March 7, 2024 Posted March 7, 2024 39 minutes ago, thehotness said: I've noticed that when I surrender - other allied NPCs who are not my companions also surrender as well. Eg I got attacked outside Bunker Hill and Kessler and the citizens inside surrendered as well. Is that a feature or a bug? I've also had an issue with surrendering to feral ghouls - after every AAF animation during Violate, more ghouls randomly spawn. Violate also doesn't respect exhaustion and scenes will continue to keep playing past the exhaustion limit. I don't have More Enemies etc. Allied NPC's will also surrender, but not participate in violations. This is to prevent them from attacking the violators in a more realistic way. (my take not the tech stuff) Violate will grab NPC's from the loaded area, not sure the exact distance it uses, and will teleport them to the player, as they are needed. Ghouls monsters, bugs...will pop in as they don't walk to well. Humans & Super Mutants generally will walk to the scene. But if they are already tagged to bang the PC they'll be teleported before they can finish walking to the scene. If you ignore the sex scene and just fly up, as in height, and look around the area, you'll see NPC's walking toward your location. I turn off the exhaustion, and just use the rounds. I use Violate as a tactical tool to gather enemies for slaughter.. a lot. 1
georgechalkias Posted March 7, 2024 Posted March 7, 2024 (edited) 2 hours ago, izzyknows said: Allied NPC's will also surrender, but not participate in violations. This is to prevent them from attacking the violators in a more realistic way. (my take not the tech stuff) Hooooooold up... Allied NPCs never get violated? Like, settlers, brotherhood, minutemen, etc, wont get violated once we all surrender? Edited March 7, 2024 by georgechalkias
izzyknows Posted March 7, 2024 Posted March 7, 2024 6 minutes ago, georgechalkias said: Hooooooold up... Allied NPCs never get violated? Like, settlers, brotherhood, minutemen, etc, wont get violated once we all surrender? Correct. Only companions & followers. That's also the reason I have exhaustion turned off. IF you have several followers the violation can last a very long time IF there's not enough enemies to keep banging your PC. ie. you have 5 followers but only 3 violators, or even 6 violators & ganbang turned on, your followers might get chosen more times than your PC, which leads to a veeeery long session.
georgechalkias Posted March 7, 2024 Posted March 7, 2024 (edited) 3 minutes ago, izzyknows said: Correct. Only companions & followers. That's also the reason I have exhaustion turned off. IF you have several followers the violation can last a very long time IF there's not enough enemies to keep banging your PC. ie. you have 5 followers but only 3 violators, or even 6 violators & ganbang turned on, your followers might get chosen more times than your PC, which leads to a veeeery long session. Boo!! I was hoping I could get allied NPCs violated as well. - I genuinely thought it was a bug or smth when they never would get violated. As for multiple followers, I have the occassional issue where of 5 followers only 3 (and my PC) get violated. The other two are simply ignored. It doesn't matter who, though. It's as if there's a certain hidden limit (or script conflict / issue?) where there can't be more than 3+ followers being violated. Not sure if you had this issue? Like, try get 3+ followers and about 10 enemies more or less and you should be able to notice the issue. Edited March 7, 2024 by georgechalkias
izzyknows Posted March 7, 2024 Posted March 7, 2024 15 minutes ago, georgechalkias said: Not sure if you had this issue? Like, try get 3+ followers and about 10 enemies more or less and you should be able to notice the issue. I've had 18 followers and they all got nailed. That was a total FPS shit show, but it did work. You can increase the distance to teleport your companions/followers to you. That helps. But low FPS will negatively effect things like getting them to properly teleport or chosen to be violated. Also script lag also plays into that too.
vaultbait Posted March 7, 2024 Posted March 7, 2024 11 hours 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😅 To be clear, that wasn't me providing a script. That was me showing you what the Notepad++ shortcut runs, the one recommended in the CK wiki. And you do want to make sure you run the debug variant of that if the script you're compiling relies on any Debug.Whatever() functions, because the release compile will strip those out (some mods use Debug.Notice to display messages, for example, instead of calling the Show() method on Message objects). 1
georgechalkias Posted March 7, 2024 Posted March 7, 2024 1 minute ago, izzyknows said: I've had 18 followers and they all got nailed. That was a total FPS shit show, but it did work. You can increase the distance to teleport your companions/followers to you. That helps. But low FPS will negatively effect things like getting them to properly teleport or chosen to be violated. Also script lag also plays into that too. Mine were next to my PC and only half of them would be violated. But, like what you said, could be script lags or smth. I'll do some more testing but I rly wish allied NPCs could be violated as well.
vaultbait Posted March 7, 2024 Posted March 7, 2024 1 minute ago, izzyknows said: I've had 18 followers and they all got nailed. That was a total FPS shit show, but it did work. You can increase the distance to teleport your companions/followers to you. That helps. But low FPS will negatively effect things like getting them to properly teleport or chosen to be violated. Also script lag also plays into that too. Oh yeah, surrendering just outside the Combat Zone with a troop of rescued Commonwealth Captives and settings that dragged in nearby raiders too... it was like watching tar. There had to be 50 NPCs crammed into that alleyway. 1
EgoBallistic Posted March 7, 2024 Author Posted March 7, 2024 24 minutes ago, georgechalkias said: As for multiple followers, I have the occassional issue where of 5 followers only 3 (and my PC) get violated. The other two are simply ignored. It doesn't matter who, though. It's as if there's a certain hidden limit (or script conflict / issue?) where there can't be more than 3+ followers being violated. What kind of followers are they? Violate will treat anyone who is in the CurrentCompanionFaction or PlayerAllyFaction as a Follower and allow them to be violated, and supports up to 20 followers. Not every custom follower or multi-follower mod follows this pattern though, in which case they'll get treated as "Friendlies" by the mod. Friendlies will surrender but not be violated.
georgechalkias Posted March 7, 2024 Posted March 7, 2024 (edited) 3 minutes ago, EgoBallistic said: What kind of followers are they? Violate will treat anyone who is in the CurrentCompanionFaction or PlayerAllyFaction as a Follower and allow them to be violated, and supports up to 20 followers. Not every custom follower or multi-follower mod follows this pattern though, in which case they'll get treated as "Friendlies" by the mod. Friendlies will surrender but not be violated. I'm usually running Darlene, Ellen, Ivy, Heather and the 2 known vanilla female companions. Half of them would be violated but it wouldn't matter who because one time Darlene would be violated, other times she wouldn't, for example. 'multi-follower mod follows this pattern though' - I'm using LIGA if that matters smth. And yeah, I get now that allied NPCs (settlers, brotherhood soldiers, etc) won't get violated if they aren't actively followers. Edited March 7, 2024 by georgechalkias
vaultbait Posted March 7, 2024 Posted March 7, 2024 3 minutes ago, georgechalkias said: I'm usually running Darlene, Ellen, Ivy, Heather and the 2 known vanilla female companions. Half of them would be violated but it wouldn't matter who because one time Darlene would be violated, other times she wouldn't, for example. They also need to be fairly near your position at the time you surrender (there's a configurable teleport range in MCM for that), and depending on your settings you may need at least as many aggressors of appropriate races/genders as you have followers (or more if some of them result in threesomes or even larger multi-partner scenes).
georgechalkias Posted March 7, 2024 Posted March 7, 2024 1 minute ago, vaultbait said: They also need to be fairly near your position at the time you surrender (there's a configurable teleport range in MCM for that), and depending on your settings you may need at least as many aggressors of appropriate races/genders as you have followers (or more if some of them result in threesomes or even larger multi-partner scenes). All do some more testing and get back with a video if able. I didn't have teleport turned on but they weren't far either - they were essentially pretty near my PC. That is unless I mis-calculated what 1000 distance means in meters, heh.
vaultbait Posted March 7, 2024 Posted March 7, 2024 12 minutes ago, georgechalkias said: All do some more testing and get back with a video if able. I didn't have teleport turned on but they weren't far either - they were essentially pretty near my PC. That is unless I mis-calculated what 1000 distance means in meters, heh. Humans are approximately 128 units tall on average, a large floor tile when you're building settlements is 256 units square I think, so 1000 units is roughly four large floor tiles or eight human body lengths away.
georgechalkias Posted March 7, 2024 Posted March 7, 2024 3 minutes ago, vaultbait said: Humans are approximately 128 units tall on average, a large floor tile when you're building settlements is 256 units square I think, so 1000 units is roughly four large floor tiles or eight human body lengths away. Yeah, in that case, all followers were within 1000 units. I'll do some testing with teleport on though.
anubiss69 Posted March 8, 2024 Posted March 8, 2024 On 2/9/2019 at 7:39 PM, EgoBallistic said: Install the EVB Body With Morphs option from the AAF Compatibility Patch. im new, sorry could anyone tell me where to find this? im just one problem away to have my perfectly modded fallout 4 game
anubiss69 Posted March 8, 2024 Posted March 8, 2024 On 2/9/2019 at 7:39 PM, EgoBallistic said: Install the EVB Body With Morphs option from the AAF Compatibility Patch. Where can i find AAF Compability Patch? all the creatures have flaccid penis in my game
izzyknows Posted March 8, 2024 Posted March 8, 2024 17 minutes ago, anubiss69 said: Where can i find AAF Compability Patch? all the creatures have flaccid penis in my game Follow the Fucking Manual and get things setup correctly.
vaultbait Posted March 8, 2024 Posted March 8, 2024 32 minutes ago, anubiss69 said: im new, sorry could anyone tell me where to find this? im just one problem away to have my perfectly modded fallout 4 game Also, note that you're responding to a recommendation from five years ago. The adult FO4 modding scene has moved on long since, and what was relevant back then is in most cases obsolete now.
vaultbait Posted March 8, 2024 Posted March 8, 2024 42 minutes ago, gegging said: Is there a way to disable setghost function in AAF in general. Triggering bad end death reliably fails to turn ghost off. Setting walk_timeout in any value that is considered "not short" still results in the ghost not getting disabled occasionally. I'd rather just have it always off. One of the things that helped for me was turning off "god mode" under player surrender options in Violate's MCM. The result is that you can get injured and possibly killed by a stray bullet or radiation storm while surrendered, but that's probably more realistic anyway. I've played with it that way for a few years now, so not sure if the ghost state race conditions I was experiencing with that are still a problem (it tended to happen after surrendering to a very large group where AAF gathering/pathing would take a while and frequently exceed the default timeout).
EgoBallistic Posted March 8, 2024 Author Posted March 8, 2024 1 hour ago, gegging said: Is there a way to disable setghost function in AAF in general. Triggering bad end death reliably fails to turn ghost off. Setting walk_timeout in any value that is considered "not short" still results in the ghost not getting disabled occasionally. I'd rather just have it always off. What version of AAF are you using? I know currently there is a bug where AAF will leave you stuck in ghost mode after you get sent into Bound in Public, but I was pretty sure all the other SetGhost bugs had been fixed a few versions ago. In any case, like @vaultbait said you can just turn off God Mode in Violate. It's not actually all that necessary any more.
Akaikou Posted March 8, 2024 Posted March 8, 2024 Just had a weird bug that causes legendaries to lose their effects/attachments when recovered after post-violation theft. If you have your gear stolen by a legendary raider who happened to spawn with both a normal and legendary variant of the same weapon while you also have a same weapon, but different legendary effect, in your inventory (in my case, Handmade Automatic), then all 3 weapons will be normal without legendary effect when recovered from the enemy. I was pretty confused what happened to my gun when I recovered everything and found a 3 stack of Handmade Automatic in my inventory. No new legendary too. When I reloaded an earlier save and killed the Legendary raider without having my gear stolen, I found they too had a Legendary Handmade Automatic in addition to a normal non-legendary Handmade Automatic. This situation might be pretty rare depending on what situation causes it: * Spawning with both legendary and normal of the same gun * Both enemy and victim having legendary of the same gun * Both of the above cases simultaneously (my case)
gegging Posted March 9, 2024 Posted March 9, 2024 171 beta. Upon more random experiments (commonwealth captives, RSE CSA interactions) the setghost function not working properly at random has nothing to do with AAF violate regardless of AAF Violate's settings. Oops. If that error has been fixed for a while (and I assume the camera bug that forces me to player.caa animarchetypeplayer), I'm more willing to believe that Todd Howard just hates me.
EgoBallistic Posted March 9, 2024 Author Posted March 9, 2024 20 hours ago, Akaikou said: If you have your gear stolen by a legendary raider who happened to spawn with both a normal and legendary variant of the same weapon while you also have a same weapon, but different legendary effect, in your inventory (in my case, Handmade Automatic), then all 3 weapons will be normal without legendary effect when recovered from the enemy. Yeah unfortunately that is a vanilla game engine bug. I think I might be able to work around it by moving the player's stolen equipment into a new container - but even then it's possible that if you have a normal and a legendary of the same base item they'll get messed up that way. Funnily enough I had the reverse happen to me when I was playing earlier - I got violated by Raiders and when I took my stuff back I ended up with two of my legendary poisoned 10mm pistol.
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