Jump to content

Recommended Posts

Posted
3 hours ago, WearableNine said:

Nope, all AAF. I was digging around and some people said it could be load order, an old patch from the early AAF days, or one of the mods I installed is outdated. So far I've tried fixing all of them but it still won't work. Only mod that still works for me is AAF Sex Em UP. But in that mod you have to surrender manually as oppose to automatically like AAF Violate or RSE Combat, Surrender, and Abduction. Both of which I end up with the same problem, pc automatically surrenders, dialogue plays, then they just stand there.

That sounds like a tag problem, like @Sagebrush61 suggested.  Make sure you have the AAF Kinky/Creatures Theme installed, or turn off "Use Tags" in violate's Animation Options MCM.  You should check out the Troubleshooting section on this mod's download page.

Posted
20 hours ago, deljason said:

I just ran into an issue where Violate seemed to get stuck somehow.   I got the "I need to retreat" after the first round of animations but I could not using a stimpack hotkey or even open the pip boy.   If I go back to the enemy, the animations and "I need to retreat" play again but no matter what it seems to have broken something.  Even reloading a previous save doesnt help, only a full exit of the game gets the pipboy etc unstuck.

That is not caused by this mod, it is a game engine bug.  If you google for "fallout 4 tab key not working" you'll find hundreds of posts complaining about this bug.  The fact that it persists until you completely quit and restart the game should tell you that it's an engine issue.

 

Usually, hitting Q and selecting a target in VATS, or bringing up the Steam overlay with shift-Tab will clear it.  In any event there isn't anything any mod can do on purpose to cause or prevent it.

Posted
24 minutes ago, EgoBallistic said:

That's not how you do a reset.  What you did was to stop and restart all the mod's quests in the middle of the violation.  To cleanly abort a violation, hold down the surrender hotkey for 5 seconds and release.  That will cleanly end all the quests and reset the animation archetypes.

 

To reset your hands, open the console and issue the "caf" command.  Or just get violated again.

 

The animation not ending after the set duration is because of one of the animation patches.  One or more of the patched animations has a bug that causes it not to end when it should.  I don't know which one it is and I don't use the patches myself so I have never experienced this bug.

Thanks for the assist, I wasn't aware of the method of holding the surrender key. Oops. ?
Also, if it helps, the animation that was stuck on my character was a cowgirl animation, by Leito. Although, assuming it might also get stuck if one of the other scenes around me get stuck, I remember Curie was using Leito's doggy style, Cait was using Leito's position with her face sideways on the floor with her butt in the air, whatever that position is called (horny cat, maybe). ? Piper's sex animation never started, she and her attacker just stood in place after stripping.

 

Posted
2 hours ago, Church the Cat said:

Thanks for the assist, I wasn't aware of the method of holding the surrender key. Oops. ?
Also, if it helps, the animation that was stuck on my character was a cowgirl animation, by Leito. Although, assuming it might also get stuck if one of the other scenes around me get stuck, I remember Curie was using Leito's doggy style, Cait was using Leito's position with her face sideways on the floor with her butt in the air, whatever that position is called (horny cat, maybe). ? Piper's sex animation never started, she and her attacker just stood in place after stripping.

 

Yeah something is definitely wrong with your animation setup.  The one with Piper means either the plugin for it is missing, or the animation hkx files are missing.

Posted
3 hours ago, EgoBallistic said:

That is not caused by this mod, it is a game engine bug.  If you google for "fallout 4 tab key not working" you'll find hundreds of posts complaining about this bug.  The fact that it persists until you completely quit and restart the game should tell you that it's an engine issue.

 

Usually, hitting Q and selecting a target in VATS, or bringing up the Steam overlay with shift-Tab will clear it.  In any event there isn't anything any mod can do on purpose to cause or prevent it.

Except that it is triggered by this mod.  It may very well be a game engine bug, but I have never had it happen except when using Viloate (including the old 4play one in past playthroughs).  I have another game going with RSE II CSA (which has its own issues) but that bug has never happened with it.  

Posted
On 1/15/2020 at 8:29 PM, magnusx said:

As far as i know is an issue with skelleton, some animations got made with one kind of skeleton and others with another option, so, i guess u will be having the skeleton that wasnt used for the anims u have installed, it happens to me with some of the anims and with others not

So it seems all animations I have were made with an old skeleton then. I fail to see the benefit of using an up-to-date extended skeleton then... which is no doubt what people would suggest I do.

On 1/15/2020 at 9:22 PM, VonHelton said:

When you make your MALE body in BodySlide, make sure the erection slider is all the way to the LEFT.

 

:thumbsup:

 

 

So I need to adjust males in bodyslide manually? I sorta figured my nude male bodies would have that sorted out already. Odd, but ok.

Posted
6 hours ago, Shiori栞 said:

So it seems all animations I have were made with an old skeleton then. I fail to see the benefit of using an up-to-date extended skeleton then... which is no doubt what people would suggest I do.

So I need to adjust males in bodyslide manually? I sorta figured my nude male bodies would have that sorted out already. Odd, but ok.

Go into Bodyslide.......

Select Strap On

Tick Morphs Box

Select female body of yer choice

Hit BUILD

Select Female body of yer choice for both slots

Make sure Morphs Box is still ticked

Hit BUILD

Select Male Body of your choice for both slots

Make sure Morphs Box is still ticked

Slide erection slider to ZERO

Hit BUILD

 

And lastly.......

Make sure Morphs Box is still ticked

Click Batch Build & set up yer clothing

 

:thumbsup:

 

EDIT: Make sure the NIF & TRI files are in the Data/Meshes/(Apprpriate folder HERE) and NOT in your Bodyslide folder!

 

:exclamation:

Posted
12 hours ago, EgoBallistic said:

That sounds like a tag problem, like @Sagebrush61 suggested.  Make sure you have the AAF Kinky/Creatures Theme installed, or turn off "Use Tags" in violate's Animation Options MCM.  You should check out the Troubleshooting section on this mod's download page.

Thanks, will definitely give this a try.

Posted
14 hours ago, Sagebrush61 said:

Violate has an MCM setting to ignore tags (forget exactly what it's called).

.....and THAT was the info I was looking for. (I was only getting dick sucking & no other animations)

 

Turning off tags (hopefully) will fix my issue!

 

:exclamation:

Posted
16 hours ago, Shiori栞 said:

So it seems all animations I have were made with an old skeleton then. I fail to see the benefit of using an up-to-date extended skeleton then... which is no doubt what people would suggest I do.

It's not just the skeleton, it's the body mesh.

 

There are two kinds of erections in animations.  Morph-based ones rely on the body mesh.  Older animations (Leito, etc) use these.  Newer animations use bones in the skeleton to animate the penis.  Newer animations like BP70's and the latest Mutated Lust use these.

 

In order to see the newer skeleton based animations, you have to use the ZeX skeleton as well as the BodyTalk version 2 (BT2) male body mesh.  And you have to build the BT2 body correctly in BodySlide.  There are ample instructions for doing this on the BT2 download page at Nexus.

Posted
7 minutes ago, EgoBallistic said:

It's not just the skeleton, it's the body mesh.

 

There are two kinds of erections in animations.  Morph-based ones rely on the body mesh.  Older animations (Leito, etc) use these.  Newer animations use bones in the skeleton to animate the penis.  Newer animations like BP70's and the latest Mutated Lust use these.

 

In order to see the newer skeleton based animations, you have to use the ZeX skeleton as well as the BodyTalk version 2 (BT2) male body mesh.  And you have to build the BT2 body correctly in BodySlide.  There are ample instructions for doing this on the BT2 download page at Nexus.

And if yer BLOCKED on Nexus, how then can you find out?

 

:exclamation:

Posted
18 hours ago, deljason said:

Except that it is triggered by this mod.  It may very well be a game engine bug, but I have never had it happen except when using Viloate (including the old 4play one in past playthroughs).  I have another game going with RSE II CSA (which has its own issues) but that bug has never happened with it.  

Strange.  As far as I know CSA and Violate use similar methods for disabling player controls, which is the only thing I can think of that would trigger it.  And most people, myself included, never see this happen, or at least not often enough to link it to Violate.  But this wouldn't be the first time a mod occasionally triggers an engine bug -- I've fixed enough of them to know.

 

I would love to get to the bottom of this, but I need to be able to reproduce it consistently to find the cause and prevent it.  So: does this happen every time you get violated, or only sometimes?  If it is only sometimes, does anything happen that you don't see when the bug is not triggered?  If you can reproduce it, the next time it happens can you save and quit Fallout 4 and post your Papyrus log?  That might reveal something.

Posted
On 1/15/2020 at 4:33 PM, Verasmile2 said:

I see, but when I equip her the "dress" she had when recovered she's naked (except for the right arm)

Here's what I meant.

1st picture is her with the "dress" she had after her quest

2nd picture is her "naked" (or at least how she appears when she should be naked)

image.png

image.png

Posted
5 hours ago, Verasmile2 said:

2nd picture is her "naked" (or at least how she appears when she should be naked)

Yes, because that 2nd picture is her "naked" body.  The race record in the esp points to Data\Meshes\yorha2b\FemaleBody.nif as the nude mesh.  And that looks like:

 

image.png

 

So the only way to "fix" this is to edit that mesh and remove the clothes.  Or you could edit the race record and make it use the standard naked CBBE body.  However, I don't know if that will look right.  In any event, this is something you should discuss with that mod's author @guicool138.

Posted

 

So far I've figured out, after numerous testing with restarting a new game, the culprit so far as to why I can't get animations to play with AAF wizard window is this.

 

 

Not sure why because I followed the exact load order and requirements presented by Indarello but still couldn't get animations to play, let along access AAF animation wizard window. I might be missing something for this mod so I plan to have it disabled for now.

However, I can confirm animations are now working with AAF again. :)  I believe from this point on, AAF Violate's surrender scene should play out as it should of been.

 

Note: This was referring to my problem earlier with animations not playing during surrender scene where everyone is just standing there doing nothing after my character surrendered with a bit of dialogue.

This is not to discourage people from downloading Indarello's mod as it still works great with AAF Sex Em Up as well as other sex mods and the problem could quite possibly be on my end.

Posted
4 hours ago, EgoBallistic said:

Yes, because that 2nd picture is her "naked" body.  The race record in the esp points to Data\Meshes\yorha2b\FemaleBody.nif as the nude mesh.  And that looks like:

 

image.png

 

So the only way to "fix" this is to edit that mesh and remove the clothes.  Or you could edit the race record and make it use the standard naked CBBE body.  However, I don't know if that will look right.  In any event, this is something you should discuss with that mod's author @guicool138.

I see, well I agree on asking to him directly- Also becouse I have no idea on how to change them.

Posted
20 hours ago, VonHelton said:

Go into Bodyslide.......

Select Strap On

Tick Morphs Box

Select female body of yer choice

Hit BUILD

Select Female body of yer choice for both slots

Make sure Morphs Box is still ticked

Hit BUILD

Select Male Body of your choice for both slots

Make sure Morphs Box is still ticked

Slide erection slider to ZERO

Hit BUILD

 

And lastly.......

Make sure Morphs Box is still ticked

Click Batch Build & set up yer clothing

 

:thumbsup:

 

EDIT: Make sure the NIF & TRI files are in the Data/Meshes/(Apprpriate folder HERE) and NOT in your Bodyslide folder!

 

:exclamation:

I remember doing this stuff when I got the strapon mod. It was in the instructions to be sure to have the morphs ticked in BS and then hit Build. One thing I am not so sure about is if I made any BS adjustments to the male body. That's a thing I really need to check on.

 

About those Nif and Tri files, I am assuming I would not be looking in the game's Data folder for these since I use MO. My guess is they'd end up in the Overwrite folder. I kinda want to put those in the actual body mod folder, or maybe better yet, in the Skeleton folder since I have that loading last, once they've been generated (assuming I haven't generated them already).

10 hours ago, EgoBallistic said:

It's not just the skeleton, it's the body mesh.

 

There are two kinds of erections in animations.  Morph-based ones rely on the body mesh.  Older animations (Leito, etc) use these.  Newer animations use bones in the skeleton to animate the penis.  Newer animations like BP70's and the latest Mutated Lust use these.

 

In order to see the newer skeleton based animations, you have to use the ZeX skeleton as well as the BodyTalk version 2 (BT2) male body mesh.  And you have to build the BT2 body correctly in BodySlide.  There are ample instructions for doing this on the BT2 download page at Nexus.

Turns out I am using that body. However, I was using was appears to be the first version, not BS2. Searching for BodyTalk2 showed a Nexus link, but it just gave me This:

Not found

The mod you were looking for couldn't be found

 

I found what seems to be the one you're talking about (extended edition) here on LL. Looks like I'm gonna need to switch to that. In fact, that may be the only thing wrong here, but I'm sure I'll need to do BS stuff once I switch.

 

One thing I'm not getting is, the one I use was downloaded September of 2019 (on Nexus). The one here (V2) extended) was uploaded December 2018 And then updated in January. Is this really the right body to use? An older body?  ╮(⊙ o`⊙) 

Posted

Hey again~ I've got another small request:

 

Can we add a addnewrace function to this in onhit.psc?

 

	Race[] EnemyRaces
	If (racecheck == 2) 
		EnemyRaces = AllowedRaces
	ElseIf (racecheck == 1)
		EnemyRaces = ExpandedRaces
	Else
		EnemyRaces = BasicRaces
	EndIf

 

So that "Everything" adds unknown races to the aggressors. Carry on the great work!

 

*edit*

It currently shows "I can't surrender to these...* Because the valid aggressors are -1. Although new custom races work with the player, and according to what I see in the script, on companions as well?

Posted
7 hours ago, StaticPhobia2 said:

Hey again~ I've got another small request:

 

Can we add a addnewrace function to this in onhit.psc?

 


	Race[] EnemyRaces
	If (racecheck == 2) 
		EnemyRaces = AllowedRaces
	ElseIf (racecheck == 1)
		EnemyRaces = ExpandedRaces
	Else
		EnemyRaces = BasicRaces
	EndIf

 

So that "Everything" adds unknown races to the aggressors. Carry on the great work!

 

*edit*

It currently shows "I can't surrender to these...* Because the valid aggressors are -1. Although new custom races work with the player, and according to what I see in the script, on companions as well?

Ah-HA!

 

Clearly, your "script-fu" is superior to mine, so if you could tell me how to have multiple instances of various dogs & wolves in the same occurrence, it'd be GREATLY appreciated!

 

:thumbsup:

Posted
8 hours ago, StaticPhobia2 said:

It currently shows "I can't surrender to these...* Because the valid aggressors are -1.

That is by design.  Otherwise people will set it to "Everything" and try to surrender to a robot or something, then complain that they immediately get a "I need to retreat..." (because no animations exist for that race).

8 hours ago, StaticPhobia2 said:

Although new custom races work with the player, and according to what I see in the script, on companions as well?

Violate simply assumes the player is human.  So if they aren't human it will still try to play animations, which usually works for humanoid races.  However, the mod checks races for companions and aggressors.

 

For now the least painful way to deal with it is to add code for the race in the LoadAdditionalCompanionRaces() function, e.g.

 

    If Game.IsPluginInstalled("2BFollower.esp")
        Race HumanRace2B = Game.GetFormFromFile(0x0000F99, "2BFollower.esp") as Race
        AddRace(HumanRace2B)
    EndIf

 

But I really do need to make the race management stuff in this mod more flexible.

Posted
11 hours ago, Shiori栞 said:

I found what seems to be the one you're talking about (extended edition) here on LL. Looks like I'm gonna need to switch to that. In fact, that may be the only thing wrong here, but I'm sure I'll need to do BS stuff once I switch.

 

One thing I'm not getting is, the one I use was downloaded September of 2019 (on Nexus). The one here (V2) extended) was uploaded December 2018 And then updated in January. Is this really the right body to use? An older body?  ╮(⊙ o`⊙) 

Just to be clear, I am talking about these two mods, both on Nexus:

 

BodyTalk V2

ZaZ-Extended-Skeleton (ZeX)

Posted
3 hours ago, EgoBallistic said:

...

Yea, I assumed there'd be a caveat to carte blanche aggressors. Robot's could be difficult, with automatron DLC. I don't know if there are any other races that don't have animations. So, maybe just make an exception for robots? But thanks for the response

Posted
6 hours ago, EgoBallistic said:

Please just shut up.

 

18 hours ago, Shiori栞 said:

I remember doing this stuff when I got the strapon mod. It was in the instructions to be sure to have the morphs ticked in BS and then hit Build. One thing I am not so sure about is if I made any BS adjustments to the male body. That's a thing I really need to check on.

 

About those Nif and Tri files, I am assuming I would not be looking in the game's Data folder for these since I use MO. My guess is they'd end up in the Overwrite folder. I kinda want to put those in the actual body mod folder, or maybe better yet, in the Skeleton folder since I have that loading last, once they've been generated (assuming I haven't generated them already).

Turns out I am using that body. However, I was using was appears to be the first version, not BS2. Searching for BodyTalk2 showed a Nexus link, but it just gave me This:

Not found

The mod you were looking for couldn't be found

 

I found what seems to be the one you're talking about (extended edition) here on LL. Looks like I'm gonna need to switch to that. In fact, that may be the only thing wrong here, but I'm sure I'll need to do BS stuff once I switch.

 

One thing I'm not getting is, the one I use was downloaded September of 2019 (on Nexus). The one here (V2) extended) was uploaded December 2018 And then updated in January. Is this really the right body to use? An older body?  ╮(⊙ o`⊙) 

Sure thing.........

 

:P

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
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...