Shiori栞 Posted January 20, 2020 Posted January 20, 2020 On 1/19/2020 at 12:00 PM, EgoBallistic said: Just to be clear, I am talking about these two mods, both on Nexus: BodyTalk V2 ZaZ-Extended-Skeleton (ZeX) hmm Yep. Those are what I'm already using. I don't remember ever loading a male body in BS so that is apparently the step I need. Once I finally get my new TV (last one just broke) I can finally try it. My TV is my monitor. Was... my monitor. ಥ . ಥ She said the Nexus link was broken. This is what I got when I searched BodyTalk2 in duckduckgo: https://www.nexusmods.com/fallout4/mods/35043?tab=description I guess it linked me to an outdated removed version or something, I dunno. `¯\_(¬_¬)_/¯` Thank you both for the replies. ?
EgoBallistic Posted January 20, 2020 Author Posted January 20, 2020 1 hour ago, Shiori栞 said: This is what I got when I searched BodyTalk2 in duckduckgo: https://www.nexusmods.com/fallout4/mods/35043?tab=description I guess it linked me to an outdated removed version or something, I dunno. `¯\_(¬_¬)_/¯` That was Luke1987's original "BodyTalk2 Vanilla and DLCs Armors and Clothes Refits" mod. He took it down due to a permissions issue with BT2. He released a new version: Vanilla and DLCs Refits for BodyTalk2. 1
Number24 Posted January 22, 2020 Posted January 22, 2020 @EgoBallistic I seem to recall some time ago you were trying to making so that if the Player Character got violated and had a shock collar put on them, one of the aggressors would then have a Shock Collar Remote Trigger. The aggressor could then use said trigger to shock the PC. Did you ever get that aspect sorted? Also a request if I may: Is there a way to have shock collars that are placed on the PC and Companions via Violate spawn with a random unlock code? The issuing aggressor could then have a note spawned in their inventory with the unlock code on it, much the same way that they would have a key spawn in their inventory for handcuffs. This may be a tall ask so no worries is it's something that can't be done or if its not something you want to invest your time into. 1
EgoBallistic Posted January 22, 2020 Author Posted January 22, 2020 2 hours ago, Number24 said: The aggressor could then use said trigger to shock the PC. Did you ever get that aspect sorted? Kind of. There were some issues with NPCs triggering shock collars on their own in combat, since that version of Real Handcuffs was still in beta at the time. I still have the code, I need to play with it again. In its current state, I force the guy with the remote to equip it, and then I directly script the collar to activate every few seconds. So if you go back into combat with the aggressors you get zapped over and over. Even in that half-baked form it's pretty cool. 2 hours ago, Number24 said: Also a request if I may: Is there a way to have shock collars that are placed on the PC and Companions via Violate spawn with a random unlock code? The issuing aggressor could then have a note spawned in their inventory with the unlock code on it, much the same way that they would have a key spawn in their inventory for handcuffs. This may be a tall ask so no worries is it's something that can't be done or if its not something you want to invest your time into. That's actually been the plan all along, I just haven't had time to look into scripting the code and locking stuff in the RH collars. But it's on my to-do list. 1
Number24 Posted January 22, 2020 Posted January 22, 2020 1 hour ago, EgoBallistic said: Kind of. There were some issues with NPCs triggering shock collars on their own in combat, since that version of Real Handcuffs was still in beta at the time. I still have the code, I need to play with it again. In its current state, I force the guy with the remote to equip it, and then I directly script the collar to activate every few seconds. So if you go back into combat with the aggressors you get zapped over and over. Even in that half-baked form it's pretty cool. That's actually been the plan all along, I just haven't had time to look into scripting the code and locking stuff in the RH collars. But it's on my to-do list. Cool! I look forward to possible future updates. Thanks!
Broncos4Life Posted January 23, 2020 Posted January 23, 2020 I have a weird issue. When ever I try to use the HOME key it spawns a brotherhood aspirant.
VonHelton Posted January 23, 2020 Posted January 23, 2020 57 minutes ago, Broncos4Life said: I have a weird issue. When ever I try to use the HOME key it spawns a brotherhood aspirant. WHOA! That's.......different.
vaultbait Posted January 23, 2020 Posted January 23, 2020 1 hour ago, Broncos4Life said: I have a weird issue. When ever I try to use the HOME key it spawns a brotherhood aspirant. Do you have any BoS related mods installed? Maybe one of them is using the home key to call reinforcements or something along those lines. Because situations like this are inevitable, you can reassign AAF's keybindings in the settings INI file. Or you could uninstall the conflicting mod if you don't need it. I have a similar conflict between AAF and ESP Explorer where F11 both brings up the ESP menu and also launches a random AAF animation at the same time, though in my case I just live with it since ESP Explorer additionally listens for shift-Z and I don't really need to use AAF's random animation launcher anyway.
Broncos4Life Posted January 23, 2020 Posted January 23, 2020 20 minutes ago, vaultbait said: Do you have any BoS related mods installed? Maybe one of them is using the home key to call reinforcements or something along those lines. Because situations like this are inevitable, you can reassign AAF's keybindings in the settings INI file. Or you could uninstall the conflicting mod if you don't need it. I have a similar conflict between AAF and ESP Explorer where F11 both brings up the ESP menu and also launches a random AAF animation at the same time, though in my case I just live with it since ESP Explorer additionally listens for shift-Z and I don't really need to use AAF's random animation launcher anyway. Thanks for the suggestion! I tried swapping out the hotkey for it but it still won't load. Now my HOME key is alternating between synths and dead bodies. I can't get any surrender animations to work, might just try and start from scratch again.
EgoBallistic Posted January 23, 2020 Author Posted January 23, 2020 4 hours ago, Broncos4Life said: I have a weird issue. When ever I try to use the HOME key it spawns a brotherhood aspirant. Sounds like you have Dongs of Fallout installed. If so, uninstall it, it doesn't work with AAF and it causes random actors to appear when you press Home. If you installed it to get working nude male bodies, nstall Body Talk or Atomic Muscle instead. 1
NoJoker Posted January 25, 2020 Posted January 25, 2020 @EgoBallistic I'm getting infinite AAF loading screen when surrounding. Here is log: Spoiler [01/25/2020 - 09:45:47AM] AFV report: Control up: FPV_SurrenderKey held for 0.100000 s [01/25/2020 - 09:45:48AM] AFV report: MCM force surender attempt [01/25/2020 - 09:45:48AM] AFV report: force surrender. AFV_Global_On 1.000000 checking 0 surrenderActive False [01/25/2020 - 09:45:48AM] AFV report: potential combat targets [5] actual [1] rapists [1] companions [1] [01/25/2020 - 09:45:49AM] AFV report: set Vivian faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>] [01/25/2020 - 09:45:50AM] AFV Report: Followers[0] is Ivy [01/25/2020 - 09:45:50AM] AFV report: set Ivy faceAnim to [Keyword <AnimFaceArchetypeDisgust (000C8674)>] [01/25/2020 - 09:45:53AM] AFV report: applyRestraints for Vivian [01/25/2020 - 09:45:53AM] AFV report: picking random DD items with Rogg DD Items Manager [01/25/2020 - 09:45:56AM] Unequipped. Not in PA. Set PACW bonus to 0. [01/25/2020 - 09:45:57AM] [DD]: Difficulty modifier applied: 0.062500 [setting: 9] [01/25/2020 - 09:45:58AM] [DD]: Difficulty modifier applied: 0.062500 [setting: 9] [01/25/2020 - 09:46:02AM] [DD]: Difficulty modifier applied: 0.062500 [setting: 9] [01/25/2020 - 09:46:03AM] [DD]: Difficulty modifier applied: 0.062500 [setting: 9] [01/25/2020 - 09:46:03AM] AFV report: Player can be target [01/25/2020 - 09:46:03AM] AFV report: start looking for rapists. max index is 0 [01/25/2020 - 09:46:03AM] AFV report: FindRapistFor Vivian [01/25/2020 - 09:46:03AM] MFGOutfit: equipped by Vivian [01/25/2020 - 09:46:03AM] AFV report: cur rapist index is 0 [01/25/2020 - 09:46:03AM] AFV report: cur rapist exists [01/25/2020 - 09:46:03AM] AFV report: cur rapist is not dead [01/25/2020 - 09:46:03AM] AFV report: rapist found [01/25/2020 - 09:46:03AM] AFV report: set Vivian faceAnim to [Keyword <AnimFaceArchetypeNervous (000C8671)>] [01/25/2020 - 09:46:15AM] AFV report: approach scene ended with timeout 11 [01/25/2020 - 09:46:15AM] AFV SexSceneChoosing: curRapistE [1] maxRapistE [0] CanDoGangbangs [1] [01/25/2020 - 09:46:15AM] AFV report: StartSex: akActors[0] is Vivian [20] [01/25/2020 - 09:46:15AM] AFV report: StartSex: akActors[1] is Raider Psycho [1759505] [01/25/2020 - 09:46:15AM] AFV report: setting major Function ON from StartSex Function [01/25/2020 - 09:46:17AM] AFV report: FindRapistFor Vivian Function ended and interrupted is 0 found is 1 [01/25/2020 - 09:46:17AM] AFV report: Companions can be target [01/25/2020 - 09:46:17AM] AFV report: Distance to companion 293.485779 max distance is 1250.000000 [01/25/2020 - 09:46:17AM] AFV report: applyRestraints for Ivy [01/25/2020 - 09:46:17AM] AFV report: picking random DD items with Rogg DD Items Manager [01/25/2020 - 09:46:24AM] [DD]: Difficulty modifier applied: 0.062500 [setting: 9] [01/25/2020 - 09:46:24AM] [DD]: Difficulty modifier applied: 0.062500 [setting: 9] [01/25/2020 - 09:46:26AM] MFGOutfit: equipped by Vivian [01/25/2020 - 09:46:30AM] MFGOutfit: unequipped by Vivian [01/25/2020 - 09:46:30AM] MFGOutfit: unequipped by Vivian [01/25/2020 - 09:46:44AM] error: Type mismatch for argument 2. stack: <empty stack> [01/25/2020 - 09:46:44AM] AFV report: SceneInit Event [01/25/2020 - 09:46:44AM] AFV report: OnSceneInit Event: animation doesn't start, result [1] [01/25/2020 - 09:46:44AM] AFV report: OnSceneInit Event: actors array size is 0 [01/25/2020 - 09:46:44AM] AFV report: setting major Function OFF from onSceneInit Event [01/25/2020 - 09:46:44AM] AFV report: CheckForRapeEnd start, interrupted is 1 [01/25/2020 - 09:46:44AM] AAF SEU Debug: SceneInit event: error [1] [01/25/2020 - 09:46:44AM] AFV report: IsAnimRunning: no actors are busy [01/25/2020 - 09:46:44AM] AFV report: outcome player [01/25/2020 - 09:46:44AM] AFV report: setting major Function OFF from CheckForRapeEnd Function [01/25/2020 - 09:46:44AM] AFV report: outcome start [01/25/2020 - 09:46:44AM] AFV BadEnd: Quest started [01/25/2020 - 09:46:44AM] AFV BadEnd: FatalBadEnd False (1) [01/25/2020 - 09:46:44AM] AFV BadEnd: Starting the main scene [01/25/2020 - 09:49:09AM] VM is freezing... [01/25/2020 - 09:49:09AM] VM is frozen
EgoBallistic Posted January 25, 2020 Author Posted January 25, 2020 8 hours ago, NoJoker said: @EgoBallistic I'm getting infinite AAF loading screen when surrounding. Here is log: In a nutshell, Violate tried to play an animation with Vivian and a Raider. The animation failed with an AAF error, so Violate tried to cancel the scene. Unfortunately while ending the scene it went into the Bad End routine and tried to play another animation, and because AAF is hung everything locked up. 8 hours ago, NoJoker said: [01/25/2020 - 09:46:44AM] AFV report: OnSceneInit Event: animation doesn't start, result [1] This is the error status AAF sent to Violate in the SceneInit event. An error code of `1` means that Actor locking has failed and the scene is being cancelled. I will modify the outcome code so it won't try to do a bad end if there was an AAF error - that's really a bug on my part. But the root cause of this is the AAF error, and I really don't know what would cause that.
Broncos4Life Posted January 26, 2020 Posted January 26, 2020 On 1/23/2020 at 1:17 AM, EgoBallistic said: Sounds like you have Dongs of Fallout installed. If so, uninstall it, it doesn't work with AAF and it causes random actors to appear when you press Home. If you installed it to get working nude male bodies, nstall Body Talk or Atomic Muscle instead. Thanks! That was definitely the issue! 1
NoJoker Posted January 26, 2020 Posted January 26, 2020 23 hours ago, EgoBallistic said: In a nutshell, Violate tried to play an animation with Vivian and a Raider. The animation failed with an AAF error, so Violate tried to cancel the scene. Unfortunately while ending the scene it went into the Bad End routine and tried to play another animation, and because AAF is hung everything locked up. This is the error status AAF sent to Violate in the SceneInit event. An error code of `1` means that Actor locking has failed and the scene is being cancelled. I will modify the outcome code so it won't try to do a bad end if there was an AAF error - that's really a bug on my part. But the root cause of this is the AAF error, and I really don't know what would cause that. No worries, Violate is the only defeat mod that works flawlessly and fast. Keep up good work! I will post more log if I ever encounter any other hard-to-catch cases. 1
EgoBallistic Posted January 26, 2020 Author Posted January 26, 2020 32 minutes ago, VonHelton said: So Bad End was a requirement, but none of us knew it........?? No, Bad End is not a requirement. It is entirely optional, like it says on this mod's download page. Violate should immediately abort the violation event and release the player if an AAF error occurred. The bug on my part is that the Bad Ending outcome doesn't automatically get skipped if that happens, although everything else does. 1
VonHelton Posted January 26, 2020 Posted January 26, 2020 5 minutes ago, EgoBallistic said: No, Bad End is not a requirement. It is entirely optional, like it says on this mod's download page. Violate should immediately abort the violation event and release the player if an AAF error occurred. The bug on my part is that the Bad Ending outcome doesn't automatically get skipped if that happens, although everything else does. Speaking of buggs, do you have any idea why I sometimes put my BOS officer uniform back on? It's kinda immersion breaking.........I think you might've touched on it awhile back, but I couldn't find anything, and the search feature here is........Not the best.
NoJoker Posted January 26, 2020 Posted January 26, 2020 1 hour ago, VonHelton said: Speaking of buggs, do you have any idea why I sometimes put my BOS officer uniform back on? It's kinda immersion breaking.........I think you might've touched on it awhile back, but I couldn't find anything, and the search feature here is........Not the best. Probably due to AAF itself, sometimes it just randomly strips or re-equips items, very annoying.
deljason Posted January 27, 2020 Posted January 27, 2020 On 1/25/2020 at 4:20 PM, EgoBallistic said: As I told @deljason, I would be more than happy to fix this if it is in fact caused by Violate. I have never had this bug triggered by a violation scene. I can trigger it manually any time I want by hitting shift+tab to bring up the Steam Overlay and then hitting Esc to close the overlay. To fix it I just shift+tab back into Steam Overlay and hit shift+tab to get back out. If you want to help instead of just fling accusations, here's what I asked of deljason: 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. Otherwise take your nasty attitude somewhere else and stop posting on my mod threads. I have only ever had this bug triggered by Violate. No other mod has ever done it for me in all the years of playing FO4. (both the old 4play and new aaf version) I have used a similar mod (RSA II CSA) and not had the issue with it *but it has other issues. (I dont use CSA & Violate in the same save) It is a pretty rare occurrence though. I think only about 3 times total since the day I first posted about it using the AAF version. In all 3 cases it appears to have triggered after a Violate event ended prematurely. Once it was because a quest NPC (Danse in this case) continued to fight the Synths in Arc Jet which seemed to break something with Violate. It let me move my character again but did not give the "I need to leave the area" prompt and initially I could open the PipBoy but I was unable to use a stimpack (it consumed the pack and did the sound and animation but did not heal). Then I was no longer able to open the pip boy and had to shut down the game. The other times I believe something similar happened. Either the NPC(s) involved were under attack or could not reach my for some reason and it somehow broke the Violate session then when I tried to heal up to continue things went haywire. I will say this: Whatever Violate does that prevents stimpack healing may be involved. Perhaps get rid of that function since it does not 'add' to the experience of the mod and see if there are more issues. If it happens again I will check my papyrus logs to see if there is anything I can post in here.
deljason Posted January 27, 2020 Posted January 27, 2020 On 1/26/2020 at 7:47 AM, NoJoker said: Probably due to AAF itself, sometimes it just randomly strips or re-equips items, very annoying. I noticed that if a 2nd NPC takes over after the first one, my character is in a vault suit (which I dont even have in my inventory). I'm pretty sure that is AAF doing that, but oddly, it doesnt do that with RSE II CSA for 2nd + rounds but that mod appears to re-equip you between rounds so maybe that is why it behaves different.
EgoBallistic Posted January 27, 2020 Author Posted January 27, 2020 1 hour ago, deljason said: Once it was because a quest NPC (Danse in this case) continued to fight the Synths in Arc Jet which seemed to break something with Violate. It let me move my character again but did not give the "I need to leave the area" prompt and initially I could open the PipBoy but I was unable to use a stimpack (it consumed the pack and did the sound and animation but did not heal). Then I was no longer able to open the pip boy and had to shut down the game. The other times I believe something similar happened. Either the NPC(s) involved were under attack or could not reach my for some reason and it somehow broke the Violate session then when I tried to heal up to continue things went haywire. Interesting. That helps narrow it down a bit. 1 hour ago, deljason said: I will say this: Whatever Violate does that prevents stimpack healing may be involved. Perhaps get rid of that function since it does not 'add' to the experience of the mod and see if there are more issues. The inability to heal immediately after the violation is a side effect of the God Mode setting. It actually uses SetGhost() to make the player invulnerable to damage and effects, and that includes the effects of chems. That doesn't cause the tab problem though, it just makes chems not have any effect. God Mode gets canceled after the pacification timer expires. I should probably change it so God Mode gets canceled as soon as you are able to move freely again.
maddadicusrex Posted January 27, 2020 Posted January 27, 2020 Just a general observation and one that could be posted to any error gripe from anyone. Nothing is perfect or 100% in any PC universe. Every day, we handle breakdowns in every facet of our lives. Things bust, files corrupt, phones fail to connect, etc. and for the most part, we accept it as shit happens. The same can be said for mods. My solution for a glitch is never to assume it is built into the mod but is caused from a random set of circumstances and conditions from many mods. 99% of the time, I will never see the glitch again. A simple reload of a save and the glitch never happened. Bethnet games are a walking corruption timebomb and to me, it has always been amazing how many modders have been able to sift through the crappy guts of a Bethnet game to make me some pretty good mods for my gaming enjoyment that work 99% of the time. So for you 1%ers, step back, reload a save, try it again and you will often find that thou didst protest too much.. 2
Malphias Posted January 27, 2020 Posted January 27, 2020 On 1/26/2020 at 8:47 AM, NoJoker said: Probably due to AAF itself, sometimes it just randomly strips or re-equips items, very annoying. It is AAF...it has a settings ini file but I can't recall which value it was to change. Look around here, do a search, you will find it. Basically after a sex scene ends AAF counts a set amount of time and reclothes everyone. If another scene starts once they've been clothed the scripts are confused about stripping or not??? I don't know. There is a fix in the ini file by changing a value which I think is 15 seconds by default. I moved that up to 30 and I haven't seen the issue since.
Malphias Posted January 27, 2020 Posted January 27, 2020 3 hours ago, EgoBallistic said: Interesting. That helps narrow it down a bit. The inability to heal immediately after the violation is a side effect of the God Mode setting. It actually uses SetGhost() to make the player invulnerable to damage and effects, and that includes the effects of chems. That doesn't cause the tab problem though, it just makes chems not have any effect. God Mode gets canceled after the pacification timer expires. I should probably change it so God Mode gets canceled as soon as you are able to move freely again. I am fine with this myself except....while I am running away I have no idea how long I have. In the heat of the moment I am not thinking of anything but getting away and getting healthy. If you pop a stimpack and you are still under pacification you lose that stimpack but gain no health. Can you put a counter on screen counting down from 15 to 0?
Malphias Posted January 27, 2020 Posted January 27, 2020 On 1/17/2020 at 5:18 PM, 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. Huh? Tab key not working? I've been playing FO4 for years and I've NEVER had the tab key not work. Not until I started using Real Handcuffs. Real Handcuffs hijacks the functionality of the tab key to present it's own display (so that you can chose a method of removing the cuffs). Sometimes though, something will go wrong and tab will do nothing and because it is the game engine that is hijacked, the problem will persist even if you load an older save. The only option is shutting down the game and starting again. Yes, it is Real Handcuffs, as I am cuffed and escaping a Violation every time it occurs and has never, ever, occurred at any other time. Well...not necessarily. Never try to load a save while a sex scene has initiated. Bad things happen. Gotta let it play out before doing a load. You may find the tab key won't function once the save is loaded. Again, it's because the mods are taking control from the game engine to prevent the player from doing anything such as moving, shooting, taking chems, etc. Wait until the scene is over and you have full character control again. These are the only times I've ever had the tab key not work.
Malphias Posted January 27, 2020 Posted January 27, 2020 Congratulations, EgoBallistic, you made the cut. LOL I'm done tinkering and messing around with mods. A few have bit the dust, Won't name names but suffice say I am playing with very few of the adult mods from Loverslab. AAF Violate is one of those that I am keeping. I can't say that it's a 100% as there are many parts of it that isn't going to apply to my game or may not apply for some time. I don't have companions, I hate NPCs tagging along with me getting in the damn way or deciding to fight when I am stealthing. I just find them annoying. Every time Dogmeat blocks a door I wanna shoot him. But, the way in which I use it, seems to work just fine. I find that in my current game I have far fewer stimpacks because I am popping them all the time during combat to keep my health up LOL But, shit happens and sometimes damage is taken and...damnit, abused again! Bad Ends tend to run a little long, but that's ok. Have yet to hit Purgatory, though. Nice work and thanks for the mod! 1
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