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Posted
7 hours ago, peterkeller said:

What are the chances of having companions that are not knocked down attempt to save you?

 

I guess a possible reasonable option would be to not even start the scene until player -and- all followers are down.. it would be more risky though, since there's a chance of situation where a follower would not see an enemy, and you'd end into locked situation.  And there's some other technical issues, like keeping track of all the followers - and determining when exactly is situation resolved so that the player is "saved".  When player is down, player is out of combat - and from there it gets more difficult to say when player is "out of danger".

Posted
13 hours ago, EgoBallistic said:

Strange.  That's not how those settings are supposed to work.

 

Teleport to Safety happens when the entire violation event completes, i.e. after all the animations are done.  It has no effect on the number of animations that take place. 

 

The pacification timer likewise determines how long the aggressors remain pacified after the violation event is over, to give you time to run away.  In other words the aggressors should remain non-hostile for the entire time you are being violated, plus the value of the pacification slider.

 

The only exception to this is if something attacks the aggressors during the animations.  Then they will immediately become hostile again, and if you have teleport to safety turned on you should get teleported.  You should see a message telling you "My aggressors are being attacked!" when this happens.  Some mods cause cum explosions and other effects that might be interpreted as attacks.  I suspect that is what is happening in your case, because otherwise I don't understand how what you are describing would happen.

Update teleport ON:

Some raiders approached me and I surrendered straight away they walked towards me and suddenly I was transported to the nearest Workshop. It said the raiders were under attack.

As it wasn’t far I went back and the raiders were still there I surrendered again and we actually had a scene. Afterwards I went back into surrender position, some of the raiders were clapping, I thought it was working, but then I was transported to a different Workshop, it said the raiders were under attack again.

 

I went back and the raiders were still there. This time I used the RSE method of surrendering lowering my weapon and had 2 successful scenes (RSE CSA Rape Count is set to 2) and was informed I should make a run for it.

Posted
2 hours ago, Agnot2014 said:

Update teleport ON:

Some raiders approached me and I surrendered straight away they walked towards me and suddenly I was transported to the nearest Workshop. It said the raiders were under attack.

As it wasn’t far I went back and the raiders were still there I surrendered again and we actually had a scene. Afterwards I went back into surrender position, some of the raiders were clapping, I thought it was working, but then I was transported to a different Workshop, it said the raiders were under attack again.

 

I went back and the raiders were still there. This time I used the RSE method of surrendering lowering my weapon and had 2 successful scenes (RSE CSA Rape Count is set to 2) and was informed I should make a run for it.

I think something in RSE is generating some kind of explosion or other event that is causing an OnHit event on the Raiders.  RSE's CSA probably filters it out which is why that works but Violate always gets interrupted.

 

Edit: Yes.  Turn off "Shenanigans Cum Explosions" in RSE Vol 5 MCM and that should stop this.

Posted
1 minute ago, NoJoker said:

@EgoBallistic Hi, is there an option to not hide AAF menu during violate? 

Not currently.  You can use the AAF menu by hitting the keys, but all menus are hidden during violation scenes so you cannot see it.

Posted
28 minutes ago, EgoBallistic said:

Not currently.  You can use the AAF menu by hitting the keys, but all menus are hidden during violation scenes so you cannot see it.

dragobaking tried to fix the hidden issue with beta 48, however, it's not fixed

I really suspect because of triggering player's vanilla surrender animation, the UI is hidden by the game.

I wonder if there is a function from vanilla that toggles UI on or prevent UI from being hidden when player control is disabled and is playing a particular vanilla animation like "sitting down".

 

The problem with hidden UI is that, debug message seems to be hidden too, and I am unable to strip the aggressors unless I somehow navigate the menu in my brain, cuz I installed AAF with no strip option.

Posted
28 minutes ago, NoJoker said:

dragobaking tried to fix the hidden issue with beta 48, however, it's not fixed

I really suspect because of triggering player's vanilla surrender animation, the UI is hidden by the game.

I wonder if there is a function from vanilla that toggles UI on or prevent UI from being hidden when player control is disabled and is playing a particular vanilla animation like "sitting down".

 

The problem with hidden UI is that, debug message seems to be hidden too, and I am unable to strip the aggressors unless I somehow navigate the menu in my brain, cuz I installed AAF with no strip option.

The UI is hidden because Violate is hiding it on purpose, it's not an AAF problem.  I am planning to make menu visibility an option in the next version, if I can do it without causing other problems.

Posted
1 minute ago, EgoBallistic said:

The UI is hidden because Violate is hiding it on purpose, it's not an AAF problem.  I am planning to make menu visibility an option in the next version, if I can do it without causing other problems.

Hmm, I need to check your script source again, which function did you call to hide the UI?

 

Btw, thanks for including source.

Posted
2 hours ago, EgoBallistic said:

I think something in RSE is generating some kind of explosion or other event that is causing an OnHit event on the Raiders.  RSE's CSA probably filters it out which is why that works but Violate always gets interrupted.

 

Edit: Yes.  Turn off "Shenanigans Cum Explosions" in RSE Vol 5 MCM and that should stop this.

I thank you for your time and patience:

I checked and as I use the Old single RSE I found “RSE Explosive Queefs Enabled” which was already OFF, but there is “RSE Orgasm mechanic” which was ON and I’ve now turned it off.

My version of RSE has no mention of Cum Explosions in Shenanigans. And I have searched through all the options and not found it.

I will try again, Thank You

 

Update:

OK this time I surrendered to a single Raider we had a successful scene, and then got a message that said he was being attacked although he didn’t turn aggressive, then another message which said I should make a run for it which I did and he still wasn’t aggressive.

 

Update2:

Surrendered to a single Feral Ghoul we went through 3 Scenes without any problem and it said I should retreat, which I did, but the Ghoul was still pumping thin air. I watched him from a distance for longer than the three Scenes had taken still pumping and approached him, he stopped pumping air and attacked me I surrendered again and we went through another three scenes but this time it said the ghoul was being attacked, and then it said I should run away which I did, looking back the ghoul wasn’t aggressive and was back in his normal Ghoulish shamble.

Posted
3 minutes ago, NoJoker said:

Hmm, I need to check your script source again, which function did you call to hide the UI?

It's myLayer.DisablePlayerControls() on line 776 of FPV_OnHit

 

If you comment that line out, you will be able to see the AAF wizard.  However, that also allows you to move, use VATS, etc.  While it is possible to pass parameters to DisablePlayerControls() to select which player controls are disabled, I have not found a combination that will allow the AAF GUI while preventing other ones that could break scenes.

 

Quote

Btw, thanks for including source.

You're very welcome.  I always include the source of everything in my mods, and I refuse to use mods that don't. 

Posted
2 hours ago, EgoBallistic said:

It's myLayer.DisablePlayerControls() on line 776 of FPV_OnHit

 

If you comment that line out, you will be able to see the AAF wizard.  However, that also allows you to move, use VATS, etc.  While it is possible to pass parameters to DisablePlayerControls() to select which player controls are disabled, I have not found a combination that will allow the AAF GUI while preventing other ones that could break scenes.

 

You're very welcome.  I always include the source of everything in my mods, and I refuse to use mods that don't. 

Thanks a lot!

Posted

Having an issue of only one violation taking place before teleportation to safe location or enemies being parcified.

I use AAF Violate V0.51 and AAF Beta 38-31304-38b-1544158129.

The big mystery is that it´s been working correct a few weeks ago. the only things i updatet where FO4_AnimationsByLeito_v2.0a, SavageCabbages Animation Pack FOMOD V1.0.4, AAF Prostitution V0.81 and AAF_AnimatedFannies V1.11.

Using a new save didn´t help.

 

 

load order.txt

Papyrus.0.log

Papyrus.1.log

Papyrus.2.log

Papyrus.3.log

20190106224637_1.jpg

20190106224650_1.jpg

20190106224700_1.jpg

20190106224710_1.jpg

20190106225359_1.jpg

Posted
16 hours ago, reikiri said:

 

I guess a possible reasonable option would be to not even start the scene until player -and- all followers are down.. it would be more risky though, since there's a chance of situation where a follower would not see an enemy, and you'd end into locked situation.  And there's some other technical issues, like keeping track of all the followers - and determining when exactly is situation resolved so that the player is "saved".  When player is down, player is out of combat - and from there it gets more difficult to say when player is "out of danger".

I think just having it be as simple as if all companions are down, then you're vulnerable to an assault.

or just make them play the "down" animation during an assault on the player so it seems that's what happened. anything but standing there watching. 

Posted

I have ran into a problem where it appears my KnockOut FrameWork seems to be conflicting with the AAF Violate mod. Appreciate it if anyone can help me out.  It appears to be that everytime I intentionally want to be killed by an aggressor instead of being ko'd (100% chance on defer deaths/coals. death), the game simply crashes.  If I set the threshhold (KO framework) to be unkillable then the game would just knock me out and revive me afterwards perfectly.  Is there anyway to correct this?  I would like to be able to be killed off occasionally without having the game crashing on me.

Posted
3 hours ago, Toddi said:

Having an issue of only one violation taking place before teleportation to safe location or enemies being parcified.

I use AAF Violate V0.51 and AAF Beta 38-31304-38b-1544158129.

The big mystery is that it´s been working correct a few weeks ago. the only things i updatet where FO4_AnimationsByLeito_v2.0a, SavageCabbages Animation Pack FOMOD V1.0.4, AAF Prostitution V0.81 and AAF_AnimatedFannies V1.11.

Using a new save didn´t help.

 

 

load order.txt

Papyrus.0.log

Papyrus.1.log

Papyrus.2.log

Papyrus.3.log

 

 

From your Papyrus log, the failure seems to have happened because AAF reported that one of the actors in the second round was already active in an animation:

 

Spoiler

[01/06/2019 - 05:23:28PM] AFV report: StartSex: actor0 is Jana [20]
[01/06/2019 - 05:23:28PM] AFV report: StartSex: actor1 is Blutkäferjungtier [309497]
[01/06/2019 - 05:23:28PM] FPP report: satisfaction list are empty
[01/06/2019 - 05:23:28PM] AFV report: setting major function ON from StartSex function
[01/06/2019 - 05:23:30PM] FPP report: scene init
[01/06/2019 - 05:23:30PM] AFV report: SceneInit event
[01/06/2019 - 05:23:30PM] error: Array index 3 is out of range (0-2)
stack:
    [alias playerRef on quest FPP_Player (26000F9D)].fpp_playerscript.::remote_AAF:AAF_API_OnSceneInit() - "C:\Users\lastGrayAngel\AppData\Local\Temp\PapyrusTemp\FPP_PlayerScript.psc" Line 646
[01/06/2019 - 05:23:30PM] AFV report: OnSceneInit event: animation doesn't start, result [6]
[01/06/2019 - 05:23:30PM] FPP report: AAF scene init not succesful. Meta is None

[01/06/2019 - 05:23:30PM] AFV report: OnSceneInit event: actors array size is 0
[01/06/2019 - 05:23:30PM] AFV report: setting major function OFF from onSceneInit event
[01/06/2019 - 05:23:30PM] AFV report: CheckForRapeEnd start, interrupted is 1
[01/06/2019 - 05:23:30PM] AFV report: IsAnimRunning: no actors are busy
[01/06/2019 - 05:23:30PM] AFV report: outcome player
[01/06/2019 - 05:23:30PM] AFV report: setting major function OFF from CheckForRapeEnd function
[01/06/2019 - 05:23:31PM] AFV report: FindRapistFor Jana function ended and interrupted is 1 found is 1
[01/06/2019 - 05:23:31PM] AFV report: AnimationEnd, interrupted is 1
[01/06/2019 - 05:23:31PM] AFV report: CheckForRapeEnd start, interrupted is 1
[01/06/2019 - 05:23:31PM] AFV report: CheckForRapeEnd already running
[01/06/2019 - 05:23:33PM] AFV report: outcome start
[01/06/2019 - 05:23:48PM] FPP report: player changed location
[01/06/2019 - 05:23:48PM] FPP Brothel: player teleported to location

 

I can't tell you exactly why that would happen, but I have my suspicions.  Your script log has hundreds and hundreds of lines from Animated Fannies and AAF Prostitution because their scripts run multiple times per second.  It is possible that all those script executions delayed the AAF routine that clears the "AAF_ActorBusy" flag on the player and caused the error.

 

Try turning those two mods off and see whether the problem persists.

Posted
6 hours ago, EgoBallistic said:

 

From your Papyrus log, the failure seems to have happened because AAF reported that one of the actors in the second round was already active in an animation:

 

  Reveal hidden contents

[01/06/2019 - 05:23:28PM] AFV report: StartSex: actor0 is Jana [20]
[01/06/2019 - 05:23:28PM] AFV report: StartSex: actor1 is Blutkäferjungtier [309497]
[01/06/2019 - 05:23:28PM] FPP report: satisfaction list are empty
[01/06/2019 - 05:23:28PM] AFV report: setting major function ON from StartSex function
[01/06/2019 - 05:23:30PM] FPP report: scene init
[01/06/2019 - 05:23:30PM] AFV report: SceneInit event
[01/06/2019 - 05:23:30PM] error: Array index 3 is out of range (0-2)
stack:
    [alias playerRef on quest FPP_Player (26000F9D)].fpp_playerscript.::remote_AAF:AAF_API_OnSceneInit() - "C:\Users\lastGrayAngel\AppData\Local\Temp\PapyrusTemp\FPP_PlayerScript.psc" Line 646
[01/06/2019 - 05:23:30PM] AFV report: OnSceneInit event: animation doesn't start, result [6]
[01/06/2019 - 05:23:30PM] FPP report: AAF scene init not succesful. Meta is None

[01/06/2019 - 05:23:30PM] AFV report: OnSceneInit event: actors array size is 0
[01/06/2019 - 05:23:30PM] AFV report: setting major function OFF from onSceneInit event
[01/06/2019 - 05:23:30PM] AFV report: CheckForRapeEnd start, interrupted is 1
[01/06/2019 - 05:23:30PM] AFV report: IsAnimRunning: no actors are busy
[01/06/2019 - 05:23:30PM] AFV report: outcome player
[01/06/2019 - 05:23:30PM] AFV report: setting major function OFF from CheckForRapeEnd function
[01/06/2019 - 05:23:31PM] AFV report: FindRapistFor Jana function ended and interrupted is 1 found is 1
[01/06/2019 - 05:23:31PM] AFV report: AnimationEnd, interrupted is 1
[01/06/2019 - 05:23:31PM] AFV report: CheckForRapeEnd start, interrupted is 1
[01/06/2019 - 05:23:31PM] AFV report: CheckForRapeEnd already running
[01/06/2019 - 05:23:33PM] AFV report: outcome start
[01/06/2019 - 05:23:48PM] FPP report: player changed location
[01/06/2019 - 05:23:48PM] FPP Brothel: player teleported to location

 

I can't tell you exactly why that would happen, but I have my suspicions.  Your script log has hundreds and hundreds of lines from Animated Fannies and AAF Prostitution because their scripts run multiple times per second.  It is possible that all those script executions delayed the AAF routine that clears the "AAF_ActorBusy" flag on the player and caused the error.

 

Try turning those two mods off and see whether the problem persists.

It is very common that animation is broken half-way because actor has other anim to do, Like ... smoking cigarette,

Posted

@EgoBallistic Two important issues:
- when enemy attacks settlement (robot farmers in my case) one of attackers surrended, But when he decided to stand up, robots attacked him before I could use my dialogue and he was sitting again. He was also immortal. I had to leave him be and failed protecting settlement.
- this mod needs to be deactivated during whole intro of Nuka Cola addon. This intro is heavily scripted and I had to reload save two times. Maybe add this info as known issues.

 

First time when uber-power raiders were above corridors, my HP dropped <10% and it supposed to start violation. Instead nothing happened and event froze.


Second time during fight with guy in powered powerarmor he decided to surrender, breaking the script. He leaved his power armor, which was not intended by the script. Anyway, I had to reload with plugin disabled.

Posted
2 hours ago, CobraPL said:

@EgoBallistic Two important issues:
- when enemy attacks settlement (robot farmers in my case) one of attackers surrended, But when he decided to stand up, robots attacked him before I could use my dialogue and he was sitting again. He was also immortal. I had to leave him be and failed protecting settlement.
- this mod needs to be deactivated during whole intro of Nuka Cola addon. This intro is heavily scripted and I had to reload save two times. Maybe add this info as known issues.

  Hide contents

First time when uber-power raiders were above corridors, my HP dropped <10% and it supposed to start violation. Instead nothing happened and event froze.


Second time during fight with guy in powered powerarmor he decided to surrender, breaking the script. He leaved his power armor, which was not intended by the script. Anyway, I had to reload with plugin disabled.

I will look into the first issue.

 

For the Nuka Cola issue there is no need to disable the plugin, you can set chance to surrender for player and enemies to 0.

Posted

Question: Would it be possible to make violations just work between NPCs (e.g. Raiders vs. Settlers), completely leaving out player and companions? Like violent shenanigans?

Posted

@EgoBallistic Well, plugin messed up also for companion surrender. I suggest disabling it entirely during Nuka-Cola intro.

@picket yeah, +1 for that. Especially for kidnapped settlers. EgoBallistic could so nasty script, where every time PC is closing to kidnapped settler, sex scene starts. Or better, it starts just after PC visits location and has X minutes long before it ends. PC needs to rescue settler before cum ;)

Posted
21 hours ago, EgoBallistic said:

 

From your Papyrus log, the failure seems to have happened because AAF reported that one of the actors in the second round was already active in an animation:

 

  Reveal hidden contents

[01/06/2019 - 05:23:28PM] AFV report: StartSex: actor0 is Jana [20]
[01/06/2019 - 05:23:28PM] AFV report: StartSex: actor1 is Blutkäferjungtier [309497]
[01/06/2019 - 05:23:28PM] FPP report: satisfaction list are empty
[01/06/2019 - 05:23:28PM] AFV report: setting major function ON from StartSex function
[01/06/2019 - 05:23:30PM] FPP report: scene init
[01/06/2019 - 05:23:30PM] AFV report: SceneInit event
[01/06/2019 - 05:23:30PM] error: Array index 3 is out of range (0-2)
stack:
    [alias playerRef on quest FPP_Player (26000F9D)].fpp_playerscript.::remote_AAF:AAF_API_OnSceneInit() - "C:\Users\lastGrayAngel\AppData\Local\Temp\PapyrusTemp\FPP_PlayerScript.psc" Line 646
[01/06/2019 - 05:23:30PM] AFV report: OnSceneInit event: animation doesn't start, result [6]
[01/06/2019 - 05:23:30PM] FPP report: AAF scene init not succesful. Meta is None

[01/06/2019 - 05:23:30PM] AFV report: OnSceneInit event: actors array size is 0
[01/06/2019 - 05:23:30PM] AFV report: setting major function OFF from onSceneInit event
[01/06/2019 - 05:23:30PM] AFV report: CheckForRapeEnd start, interrupted is 1
[01/06/2019 - 05:23:30PM] AFV report: IsAnimRunning: no actors are busy
[01/06/2019 - 05:23:30PM] AFV report: outcome player
[01/06/2019 - 05:23:30PM] AFV report: setting major function OFF from CheckForRapeEnd function
[01/06/2019 - 05:23:31PM] AFV report: FindRapistFor Jana function ended and interrupted is 1 found is 1
[01/06/2019 - 05:23:31PM] AFV report: AnimationEnd, interrupted is 1
[01/06/2019 - 05:23:31PM] AFV report: CheckForRapeEnd start, interrupted is 1
[01/06/2019 - 05:23:31PM] AFV report: CheckForRapeEnd already running
[01/06/2019 - 05:23:33PM] AFV report: outcome start
[01/06/2019 - 05:23:48PM] FPP report: player changed location
[01/06/2019 - 05:23:48PM] FPP Brothel: player teleported to location

 

I can't tell you exactly why that would happen, but I have my suspicions.  Your script log has hundreds and hundreds of lines from Animated Fannies and AAF Prostitution because their scripts run multiple times per second.  It is possible that all those script executions delayed the AAF routine that clears the "AAF_ActorBusy" flag on the player and caused the error.

 

Try turning those two mods off and see whether the problem persists.

Tried that, didn´t help.

 

 

loadorder.txt

Papyrus.0.log

Posted
3 hours ago, Toddi said:

Tried that, didn´t help.

 

 

loadorder.txt

Papyrus.0.log

Are you wearing anything from the easy girls mod at the start of the animation? I was having the same issue for a while and thought it was a mod conflict but I am 100% sure it is something to do with the combination of easy girl outfits I was wearing and perhaps  the undress options I have with AFF may be a bad mix( also using the Physics version clothes if that make a difference). When I have more time I was going to post the issue in the AFF thread once I have a few more details worked out.

 

I wear the outfit , 1 sometimes 2 rounds then scene ends error 6 in log. Don't wear the outfit and completes just fine every time. I moved on a few weeks ago to continue testing and updating a mod. Several hours of gameplay with this and no further issues when not wearing the outfit. Don't know enough about the internals of AFF to know why this would be but I know it is at least my issue as I've test way too many times for it not to be it.

 

If you are wearing an easy girl outfit remove all of the clothing from your PC and try again.I would be curious to know if someone else is having this issue. To clarify I don't believe it has anything to do with AFF Vilolate I suspect any mod that has multiple turns with conditions to end them when an animation is already playing would behave this way with AFF.

Posted
8 hours ago, Toddi said:

Tried that, didn´t help.

 

 

loadorder.txt

Papyrus.0.log

Same issue as before.  When Violate starts the second animation, AAF returns Error 6 in SceneInit event, which means it thinks one of the actors is busy.  Violate checks aggressors for the AAF_ActorBusy keyword to avoid trying to use the same actor in two animations -- which would definitely result in an Error 6 -- so it's most ikely your character that is somehow stuck with that keyword.  To avoid scenes getting stuck, Violate always ends the scene if AAF reports any errors.

 

I don't have any good suggestions for fixing this, though I would definitely look at what @shane4244 recommends..

Posted
4 hours ago, ThisIsAScrub said:

so for some reason i cant aim or shoot or do any kind of fighting after aaf violate gets triggered, then deactivated. did i do something wrong on my end or is this a bug?

I don't know, I have never encountered that before.  Follow the instructions in this post, paste your papyrus.0.log as an attachment and I'll take a look.

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