Jump to content

Recommended Posts

10 minutes ago, Agnot2014 said:

I am hoping you will be able to tell me what’s going wrong with my Violate recently. No file changes have been made but I am getting only two scenes and the end of which the assailants are immediately hostile. I have included a Papyrus log.

 

They attacked me so I killed them as I was naked and being shot at.

 

Papyrus.0.log

You need to turn on Debug Messages in the Violate MCM.

Link to comment
32 minutes ago, Agnot2014 said:

Sorry clean forgot.

Exactly the same actors luckily I had saved just before I met them, so this is a repeat with the Debug Messages ON.

 

Papyrus.0.log

 

Thank You for taking a look.

This is really weird.  I annotated the logs so I could make sense of it:
 

Spoiler

 

Here is where the first animation starts.  The AAF events in green show the AAF sceneInit and animationStop events.  SEU is also running and it also detects the same events, but it just logs them since the events are not for animations that it started.

 

[02/13/2019 - 06:36:09PM] AFV report: setting major function ON from StartSex function
[02/13/2019 - 06:36:11PM] AFV report: FindRapistFor Jenna function ended and interrupted is 0 found is 1
[02/13/2019 - 06:36:11PM] AFV report: zeroed interrupt
[02/13/2019 - 06:36:11PM] AFV report: bPlayerInterrupt is False
[02/13/2019 - 06:36:11PM] AFV report: bCompanionInterrupt is True
[02/13/2019 - 06:36:11PM] AFV report: CheckForRapeEnd start, interrupted is 0
[02/13/2019 - 06:36:14PM] FPE [fpfp_basepregdata < (FF0FE59E)>] holding actor [Actor < (FF0FB232)>] | We have initialized!
[02/13/2019 - 06:36:17PM] AAF SEU Debug: SceneInit event
[02/13/2019 - 06:36:17PM] AFV report: SceneInit event

[02/13/2019 - 06:36:17PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeAngry (000FA84A)>]
[02/13/2019 - 06:36:17PM] AAF SEU Debug: AnimationStart event
[02/13/2019 - 06:36:17PM] AFV report: AnimationStart event

 

Then 30 seconds later we see the animationStop event, as expected.  Again, both Violate and SEU log the event:


[02/13/2019 - 06:36:48PM] AAF SEU Debug: AnimationStop position: Leito SuperMutant Standing Sideways
[02/13/2019 - 06:36:48PM] AFV report: AnimationStop event

[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors.length 2 max rounds 4 cur round 0
[02/13/2019 - 06:36:48PM] error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias plPlayer on quest PlayerComments (67000F99)].PlayerComments_EventsScript.OnHit() - "C:\USERS\GREGORY\APPDATA\LOCAL\TEMP\PapyrusTemp\PlayerComments_EventsScript.psc" Line 109
[02/13/2019 - 06:36:48PM] warning: Assigning None to a non-object variable named "::temp84"
stack:
    [alias plPlayer on quest PlayerComments (67000F99)].PlayerComments_EventsScript.OnHit() - "C:\USERS\GREGORY\APPDATA\LOCAL\TEMP\PapyrusTemp\PlayerComments_EventsScript.psc" Line 109
[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors[0] Jenna is player
[02/13/2019 - 06:36:48PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>]
[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors[1] Super Mutant is aggressor

 

Now Violate starts a new round since the previous round ended:


[02/13/2019 - 06:36:48PM] AFV report: cur round is 1 max rounds are 4
[02/13/2019 - 06:36:48PM] AFV report: start looking for rapists. max index is 1
[02/13/2019 - 06:36:48PM] AFV report: FindRapistFor Jenna
[02/13/2019 - 06:36:48PM] AFV report: cur rapist index is 1
[02/13/2019 - 06:36:48PM] AFV report: cur rapist exists
[02/13/2019 - 06:36:48PM] AFV report: cur rapist is not dead
[02/13/2019 - 06:36:48PM] AFV report: rapist found
[02/13/2019 - 06:36:48PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>]

 

Some internal AAF warnings, not sure if these are anything to worry about:


[02/13/2019 - 06:36:50PM] error: alias AAF_MarkerList on quest AAF_MainQuest (0B000F99): Cannot remove a None reference from the alias.
stack:
    [alias AAF_MarkerList on quest AAF_MainQuest (0B000F99)].RefCollectionAlias.RemoveRef() - "<native>" Line ?
    [AAF_MainQuest (0B000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 1172
[02/13/2019 - 06:36:50PM] error: Cannot call Delete() on a None object, aborting function call
stack:
    [AAF_MainQuest (0B000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 1175

 

But wait: two seconds after the animation ended, we get a second animationStop event from AAF, for the same animation and the same actors:


[02/13/2019 - 06:36:50PM] AAF SEU Debug: AnimationStop position: Leito SuperMutant Standing Sideways
[02/13/2019 - 06:36:50PM] AFV report: AnimationStop event

[02/13/2019 - 06:36:50PM] AFV report: AnimationEnd actors.length 2 max rounds 4 cur round 1
[02/13/2019 - 06:36:51PM] AFV report: AnimationEnd actors[0] Jenna is player
[02/13/2019 - 06:36:51PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypePleading (00111073)>]
[02/13/2019 - 06:36:51PM] AFV report: AnimationEnd actors[1] Super Mutant is not in sex faction!

 

This time, Violate complains that the aggressor is not in the sex faction - which is correct, since that actor was removed from the faction when we got the first animationStop event.

 

 

In short, the first animation played, AAF sent an AnimationStop event for it, then two seconds later it sent another AnimationStop for the same animation.  This caused Violate to try to play two different animations on the player at almost the same time, which resulted in an AAF "Actor is already in an animation" error.  Violate then ended the scene due to the error.

 

I'm not sure what I could do about this, and as far as I know I have never seen AAF do this before.  I will have to do some testing and see if I can reproduce it.

Link to comment
27 minutes ago, EgoBallistic said:

This is really weird.  I annotated the logs so I could make sense of it:
 

  Reveal hidden contents

 

Here is where the first animation starts.  The AAF events in green show the AAF sceneInit and animationStop events.  SEU is also running and it also detects the same events, but it just logs them since the events are not for animations that it started.

 

[02/13/2019 - 06:36:09PM] AFV report: setting major function ON from StartSex function
[02/13/2019 - 06:36:11PM] AFV report: FindRapistFor Jenna function ended and interrupted is 0 found is 1
[02/13/2019 - 06:36:11PM] AFV report: zeroed interrupt
[02/13/2019 - 06:36:11PM] AFV report: bPlayerInterrupt is False
[02/13/2019 - 06:36:11PM] AFV report: bCompanionInterrupt is True
[02/13/2019 - 06:36:11PM] AFV report: CheckForRapeEnd start, interrupted is 0
[02/13/2019 - 06:36:14PM] FPE [fpfp_basepregdata < (FF0FE59E)>] holding actor [Actor < (FF0FB232)>] | We have initialized!
[02/13/2019 - 06:36:17PM] AAF SEU Debug: SceneInit event
[02/13/2019 - 06:36:17PM] AFV report: SceneInit event

[02/13/2019 - 06:36:17PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeAngry (000FA84A)>]
[02/13/2019 - 06:36:17PM] AAF SEU Debug: AnimationStart event
[02/13/2019 - 06:36:17PM] AFV report: AnimationStart event

 

Then 30 seconds later we see the animationStop event, as expected.  Again, both Violate and SEU log the event:


[02/13/2019 - 06:36:48PM] AAF SEU Debug: AnimationStop position: Leito SuperMutant Standing Sideways
[02/13/2019 - 06:36:48PM] AFV report: AnimationStop event

[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors.length 2 max rounds 4 cur round 0
[02/13/2019 - 06:36:48PM] error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias plPlayer on quest PlayerComments (67000F99)].PlayerComments_EventsScript.OnHit() - "C:\USERS\GREGORY\APPDATA\LOCAL\TEMP\PapyrusTemp\PlayerComments_EventsScript.psc" Line 109
[02/13/2019 - 06:36:48PM] warning: Assigning None to a non-object variable named "::temp84"
stack:
    [alias plPlayer on quest PlayerComments (67000F99)].PlayerComments_EventsScript.OnHit() - "C:\USERS\GREGORY\APPDATA\LOCAL\TEMP\PapyrusTemp\PlayerComments_EventsScript.psc" Line 109
[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors[0] Jenna is player
[02/13/2019 - 06:36:48PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>]
[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors[1] Super Mutant is aggressor

 

Now Violate starts a new round since the previous round ended:


[02/13/2019 - 06:36:48PM] AFV report: cur round is 1 max rounds are 4
[02/13/2019 - 06:36:48PM] AFV report: start looking for rapists. max index is 1
[02/13/2019 - 06:36:48PM] AFV report: FindRapistFor Jenna
[02/13/2019 - 06:36:48PM] AFV report: cur rapist index is 1
[02/13/2019 - 06:36:48PM] AFV report: cur rapist exists
[02/13/2019 - 06:36:48PM] AFV report: cur rapist is not dead
[02/13/2019 - 06:36:48PM] AFV report: rapist found
[02/13/2019 - 06:36:48PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>]

 

Some internal AAF warnings, not sure if these are anything to worry about:


[02/13/2019 - 06:36:50PM] error: alias AAF_MarkerList on quest AAF_MainQuest (0B000F99): Cannot remove a None reference from the alias.
stack:
    [alias AAF_MarkerList on quest AAF_MainQuest (0B000F99)].RefCollectionAlias.RemoveRef() - "<native>" Line ?
    [AAF_MainQuest (0B000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 1172
[02/13/2019 - 06:36:50PM] error: Cannot call Delete() on a None object, aborting function call
stack:
    [AAF_MainQuest (0B000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 1175

 

But wait: two seconds after the animation ended, we get a second animationStop event from AAF, for the same animation and the same actors:


[02/13/2019 - 06:36:50PM] AAF SEU Debug: AnimationStop position: Leito SuperMutant Standing Sideways
[02/13/2019 - 06:36:50PM] AFV report: AnimationStop event

[02/13/2019 - 06:36:50PM] AFV report: AnimationEnd actors.length 2 max rounds 4 cur round 1
[02/13/2019 - 06:36:51PM] AFV report: AnimationEnd actors[0] Jenna is player
[02/13/2019 - 06:36:51PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypePleading (00111073)>]
[02/13/2019 - 06:36:51PM] AFV report: AnimationEnd actors[1] Super Mutant is not in sex faction!

 

This time, Violate complains that the aggressor is not in the sex faction - which is correct, since that actor was removed from the faction when we got the first animationStop event.

 

 

In short, the first animation played, AAF sent an AnimationStop event for it, then two seconds later it sent another AnimationStop for the same animation.  This caused Violate to try to play two different animations on the player at almost the same time, which resulted in an AAF "Actor is already in an animation" error.  Violate then ended the scene due to the error.

 

I'm not sure what I could do about this, and as far as I know I have never seen AAF do this before.  I will have to do some testing and see if I can reproduce it.

Thank You.

It wasn’t just a fluke as it happened the same after loading a save before I met them. But the encounter must have already been chosen on the bridge as it was SuperMutants both times.

But I have had this with Raiders as well this is just the latest.

Link to comment
1 hour ago, EgoBallistic said:

This is really weird.  I annotated the logs so I could make sense of it:
 

  Reveal hidden contents

 

Here is where the first animation starts.  The AAF events in green show the AAF sceneInit and animationStop events.  SEU is also running and it also detects the same events, but it just logs them since the events are not for animations that it started.

 

[02/13/2019 - 06:36:09PM] AFV report: setting major function ON from StartSex function
[02/13/2019 - 06:36:11PM] AFV report: FindRapistFor Jenna function ended and interrupted is 0 found is 1
[02/13/2019 - 06:36:11PM] AFV report: zeroed interrupt
[02/13/2019 - 06:36:11PM] AFV report: bPlayerInterrupt is False
[02/13/2019 - 06:36:11PM] AFV report: bCompanionInterrupt is True
[02/13/2019 - 06:36:11PM] AFV report: CheckForRapeEnd start, interrupted is 0
[02/13/2019 - 06:36:14PM] FPE [fpfp_basepregdata < (FF0FE59E)>] holding actor [Actor < (FF0FB232)>] | We have initialized!
[02/13/2019 - 06:36:17PM] AAF SEU Debug: SceneInit event
[02/13/2019 - 06:36:17PM] AFV report: SceneInit event

[02/13/2019 - 06:36:17PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeAngry (000FA84A)>]
[02/13/2019 - 06:36:17PM] AAF SEU Debug: AnimationStart event
[02/13/2019 - 06:36:17PM] AFV report: AnimationStart event

 

Then 30 seconds later we see the animationStop event, as expected.  Again, both Violate and SEU log the event:


[02/13/2019 - 06:36:48PM] AAF SEU Debug: AnimationStop position: Leito SuperMutant Standing Sideways
[02/13/2019 - 06:36:48PM] AFV report: AnimationStop event

[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors.length 2 max rounds 4 cur round 0
[02/13/2019 - 06:36:48PM] error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias plPlayer on quest PlayerComments (67000F99)].PlayerComments_EventsScript.OnHit() - "C:\USERS\GREGORY\APPDATA\LOCAL\TEMP\PapyrusTemp\PlayerComments_EventsScript.psc" Line 109
[02/13/2019 - 06:36:48PM] warning: Assigning None to a non-object variable named "::temp84"
stack:
    [alias plPlayer on quest PlayerComments (67000F99)].PlayerComments_EventsScript.OnHit() - "C:\USERS\GREGORY\APPDATA\LOCAL\TEMP\PapyrusTemp\PlayerComments_EventsScript.psc" Line 109
[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors[0] Jenna is player
[02/13/2019 - 06:36:48PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>]
[02/13/2019 - 06:36:48PM] AFV report: AnimationEnd actors[1] Super Mutant is aggressor

 

Now Violate starts a new round since the previous round ended:


[02/13/2019 - 06:36:48PM] AFV report: cur round is 1 max rounds are 4
[02/13/2019 - 06:36:48PM] AFV report: start looking for rapists. max index is 1
[02/13/2019 - 06:36:48PM] AFV report: FindRapistFor Jenna
[02/13/2019 - 06:36:48PM] AFV report: cur rapist index is 1
[02/13/2019 - 06:36:48PM] AFV report: cur rapist exists
[02/13/2019 - 06:36:48PM] AFV report: cur rapist is not dead
[02/13/2019 - 06:36:48PM] AFV report: rapist found
[02/13/2019 - 06:36:48PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>]

 

Some internal AAF warnings, not sure if these are anything to worry about:


[02/13/2019 - 06:36:50PM] error: alias AAF_MarkerList on quest AAF_MainQuest (0B000F99): Cannot remove a None reference from the alias.
stack:
    [alias AAF_MarkerList on quest AAF_MainQuest (0B000F99)].RefCollectionAlias.RemoveRef() - "<native>" Line ?
    [AAF_MainQuest (0B000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 1172
[02/13/2019 - 06:36:50PM] error: Cannot call Delete() on a None object, aborting function call
stack:
    [AAF_MainQuest (0B000F99)].aaf:aaf_mainquestscript.OnUnlockActor() - "C:\Games\MO2_BASE\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_MainQuestScript.psc" Line 1175

 

But wait: two seconds after the animation ended, we get a second animationStop event from AAF, for the same animation and the same actors:


[02/13/2019 - 06:36:50PM] AAF SEU Debug: AnimationStop position: Leito SuperMutant Standing Sideways
[02/13/2019 - 06:36:50PM] AFV report: AnimationStop event

[02/13/2019 - 06:36:50PM] AFV report: AnimationEnd actors.length 2 max rounds 4 cur round 1
[02/13/2019 - 06:36:51PM] AFV report: AnimationEnd actors[0] Jenna is player
[02/13/2019 - 06:36:51PM] AFV report: set Jenna faceAnim to [Keyword <AnimFaceArchetypePleading (00111073)>]
[02/13/2019 - 06:36:51PM] AFV report: AnimationEnd actors[1] Super Mutant is not in sex faction!

 

This time, Violate complains that the aggressor is not in the sex faction - which is correct, since that actor was removed from the faction when we got the first animationStop event.

 

 

In short, the first animation played, AAF sent an AnimationStop event for it, then two seconds later it sent another AnimationStop for the same animation.  This caused Violate to try to play two different animations on the player at almost the same time, which resulted in an AAF "Actor is already in an animation" error.  Violate then ended the scene due to the error.

 

I'm not sure what I could do about this, and as far as I know I have never seen AAF do this before.  I will have to do some testing and see if I can reproduce it.

Just trying to help: I went back to the exact save and approached the SuperMutants but this time I used RSE Surrender. Things didn’t go right with this either after 4 scenes it kept telling me I should get away but then go into another scene. In the end I had to force a stop using the AAF END key.

I have attached the Papyrus RSE Surrender Log – renamed to keep track of which is which.

 

Papyrus RSE Surrender.0.log

Link to comment
2 hours ago, Agnot2014 said:

Just trying to help: I went back to the exact save and approached the SuperMutants but this time I used RSE Surrender. Things didn’t go right with this either after 4 scenes it kept telling me I should get away but then go into another scene. In the end I had to force a stop using the AAF END key.

I have attached the Papyrus RSE Surrender Log – renamed to keep track of which is which.

 

Papyrus RSE Surrender.0.log

Can't make much headway with the RSE log.

 

I tried reproducing your setup as best I could - I installed RSE, FPE, and Player Comments, and went back to AAF 48.  I tried several different scenes but I could never make this happen.

 

I have to think this is something inside of AAF, though.  Since the OnAnimationStop event was reported by more than one mod, we know it really happened - it's not just Violate somehow processing the same event twice.

 

Only thing I can really suggest is to make a new copy of your save (so you have the existing one to fall back on if anything goes wrong), then update to the latest version of AAF.  Updating it will completely reset all its internal variables, and hopefully get it out of whatever state is causing this to happen.

Link to comment
8 hours ago, EgoBallistic said:

Can't make much headway with the RSE log.

 

I tried reproducing your setup as best I could - I installed RSE, FPE, and Player Comments, and went back to AAF 48.  I tried several different scenes but I could never make this happen.

 

I have to think this is something inside of AAF, though.  Since the OnAnimationStop event was reported by more than one mod, we know it really happened - it's not just Violate somehow processing the same event twice.

 

Only thing I can really suggest is to make a new copy of your save (so you have the existing one to fall back on if anything goes wrong), then update to the latest version of AAF.  Updating it will completely reset all its internal variables, and hopefully get it out of whatever state is causing this to happen.

Thank You.

I thought it may have been caused by script lag.

Ok so I needed a good reason to update AAF and this is it.

I thank you for your time and patience.

Link to comment
2 hours ago, bombergob said:

Having an issue with both surrendering and getting npc's to surrender. Played around to make sure the animations worked and set all the options to "both" or "everything" to make sure it wasn't a setting thing. The manual surrender button also doesn't seem to work.

 

Papyrus.0.log

All of the scripts from Violate are reporting they are the wrong type, so they are unable to run:

 

[02/14/2019 - 04:24:05AM] Error: Unable to link type of variable "::FPV_Script_var" on object "FPV_MCM_Script"
[02/14/2019 - 04:24:05AM] Error: Unable to link type of property "FPV_Script" on object "FPV_MCM_Script"
[02/14/2019 - 04:24:05AM] Error: Unable to link types associated with function "ForceSurrenderHotkey" in state "" on object "FPV_MCM_Script".
[02/14/2019 - 04:24:05AM] error: Unable to bind script FPV_MCM_Script to FPV_Player (5C000F99) because their base types do not match
[02/14/2019 - 04:24:05AM] Error: Unable to link type of variable "FPV_Script" on object "FPV_FightBack"
[02/14/2019 - 04:24:05AM] Error: Unable to link type of variable "::FPV_MCM_var" on object "FPV_MainQuestScript"
[02/14/2019 - 04:24:05AM] Error: Unable to link type of property "FPV_MCM" on object "FPV_MainQuestScript"
[02/14/2019 - 04:24:05AM] Error: Unable to link types associated with function "::remote_FPV_MCM_Script_OnForceUpdate" in state "" on object "FPV_MainQuestScript".
[02/14/2019 - 04:24:05AM] error: Unable to bind script FPV_MainQuestScript to FPV_MainQuest (5C01A390) because their base types do not match

 

This usually means that you have script data in your save that doesn't match the installed script files.  I see in your log that it looks as if you have installed and uninstalled mods like FlashyPlay.  Did you have another version of Violate at one time, like the Four-Play version?

Link to comment
6 hours ago, Agnot2014 said:

Thank You.

I thought it may have been caused by script lag.

Ok so I needed a good reason to update AAF and this is it.

I thank you for your time and patience.

Update:

Ok I updated to AAF Beta 58-31304-58b-1549347116

 

Did a scene with a single Feral Ghoul and all 4 scenes played and ended with I need to escape without the Feral becoming aggressive, perfect.

Then a scene with 2 SuperMutants. After the second scene they both became instantly aggressive.

Papyrus1st.0.log

 

I updated the Themes to:

AAF_BasicAnimations_Theme_V190131.1

AAF_SexAnimations_Theme_V190206.0

AAF_KinkyAnimations_Themes_V190206.1#

Updated to AAF Violate V0.62

 

Changed RSE CSA Rape count to 4 same as in AAF Violate.

 

I had a scene with 2 SuperMutants although all the scenes this time were 3somes all 4 played to the end without any aggression and I got the need to escape note.

 

Papyrus2nd.0.log

 

P.S should I reinstall AAF - Compatibility Patches V3.0 after updating the Themes?

Link to comment
3 hours ago, Agnot2014 said:

Update:

Ok I updated to AAF Beta 58-31304-58b-1549347116

 

Did a scene with a single Feral Ghoul and all 4 scenes played and ended with I need to escape without the Feral becoming aggressive, perfect.

Then a scene with 2 SuperMutants. After the second scene they both became instantly aggressive.

Papyrus1st.0.log

Same thing happened as before - you got two AnimationStop events for the first Super Mutant animation.  That leads to a sequence of events where Violate has already ended the scene and un-pacified the enemies, so as soon as the second animation ends the aggressors are immediately hostile.

 

Quote

I updated the Themes to:

AAF_BasicAnimations_Theme_V190131.1

AAF_SexAnimations_Theme_V190206.0

AAF_KinkyAnimations_Themes_V190206.1#

Updated to AAF Violate V0.62

 

Changed RSE CSA Rape count to 4 same as in AAF Violate.

 

I had a scene with 2 SuperMutants although all the scenes this time were 3somes all 4 played to the end without any aggression and I got the need to escape note.

 

Papyrus2nd.0.log

Just to be clear -- you mention changing the RSE settings, but the log shows you surrendered using Violate.  The Violate scene happened without any problems this time.  All four animations got a single AnimationStop event as expected, and the aggressors remained pacified for 30 seconds after you were released.
 

Quote

P.S should I reinstall AAF - Compatibility Patches V3.0 after updating the Themes? 

There is no need to do that, there are no file conflicts between the Themes and Compatibility Patches.

Link to comment
1 hour ago, EgoBallistic said:

Same thing happened as before - you got two AnimationStop events for the first Super Mutant animation.  That leads to a sequence of events where Violate has already ended the scene and un-pacified the enemies, so as soon as the second animation ends the aggressors are immediately hostile.

 

Just to be clear -- you mention changing the RSE settings, but the log shows you surrendered using Violate.  The Violate scene happened without any problems this time.  All four animations got a single AnimationStop event as expected, and the aggressors remained pacified for 30 seconds after you were released.
 

There is no need to do that, there are no file conflicts between the Themes and Compatibility Patches.

I was just noting what I did as I did it, should have removed the Changed RSE CSA Rape count to 4 same as in AAF Violate as I thought they may conflict but obviously not.

 

I thank you for your advice as well. The reinstalling and updating did the trick. I won’t be reinstalling the Compatibility Patches.

Link to comment
11 hours ago, EgoBallistic said:

All of the scripts from Violate are reporting they are the wrong type, so they are unable to run:

 

[02/14/2019 - 04:24:05AM] Error: Unable to link type of variable "::FPV_Script_var" on object "FPV_MCM_Script"
[02/14/2019 - 04:24:05AM] Error: Unable to link type of property "FPV_Script" on object "FPV_MCM_Script"
[02/14/2019 - 04:24:05AM] Error: Unable to link types associated with function "ForceSurrenderHotkey" in state "" on object "FPV_MCM_Script".
[02/14/2019 - 04:24:05AM] error: Unable to bind script FPV_MCM_Script to FPV_Player (5C000F99) because their base types do not match
[02/14/2019 - 04:24:05AM] Error: Unable to link type of variable "FPV_Script" on object "FPV_FightBack"
[02/14/2019 - 04:24:05AM] Error: Unable to link type of variable "::FPV_MCM_var" on object "FPV_MainQuestScript"
[02/14/2019 - 04:24:05AM] Error: Unable to link type of property "FPV_MCM" on object "FPV_MainQuestScript"
[02/14/2019 - 04:24:05AM] Error: Unable to link types associated with function "::remote_FPV_MCM_Script_OnForceUpdate" in state "" on object "FPV_MainQuestScript".
[02/14/2019 - 04:24:05AM] error: Unable to bind script FPV_MainQuestScript to FPV_MainQuest (5C01A390) because their base types do not match

 

This usually means that you have script data in your save that doesn't match the installed script files.  I see in your log that it looks as if you have installed and uninstalled mods like FlashyPlay.  Did you have another version of Violate at one time, like the Four-Play version?

I had RSE installed at one point but liked the look of this mod a bit better. Would that be an issue? Only ever installed this version. My animations weren't working on my old save file so I created a new one to get it working. Should I try that again? 

 

Link to comment
1 hour ago, crazybongo said:

Quick question, im having issues with the female/female violation to work correctly. On top of that when i attempt to manually select a scene with female/female (strap-on/futa) nothing occurs. Did i miss part of the guide or step?? Steps would be appreciated.

It sounds as if you don't have any FF animations installed.

 

I don't know what you have installed or what guides you followed, so I can't say what you might have missed.  If you installed the mods listed in the Installation Order on this mod's front page you should have working FF animations.  The specific mods that will give you working FF animations with strap-ons are:

  1. Strap-ons of Fallout 4
  2. FO4_AnimationsByLeito_v2.0a.7z
  3. AAF patch for leito and crazy fomod v31b.7z
  4. AAF Compatibility Patches

If you install the above in that order, then rebuild the strap-ons in BodySlide, you should have working FF animations.

 

20190216025837_1.thumb.jpg.44bfd43a829902a869a6934532e96015.jpg

Link to comment
On 2/7/2019 at 7:11 PM, EgoBallistic said:

The $FPV means there is no translation file for your game language.  In the Data\Interface\Translations folder there is a file called "AAF_Violate_En.TXT".  Rename that to "AAF_Violate_PtBr.TXT".  That will give you the MCM in English.

 

As far as sticking in surrender animation, I don't know.  Even if you have no animation packs with Super Mutant animations installed, the scene should end.  Could you follow the instructions in this post, make the problem happen again, and post your papyrus.0.log as an attachment so I can take a look?

 

@EgoBallistic 

Here is my log: Papyrus.0.log  hope i got it right.

Link to comment
1 hour ago, andead said:

 

@EgoBallistic 

Here is my log: Papyrus.0.log  hope i got it right.

For some reason, Violate is unable to find the AAF API.  So all of the AAF function calls are failing.

 

Try going into the MCM and select "Update!" under Global Options.  That should reset all of Violate's quests and hopefully it will be able to find the AAF scripts again.

Link to comment

I only seem to have two choices for Aggressor Races...Toggle On and Off.Am I missing something?I have the newest version as far as I can tell.

I have the AAF Creature pack and other animation packs with creature animations.For example, F.E.V. hounds or Mirelurks are not surrender options

and don't recieve animations.What actual creatures are supposed to recieve animations?Thanks.

Link to comment
2 hours ago, blackscot123 said:

I only seem to have two choices for Aggressor Races...Toggle On and Off.Am I missing something?I have the newest version as far as I can tell.

I have the AAF Creature pack and other animation packs with creature animations.For example, F.E.V. hounds or Mirelurks are not surrender options

and don't recieve animations.What actual creatures are supposed to recieve animations?Thanks.

The Aggressor Races setting is a slider with three options: default, extended, and everything.  Which races are supported by each setting is listed in the 4th item in the FAQ section of the mod front page.

 

You can surrender to mirelurks if you have races set to everything.  There are no FEV hound animations currently so I have not added the ability to surrender to them.

Link to comment

Is it possible for Violate to support more actors? Some animation packs now have 3/5/8 + 1 actors (PC).

It was already mentioned a few posts above, but also possibly include god mode prior to surrendering? God Mode in MCM works fine after surrendering/defeat, but at survival difficulty, lots of events can one-shot the player (glass cannon builds / low levels / getting a direct mininuke/missile hit). Not sure how this would work though, probably introduce a protected status to the player > enter bleed out state > combatants approach > (optional relieved of items) > violation?

Link to comment

Hey! I'm kinda late to the party and new to modding and I can't get this to work at all. Neither the surrender nor the animations trigger for me.

I have an entry and options for the MOD in the MCM but enemies just kill me or I kill them without anyone surrendering...

I have no clue what I did wrong.

Is it possible that live dismemberment or any other mod interfere with it?

 

Link to comment
5 hours ago, nemesis666 said:

Hey! I'm kinda late to the party and new to modding and I can't get this to work at all. Neither the surrender nor the animations trigger for me.

I have an entry and options for the MOD in the MCM but enemies just kill me or I kill them without anyone surrendering...

I have no clue what I did wrong.

Is it possible that live dismemberment or any other mod interfere with it?

Some questions to narrow down the problem:

 

- Did you see the AAF Violate initialization messages the first time you loaded your game after installing the mod?

- Tturn on Debug Messages in the Global Options in MCM.  Then, in game, hit the manual surrender hotkey.  Do you see a "AFV report: Control down: " message?

- Are you able to bring up the AAF wizard by hitting the [Home] key?

Link to comment
3 hours ago, EgoBallistic said:

Some questions to narrow down the problem:

 

- Did you see the AAF Violate initialization messages the first time you loaded your game after installing the mod?

- Tturn on Debug Messages in the Global Options in MCM.  Then, in game, hit the manual surrender hotkey.  Do you see a "AFV report: Control down: " message?

- Are you able to bring up the AAF wizard by hitting the [Home] key?

Hey! Thank you very much for the fast replay!

None of what you mentioned is the case.

Didn't have a message pop when installed or hitting the surrender hotkey (with debug messages enabled)

Hitting home key does nothing as well.

Link to comment

Hi everyone! I'm sorry in advance for being such noob but I don't know how to make the males nude and erect? My character is a girl. AAF Violator mechanics and all animations work perfectly. The only issue I have is that, well, they're all dry humping my character with their clothes on :D. Anyone know how to make the NPC males nude and erect in the animations?

Link to comment

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
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use