Fiona159 Posted May 9, 2019 Posted May 9, 2019 7 hours ago, EgoBallistic said: The mod is working fine. After Violate tells AAF to start an animation, it starts a 10-second timer. The timer is canceled when AAF sends a SceneInit event. If the timer expires before AAF responds, you get the "AAF did not respond" messagebox. So the problem is happening within AAF. This could be because of problems with animation XMLs, it could be that the version of AAF you are using is out of date, etc. If you can make the problem happen again and post your script log here as an attachment, I can take a look at it. Instructions on how to do this are in this post. This gives an error.After sex once the enemies become aggressive and attack.Version 0.62 works properly.So I'll stay with her for now. Spoiler Papyrus.0.log
Nebuchadnezzer2 Posted May 9, 2019 Posted May 9, 2019 2 hours ago, Fiona159 said: This gives an error.After sex once the enemies become aggressive and attack.Version 0.62 works properly.So I'll stay with her for now. Reveal hidden contents Papyrus.0.log 101.58 kB · 2 downloads Quote [05/09/2019 - 09:56:37PM] error: Cannot call RemoveFromFaction() on a None object, aborting function call stack: [alias Player_Main on quest AE_Main (63000F9B)].AE_Player_Main.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Users\Joer\AppData\Local\Temp\PapyrusTemp\AE_Player_Main.psc" Line 186 [05/09/2019 - 09:56:37PM] error: Cannot call RemoveFromFaction() on a None object, aborting function call stack: [alias Player_Main on quest AE_Main (63000F9B)].AE_Player_Main.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Users\Joer\AppData\Local\Temp\PapyrusTemp\AE_Player_Main.psc" Line 188 That'll probably be why. Curiously happened 1min prior in the log too. AAF's probably seeing that there's an issue with factions/the exit sequence and goes to abort it and start combat again. Had another interesting issue for @EgoBallistic myself. (This is with the update) After a surrender or two in the Combat Zone, Cait's found herself stuck in the 'enemy surrender' anim/dialogue. Went and recruited her as a companion, and still stays in it. Can assault her, releasing doesn't appear to do anything, and it's even persisted through a recycleactor [figured I'd also try the actorbusy removal, nada]. She'll stand and walk if I stay away from her, but once I attempt to start conversation, goes right to the 'enemy surrendered'. Just re-enabled debug-to-log in AAF now, but I'll throw the log for it up anyway. Spoiler Papyrus.0.log
EgoBallistic Posted May 9, 2019 Author Posted May 9, 2019 49 minutes ago, Nebuchadnezzer2 said: That'll probably be why. Curiously happened 1min prior in the log too. AAF's probably seeing that there's an issue with factions/the exit sequence and goes to abort it and start combat again. The error you quoted, [05/09/2019 - 09:56:37PM] error: Cannot call RemoveFromFaction() on a None object, aborting function call stack: [alias Player_Main on quest AE_Main (63000F9B)].AE_Player_Main.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Users\Joer\AppData\Local\Temp\PapyrusTemp\AE_Player_Main.psc" Line 186 is a script error in the OnAnimationStop handler in Autonomy Enhanced (AE_Player_Main). So it is a red herring in this case. The problem @Fiona159 is having is that AAF takes a bit longer to complete scene initialization on some setups than others, depending on the PC, the script load, etc. It never took close to 10 seconds on my system, but I shouldn't assume that's the same for all situations. Quote After a surrender or two in the Combat Zone, Cait's found herself stuck in the 'enemy surrender' anim/dialogue. Went and recruited her as a companion, and still stays in it. Can assault her, releasing doesn't appear to do anything, and it's even persisted through a recycleactor [figured I'd also try the actorbusy removal, nada]. She'll stand and walk if I stay away from her, but once I attempt to start conversation, goes right to the 'enemy surrendered'. Just re-enabled debug-to-log in AAF now, but I'll throw the log for it up anyway. So if I understand the log and your description correctly, Cait wasn't a companion yet when she surrendered. She probably got hit by accident and surrendered like any other NPC would. You should be able to get her out of the surrender state by doing "clearquestaliases fpv_aggressor". She may not actually get up until she switches to another AI package, i.e. if you tell her to follow you or give her a command.
EgoBallistic Posted May 9, 2019 Author Posted May 9, 2019 New Version 0.71 uploaded. Removed the AAF check timer. AAF Violate will no longer issue the "AAF did not respond" message after 10 seconds if AAF didn't send any events. Too many false positives due to script load, scanning time, and and other factors. You do not need a clean save to update. Simply uninstall the old version, install the new version, and load your game. 1
Nebuchadnezzer2 Posted May 9, 2019 Posted May 9, 2019 26 minutes ago, EgoBallistic said: The error you quoted, [05/09/2019 - 09:56:37PM] error: Cannot call RemoveFromFaction() on a None object, aborting function call stack: [alias Player_Main on quest AE_Main (63000F9B)].AE_Player_Main.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Users\Joer\AppData\Local\Temp\PapyrusTemp\AE_Player_Main.psc" Line 186 is a script error in the OnAnimationStop handler in Autonomy Enhanced (AE_Player_Main). So it is a red herring in this case. The problem @Fiona159 is having is that AAF takes a bit longer to complete scene initialization on some setups than others, depending on the PC, the script load, etc. It never took close to 10 seconds on my system, but I shouldn't assume that's the same for all situations. So if I understand the log and your description correctly, Cait wasn't a companion yet when she surrendered. She probably got hit by accident and surrendered like any other NPC would. You should be able to get her out of the surrender state by doing "clearquestaliases fpv_aggressor". She may not actually get up until she switches to another AI package, i.e. if you tell her to follow you or give her a command. Yeah, missed the AE_Main part of that. Makes sense. Nah, she wasn't, and yes, probably got shot by Piper. Cheers for that.
EgoBallistic Posted May 10, 2019 Author Posted May 10, 2019 AAF Violate Reworded Patch for V 0.71 Some time ago, @neokio posted a patch that modifies the dialogue in AAF Violate. That patch was made for Violate 0.62 and is not compatible with 0.71. I have updated the patch so that it will work with the current version of Violate. It rewrites all of the dialogue lines in the mod and some users may prefer it to the regular version. So, I am posting it here. The patch is an .esp flagged as an esl so it will not add to your load order limit. It must be loaded after AAF_Violate.esp. AAF_Violate_V0.71_Reworded_Patch.7z
Nebuchadnezzer2 Posted May 10, 2019 Posted May 10, 2019 Few issues that I'm not really sure on. One I'm semi-accidentally causing, by trying to use 'kill' on the last/'sole' aggressor to end the Violate event before the sex-exhaustion is reached. Kinda my own fault for most of those, but AAF/Violate's not picking up on the aggressor death properly either. Also not sure if 'tfc' while waiting for a player-event to start, during a follower's event breaks something or not, cause it was after I'd done that, that post-Violate-event, I couldn't pull weapons back out, similar to when DD equipped items stop you doing the same. Anyway; Spoiler Went from Here, workin fine, to Here, definitely not working fine, with two others There's also this; Which is from Here, and as far as I can tell, shouldn't actually be getting called. Also had some issues with sounds not playing for some animations they should be. Have had that before once or twice, but they're usually fairly consistent. Logs;Papyrus.0.log Papyrus.1.log Adding the second one as it has another example(s) of calling incorrect animations, line 1052. Can search and find a few more example of that in the most recent log as well. Thiiiiink I'm gunna cut down the mod list, run the GFV and start a new save... On a brighter note, if you need me to see if I can break something...
EgoBallistic Posted May 10, 2019 Author Posted May 10, 2019 @Nebuchadnezzer2 Quote One I'm semi-accidentally causing, by trying to use 'kill' on the last/'sole' aggressor to end the Violate event before the sex-exhaustion is reached. Kinda my own fault for most of those, but AAF/Violate's not picking up on the aggressor death properly either. Violate checks for isDead() every time it tries to find an available aggressor, and it will skip them if true. If all potential aggressors are dead, the violation event will end. It will also end if any of the actors get hit, whether it kills them or not. But, if you console-kill an aggressor after he has already been chosen, he'll probably cause AAF errors. Quote Also not sure if 'tfc' while waiting for a player-event to start, during a follower's event breaks something or not, cause it was after I'd done that, that post-Violate-event, I couldn't pull weapons back out, similar to when DD equipped items stop you doing the same. This is known to happen if TFC is used while AAF is running. Quote There's also this: Which is from Here, and as far as I can tell, shouldn't actually be getting called. That position is "Rough Missionary" from BP70's pack, and the Themes tags it as "Aggressive" so it makes sense that it would get called in a Violate scene. 1
Fiona159 Posted May 10, 2019 Posted May 10, 2019 11 hours ago, EgoBallistic said: The error you quoted, [05/09/2019 - 09:56:37PM] error: Cannot call RemoveFromFaction() on a None object, aborting function call stack: [alias Player_Main on quest AE_Main (63000F9B)].AE_Player_Main.::remote_AAF:AAF_API_OnAnimationStop() - "C:\Users\Joer\AppData\Local\Temp\PapyrusTemp\AE_Player_Main.psc" Line 186 is a script error in the OnAnimationStop handler in Autonomy Enhanced (AE_Player_Main). So it is a red herring in this case. The problem @Fiona159 is having is that AAF takes a bit longer to complete scene initialization on some setups than others, depending on the PC, the script load, etc. It never took close to 10 seconds on my system, but I shouldn't assume that's the same for all situations. So if I understand the log and your description correctly, Cait wasn't a companion yet when she surrendered. She probably got hit by accident and surrendered like any other NPC would. You should be able to get her out of the surrender state by doing "clearquestaliases fpv_aggressor". She may not actually get up until she switches to another AI package, i.e. if you tell her to follow you or give her a command. Thank you for your answer and for the corrections.Now everything works fine). 1
SAC Posted May 10, 2019 Posted May 10, 2019 Hi! This looks awesome for a female PC walkthrough. However, for a male PC, would you please consider extending the "player violates NPC" features to include the bad ends stuff and spectators joining in the "party"? TY!
EgoBallistic Posted May 10, 2019 Author Posted May 10, 2019 1 hour ago, SAC said: Hi! This looks awesome for a female PC walkthrough. However, for a male PC, would you please consider extending the "player violates NPC" features to include the bad ends stuff and spectators joining in the "party"? TY! Well now that is a good suggestion! It never occurred to me to use Bad End that way. 1
HolyHand Posted May 10, 2019 Posted May 10, 2019 how high is this enemy i need for fatal bad end? only see gallow and garrote from weak enemys, machine chair for all above up to gunner brigan which after the animation can just walk out freely
xvastolordesx Posted May 11, 2019 Posted May 11, 2019 Hi i've followed your installation order and almost everything works expect all dogs are flaccid/sheathed. Maybe that's normal but the few animation packs you suggested that have canine scenes in them all have hard penises in the images. Wondering if anyone could chime in as to what might be causing this?
EgoBallistic Posted May 11, 2019 Author Posted May 11, 2019 14 hours ago, HolyHand said: how high is this enemy i need for fatal bad end? only see gallow and garrote from weak enemys, machine chair for all above up to gunner brigan which after the animation can just walk out freely They have to be 10 or more levels above you, i.e. have the red skull icon next to their name.
EgoBallistic Posted May 11, 2019 Author Posted May 11, 2019 11 hours ago, xvastolordesx said: Hi i've followed your installation order and almost everything works expect all dogs are flaccid/sheathed. Maybe that's normal but the few animation packs you suggested that have canine scenes in them all have hard penises in the images. Wondering if anyone could chime in as to what might be causing this? If you install the latest AAF Patch for Leito and Crazy, you should have working dog erections.
xvastolordesx Posted May 11, 2019 Posted May 11, 2019 So i downloaded and installed the latest patch(3.2) and nothing has changed.
xvastolordesx Posted May 11, 2019 Posted May 11, 2019 8 hours ago, EgoBallistic said: If you install the latest AAF Patch for Leito and Crazy, you should have working dog erections. Well after removing all the mods and starting again i'm left with the same result everything works except all dogs have a hairy flaccid penis model. This is probably an incorrect assumption but at this point i've run out of ideas but what if which ever mod or patch controls the penis model updated it to change it?
Guest Posted May 11, 2019 Posted May 11, 2019 hello ego a small question : bad end animations are triggered even if the enemies are of a level equal to mine is this normal? and especially my character does not die is this normal too? Fallout4 2019-05-11 22-42-50.mp4 Fallout4 2019-05-11 23-28-06.mp4
Fiona159 Posted May 11, 2019 Posted May 11, 2019 26 minutes ago, xvastolordesx said: Well after removing all the mods and starting again i'm left with the same result everything works except all dogs have a hairy flaccid penis model. This is probably an incorrect assumption but at this point i've run out of ideas but what if which ever mod or patch controls the penis model updated it to change it? There is a little Dog Love mod.By Flycrusher. Post #886.
EgoBallistic Posted May 11, 2019 Author Posted May 11, 2019 31 minutes ago, hkheung said: hello ego a small question : bad end animations are triggered even if the enemies are of a level equal to mine is this normal? and especially my character does not die is this normal too? Yes, this is normal. Any human / synth / supermutant enemies can trigger the nonfatal ones. Only enemies who are 10+ levels higher will trigger the impalement animation, which is fatal.
xvastolordesx Posted May 11, 2019 Posted May 11, 2019 23 minutes ago, Fiona159 said: There is a little Dog Love mod.By Flycrusher. Post #886. thanks a lot that certainly seems to have worked
Guest Posted May 11, 2019 Posted May 11, 2019 12 minutes ago, EgoBallistic said: Yes, this is normal. Any human / synth / supermutant enemies can trigger the nonfatal ones. Only enemies who are 10+ levels higher will trigger the impalement animation, which is fatal. ok thanks for the answer i thought i had a problem but no
HolyHand Posted May 11, 2019 Posted May 11, 2019 9 hours ago, EgoBallistic said: They have to be 10 or more levels above you, i.e. have the red skull icon next to their name. try again with very hard difficulty and a couple of gunner brigadiers(strongest gunner in game with skull) 3 times still no fatal bad end i think it's kind of impossible to get fatal bad end, maybe for 30+ lv character, rarely find enemy with skull icon. maybe the mod didn't consider enemy as higher lv cause when lost they put in same faction(skull gone when green)
EgoBallistic Posted May 12, 2019 Author Posted May 12, 2019 1 hour ago, HolyHand said: try again with very hard difficulty and a couple of gunner brigadiers(strongest gunner in game with skull) 3 times still no fatal bad end i think it's kind of impossible to get fatal bad end, maybe for 30+ lv character, rarely find enemy with skull icon. maybe the mod didn't consider enemy as higher lv cause when lost they put in same faction(skull gone when green) Gunners won't do the fatal bad end, only supermutants and raiders. 1
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