CGi Posted August 10, 2018 Posted August 10, 2018 1 hour ago, Flashy (JoeR) said: Goodbye my friends. Where are you heading next, if you don't mind me asking? Any specific goal in mind?
selrahc Posted August 10, 2018 Posted August 10, 2018 4 hours ago, Flashy (JoeR) said: Friends and supporters, A little gift for you all. Something that should never have been taken away from you. I cannot apologize enough for minimizing and devaluing your contributions over the last 10 months of RSE's constant development by my extremely thoughtless act. And though this in no way makes up for it because it simply cannot ever do so, know that I am profoundly sorry for allowing my pain to inflict the same unto you. Sometimes, when you are at the top of a tree and all you can see is the endless horizon, you don't think straight, you cannot think straight. And I am still atop that tree, looking, searching for something, anything and finding naught but more empty space and silence, deafening silence. Too loud to hear Her anymore, though I imagine She is screaming at me or possibly She's saying nothing, only waiting for me. I cannot say. Nothing remains where once there stood a pristine palace of alabaster. White feathers and arrows no longer have meaning and the Universe has turned it's back on me and stopped listening to my wishes. All that remains is silence and the unending horizon. At the least, I keep to my word and built it before the consequences were enacted... Taj Mahal Standing there full of radiance, In all of your glory. I see you, all of you, Taken in, with but a single glance. Such grace, effortless perchance, Alluring, mysterious, Yet welcoming and familiar. Fixated I am, staring as if in a trance. I walk to you, getting nearer, I can feel your gravity, Feel the heart of you. Fell the love within, it's power. I needed not an ounce of motivation, That magical moment moved me, When my heart beat uniquely for you, I gave myself to you without an ounce of hesitation. I knew in that single moment, That our souls were forever bound. I knew in that single instant. The truest expression of love, I had found. The walls drew nearer, And pressed up against me. As if to hold me up, It couldn't have been any clearer. Here is where my heart would dwell. Where the rose-tinted rays, Of the early morning sun, Color your alabaster shell. And here is where my love would remain. Kept safe in the vault, Of your guarded heart, Forever to be contained. But now the time has finally arrived. As the last goodbye's were said. Amid a wash of uncontrollable tears, I'm comforted something will survive. Deep within the heart of my Taj Mahal. Deep within the heart of you. - J.Riddle, 2018 Goodbye my friends. RSE_USER_GUIDE.zip AAF_RSE v3.9.9.8.zip RSE_HUMANS_ONLY_CSA.zip FP_RSE_DLCPatch.zip RSE v3.7.8.zip Thank you for everything, Flashy. I hope your heart heals and you have a life full of everything you need. 1
selrahc Posted August 10, 2018 Posted August 10, 2018 11 hours ago, Bluegunk said: Can anyone please recall if there is a way AAF-RSE can work with Sleep Together Anywhere [ https://www.nexusmods.com/fallout4/mods/32839?tab=posts ]? The mods do not conflict or interact, but Sleep Together Anywhere does not use the vanilla sleep system, which means RSE does not collect the well rested perk. The result is if you use the STA mod in the wilds, you don't get rested and RSE kind of kills you off. STA does give the Vault Boy rested animation. It would be cool if RSE could pick up the STA sleep. I could try and do it, but I have absolutely no idea where to start! Thanks I just grabbed STA and ran the PEX scripts through Champollion to have a look and it seems like it would be possible to integrate with AAF-RSE but probably a pain to do so. Probably not too much more of a pain than my edit to Auto Eat and Drink in Survival that understands RSE's Advanced Needs, though. lol
darkshade87 Posted August 10, 2018 Posted August 10, 2018 5 hours ago, Clegane said: Ghoulification one or womiting one? Woniting - use Rad-Away and go to any doctor, they also can cure ghoulfication. Well, I was already vomiting from FPE, but the radiation sickness I got from the Advanced Needs tab/page killed my ability to run, and when I talked to Doctor Sun, I got either baby dialogue or the choice for normal services, but nothing else..no dialogue for a cure/treatment.
DontBlnkBadWolf Posted August 10, 2018 Posted August 10, 2018 On 8/8/2018 at 5:04 PM, cossayos said: The good old days of 1975, eh? My dad used to play it with me too. Can't remember though, who was winning. Been a bit older. 12 back then. The next steps in electronics were Texas Instruments calculators in '78, '79. Don't forget the TI99. That's when I started my path of computers, ATARI 2600 and home video games. Being born in '71, I am glad I grew up then. I could make a list of all the Coin Op games that I loved and then when it became home video games, I loved them, but missed the Coin Op Arcades. 1
DontBlnkBadWolf Posted August 10, 2018 Posted August 10, 2018 Flashy (JoeR) you gave me a quick help to RSE and it worked. That's my extent of a conversation with you. But even with that small help, I still am glad to have gotten to use your mods. I won't be saying anything you haven't already seen on here, because it's been said by others. I've come late to the Ball as usual, but I believe the everything in life is a test & how you pass the test is based on how well you learned the things in life that has been presented to you. I don't know what is going on, nobody truly does, but know this: We all know you will pass this test with flying colors, and come back to teach us the new things you have learned. I don't even know you, but what you posted got me a little emotional. So emotional that I had to edit this post. It's been easy for people to say "we hope you will come back", but we are not living your life and we can not fully understand all that you are going through. Your Taj Mahal, got me thinking of the passing of my brother 7 years ago & my father 5 years ago. Which led me to getting emotional. We can all understand you leaving here because all of the memories, but please don't leave us. Those final 3 words you spoke, have a lot of us worried. Please don't let those be your final 3 words. We know you have not implied anything, but written words can speak with more emotion than actually saying them. Which is why some of, if not all of, us are worried. With all of my emotion that I can type, I will say these 3 words: Please be safe. Matthew a.k.a Bad Wolf 1
cossayos Posted August 10, 2018 Posted August 10, 2018 12 hours ago, NismoMan said: I remember having the same issue a while back, no AAF ui menu, no animations kicking in, the reason was that the LL_fourplay_1_10_106.dll was missing from the F4SE plugins folder, check if it's there, it should come within the AAF archive. if not that, then I'm all out of ideas at the moment ? I will start a new game with everything FP and AAF disabled. In order to get a clean hard save as a starting point to experiment from. Ich extracted the AAF archive to have a look at the file structure. It has the FP.dll.
Hanaxar Posted August 10, 2018 Author Posted August 10, 2018 9 hours ago, Flashy (JoeR) said: Friends and supporters, A little gift for you all. Something that should never have been taken away from you. I cannot apologize enough for minimizing and devaluing your contributions over the last 10 months of RSE's constant development by my extremely thoughtless act. And though this in no way makes up for it because it simply cannot ever do so, know that I am profoundly sorry for allowing my pain to inflict the same unto you. Sometimes, when you are at the top of a tree and all you can see is the endless horizon, you don't think straight, you cannot think straight. And I am still atop that tree, looking, searching for something, anything and finding naught but more empty space and silence, deafening silence. Too loud to hear Her anymore, though I imagine She is screaming at me or possibly She's saying nothing, only waiting for me. I cannot say. Nothing remains where once there stood a pristine palace of alabaster. White feathers and arrows no longer have meaning and the Universe has turned it's back on me and stopped listening to my wishes. All that remains is silence and the unending horizon. At the least, I keep to my word and built it before the consequences were enacted... Taj Mahal ... Goodbye my friends. I wish you luck and hope my friend. It seems that you'll be away for a while, please be safe and sound what you do, where you do. We're here, we'll be here like a monolith whenever you want to come back. Take care.
Thndrwlkr Posted August 10, 2018 Posted August 10, 2018 12 hours ago, LyreAB said: Being a long time user of Scrap Everything in conjunction with RSE, I can say that I have never had an issue with SE and the mag that RSE adds to Sanctuary. I have SE dead last in my load order. In fact, I have other mods that add mags to Sanctuary, and have never had any problems with those mags either. That being said, if you have any mods that scrap anything in Sanctuary via a script, that's probably where your conflicts come in. Manually scrapping Sanctuary doesn't affect the mags (providing you pick up the mag before scrapping anything beneath it). I am also a long time user of SEU, and I never noticed any conflicts either until everyone started talking about it. It was only after I started looking into it that I found conflicts. The issue in this case is supremely easy to observe...exit the vault with SEU last...make a save, enter sanctuary, scrap the garbage in front of the workshop house...all is good. Then exit, place RSE under SEU (which is where the mod author insists it go...last), reload the save, repeat the whole enter and scrap, and you will find that most of the garbage in that piece of the mesh will not scrap (the five houses in the 'middle' of Sanctuary are in the affected area) while the junk in the meshes on either side is still scrappable What you have are two mods that NEED to be last in the order, and if they aren't, they don't work as they are supposed to. After removing SEU (and replacing it with Junktown and Scrap Dead Things...thanks for the brilliant tip, @Olmech), RSE worked with a LOT fewer errors (at this point on the new playthrough, I have only found the expected CSA errors and one odd Ardor message in the papyrus log compared to half a dozen others prior to dropping it). Dropping SEU solved ALL of the Basic Needs issues that were presenting (these errors were manifesting on the most basic loads...as in ONLY AAF and dependencies, RSE and dependencies, SEU with clean and simple startup, then SEU without CASS, and then CASS without SEU present, and finally, no SEU or CASS, then the whole thing all over again using the FP_RSE install. These were the different configurations tested, and only when SEU was present did Basic Needs break (the conflict is more pronounced under the AAF/RSE configuration, but it is still present under FP_RSE, just subtle). Leaving it out of the load, I have increased the number of mods to 366 with 240 esps (gradually) and found that RSE continues to function more or less correctly (at least, it is in line with the last series of bug reports that the testers were giving...CSA is wonky and Ardor pitches a hissy every now and then). My toon can still poop, Shenanigans is flawless, the brothel works as it should, and I am no longer getting any double function calls when animations finish (the whole 'do it again' or 'nah' message that pops up when animations uncouple). I will reiterate...the act of altering the mesh in Sanctuary by placing the mag there gives rise to the conflict. It changes something in that narrow strip of Sanctuary in a way that is different than SEU expects, which causes the two mods to get tangled. I understand that there are other mods that spawn things in Sanctuary (Clean and Simple moves the S.P.E.C.I.A.L. mag to the workbench, but that mod uses the vanilla start, physically removes all the junk USING SEU and replaces the houses with dopplegangers before moving the mag, which was also part of the ORIGINAL mesh). The way the Commonwealth Cummers mag was placed...as a physical part of the startup mesh...that seems to be the difference. For the life of me, I cannot figure out WHY this happens, but it happens. It would take someone intimately familiar with the way SEU works to figure out the why. Else, the other option would be to move the mag outside of the buildable area (several mods which place objects do so at the statue right before the sanctuary bridge, and they cause little or no conflicts), or figure out a way to make it spawn on the workbench, rather than physically placing it there as part of the mesh
cossayos Posted August 10, 2018 Posted August 10, 2018 Another question to rule out possible conflicts Does any of you run the game with King Gaths Sim Settlements? To my knowledge that's the only script heavy mod I added since I last had a functional installation of FP and it's modules.
Thndrwlkr Posted August 10, 2018 Posted August 10, 2018 12 hours ago, Flashy (JoeR) said: Friends and supporters, Goodbye my friends. RSE_USER_GUIDE.zip AAF_RSE v3.9.9.8.zip RSE_HUMANS_ONLY_CSA.zip FP_RSE_DLCPatch.zip RSE v3.7.8.zip Going to miss you, boyo. Much love. Much respect. Pull your head up off the floor...come up screaming...you aren't finished kicking Life's backside yet. If this mod is any indication, you are going to do great things...in this, I have great faith. Get better, man...all the best.
Thndrwlkr Posted August 10, 2018 Posted August 10, 2018 7 minutes ago, cossayos said: Another question to rule out possible conflicts Does any of you run the game with King Gaths Sim Settlements? To my knowledge that's the only script heavy mod I added since I last had a functional installation of FP and it's modules. I am using SS (the 3 in 1) along with Leaders of the Commonwealth. No conflicts noted as of yet. 2
cossayos Posted August 10, 2018 Posted August 10, 2018 2 minutes ago, Thndrwlkr said: I am using SS (the 3 in 1) along with Leaders of the Commonwealth. No conflicts noted as of yet. Thanks, do you have a specific load order for SS? In relation to the FP-plugins? In this case I just let it find it's place through Loot.
Thndrwlkr Posted August 10, 2018 Posted August 10, 2018 23 minutes ago, cossayos said: Thanks, do you have a specific load order for SS? In relation to the FP-plugins? In this case I just let it find it's place through Loot. The 3 in 1 version is an esm, so it goes at the top. I can shoot you my AAF test load Test Load.txt which is similar to the FP set up. If you are having conflicts with SS, it is most likely an installation order issue. I had to back out to just the base game and DLC (my install was nerfed up something terrible), and after having Steam verify my files, I installed the unofficial patch, then AAF(or FP) dependencies, then animations, then framework (aaf/rse or fp/rse...according to their authors' installation instructions), then patches for animations, armor mods, weapon mods, additional workshop mods, then overhauls last (SS is technically an overhaul). since I did that, pretty much any conflict that arises is an actual conflict rather than a precedence error. Test Load.txt Edit: ignore the JasSanc and JasRed esps...those are city plan tests I am working on for SS. 2
Clegane Posted August 10, 2018 Posted August 10, 2018 I had SimSettlements 3in1, no conflicts with RSE, RSE plugins were landed last in load order 1
Thndrwlkr Posted August 10, 2018 Posted August 10, 2018 27 minutes ago, cossayos said: Thanks, do you have a specific load order for SS? In relation to the FP-plugins? In this case I just let it find it's place through Loot. And don't put a whole lot of trust in LOOT...LOOT doesn't properly sort a load order...it simply rummages through the mods, looks for dependencies and places them at the top. Everything else just falls willy nilly. Keep a load order similar to the installation order if possible.
Sulphur.999 Posted August 10, 2018 Posted August 10, 2018 Just now, Thndrwlkr said: And don't put a whole lot of trust in LOOT...LOOT doesn't properly sort a load order...it simply rummages through the mods, looks for dependencies and places them at the top. Everything else just falls willy nilly. Keep a load order similar to the installation order if possible. [innocent whistle] What he said.
Olmech Posted August 10, 2018 Posted August 10, 2018 1 hour ago, cossayos said: Another question to rule out possible conflicts Does any of you run the game with King Gaths Sim Settlements? To my knowledge that's the only script heavy mod I added since I last had a functional installation of FP and it's modules. I use S.S. with 4p RSE. I have no issues whatsoever. Bear in mind that any time you add to script load, you are taxing your computer. If you add enough script heavy mods you will eventually get to a point where you have problems even though there may be no direct conflicts between mods. The computer I have now just eats everything I throw at it and begs for more where my old one would be coughing up sparks and blood with a script heavy load. 1
cossayos Posted August 10, 2018 Posted August 10, 2018 26 minutes ago, Olmech said: I use S.S. with 4p RSE. I have no issues whatsoever. Bear in mind that any time you add to script load, you are taxing your computer. If you add enough script heavy mods you will eventually get to a point where you have problems even though there may be no direct conflicts between mods. The computer I have now just eats everything I throw at it and begs for more where my old one would be coughing up sparks and blood with a script heavy load. As I said, the only problem I had so far are the player animations of the FP.seu. They simply don't trigger. Everything else runs fine and as intended, so I don't think that I reached the point of overtaxing my machine as of yet. Far as I know, apart from FP and AAF, I have three script heavy mods. Singing Settler, CWSS Redux and SS 3in1. Doesn't make much sense to post my current load order, since I removed everything FP- and AAF-related in order to start a new game without any dependencies, so I can generate a save that hasn't got remnants of the scripts in it. Anyway, that's what I'm currently running, if someone detects another possible script eater Plugins.txt 1
Bluegunk Posted August 10, 2018 Posted August 10, 2018 9 hours ago, selrahc said: I just grabbed STA and ran the PEX scripts through Champollion to have a look and it seems like it would be possible to integrate with AAF-RSE but probably a pain to do so. Probably not too much more of a pain than my edit to Auto Eat and Drink in Survival that understands RSE's Advanced Needs, though. lol I just about understood PEX and after that my brain melted. I think trying to do that is beyond me. ? Well, if you think this would benefit the community and are up for it, then I for one would be keen to see a patch so that the two work together. But I perfectly understand that you may not wish to bother with it! Thanks for the information!
AWP3RATOR Posted August 10, 2018 Posted August 10, 2018 @Bluegunk - I had a run in with the dreaded AAF version of RSE does not have Basic/Advanced needs nor any hotkeys working last night. I had updated to the AAF Beta 4 build and in doing so, also updated my AAF Compatibility Patches (Farelle). In the FOMOD, I did not select the FP proxy and so the resources and plugin were not installed. On a fresh game, RSE basically was a dud, all kinds of scripting errors and missing references, bad forms, etc. When I re-installed the FP proxy from Farelle's compatibility patches, it all starting working again as intended. I can't remember if you said you were running the FP proxy or not, but you may wish to try it, with your build. 1
Clegane Posted August 10, 2018 Posted August 10, 2018 Well, CWSS now has patch for RSE. And I do not use Singing Settlers, but it seems that SEU anims were broken or not installed right.
Thndrwlkr Posted August 10, 2018 Posted August 10, 2018 29 minutes ago, AWP3RATOR said: @Bluegunk - I had a run in with the dreaded AAF version of RSE does not have Basic/Advanced needs nor any hotkeys working last night. I had updated to the AAF Beta 4 build and in doing so, also updated my AAF Compatibility Patches (Farelle). In the FOMOD, I did not select the FP proxy and so the resources and plugin were not installed. On a fresh game, RSE basically was a dud, all kinds of scripting errors and missing references, bad forms, etc. When I re-installed the FP proxy from Farelle's compatibility patches, it all starting working again as intended. I can't remember if you said you were running the FP proxy or not, but you may wish to try it, with your build. This happened to me as well. Installing the proxy made everything shiny.
Thndrwlkr Posted August 10, 2018 Posted August 10, 2018 47 minutes ago, cossayos said: As I said, the only problem I had so far are the player animations of the FP.seu. They simply don't trigger. Everything else runs fine and as intended, so I don't think that I reached the point of overtaxing my machine as of yet. Far as I know, apart from FP and AAF, I have three script heavy mods. Singing Settler, CWSS Redux and SS 3in1. Doesn't make much sense to post my current load order, since I removed everything FP- and AAF-related in order to start a new game without any dependencies, so I can generate a save that hasn't got remnants of the scripts in it. Anyway, that's what I'm currently running, if someone detects another possible script eater Plugins.txt This. I made two saves with nothing more than the unofficial patch, ending right at the lift out of the vault, one male, one female. If I have mods loaded which alter the vault (bobble mag, the new Armorsmith keywords, et al), I just go back and clear it before I leave. Any additional changes to the toon can be made after looksmenu is installed when you exit the vault. Much better than constantly burning 20-30 mins on recreating every time.
Sulphur.999 Posted August 10, 2018 Posted August 10, 2018 15 minutes ago, Thndrwlkr said: This. I made two saves with nothing more than the unofficial patch, ending right at the lift out of the vault, one male, one female. If I have mods loaded which alter the vault (bobble mag, the new Armorsmith keywords, et al), I just go back and clear it before I leave. Any additional changes to the toon can be made after looksmenu is installed when you exit the vault. Much better than constantly burning 20-30 mins on recreating every time. I have the same thing. I have one each, male and female parked right at the lift. I dunno if I even have the ufo4 patch at that point. I go ahead and load my mods into the save there. I'm not an immersion junkie so I have no qualms about consoling holotapes that don't get added while still in the vault, and really, there aren't a lot of those anymore. That way I can use looksmenu, etc while I have the legit character creator. Every now and again slm will bugger up the character's eyes if you try to change them so I just do it before I leave. I've used Singing Settler quite a bit actually, tho not with RSE yet. I never got RSE past my "testing" phase. (I get like that. I dunno why.) I've not had one issue with it and I do run a script heavy load. At least, I think I do. I've got a fairly burly machine (except for the video card, and even that is pretty adequate) so it handles it well. That's weird about the fp proxy. I don't load it at all and never had a problem with basic needs. I also use CWSS. I've kind of let RSE sit for a minute waiting to see what would happen with Flashy. Unfortunately the really cool parts are the one's that are not playing nice so I've been trying to "build" a loadout to approximate it using survival and BNLite. I was gonna try loading the proxy and adding things like violate but I've gotten distracted with trying to make videos that play through Videos of the Wasteland. Successfully I might add. So weird how things will work for one guy and not for the next like that.
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