Elsidia Posted February 21, 2020 Posted February 21, 2020 I found a strange bug not sure it can be fixed but maybe someone have idea about it. If you enter in pipboy when health drops lover as surrender value game decide to you surrender and you stuck into a pipboy and never can't exit and continue surrender. Only cure is load a game. But if you are in survival mode it's end very bad. I'm a person what always forgot to heal and in last moment for that enters in pipboy) Maybe there is console command what can help you if you not in survival mode?
EgoBallistic Posted February 21, 2020 Author Posted February 21, 2020 27 minutes ago, Elsidia said: Maybe there is console command what can help you if you not in survival mode? cgf "ui.closemenu" "pipboymenu" 1
Vulgaris Magistralis Posted February 22, 2020 Posted February 22, 2020 Been having a problem while using the mod. After surrendering to a group of enemies, the first scene starts but the enemies that aren't included in that scene revert to being hostile and when the scene ends the hostiles involved in the scene go hostile again. It leads my character being shot to shit while she stands there cause I have it so it's supposed to start another scene.
EgoBallistic Posted February 22, 2020 Author Posted February 22, 2020 6 hours ago, Vulgaris Magistralis said: Been having a problem while using the mod. After surrendering to a group of enemies, the first scene starts but the enemies that aren't included in that scene revert to being hostile and when the scene ends the hostiles involved in the scene go hostile again. It leads my character being shot to shit while she stands there cause I have it so it's supposed to start another scene. Are you traveling with a companion? It sounds like Violate tried to start a second animation with a companion, but AAF returned an error so Violate ended the scene. That can lead to the problem you are describing. You can hit the Home key to bring up the AAF menu, then hit the Del key to bring up the AAF Admin console and see what errors AAF logged.
ugibber Posted February 22, 2020 Posted February 22, 2020 Weird bug - the latest update mutes Piper's voice. Disabling the esp fixes the issue.
EgoBallistic Posted February 22, 2020 Author Posted February 22, 2020 59 minutes ago, ugibber said: Weird bug - the latest update mutes Piper's voice. Disabling the esp fixes the issue. I don't think that could be caused by this mod. The only time the companion's voice is overridden is during an approach scene, and that is turned off by default for companions. And this mod doesn't modify any NPCs.
ugibber Posted February 23, 2020 Posted February 23, 2020 35 minutes ago, EgoBallistic said: I don't think that could be caused by this mod. The only time the companion's voice is overridden is during an approach scene, and that is turned off by default for companions. And this mod doesn't modify any NPCs. Tried v1.10 - works fine. There's something wrong with voices. I blatantly deleted AFV_VictimVoice in xEdit and it immediately restored Piper's voice and lips movement.
EgoBallistic Posted February 23, 2020 Author Posted February 23, 2020 2 hours ago, ugibber said: Tried v1.10 - works fine. There's something wrong with voices. I blatantly deleted AFV_VictimVoice in xEdit and it immediately restored Piper's voice and lips movement. AFV_VictimVoice is only used in one place, which is in the FPV_Approach quest. When a victim is about to be violated and approaches are enabled in MCM, the victim is put into an alias in that quest, a scene from that quest plays, and the character is removed from the alias. This is the way it has worked since long before v1.10. Something really weird is happening if Piper is in that alias outside of a violation. Try doing `stopquest fpv_approach` in the console (with an un-edited version of v1.26). That will kick Piper out of that alias if she is stuck in it somehow and her voice type should return to normal. The quest will get restarted when a violation starts, so stopping it manually won't hurt anything. Edit: I see the problem. Normally the FPV_Approach quest is started when a violation starts and shut down when a violation ends. But it also gets started up when the mod gets updated. And unfortunately the victim alias is configured to get filled when the quest starts, even though it shouldn't be. So you just "got lucky" and the quest filled that alias with Piper when you updated the mod, probably because she was the only loaded actor who fit the alias conditions. So, stopping the quest will fix it, and getting violated would fix it too. I'll change the alias conditions so this can't happen. The mod has actually worked this way since the beginning, I guess nobody ever run into this until now.
ugibber Posted February 23, 2020 Posted February 23, 2020 4 hours ago, EgoBallistic said: AFV_VictimVoice is only used in one place, which is in the FPV_Approach quest. When a victim is about to be violated and approaches are enabled in MCM, the victim is put into an alias in that quest, a scene from that quest plays, and the character is removed from the alias. This is the way it has worked since long before v1.10. Something really weird is happening if Piper is in that alias outside of a violation. Try doing `stopquest fpv_approach` in the console (with an un-edited version of v1.26). That will kick Piper out of that alias if she is stuck in it somehow and her voice type should return to normal. The quest will get restarted when a violation starts, so stopping it manually won't hurt anything. Edit: I see the problem. Normally the FPV_Approach quest is started when a violation starts and shut down when a violation ends. But it also gets started up when the mod gets updated. And unfortunately the victim alias is configured to get filled when the quest starts, even though it shouldn't be. So you just "got lucky" and the quest filled that alias with Piper when you updated the mod, probably because she was the only loaded actor who fit the alias conditions. So, stopping the quest will fix it, and getting violated would fix it too. I'll change the alias conditions so this can't happen. The mod has actually worked this way since the beginning, I guess nobody ever run into this until now. Thank you! `stopquest fpv_approach` fixed Piper right away. If it helps - the whole thing started during the initial scene at DC gates, so she was mute before I met her. It's a new game and I didn't update any mods. I used 1.26 from the very beginning. But I noticed a few other mods bugged out, so there might be something wrong with my game.
EgoBallistic Posted February 23, 2020 Author Posted February 23, 2020 1 hour ago, ugibber said: Thank you! `stopquest fpv_approach` fixed Piper right away. If it helps - the whole thing started during the initial scene at DC gates, so she was mute before I met her. It's a new game and I didn't update any mods. I used 1.26 from the very beginning. But I noticed a few other mods bugged out, so there might be something wrong with my game. Thanks for confirming. This will be fixed in the next release. I can't speak to your other mods but this was definitely caused by a bug in Violate. The same quests get stopped and started when the mod is first installed as when it gets updated, so that's how it happened. But the problem goes away after the first violation, and it might affect some random NPC you would never talk to, so most of the time you'd never notice it happened. I'm really glad you caught it and figured out which mod caused it. 1
LenAnderson Posted February 23, 2020 Posted February 23, 2020 On 2/17/2020 at 9:24 PM, EgoBallistic said: 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. I can confirm that with v1.26 companions can be abducted separately or with me without issue One suggestion for the Devious Devices integration. RoggDDManager always seems to return 5 items (if enough are available through configuration). Maybe the script could pick a random number (1-5) of items from that list, maybe even with upper/lower bounds configurable through MCM? It's not important really, just an idea. I have actually done this myself in my game by adding the following into the RandomDD function in FPV_OnHit.psc right before the loop that equips the devices. Int _iMax = Utility.RandomInt(1, _i) If (_i > _iMax) _i = _iMax EndIf 1
Carl Finkerton Posted February 23, 2020 Posted February 23, 2020 Which animation packs should I get to get the gangbang animations?
Fiona159 Posted February 23, 2020 Posted February 23, 2020 37 minutes ago, Carl Finkerton said: Which animation packs should I get to get the gangbang animations? SG
Carl Finkerton Posted February 23, 2020 Posted February 23, 2020 2 hours ago, Fiona159 said: SG What does the "SG" mean?
Vulgaris Magistralis Posted February 23, 2020 Posted February 23, 2020 22 hours ago, EgoBallistic said: Are you traveling with a companion? It sounds like Violate tried to start a second animation with a companion, but AAF returned an error so Violate ended the scene. That can lead to the problem you are describing. You can hit the Home key to bring up the AAF menu, then hit the Del key to bring up the AAF Admin console and see what errors AAF logged. Not travelling with a companion. How do I bring up the menu when the ui is off while standing around waiting for the next scene to start?
EgoBallistic Posted February 23, 2020 Author Posted February 23, 2020 1 hour ago, Vulgaris Magistralis said: Not travelling with a companion. How do I bring up the menu when the ui is off while standing around waiting for the next scene to start? Sounds like I didn't understand the problem correctly. If you reproduce the problem and post your script log I'll take a look.
Plaguetard Posted February 23, 2020 Posted February 23, 2020 So, not sure this mod has anything to do with it, but I posted on the CSA page and got nothing, and in some testing, it does appear to only happen when an abduction happens via this mod. PC was violated, then sold into abduction. Upon completion of abduction, PC is "beaten and released" as per CSA. PC spawns somewhere random, then is immediately re-abducted. No dialogue, no one around, just boom, re-abduction. I am using CSA, CAP, and Violate. I kinda feel like CSA and CAP are having the issue somehow, but, when I surrendered via CSA, and did a test run, PC was properly released. Double abduction only seems to happen when CSA is triggered via CSA. Anyone have any ideas? Anyone have this same issue? Any thoughts or points in a direction to test is appreciated. Can Violate trigger an abduction via CAP? Thanks to any who can help. ** Disregard - If anyone has this issue, re-enable kidnappings in CAP (I had them disabled from the start), then disable them again, then get released. It seemed to resolve whatever bug had been going on there **
Vulgaris Magistralis Posted February 24, 2020 Posted February 24, 2020 18 hours ago, EgoBallistic said: Sounds like I didn't understand the problem correctly. If you reproduce the problem and post your script log I'll take a look. Got round to it. Here's the log. Papyrus.0.log
Verasmile2 Posted February 24, 2020 Posted February 24, 2020 Is there an human version for Ada (Automatron DLC) which is supported by this mod? Also, as I didn't got a reply on the AAF page, why the super mutants have a flaccid penis the whole time? And why the humans when hard gets erected in the opposite way? Where should I look to solve them?
EgoBallistic Posted February 24, 2020 Author Posted February 24, 2020 1 hour ago, Vulgaris Magistralis said: Got round to it. Here's the log. According to this, the player caused damage to one of the aggressors, after Violate made the call to AAF to start an animation but before animation started. This triggered a function that resets the NPCs and resumes combat. This function can only be triggered if the player damages one of the aggressors, and is intended to make the enemy immediately resume combat if you attack them while they are still pacified. I am not sure how the player could cause damage to the actor this way. There is no log of an OnHit event on any of the actors, so this must be some kind of passive damage. Do you have any perks or equipment that causes passive damage, e.g. radiation or poison area damage? I've never run across this before, but I can modify the interrupt function to filter it out if we can identify the cause.
LenAnderson Posted February 24, 2020 Posted February 24, 2020 17 minutes ago, EgoBallistic said: I am not sure how the player could cause damage to the actor this way. There is no log of an OnHit event on any of the actors, so this must be some kind of passive damage. Do you have any perks or equipment that causes passive damage, e.g. radiation or poison area damage? Would exploding cars or leftover fire from molotovs register with OnHit?
EgoBallistic Posted February 24, 2020 Author Posted February 24, 2020 56 minutes ago, LenAnderson said: Would exploding cars or leftover fire from molotovs register with OnHit? The damage to trigger the interrupt function has to be caused by the player themselves. Area damage like exploding cars or damage caused by other NPCs won't trigger it. Edit: I was able to reproduce the behavior by giving my character the Glowing One radiation damage spell (player.addspell 0db3ad). I modified the fightback script so it filters spells out, and as an added measure I made it ignore all types of damage until the violation outcome has started. That works great and prevents the issue, at least with passive damage. I still would like to know exactly what is causing it in @Vulgaris Magistralis' case though.
LenAnderson Posted February 24, 2020 Posted February 24, 2020 1 hour ago, Verasmile2 said: Also, as I didn't got a reply on the AAF page, why the super mutants have a flaccid penis the whole time? And why the humans when hard gets erected in the opposite way? Where should I look to solve them? I've had this before as well. The animation packs and all the different patches have to be installed and loaded in exactly the right order to avoid ending up with weirdness. I did find a thread somewhere on this board that had it all listed neatly in a way that worked for me with the latest version of everything earlier this year. I'll see if I can find it again.
LenAnderson Posted February 24, 2020 Posted February 24, 2020 48 minutes ago, LenAnderson said: I've had this before as well. The animation packs and all the different patches have to be installed and loaded in exactly the right order to avoid ending up with weirdness. I did find a thread somewhere on this board that had it all listed neatly in a way that worked for me with the latest version of everything earlier this year. I'll see if I can find it again. @Verasmile2 Ok, here's the order that I followed that finally made it all work for me. Followed Benjou1's order for both installation and load order / overwriting to the letter and that was that.
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