EgoBallistic Posted February 16, 2020 Author Posted February 16, 2020 5 hours ago, Crisjin said: I currently seem to be having an issue with companions not being involved in scenes. Even when there are extra aggressors, they'll just stand around and leave my companion alone while focusing on me. My companion will sit off to the side in the surrender animation, but nothing else. Any ideas? What kind of companions are these? Some mods don't flag companions in a way that Violate will recognize, so it won't treat them as companions. Same thing can happen if they are a custom race.
EgoBallistic Posted February 16, 2020 Author Posted February 16, 2020 2 hours ago, LenAnderson said: I seem to experience a problem with the RSE II: CSA integration and companion abductions. I'll look into it. This is somewhat frustrating because the mod integration script Flashy posted incomplete, and companion features didn't work. So I had to dig through his scripts to figure out how to populate the companion aliases. But now there are still problems, and since he's abandoned the mod it's up to me to fix his bugs.
LenAnderson Posted February 16, 2020 Posted February 16, 2020 54 minutes ago, EgoBallistic said: I'll look into it. This is somewhat frustrating because the mod integration script Flashy posted incomplete, and companion features didn't work. So I had to dig through his scripts to figure out how to populate the companion aliases. But now there are still problems, and since he's abandoned the mod it's up to me to fix his bugs. Thanks! Let me know if you need any more input from my side. I just tested it with the setting for dismissing companions active. Got the notification that my companion would go home (Piper in this case) right before the jump to the abduction location. After escaping I found her sitting in the "downed" position in the spot where I surrendered. Since I was not given the option to stimpack her I used resurrect in the console to get her up. Then asked her to follow me to have her as a companion. Now she's again stuck to her spot, same as when she was abducted and refused to follow me.
izzyknows Posted February 16, 2020 Posted February 16, 2020 1 hour ago, LenAnderson said: Since I was not given the option to stimpack her I used resurrect in the console to get her up. Ego may know how to get her out of the bleed out... But I've found when a companion gets to that point, it's better to load an earlier save because the game has probably stripped some, if not all of the packages from them which totally screws them up. Seems the dialogue is the first to go. LOL
EgoBallistic Posted February 16, 2020 Author Posted February 16, 2020 1 hour ago, LenAnderson said: Thanks! Let me know if you need any more input from my side. So I figured out the problem where your companion won't follow you after you rescue them. One of the two scripts started by Violate's handoff quests was making the companion act as if they were still in a CSA surrender. I modified the handoff script so it stops that quest after the abduction starts, and that problem went away. So at this point, everything works correctly when the companion is abducted to a separate location. As far as when the companion is abducted with the player, I am a little confused by your description. I tried with Violate and CSA and they seem to behave the same way in both mods. The companion stays kneeling in one spot. If I give them an order, they do it and then return to their spot. But if I go into combat with the abductors they start following. Finally, regarding the "twitching" behavior. That's caused by Real Handcuffs' AI packages fighting against the CSA packages. Not sure what I could do about that in a CSA setting.
Deplicable Posted February 16, 2020 Posted February 16, 2020 10 hours ago, Verasmile2 said: Dumb question, but have you enabled via MCM that also the compaions gets violated? I'm no good at this stuff, so no question is dumb. I assume it's this one? 4 hours ago, EgoBallistic said: What kind of companions are these? Some mods don't flag companions in a way that Violate will recognize, so it won't treat them as companions. Same thing can happen if they are a custom race. I've only tested it with Cait so far, with no mods affecting her. I don't have unlimited companions if that means anything. I'm sure it's something on my end, as I've had a few other problems with AAF, and I'm not too great at modding in general.
LenAnderson Posted February 16, 2020 Posted February 16, 2020 57 minutes ago, EgoBallistic said: So I figured out the problem where your companion won't follow you after you rescue them. One of the two scripts started by Violate's handoff quests was making the companion act as if they were still in a CSA surrender. I modified the handoff script so it stops that quest after the abduction starts, and that problem went away. So at this point, everything works correctly when the companion is abducted to a separate location. As far as when the companion is abducted with the player, I am a little confused by your description. I tried with Violate and CSA and they seem to behave the same way in both mods. The companion stays kneeling in one spot. If I give them an order, they do it and then return to their spot. But if I go into combat with the abductors they start following. Finally, regarding the "twitching" behavior. That's caused by Real Handcuffs' AI packages fighting against the CSA packages. Not sure what I could do about that in a CSA setting. Awesome! I'll give the abduction with player a couple more tries. Maybe I was just unlucky with Real Handcuffs and CSA clashing and keeping the companion from following.
Verasmile2 Posted February 16, 2020 Posted February 16, 2020 52 minutes ago, Crisjin said: I'm no good at this stuff, so no question is dumb. I assume it's this one? I've only tested it with Cait so far, with no mods affecting her. I don't have unlimited companions if that means anything. I'm sure it's something on my end, as I've had a few other problems with AAF, and I'm not too great at modding in general. Yes I meant this one, and it seems good to me... So I don't know what can be the issue for you
EgoBallistic Posted February 16, 2020 Author Posted February 16, 2020 New version 1.25 Uploaded Fixed bug causing companions handed off to CSA abductions to stop following the player when rescued. Thanks to @LenAnderson for reporting. Fixed bug causing Exhaustion to max out at 10 regardless of MCM setting. Thanks to @Adetu for reporting. Surrendering will now heal the player 10% of their base health to prevent low-health effects (heartbeat, fading vision) from playing during violation As always, the mod will self-update when you install the new version, no need for a clean save. 5
LenAnderson Posted February 17, 2020 Posted February 17, 2020 You're fast! I'm away from home for the week so I can't test right now. Will report back on the weekend.
EgoBallistic Posted February 17, 2020 Author Posted February 17, 2020 4 hours ago, LenAnderson said: You're fast! I'm away from home for the week so I can't test right now. Will report back on the weekend. Hehe thanks. I actually found the issue that was causing abducted companions to loop between kneeling and standing animations. It happens because CSA uses an invisible furniture mat to make the actor kneel, but Real Handcuffs forces actors wearing cuffs out of furniture. So they fight. Fortunately, Real Handcuffs has an internal formlist of furniture that is exempt from this. So I added some code to the CSA integration script to add those mats to the RH formlist. No more bouncing prisoners. 1
nitemares Posted February 17, 2020 Posted February 17, 2020 Hey EgoBallistic. I got the base build of FO4 back up and running with mods... But I am still running into issues I hope you can help with. I have attached my papyrus log.. (2 megs for about 5 minutes of data! ) and contains a bunch of errors that I have no idea where they are coming from (hence your help ). AFF for the most part seems to be running, but I do have these errors: (See pic) I have a feeling these are caused by one or more patches. I say this because when I tried to use the "one patch to bang them all", the error report for AAF was just over 3 pages! So I disabled it. Any help you can offer would be great! Papyrus.0.log
JB. Posted February 17, 2020 Posted February 17, 2020 Long time since my character did not surrender to enemies. Yesterday I was playing and I'm sure (I didn't pay enough attention) that a raider approached to punch Nora as the first rapist walked away! I mean, I heard the punch ... I don't know if I've imagined it or it's something you added. Super cool detail. ?
EgoBallistic Posted February 17, 2020 Author Posted February 17, 2020 30 minutes ago, nitemares said: But I am still running into issues I hope you can help with. I have attached my papyrus log.. (2 megs for about 5 minutes of data! ) and contains a bunch of errors that I have no idea where they are coming from The massive number of log errors are from Endless Warfare, which is known to be a bug-ridden mess. The AAF Admin warnings you are getting are from furnitureData XML that is looking for furniture from Lady Killer Bed and HomeMaker, but you don't have those mods installed. They are happening either because you enabled support for those mods when you installed an animation pack (Atomic Lust and/or BP70) or one of the various patches includes it by default. The warnings are harmless. To get rid of them either install HomeMaker and LadyKillerBed (they are pretty cool mods) or fix your XML.
Verasmile2 Posted February 17, 2020 Posted February 17, 2020 On 2/16/2020 at 8:34 PM, Crisjin said: I'm no good at this stuff, so no question is dumb. I assume it's this one? I've only tested it with Cait so far, with no mods affecting her. I don't have unlimited companions if that means anything. I'm sure it's something on my end, as I've had a few other problems with AAF, and I'm not too great at modding in general. Allright, I have this bug too. I didn't noticed before as I just got violated by multiple mirelurks, while my companions got all ignored. Weird thing is, on my previous save it worked perfectly, and I've only updated the old mods (except for Fudge, I'm not using that now)
EgoBallistic Posted February 17, 2020 Author Posted February 17, 2020 16 minutes ago, Verasmile2 said: Allright, I have this bug too. I didn't noticed before as I just got violated by multiple mirelurks, while my companions got all ignored. Weird thing is, on my previous save it worked perfectly, and I've only updated the old mods (except for Fudge, I'm not using that now) Not sure how this would happen with vanilla companions unless you were using some kind of race replacer that changed them into a custom race Violate doesn't know about, or a custom follower framework that doesn't use the vanilla factions. UCF isn't needed but it works fine if you do have it. If you reproduce the problem and post your script log I'll take a look.
Verasmile2 Posted February 17, 2020 Posted February 17, 2020 8 minutes ago, EgoBallistic said: Not sure how this would happen with vanilla companions unless you were using some kind of race replacer that changed them into a custom race Violate doesn't know about, or a custom follower framework that doesn't use the vanilla factions. UCF isn't needed but it works fine if you do have it. If you reproduce the problem and post your script log I'll take a look. I do have UCF (if it's the Unlimited Companion mod) and only the vanilla companions (Cait, Piper, Curie with 2B's race and Brooke from Boston Breeder) but on the other save it worked with them all, after you've added 2B's race on the modlist. But now, as said it doesn't work anymore. I'll try to do the script log, as even on the other save doesn't work
EgoBallistic Posted February 17, 2020 Author Posted February 17, 2020 2 minutes ago, Verasmile2 said: after you've added 2B's race on the modlist. Did the 2B race mod change? I thought I saw something about that last week or so. If the race form ID changed that could be the problem.
Verasmile2 Posted February 17, 2020 Posted February 17, 2020 24 minutes ago, EgoBallistic said: Did the 2B race mod change? I thought I saw something about that last week or so. If the race form ID changed that could be the problem. I saw something changed but I don't think iot changed her ID? Anyway that would be only for her, but even Cait, Brooke and Piper get ignored Anyway, heres the script log. Weird and funny thing, while this time both Brooke and Piper got raped with "me", but on the previous case they got ignored. Curie and Cait got ignored now as there were "only" 3 Mirelurks, just like the previous time. Papyrus.0.log
EgoBallistic Posted February 17, 2020 Author Posted February 17, 2020 40 minutes ago, Verasmile2 said: Anyway, heres the script log. Weird and funny thing, while this time both Brooke and Piper got raped with "me", but on the previous case they got ignored. Curie and Cait got ignored now as there were "only" 3 Mirelurks, just like the previous time. The log shows two violation scenes. The first one had a single aggressor: [02/17/2020 - 11:49:54PM] AFV report: potential combat targets [5] actual [1] rapists [1] companions [5] There was only one aggressor in the aggressor list, so only your character got violated. The second time there were 3 aggressors: [02/17/2020 - 11:51:41PM] AFV report: potential combat targets [9] actual [3] rapists [3] companions [5] And your character and two companions got violated. So in fact everything is working as it is supposed to. By default, each rapist will only go one round. So if you have 4 human companions and 3 aggressors, 2 of your companions will not get assaulted. If you want more assaults, you can set the "Exhaustion" setting to however many, and then set "Sex Until Exhaustion" to ON.
Verasmile2 Posted February 17, 2020 Posted February 17, 2020 11 minutes ago, EgoBallistic said: The log shows two violation scenes. The first one had a single aggressor: [02/17/2020 - 11:49:54PM] AFV report: potential combat targets [5] actual [1] rapists [1] companions [5] There was only one aggressor in the aggressor list, so only your character got violated. The second time there were 3 aggressors: [02/17/2020 - 11:51:41PM] AFV report: potential combat targets [9] actual [3] rapists [3] companions [5] And your character and two companions got violated. So in fact everything is working as it is supposed to. By default, each rapist will only go one round. So if you have 4 human companions and 3 aggressors, 2 of your companions will not get assaulted. If you want more assaults, you can set the "Exhaustion" setting to however many, and then set "Sex Until Exhaustion" to ON. Yeah, the first one happened "on my way" to reach the other Mirelurks (the king broke an arm) The second is the one that worked correctly, but I guess it may happane again? I'll keep the logs on, it won't affect my game I'll keep them for 1 round each, just to avoid getting stuck into a gangbang if the bug appears again
nitemares Posted February 17, 2020 Posted February 17, 2020 1 hour ago, EgoBallistic said: The massive number of log errors are from Endless Warfare, which is known to be a bug-ridden mess. yea.. Found that out when I was looking up the error too... So that's gone from the load order (too bad too as it was an easy to use mod that increased... "play mates"...yea, play mates..) As the the AAF messages, good to know. Thank you. I use the MYbed version of the ladykiller bed... so that is obviously not being referenced right for my ESP file. (Should be easy to fix if I can track it down to which XML/update pack) As to Homemaker.. I had it, I tried it, was too "modern" in look for me, so I got rid of it a long time ago... Again easy to fix if I can track down which update pack it was. Thank you for your help with this! I owe you a cookie! 1
EgoBallistic Posted February 18, 2020 Author Posted February 18, 2020 4 hours ago, Verasmile2 said: Yeah, the first one happened "on my way" to reach the other Mirelurks (the king broke an arm) The second is the one that worked correctly, but I guess it may happane again? I'll keep the logs on, it won't affect my game I'll keep them for 1 round each, just to avoid getting stuck into a gangbang if the bug appears again Both of them happened correctly. There was no bug.
Alchen Posted February 18, 2020 Posted February 18, 2020 What exactly is the problem when I surrender and the message "AAF OnSceneLnit status [4]" appears? The scene then doesn't play and i'm free to roam around. Anyone know a way to fix this?
EgoBallistic Posted February 18, 2020 Author Posted February 18, 2020 14 minutes ago, Alchen said: What exactly is the problem when I surrender and the message "AAF OnSceneLnit status [4]" appears? The scene then doesn't play and i'm free to roam around. Anyone know a way to fix this? That means AAF was unable to find an animation that fit the actors and tags. So either you don't have the right animation packs installed, or you don't have AAF Themes installed. AAF Themes adds tags to animations so that mods can ask for animations that are "Aggressive" etc. It is one of the requirements listed on the mod's download page. When an AAF error happens, Violate aborts the entire violation scene to avoid getting stuck.
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