JB. Posted June 5, 2019 Posted June 5, 2019 I wanted to try something and I loaded a previous game. If MC surrenders outside Corvega (at the entrance gates, even), they do not capture her as a pet. Maybe whoever caught her could send her to one of the places where there are raiders with a boss? Not necessarily Corvega, but to another of the bases with bosses. Ramdomly.
SAC Posted June 5, 2019 Posted June 5, 2019 9 hours ago, EgoBallistic said: You can turn off Use Tags under Animation Options in MCM, but that may result in inappropriate animations being played. If you are concerned about the problems with recent versions of Themes, I am still using the 20190328 version of Themes without any issues. Or if you just want a simple tag file, you can use this. Aggressive_tagData.xml 40.62 kB · 4 downloads Actually, I wasn’t even aware of recent issues, it’s just that I’ve had a very hard time setting up AAF and I want to keep the installation as simple as possible (supermutants still don’t work for me...). As for themes, I’ve never really understood the use case (unless it is able to edit expressions, I would love to get rid of grinning faces, that would be useful)
EgoBallistic Posted June 5, 2019 Author Posted June 5, 2019 6 hours ago, JBpy said: I wanted to try something and I loaded a previous game. If MC surrenders outside Corvega (at the entrance gates, even), they do not capture her as a pet. Maybe whoever caught her could send her to one of the places where there are raiders with a boss? Not necessarily Corvega, but to another of the bases with bosses. Ramdomly. Whether you get captured depends on the Location that cell is in. It will happen outside Corvega but I'm not sure if every bordering cell is flagged as being part of CorvegaAssemblyPlantLocation. There also have to be 3 or more aggressors, and you can't have a companion with you. Defeated trying to sneak into the plant, I became the Raiders' slave. After a couple of trysts outside the factory, I was sent to Jared: The start of a beautiful romance? Nah, I picked the lock on my cuffs, killed his ass, took out his guys, and got out of there. 2
JB. Posted June 5, 2019 Posted June 5, 2019 5 hours ago, EgoBallistic said: There also have to be 3 or more aggressors, and you can't have a companion with you. Sorry! I forgot that Codsworth was with me. ? 1
StaticPhobia2 Posted June 5, 2019 Posted June 5, 2019 On 6/4/2019 at 9:54 AM, SAC said: How did you do that? Themes_AAFKinky and Themes AAFVanilla Tags.xml's in your Data/AAF/ folder. Open each one in your favorite text editor, the GB (Gangbang) furn(furniture) and NoFurn(No Furniture), the creatures, and whatever else you want triggered. You'll see a lot of tags by each animation set, just make sure ",aggressive," is among them, for it to trigger. Most of them are set to neutral in GB, so AAF_Violate won't recognize any of them. 2
coffee addict Posted June 6, 2019 Posted June 6, 2019 Anyone know what might be causing this. Any time an event happens the player raises her hands, the npc's just kind of start walking towards the player and stop around her and then nothing happens... the player stays in the "hands up" position and the npc's around the character play bunch of idle animations (clapping, etc) and I can't do anything - it softlocks
EgoBallistic Posted June 6, 2019 Author Posted June 6, 2019 1 hour ago, NYmic said: Anyone know what might be causing this. Any time an event happens the player raises her hands, the npc's just kind of start walking towards the player and stop around her and then nothing happens... the player stays in the "hands up" position and the npc's around the character play bunch of idle animations (clapping, etc) and I can't do anything - it softlocks Something is causing AAF to hang. Since AAF isn't responding, the violation scene doesn't advance and you are stuck. If you could make the problem happen again and post your Papyrus script log, I can take a look at what the cause might be. Instructions in this post.
Karna5 Posted June 6, 2019 Posted June 6, 2019 1 hour ago, NYmic said: Any time an event happens the player raises her hands, the npc's just kind of start walking towards the player and stop around her and then nothing happens... the player stays in the "hands up" position and the npc's around the character play bunch of idle animations (clapping, etc) and I can't do anything - it softlocks I've been getting that with RSE2 Combat Surrender frequently as well. They approach and stand there around my character with her in surrender mode. But I've figured out it's waiting for a conversation to begin, and when this happens the only way I can trigger the conversation is to use console commands to move the attacker in front of my character facing her. I don't think it's an issue with AAF or the animations, though, because I have the same difficulty talking to vendors or settlers. For some reason the target window for conversations is tiny. I don't know what's causing it, but I don't see how AAF or in this case AAF Violate can be the issue if it happens when AAF is not running scripts, too--unless I'm wrong and AAF Violate doesn't have the attackers do a dialogue with the player.
EgoBallistic Posted June 6, 2019 Author Posted June 6, 2019 3 minutes ago, Karna5 said: I don't think it's an issue with AAF or the animations, though, because I have the same difficulty talking to vendors or settlers. For some reason the target window for conversations is tiny. I don't know what's causing it, but I don't see how AAF or in this case AAF Violate can be the issue if it happens when AAF is not running scripts, too--unless I'm wrong and AAF Violate doesn't have the attackers do a dialogue with the player. AAF Violate doesn't have the attackers do a dialogue with the player. This is an AAF problem, either with the way AAF is installed, or with animation XMLs causing it to hang. 1
Karna5 Posted June 6, 2019 Posted June 6, 2019 Thanks, EgoBalistic. I both believe you and appreciate the information. Perhaps that's why I have so much trouble talking to NPCs lately. While you're here, though, I like the concept of your AAF Violate but haven't installed it out of fear of conflicts. Can I reasonably safely install it together with RSE2 CSA? EDIT: You don't need to answer. I'll give it a shot. I used to use Violate last year in a previous play through. I'm guessing I can set CSA to only do manual surrenders and Violate to do automatic ones at a health threshold. That should work Thanks. This play through my character doesn't use weapons. I fight everything with bare fists. If I win, great. If not, well, then things happen, hehe. She also doesn't carry stimpaks which works okay except when she gets crippled. That gets problematic without ability to heal broken limbs.
EgoBallistic Posted June 6, 2019 Author Posted June 6, 2019 16 minutes ago, Karna5 said: Thanks, EgoBalistic. I both believe you and appreciate the information. Perhaps that's why I have so much trouble talking to NPCs lately. While you're here, though, I like the concept of your AAF Violate but haven't installed it out of fear of conflicts. Can I reasonably safely install it together with RSE2 CSA? EDIT: You don't need to answer. I'll give it a shot. I used to use Violate last year in a previous play through. I'm guessing I can set CSA to only do manual surrenders and Violate to do automatic ones at a health threshold. That should work Thanks. This play through my character doesn't use weapons. I fight everything with bare fists. If I win, great. If not, well, then things happen, hehe. She also doesn't carry stimpaks which works okay except when she gets crippled. That gets problematic without ability to heal broken limbs. You're welcome. Using CSA and AAFV that way should work, other people in this thread have run them both together without issue. It's fine as long as they don't both trigger automatically at the same time. CSA and Violate have kind of different concepts. CSA is interactive with dialogues, as you know, while Violate doesn't give you much choice in things once a violation starts. So they can complement each other.
coffee addict Posted June 6, 2019 Posted June 6, 2019 Papyrus.0.log here... I see a lot of error stuff ;D didn't know something like this existed - it'll definitely be useful in the future Does this work the same way in skyrim/+se? Edit: The script for violate seems to end to "currentF doesn't exist at Surrender Function" and then this Spoiler [06/06/2019 - 06:50:01PM] AFV report: currentF doesn't exist at Surrender Function [06/06/2019 - 06:50:01PM] AFV report: zeroed interrupt [06/06/2019 - 06:50:01PM] AFV report: bPlayerInterrupt is False [06/06/2019 - 06:50:01PM] AFV report: bCompanionInterrupt is True [06/06/2019 - 06:50:01PM] AFV report: CheckForRapeEnd start, interrupted is 0
coffee addict Posted June 6, 2019 Posted June 6, 2019 Is the aaf_stats/themes mod from Haelstrom supposed to just pile the papyrus full with needless information every other second (didn't have stats but I have themes which for some reason also includes some of the aaf_stats' scripts)? Is it possible to change the update interval? Something unrelated but kinda cool: Quote In my opinion completely flawless BBP got ported to fallout 4 and it isn't the waterballoons in acid like physics but actually pretty well working one. I don't know if that mod does it in some way that might cause issues with other mods... or has there already been a release of some other actually working physics mod for fallout yet? I'm not really up to date when it comes to the latest coolest mods in Bethesda games -
EgoBallistic Posted June 6, 2019 Author Posted June 6, 2019 2 hours ago, NYmic said: Papyrus.0.log here... I see a lot of error stuff ;D didn't know something like this existed - it'll definitely be useful in the future Does this work the same way in skyrim/+se? Yep, you can do the exact same thing in Skyrim. It's very handy. Unfortunately, your script log confirms what I suspected. Violate got as far as starting the sex scene between you and the Forged leader, but then AAF didn't send back either an error or a confirmation. So Violate is stuck waiting for it. These are the relevant lines from the log: Spoiler [06/06/2019 - 06:49:58PM] AFV report: approach scene ended with timeout 12 [06/06/2019 - 06:49:58PM] AFV SexSceneChoosing: curRapistE [1] maxRapistE [10] CanDoGangbangs [0] [06/06/2019 - 06:49:58PM] AFV report: StartSex: akActors[0] is Lileath [20] [06/06/2019 - 06:49:58PM] AFV report: StartSex: akActors[1] is Forged Leader [352414649] [06/06/2019 - 06:49:59PM] AFV report: setting major Function ON from StartSex Function [06/06/2019 - 06:50:00PM] AFV report: FindRapistFor Lileath Function ended and interrupted is 0 found is 1 [06/06/2019 - 06:50:00PM] AFV report: Companions can be target [06/06/2019 - 06:50:00PM] AFV report: Distance to companion 521.799805 max distance is 1500.000000 [06/06/2019 - 06:50:00PM] AFV report: currentF doesn't exist at Surrender Function [06/06/2019 - 06:50:00PM] AFV report: currentF doesn't exist at Surrender Function [06/06/2019 - 06:50:01PM] AFV report: currentF doesn't exist at Surrender Function [06/06/2019 - 06:50:01PM] AFV report: currentF doesn't exist at Surrender Function [06/06/2019 - 06:50:01PM] AFV report: zeroed interrupt [06/06/2019 - 06:50:01PM] AFV report: bPlayerInterrupt is False [06/06/2019 - 06:50:01PM] AFV report: bCompanionInterrupt is True [06/06/2019 - 06:50:01PM] AFV report: CheckForRapeEnd start, interrupted is 0 There are no errors to indicate that F4SE isn't installed right, or AAF isn't installed right, or any of that. Most of the time when this happens, the user has an add-on XML pack like AAF Overlay Patches or an old version of AJ's Various AAF XML Files which have XML errors that cause AAF 73 and upward to hang. One quick thing to try is to downgrate Themes from your current version to 20190328. That's the version I use, because the latest versions seem to be causing problems like this as well, particularly the STATS module. If that doesn't solve it, I would remove any add-on XML packs like the ones I mentioned.
coffee addict Posted June 6, 2019 Posted June 6, 2019 Allright I got it to work by disabling something (CumNWealth layouts) and reverting to 20190308 (because 28 wasn't available; of course if there is some sort of binary with all of the versions somewhere, could someone tell me about that) now just... a minor flaw - after an animation the aggressor stays in the animation (when the aggressor swaps from one to other the first aggressor stays in the sex animation until it's aggressive again and sees you)
EgoBallistic Posted June 6, 2019 Author Posted June 6, 2019 20 minutes ago, NYmic said: Allright I got it to work by disabling something (CumNWealth layouts) and reverting to 20190308 (because 28 wasn't available; of course if there is some sort of binary with all of the versions somewhere, could someone tell me about that) now just... Themes 20190308 is the right version, sorry about that. CumNWealth layouts sounds like it's from AAF Overlay Patches, which is one of those mods with XML errors. 20 minutes ago, NYmic said: after an animation the aggressor stays in the animation (when the aggressor swaps from one to other the first aggressor stays in the sex animation until it's aggressive again and sees you) That's new and different, I've never heard of that. But it's not really something Violate can control. Out of curiosity, though, does it happen for every animation or just specific ones? BTW regarding your question in the Themes thread: Violate doesn't depend on Themes or interact with it directly in any way. The reason Themes is a soft requirement is that it provides tag data that AAF assigns to animations. So when Violate tells AAF it wants an animation, it can specify it wants an animation tagged as "Aggressive", "Neutral", etc. Without that, Violate has no way of telling AAF the type of animation it wants and it's left up to random chance. The reason I recommended 20190308 is just that there are a load of new features in the newer Themes that have caused all kinds of headaches with AAF in general. 1
coffee addict Posted June 6, 2019 Posted June 6, 2019 Yeah I had basically just forgotten some stuff that needs to be loaded to get other mods into working condition... The current most popular LL mods for Fo4 have a lot more "download from somewhere else" dependencies compared to Skyrim. It's an unorganized mess :[
Guest Posted June 7, 2019 Posted June 7, 2019 hey so i basically when i get to 25% of health, with all the cratures except humans it doesnt work. I have all the anim packs. (Creature pack, Leito,Vadermania,Bad End, Mutated and Atomic Lust ) And it says "I should retreat now" instead
walkin Posted June 7, 2019 Posted June 7, 2019 8 hours ago, EgoBallistic said: Themes 20190308 is the right version, sorry about that. CumNWealth layouts sounds like it's from AAF Overlay Patches, which is one of those mods with XML errors. That's new and different, I've never heard of that. But it's not really something Violate can control. Out of curiosity, though, does it happen for every animation or just specific ones? BTW regarding your question in the Themes thread: Violate doesn't depend on Themes or interact with it directly in any way. The reason Themes is a soft requirement is that it provides tag data that AAF assigns to animations. So when Violate tells AAF it wants an animation, it can specify it wants an animation tagged as "Aggressive", "Neutral", etc. Without that, Violate has no way of telling AAF the type of animation it wants and it's left up to random chance. The reason I recommended 20190308 is just that there are a load of new features in the newer Themes that have caused all kinds of headaches with AAF in general. Hey Ego, whats up. So don't really care but I'm curious none the less. 2 questions. 1- Will the old themes (the ones where there are 3 different files) work with your new version of Violate. 2/ If so, will your new version of Violate work with AAF Beta 58. 58 is what I'm still using and having no problems whatsoever, but I would grab the new versions of your SEU and Violate if the answer to my 2 questions was yes. Like I said, doesn't really matter, just curious. Thnx.
EgoBallistic Posted June 7, 2019 Author Posted June 7, 2019 4 hours ago, Danico123 said: hey so i basically when i get to 25% of health, with all the cratures except humans it doesnt work. I have all the anim packs. (Creature pack, Leito,Vadermania,Bad End, Mutated and Atomic Lust ) And it says "I should retreat now" instead Sounds like the non-human animations don't have tags. You need to install Themes for that, or just drop that tags file I uploaded earlier in the thread into your Data\AAF folder.
EgoBallistic Posted June 7, 2019 Author Posted June 7, 2019 4 hours ago, walkin said: 1- Will the old themes (the ones where there are 3 different files) work with your new version of Violate. 2/ If so, will your new version of Violate work with AAF Beta 58. 1- Well like I said, Themes works with AAF, not with Violate directly, and the only thing Violate uses it for is for tags. So it will work. 2- Violate in particular still detects which version of AAF you have and will revert to older parameters if necessary, but AAF works more reliably with the new features. For example AAF 58 doesn't have the "OnSceneEnd" event, so violate has to use the "OnAnimationStop" event to detect when an animation ends. This can sometimes cause the next animation not to play because the actors haven't been released from the AAF scene yet even though the animation itself has stopped. Also, AAF beta 58 doesn't support the SkipWalk feature, so the "Use AAF Packages" option in Violate and the "Skip AAF Walk Animation" option in SEU won't do anything. Animations may take longer to start up as a result. You can always edit AAF_Settings.xml and set your "walk_timeout" option to a low value (even zero works) to force animations to start up immediately. Otherwise I think everything should work. I'd say make a backup save, update the two mods, and try it. You can always roll back if you have problems.
walkin Posted June 7, 2019 Posted June 7, 2019 13 minutes ago, EgoBallistic said: 1- Well like I said, Themes works with AAF, not with Violate directly, and the only thing Violate uses it for is for tags. So it will work. 2- Violate in particular still detects which version of AAF you have and will revert to older parameters if necessary, but AAF works more reliably with the new features. For example AAF 58 doesn't have the "OnSceneEnd" event, so violate has to use the "OnAnimationStop" event to detect when an animation ends. This can sometimes cause the next animation not to play because the actors haven't been released from the AAF scene yet even though the animation itself has stopped. Also, AAF beta 58 doesn't support the SkipWalk feature, so the "Use AAF Packages" option in Violate and the "Skip AAF Walk Animation" option in SEU won't do anything. Animations may take longer to start up as a result. You can always edit AAF_Settings.xml and set your "walk_timeout" option to a low value (even zero works) to force animations to start up immediately. Otherwise I think everything should work. I'd say make a backup save, update the two mods, and try it. You can always roll back if you have problems. Ok, thnx. I did know about the themes once you mentioned it, wasn't thinking. I might do as you suggested and check it out. The skip walk thing doesn't bug me anyhow. I could care less if I have to wait for them to do their thing before their animation. It doesn't take that long for it to be a issue, at least for me. If I decide to, I'll make a back up and check it out, but as is I'm happy with the way everything is working. Thnx for the info 1
Gurvemeh Posted June 7, 2019 Posted June 7, 2019 Hello I have an issue with the Bad End Animations, the main problem is that my character doesnt die afterwards. It just does a special quote after wards and continues as if nothing happened. Everything works exept the part where the character dies, is there another mod that gets in the way of this? Do I have to disable something?
Nebuchadnezzer2 Posted June 7, 2019 Posted June 7, 2019 20 hours ago, EgoBallistic said: Themes 20190308 is the right version, sorry about that. CumNWealth layouts sounds like it's from AAF Overlay Patches, which is one of those mods with XML errors. That's new and different, I've never heard of that. But it's not really something Violate can control. Out of curiosity, though, does it happen for every animation or just specific ones? I actually wrote up a post about that exact issue a few weeks ago, and decided it was more likely my own install and wanted to do some more fucking around before I posted it, and left the files lying around just in case. Initially I thought it might have been due to War of the Commonwealth, or the scripting in general, but I've not had the issue since, and I've no issues with it currently. I also know better now I'll copy-paste chunks of it here. "I use War of the Commonwealth [inconvenient abbreviation clash with 'wash out that cum' as well], so the Commonwealth actually feels somewhat populated. Issue being, it script-spawns groups with some basic rules and 'path from here to here' AI, if I recall. So, as I do, been doing a bit of as-I-roam testing with groups, and a 3-man group of Super-Mutants from WotC was fine, although I've also before now that aggressor #'s are a little odd sometimes, as even with 3+ enemies shooting at you, you'll often get only one aggressor if you've surrendered. Anyway, group of 6 ghouls, shot a few and was runnin round em a little to ensure they'd 'aggro'd', and surrendered. Worked somewhat fine, except they'd decided to scatter and path back to their previous standing positions, from before I'd engaged them, instead of 'gathering' as they ought to [at least the humans/Super mutants do], but AAF had some ideas about their animations. Spoiler Before player.moveto-ing over to Ivy: Spoiler And after: "For whatever reason, it seems like it doesn't properly end their animations [and possibly remove the keywords? dunno on that one]. I got around that by toggling player violations off/on in MCM, which tripped AAF's exit and I could move round again. Cept it also apparently left 'God mode' on, and I needed to toggle it on and off again for them to snap out and attack again. [Without tgm on and off, I'd shot them a few times and they kept standin there, and my ammo didn't get used, thus the god-mode idea]." I was also sensible and kept the logs for it (renamed): AAF issue (AAF log).log AAF issue(papyrus log).txt I assume it wasn't picking up on the animation end, and stopping em. Was certainly weird though.
EgoBallistic Posted June 7, 2019 Author Posted June 7, 2019 1 hour ago, Gurvemeh said: Everything works exept the part where the character dies, is there another mod that gets in the way of this? Do I have to disable something? You will only die if the enemy is 10 or more levels higher than you, and is a Raider or a Super Mutant. If they are 10 or more levels above you they will have skulls by their name in combat. If you are getting impaled and still not dying, then some other mod is preventing Violate from killing you.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now