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Posted
2 hours ago, EgoBallistic said:

 

There already is such an option, it's "Abandon retrieval quest" under Misc Options.

I mean to auto abandon.

Posted

Hi Ego the Greet, I recently re downloaded Skyrim. I discovered a particularly interesting and realistic situation: after the character is defeated and before being violated, she will be tied up and struggle and wriggle on the ground. During the period from the end of animation 1 to the beginning of animation 2, she continued to struggle and wriggle on the ground.
I wonder if we can add such animations to AAF violate, as our characters can only stand at the moment.

Posted

I'm having a problem where when a new animation is supposed to play I get stuck with an infinite loading screen, has anyone else had this problem? Any help would be appreciated.

Posted
5 hours ago, gothic_thot said:

I'm having a problem where when a new animation is supposed to play I get stuck with an infinite loading screen, has anyone else had this problem? Any help would be appreciated.

You should read TFM first, as this post is located at the top of the AAF animation framework.
There is an image inside that will tell you where the AAF framework should be placed in your mod list. Please follow its instructions and start a new game.

Posted
On 9/17/2023 at 3:36 AM, izzyknows said:

DM me your file.

Could I ask if this was succesfully resolved? If so, how?

 

I've been trying to patch in a couple of newer races (mainly these three here) by editing the FPV_MCM_Script.psc, following the instructions given to Insultedreference445 on September of last year (pages 222-224 of this tread).

 

Everything is fine until it's time to compile. Then CK spits this out:

Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "FPV_MCM_Script.psc"...
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(136,1): RegisterForExternalEvent is not a function or does not exist
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(477,0): new event oncontroldown cannot be defined because the script is not flagged as native
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(481,0): new event oncontrolup cannot be defined because the script is not flagged as native
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(517,21): VarArrayToVar is not a function or does not exist
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(517,21): cannot call the member function VarArrayToVar alone or on a type, must call it on a variable
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(517,7): type mismatch while assigning to a var (cast missing or types unrelated)
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(518,21): VarArrayToVar is not a function or does not exist
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(518,21): cannot call the member function VarArrayToVar alone or on a type, must call it on a variable
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(518,7): type mismatch while assigning to a var (cast missing or types unrelated)
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(543,17): GetCurrentConsoleRef is not a function or does not exist
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(543,17): cannot call the member function GetCurrentConsoleRef alone or on a type, must call it on a variable
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(543,40): cannot cast a void to a actor, types are incompatible
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(549,52): GetName is not a function or does not exist
G:\SteamLibrary\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

 

Which is very similar to the issue Insultedreference had. Some other user a couple pages ago also seemed to have a similar problem trying to patch in the otters from FFO. In both their cases and mine the lines pointed at by the errors are not the ones we'd need to edit for the patch, so I've got no idea what could be causing the issue.

 

Does anyone have any ideas?

Posted
1 minute ago, RoyalWare said:

Could I ask if this was succesfully resolved? If so, how?

 

I've been trying to patch in a couple of newer races (mainly these three here) by editing the FPV_MCM_Script.psc, following the instructions given to Insultedreference445 on September of last year (pages 222-224 of this tread).

 

Everything is fine until it's time to compile. Then CK spits this out:

Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "FPV_MCM_Script.psc"...
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(136,1): RegisterForExternalEvent is not a function or does not exist
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(477,0): new event oncontroldown cannot be defined because the script is not flagged as native
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(481,0): new event oncontrolup cannot be defined because the script is not flagged as native
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(517,21): VarArrayToVar is not a function or does not exist
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(517,21): cannot call the member function VarArrayToVar alone or on a type, must call it on a variable
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(517,7): type mismatch while assigning to a var (cast missing or types unrelated)
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(518,21): VarArrayToVar is not a function or does not exist
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(518,21): cannot call the member function VarArrayToVar alone or on a type, must call it on a variable
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(518,7): type mismatch while assigning to a var (cast missing or types unrelated)
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(543,17): GetCurrentConsoleRef is not a function or does not exist
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(543,17): cannot call the member function GetCurrentConsoleRef alone or on a type, must call it on a variable
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(543,40): cannot cast a void to a actor, types are incompatible
G:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\FPV_MCM_Script.psc(549,52): GetName is not a function or does not exist
G:\SteamLibrary\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

 

Which is very similar to the issue Insultedreference had. Some other user a couple pages ago also seemed to have a similar problem trying to patch in the otters from FFO. In both their cases and mine the lines pointed at by the errors are not the ones we'd need to edit for the patch, so I've got no idea what could be causing the issue.

 

Does anyone have any ideas?

 

Make sure you have the F4SE Papyrus source stubs installed to the correct location. In 0.6.23 they were packed into the wrong folder in the zip and you needed to move them af6er unpacking. I don't know which version you're using, nor whether the newer "NG" 0.7.x versions have the same mistake in them (I certainly hope not, but as I'm not ready to upgrade yet I haven't looked).

Posted (edited)

I am trying to use this mod but it keeps saying that script extender ahs been installed wrong but that does not make since I used vortex to install it and all the files are there. I have also tried reinstalling script extender but that still did not fix it, can someone please explain what could be wrong and help cause I really don't know what it could be. Also I know that script extender does work because other mods that require it work just fine so I don’t know what to do.

Edited by detective pyro
Wanted to explain some more
Posted
7 hours ago, detective pyro said:

I am trying to use this mod but it keeps saying that script extender ahs been installed wrong but that does not make since I used vortex to install it and all the files are there. I have also tried reinstalling script extender but that still did not fix it, can someone please explain what could be wrong and help cause I really don't know what it could be. Also I know that script extender does work because other mods that require it work just fine so I don’t know what to do.

You don't use a mod manager to install it. It's a program not a mod, so it has to be installed (simply extract the package) into the ...\Steam\steamapps\common\Fallout 4 folder.

Then make Vortex launch the game via the f4se_loader.exe.

 

 

Posted
12 hours ago, vaultbait said:

In 0.6.23 they were packed into the wrong folder in the zip and you needed to move them af6er unpacking.

They also/still need moved in 0.7.2. 🤦‍♂️

 

Posted
12 hours ago, vaultbait said:

 

Make sure you have the F4SE Papyrus source stubs installed to the correct location. In 0.6.23 they were packed into the wrong folder in the zip and you needed to move them af6er unpacking. I don't know which version you're using, nor whether the newer "NG" 0.7.x versions have the same mistake in them (I certainly hope not, but as I'm not ready to upgrade yet I haven't looked).

Yes, same mistake.

Posted
8 hours ago, detective pyro said:

I am trying to use this mod but it keeps saying that script extender ahs been installed wrong but that does not make since I used vortex to install it and all the files are there. I have also tried reinstalling script extender but that still did not fix it, can someone please explain what could be wrong and help cause I really don't know what it could be. Also I know that script extender does work because other mods that require it work just fine so I don’t know what to do.

 

F4SE can be installed with Vortex but you need to make sure its mod type is set to "engine extender" before you deploy it. Also you have to make sure you're starting the game with f4se_loader.exe rather than fallout4.exe.

 

Another potential problem is that you may be using the wrong version of F4SE for the game version you're running. F4SE 0.7.x versions are for the latest Fallout 4 release, while F4SE 0.6.x versions are for game version 1.10.163.

Posted
46 minutes ago, detective pyro said:

ok what file do I need to move cause everything is in the fallout folder. I have the f4se loader and the f4se _1_10_984.dill.

 

You're confused. The post you responded to was about @RoyalWare's script compiling issue, not about your F4SE detection problem.

Posted
13 minutes ago, vaultbait said:

 

F4SE can be installed with Vortex but you need to make sure its mod type is set to "engine extender" before you deploy it. Also you have to make sure you're starting the game with f4se_loader.exe rather than fallout4.exe.

 

Another potential problem is that you may be using the wrong version of F4SE for the game version you're running. F4SE 0.7.x versions are for the latest Fallout 4 release, while F4SE 0.6.x versions are for game version 1.10.163.

ok so how do I check what version I have got the newest version to avoid the nex gen update issues

Posted
19 minutes ago, detective pyro said:

ok so how do I check what version I have got the newest version to avoid the nex gen update issues

 

I'm having trouble parsing your question. Newest version of... F4SE (0.7.2 I think)? Are you running the latest ("NG") version of Fallout 4 as well? Are you starting the game by running f4se_launcher.exe?

Posted (edited)
43 minutes ago, vaultbait said:

 

I'm having trouble parsing your question. Newest version of... F4SE (0.7.2 I think)? Are you running the latest ("NG") version of Fallout 4 as well? Are you starting the game by running f4se_launcher.exe?

no I was asking how I would check to see what version of fallout I was running and that I am confident that it is the newest version so that means that I needed the newest version of f4se to deal with the next gen update that messed up a lot of mods. also I have tried starting the game through the f4se launcher in the files but it still won't work.

Edited by detective pyro
Posted
34 minutes ago, detective pyro said:

no I was asking how I would check to see what version of fallout I was running and that I am confident that it is the newest version so that means that I needed the newest version of f4se to deal with the next gen update that messed up a lot of mods. also I have tried starting the game through the f4se launcher in the files but it still won't work.

 

Go to your Fallout 4 installation folder, select the Fallout 4 executable, right-click on it and select Properties, then in the little popup window click the Details tab.  The File Version will be 1.10.984 if it's the NG version and 1.10.163 if it's the pre-NG version.

Posted (edited)
25 minutes ago, EgoBallistic said:

 

Go to your Fallout 4 installation folder, select the Fallout 4 executable, right-click on it and select Properties, then in the little popup window click the Details tab.  The File Version will be 1.10.984 if it's the NG version and 1.10.163 if it's the pre-NG version.

ok I have uninstalled f4se and reinstalled it and that seams to have fixed the issue of it not recognize the file but now it says that LLFP f4se plugin was not loaded

Edited by detective pyro
was able to get it to recognize the f4se
Posted
30 minutes ago, detective pyro said:

ok I have uninstalled f4se and reinstalled it and that seams to have fixed the issue of it not recognize the file but now it says that LLFP f4se plugin was not loaded

 

You need to install AAF version 1.0.  That includes the correct version of the LLFP plugin.

Posted (edited)
1 hour ago, izzyknows said:

On Discord I believe.

AAF Discord link

ok I have the file installed but now it seams like it keeps causing my game to crash because it is having conflicting files with AAF beta 161.1 I have also tried changing the load order and it still crashes

Edited by detective pyro
Posted
1 hour ago, detective pyro said:

ok I have the file installed but now it seams like it keeps causing my game to crash because it is having conflicting files with AAF beta 161.1 I have also tried changing the load order and it still crashes

 

Don't install more than one version of AAF at a time. You don't need AAF 161.1 beta if you have AAF 1.0 installed. Uninstall AAF 161.1 beta (and any other versions of AAF you have installed besides 1.0).

Posted
6 hours ago, vaultbait said:

 

Don't install more than one version of AAF at a time. You don't need AAF 161.1 beta if you have AAF 1.0 installed. Uninstall AAF 161.1 beta (and any other versions of AAF you have installed besides 1.0).

ok thank you so much for helping me try and get this running

Posted (edited)
On 7/10/2024 at 12:09 AM, EgoBallistic said:

 

Ah, that's a bug.  The code that tries to add a Real Handcuffs collar checks whether you have a DD collar equipped first, to avoid conflicts.  But the check always fails if the DD keyword for collars doesn't exist, which is the case if DD isn't installed.  I'll fix this in the next release.

I have Real Handcuffs + DD and KFT installed, and when a KFT is put on the player, even if it doesn't go on the neck, it won't place a collar from RH, even though collars are at 100%

It might be related to that fix as well, then again, might not.

EDIT: the handcuffs and collar can get applied if KFT is disabled in the MCM

Edited by ptmc2112
Posted

Maybe someone can help me and my overworked brain:

 

When items are equipped by either AAF Violate or Sexual Harassment it's only ever Handcuffs from Real Handcuffs and a blindfold, never something else. The chances are set to 100 and unlimited devices for DD and all others are at 50. 
I use DD RC8 Full 

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