pythagora Posted September 22, 2019 Posted September 22, 2019 8 hours ago, izzyknows said: Need a bit more info.. What mod manager are you using? Sounds like it didn't install correctly, ie: missing files. yeah i figured it out :) i tried uninstalling it from my mod manager and installed it manually and it worked, i don't know why nexus mod manager fucked up :/ 1
Fiona159 Posted September 23, 2019 Posted September 23, 2019 11 hours ago, pythagora said: yeah i figured it out i tried uninstalling it from my mod manager and installed it manually and it worked, i don't know why nexus mod manager fucked up You need to install mods using МО2.
GoldenRain Posted September 23, 2019 Posted September 23, 2019 @EgoBallistic I found/semi-solved the problem. LOL so I have teleport companions set to OFF. Hahahahaha so I think my companion did not surrender OR did not stay surrenderededinged since she was outside.. ...Two cells away. I think she did at first since the GB started before everyone turned hostile. I'm not sure if recruited companions (unlimited companion framework) can cause issues since she is recruited, but no where near the scene. Thoughts Edit: Main issue is that I am currently stuck with a wild un-tame-able(F u spellcheck) Curie. Beware of the Unlimited Companions Framework mod. I suggest that we all should be cautious of installing that mod. So Curie left me. She is un-dismiss-able. Non recruit able. When I see her we can talk. Make love. I can tell her to stay/follow/trade. But she eventually leaves. "Sniffle damn you BOS and your hatred of synths" <- RP
MrCruelJohn Posted September 23, 2019 Posted September 23, 2019 Ego I know some have said enemies stand around and do nothing. Answer has been aaf etc So, I got side swiped by a chameleon deathclaw, he assaulted my PC, once and twice with fully working appendage doggy, then just stands there roaring and swiping the ground. Game is locked. Tried again with the friendly Yao gai. Same thing 2x doggy then nothing So, doggy position available, used by assailant, and then locks up. My aaf is functional. This is the only 2x times violate has failed to continue that I can recall and works with everthing... even BW, which I was concerned may have issues. What would you propose is this problem and what if you added a reset key, much like csa uses? John
EgoBallistic Posted September 23, 2019 Author Posted September 23, 2019 1 hour ago, MrCruelJohn said: What would you propose is this problem and what if you added a reset key, much like csa uses? The only way Violate locks up like that is if AAF fails to respond to animation requests. I have seen it happen when some animation has bad XML that causes AAF to crash. It's not inconceivable that something else caused it, but I would need to see a log file to confirm it. There hasn't been a case where Violate itself was the cause of the lockup since many versions ago. I have thought about adding a reset hotkey or a timer. However, since the cause has always been AAF, that means you will be able to continue your game but AAF will be in a messed up state. Still, it would at least help diagnose when this happens. What is BW?
MrCruelJohn Posted September 23, 2019 Posted September 23, 2019 1 hour ago, EgoBallistic said: The only way Violate locks up like that is if AAF fails to respond to animation requests. I have seen it happen when some animation has bad XML that causes AAF to crash. It's not inconceivable that something else caused it, but I would need to see a log file to confirm it. There hasn't been a case where Violate itself was the cause of the lockup since many versions ago. I have thought about adding a reset hotkey or a timer. However, since the cause has always been AAF, that means you will be able to continue your game but AAF will be in a messed up state. Still, it would at least help diagnose when this happens. What is BW? Beggar Whore... I was not sure if my run would work because I am still old school and haven't updated to body talk or One to bang them all yet... probably won't be for awhile either.
Tentacus Posted September 24, 2019 Posted September 24, 2019 1 hour ago, MrCruelJohn said: Beggar Whore... I was not sure if my run would work because I am still old school and haven't updated to body talk or One to bang them all yet... probably won't be for awhile either. I know the esp is called Beggar_Whore, but most people will probably know what you are talking about better if you say Hardship I changed the name of the mod 80% through development and it wasn't worth it to try to change the names of all the folders and the esp.
Guest Posted September 24, 2019 Posted September 24, 2019 Hi, Could you please change the int variable Exrounds in FPV_Onhit to an Auto (hidden) property in one of the next updates ? This would make it accessible from external script.
coffee addict Posted September 26, 2019 Posted September 26, 2019 Is it possible to implement a mode that would make it so when you would normally die in survival mode the defeat event would trigger instead. Usually when I play in survival mode (only mode I like to play in), I get around enemies that do significant amount of overkill damage per shot with the added guns from wpnsmith extended. This doesn't really allow for me to hold the health threshold anywhere below 15 % - or above that in some cases. Sometimes it takes just 2 shots from some random supermutant w/ a semi-auto... and I think 50% health threshold surrender is a bit too much. 1
Shiba21 Posted September 27, 2019 Posted September 27, 2019 Also, Weird bug and i'm not sure what the hell is causing it. But Piper is acting like a violator rather than a companion. Instead of being raped as well she claps or whistles and doesn't even get naked. Just watches.
Anionmus Posted September 29, 2019 Posted September 29, 2019 Hi, I wanted to know if the power armor error was fixed it was a mistake that confused the pieces with the body parts, When any piece of the power armor is broken automatically, it detects it as if a member of the body had injured me. I think it shouldn't be possible to be raped if I carry a power armor or if it is possible that a model of the destroyed power armor frame appears near where they defeated me because it would mean that they forced the frame to take out the player and violate him.
EgoBallistic Posted September 29, 2019 Author Posted September 29, 2019 2 hours ago, Anionmus said: When any piece of the power armor is broken automatically, it detects it as if a member of the body had injured me. That was fixed back in version 0.46. If you are in power armor, crippled limbs no longer cause you to surrender.
EgoBallistic Posted September 29, 2019 Author Posted September 29, 2019 On 9/27/2019 at 4:14 AM, Shiba21 said: Also, Weird bug and i'm not sure what the hell is causing it. But Piper is acting like a violator rather than a companion. Instead of being raped as well she claps or whistles and doesn't even get naked. Just watches. That means Piper does not fit the conditions for being a companion and her relationship with you is neutral or enemy. I would guess another mod made changes to Piper or you are using a nonstandard companion framework which allows this to happen.
angelofcaine Posted September 30, 2019 Posted September 30, 2019 my vortex mod manager keeps telling me missing master aaf_violate_fcom_patch_esm depends on FCOM.esm not sure what ive done wrong or what i need to do to fix it
JB. Posted September 30, 2019 Posted September 30, 2019 2 minutes ago, angelofcaine said: my vortex mod manager keeps telling me missing master aaf_violate_fcom_patch_esm depends on FCOM.esm not sure what ive done wrong or what i need to do to fix it You downloaded a version of Violate that is only used if you have installed a mod called "FCOM". If you don't have it, you don't need the patch. In Vortex, just go to "Plugins" and look for the plugin: "aaf_violate_fcom_patch_esm". Disable it. Or you can uninstall Violate and reinstall the correct version.
angelofcaine Posted September 30, 2019 Posted September 30, 2019 2 minutes ago, JBpy said: You downloaded a version of Violate that is only used if you have installed a mod called "FCOM". If you don't have it, you don't need the patch. In Vortex, just go to "Plugins" and look for the plugin: "aaf_violate_fcom_patch_esm". Disable it. Or you can uninstall Violate and reinstall the correct version. awesome thank you
GoldenRain Posted October 1, 2019 Posted October 1, 2019 Ideas/possible conflicting mods/or bug: - How about the part of Violate McM for bad endings having different sliders of probability for the different races/factions? - I am having an issue where unlimited companions framework is interfering with surrenders as I technically have two companions even though one of them is on a journey. Also I think there is another problem UCF regarding Dogmeat. I can't be sure, but if you install unlimited companions framework and know how to check to see a list of followers after you have recruited more then one and dismissed them. Are they properly dismissed in the system after you let them go? How does Violate handle followers that were told to stay, multiple cells away and you surrendered with teleport companion on/off & companion is violate-able on/off? As they are no where near you. Possibly very far away? - Is there a way to enable/allow a violate hand off? A hand off being the passing on the surrendered status to the victorious attacking faction that defeated the original violators.
EgoBallistic Posted October 1, 2019 Author Posted October 1, 2019 2 hours ago, GoldenRain said: I am having an issue where unlimited companions framework is interfering with surrenders as I technically have two companions even though one of them is on a journey. What is the actual problem that you are seeing? 2 hours ago, GoldenRain said: How does Violate handle followers that were told to stay, multiple cells away and you surrendered with teleport companion on/off & companion is violate-able on/off? As they are no where near you. Possibly very far away? This question is not as simple as it appears First, Violate considers a Companion to be an actor who is in the CurrentCompanionFaction or PlayerAllyFaction, and who is within the loaded area. Followers who are far away and not in a loaded cell will not be considered at all. Then, the following options will apply to the Companions identified above: The "Companion Distance" slider sets the maximum distance for Companions to be violated. If they are farther away than that, the aggressors ignore them. This is to avoid playing animations on actors who are too far away to be seen. The "Teleport Followers" option will move your Companion(s) to ~300 units of the player. This is to force all your companions to be within a short distance of the player so you can see all the animations. If this is enabled, the "Companion Distance" slider will have no effect. 1
GoldenRain Posted October 1, 2019 Posted October 1, 2019 Spoiler 1 hour ago, EgoBallistic said: What is the actual problem that you are seeing? Curie is wondering around the Commonwealth and the last time I seen her she was not recruit-able and didn't stick around to be dismissed. It is fine since you previously stated that that wouldn't be an issue with teleport companions off plus with the slider she would be ignored anyways. Edit: The problem that I thought that I was having is not relevant
NoJoker Posted October 2, 2019 Posted October 2, 2019 Getting CTD randomly, some logs right before crash: Spoiler [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:20AM] error: Cannot call IsDisabled() on a None object, aborting function call stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:20AM] warning: Assigning None to a non-object variable named "::temp5" stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:25AM] error: Cannot call IsDeleted() on a None object, aborting function call stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:25AM] warning: Assigning None to a non-object variable named "::temp3" stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:25AM] error: Cannot call IsDisabled() on a None object, aborting function call stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:25AM] warning: Assigning None to a non-object variable named "::temp5" stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:30AM] error: Cannot call IsDeleted() on a None object, aborting function call stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:30AM] warning: Assigning None to a non-object variable named "::temp3" stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:30AM] error: Cannot call IsDisabled() on a None object, aborting function call stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ? [10/03/2019 - 06:41:30AM] warning: Assigning None to a non-object variable named "::temp5" stack: [alias Robber on quest FPV_Retrieve (76002E16)].FPV_Script_Robber.OnTimer() - "<unknown file>" Line ?
izzyknows Posted October 3, 2019 Posted October 3, 2019 2 hours ago, NoJoker said: Getting CTD randomly, some logs right before crash: I get the exact same errors when "Chance of equipment theft" is set to 0. Setting it to 10 or above will stop the errors. If you play long enough it will CTD. Besides a rather large log file, I can't say "for sure" it's the cause of the crashes. But I can play a lot longer at 10 or above, and my logs are less than 100kb.
EgoBallistic Posted October 3, 2019 Author Posted October 3, 2019 9 hours ago, NoJoker said: Getting CTD randomly, some logs right before crash: I tried but I am unable to reproduce this in normal gameplay. I tried things like getting violated and robbed with version 1.05, then saving the game and updating to version 1.06 while the robbery quest is still active, but everything worked as intended and there were no log errors. The only way I could partly reproduce this was to manually start the FPV_Retrieve quest from the console. Doing this causes a similar set of errors to appear every 5 seconds in the logs, because the timed check for a deleted or disabled Robber fails since the Robber alias is empty. However, I don't understand why you would get "<unknown file>" Line ? since that would mean the script file itself was missing. 6 hours ago, izzyknows said: I get the exact same errors when "Chance of equipment theft" is set to 0. Setting it to 10 or above will stop the errors. If you play long enough it will CTD. Besides a rather large log file, I can't say "for sure" it's the cause of the crashes. But I can play a lot longer at 10 or above, and my logs are less than 100kb. I really don't understand this part. "Chance of equipment theft" has no effect at all other than determining whether the robbery will take place at the start of the violation. It either does or it doesn't, and if you have it set to 10% and don't get robbed, the code path is exactly the same as if you had it set to 0%. That variable is never used anywhere outside that one line of code at the start of a violation. Could you both post a complete script log as an attachment? I get the feeling something really odd is happening here.
NoJoker Posted October 3, 2019 Posted October 3, 2019 15 hours ago, EgoBallistic said: I tried but I am unable to reproduce this in normal gameplay. I tried things like getting violated and robbed with version 1.05, then saving the game and updating to version 1.06 while the robbery quest is still active, but everything worked as intended and there were no log errors. The only way I could partly reproduce this was to manually start the FPV_Retrieve quest from the console. Doing this causes a similar set of errors to appear every 5 seconds in the logs, because the timed check for a deleted or disabled Robber fails since the Robber alias is empty. However, I don't understand why you would get "<unknown file>" Line ? since that would mean the script file itself was missing. I really don't understand this part. "Chance of equipment theft" has no effect at all other than determining whether the robbery will take place at the start of the violation. It either does or it doesn't, and if you have it set to 10% and don't get robbed, the code path is exactly the same as if you had it set to 0%. That variable is never used anywhere outside that one line of code at the start of a violation. Could you both post a complete script log as an attachment? I get the feeling something really odd is happening here. Here you go, I got another crash. I installed AAF Violate 1.06 freshly. Save contains no previous version. https://pastebin.com/HArhA153
EgoBallistic Posted October 3, 2019 Author Posted October 3, 2019 1 hour ago, NoJoker said: Here you go, I got another crash. I installed AAF Violate 1.06 freshly. Save contains no previous version. https://pastebin.com/HArhA153 Thanks, that helped me figure out the problem. I put the function call to start the timer that checks for a deleted/disabled robber in the wrong event on the Robber alias. As a result the timer starts when you start a new game or when you load your save the first time after installing Violate. It should only start when the FPV_Retrieve quest starts when you get robbed in a violation. Thankfully it's an easy fix, and I am going to upload a fixed version soon. In the meantime, you can stop the errors by running these two console commands: startquest FPV_Retrieve stopquest FPV_Retrieve However, I doubt that this is the cause of your CTDs. Your script log shows a lot of script errors that imply you uninstalled scripted mods in the middle of the game. Several mods are leaving errors where the game is logging "missing file?" instead of the script file name, which is very strange. Anyway, try running the commands above. That will stop the timer going off every 5 seconds. I don't know if it will affect your CTDs but it's worth a try.
NoJoker Posted October 3, 2019 Posted October 3, 2019 43 minutes ago, EgoBallistic said: Thanks, that helped me figure out the problem. I put the function call to start the timer that checks for a deleted/disabled robber in the wrong event on the Robber alias. As a result the timer starts when you start a new game or when you load your save the first time after installing Violate. It should only start when the FPV_Retrieve quest starts when you get robbed in a violation. Thankfully it's an easy fix, and I am going to upload a fixed version soon. In the meantime, you can stop the errors by running these two console commands: startquest FPV_Retrieve stopquest FPV_Retrieve However, I doubt that this is the cause of your CTDs. Your script log shows a lot of script errors that imply you uninstalled scripted mods in the middle of the game. Several mods are leaving errors where the game is logging "missing file?" instead of the script file name, which is very strange. Anyway, try running the commands above. That will stop the timer going off every 5 seconds. I don't know if it will affect your CTDs but it's worth a try. Thanks a lot, I'm running Horizon which always throws a lot of warnings and errors in log file even when starts with a new game, which I heard somewhere that it's a bug from Creation KIt, not sure though.
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