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Posted (edited)

I want to pick your brain about something: when you interact with an NPC part of a random encounters event (Choke point encounters i.e) using SEU, the ref is permanently stuck in the game. I followed the trail a little and i think it's related to those two properties:

Scriptname REAliasScript extends ReferenceAlias

bool Property IgnoreForCleanup = false auto hidden
{ when set to true, this actor will be considered dead/unloaded for purposes of the cleanup check 
  used when actor needs to persist for some other reason but still allow the quest to shut down
  e.g. assigned to a workshop
  }
--------------------------------------------------------------------------------------------------
Scriptname REParentScript extends Quest Conditional

Faction Property REIgnoreForCleanup Auto Const
	{ add actors to this faction to have them ignored during cleanup check
	  i.e. quest can clean up even if they are loaded/alive
	}


I think it has to do with the fact that you can recruit some random encounter NPCs so the game exclude them from cleanup but i can't find why SEU is triggering that mechanism (could be caused by taking the ref away from the marker(s)).
PS
The only property (persistency check using DPPI)  holding the Ref is FPE (FPFP_BasePregData).

Edit:
When i checked the property in console "sv" it's still false after SEU so... i have no clue why the REF is persistant.

Edited by lee3310
Posted
16 hours ago, lee3310 said:

When i checked the property in console "sv" it's still false after SEU so... i have no clue why the REF is persistant.

 

Strange.  SEU doesn't do anything unusual with actors and variables.  It doesn't use linked refs and the only aliases it uses are cleared when AAF starts.  The Actor variable SelectedActor will hold them until the next time you use a SEU hotkey, but that would show up in dppi.

Posted (edited)
2 hours ago, EgoBallistic said:

 

Strange.  SEU doesn't do anything unusual with actors and variables.  It doesn't use linked refs and the only aliases it uses are cleared when AAF starts.  The Actor variable SelectedActor will hold them until the next time you use a SEU hotkey, but that would show up in dppi.

Yeah, i set selectedActor to None so SEU has nothing to do with the ref anymore (doesn't show up in DPPI).
SEU is not the cause, but some mysterious Vanilla mechanism that i was trying to figure out. I'm pretty sure that if i interact with the ref using any other mod, the result will be the same.

Edited by lee3310
Posted

Excuse me, what timer affects the duration of prostitution? It seems to take extremely long time. I am using a male character vs female npc.

Posted
2 hours ago, Wichking said:

Excuse me, what timer affects the duration of prostitution? It seems to take extremely long time. I am using a male character vs female npc.

 

Prostitution uses the same animation duration timer as Flirting.

  • 2 weeks later...
Posted

has anyone found a fix for the "You find nothing interesting" issue? I have the latest versions of all the requirements.

the passive hotkey is fine but the active one doesnt do anything but throw this error.

Posted
1 hour ago, doomcat9 said:

has anyone found a fix for the "You find nothing interesting" issue? I have the latest versions of all the requirements.

the passive hotkey is fine but the active one doesnt do anything but throw this error.

 

It's not an error message, it just means that there isn't anything in your crosshairs that you can interact with, either because you are too far away or there really isn't anything there.  You need to be in talking or activation range of an actor or furniture (you get the prompt to talk or sit) in order for that hotkey to work.

 

If it doesn't work even at close range, then most likely AAF isn't installed correctly or isn't compatible with the version of F4SE you have installed.  SEU uses the F4SE DLL that comes with AAF to scan for objects under the crosshairs.  If that DLL isn't loaded, the active hotkey won't work.

Posted (edited)
6 hours ago, EgoBallistic said:

 

It's not an error message, it just means that there isn't anything in your crosshairs that you can interact with, either because you are too far away or there really isn't anything there.  You need to be in talking or activation range of an actor or furniture (you get the prompt to talk or sit) in order for that hotkey to work.

 

If it doesn't work even at close range, then most likely AAF isn't installed correctly or isn't compatible with the version of F4SE you have installed.  SEU uses the F4SE DLL that comes with AAF to scan for objects under the crosshairs.  If that DLL isn't loaded, the active hotkey won't work.

I am sure my AAF is working i can use the AAF hotkeys and start animations.

I do have ppl in my crosshairs and even then it'll just give me a message "You find nothing interesting".

The passive hotkey works tho, i get a dialog menu when i use passive key, but the active key doesnt work. it just gives me the message.

 

I see this message in my logs over and over again that seems to happen every time i press the active hotkey:

[06/19/2023 - 08:27:49PM] error: Static function LastCrossHairRef not found on object LL_fourPlay. Aborting call and returning None

 

EDIT: I fixed my issue by installing this:

Active hotkey now works fine!

Edited by doomcat9
Posted
12 hours ago, doomcat9 said:

I see this message in my logs over and over again that seems to happen every time i press the active hotkey:

[06/19/2023 - 08:27:49PM] error: Static function LastCrossHairRef not found on object LL_fourPlay. Aborting call and returning None

 

EDIT: I fixed my issue by installing this:

 

Yes, LL_FourPlay is the DLL that ships with AAF that I was talking about before.  Not sure how your version of AAF would have one so out of date it doesn't include those functions, but glad you got it working.

Posted
36 minutes ago, EgoBallistic said:

 

Yes, LL_FourPlay is the DLL that ships with AAF that I was talking about before.  Not sure how your version of AAF would have one so out of date it doesn't include those functions, but glad you got it working.

 

I promise i definitely downloaded the latest version of AAF. I confirmed the version too. I have no idea why i had to downlaod separately.

Posted
2 hours ago, doomcat9 said:

 

I promise i definitely downloaded the latest version of AAF. I confirmed the version too. I have no idea why i had to downlaod separately.

 

Odd.  You might check in your mod manager if any other mods conflict with the files in the LLFP you just downloaded.  AAF obviously will, but maybe some other mod included an old version of the library.

Posted
22 hours ago, EgoBallistic said:

 

Odd.  You might check in your mod manager if any other mods conflict with the files in the LLFP you just downloaded.  AAF obviously will, but maybe some other mod included an old version of the library.

 

I am using MO2. I suspect like you said there is a mod in there somewhere thats overwriting the files... and installing this LLFP mod and having it at the end of my load list makes it so that what ever the other mod did got overwritten.

Posted
9 hours ago, Hyperfish said:

Hi my game immediately crashes whenever I try to prostitute my character or my companion after I recieve the caps.

 

It looks like AAF is crashing while processing the actors.  Are you able to play AAF animations in other situations?

Posted

Animations work fine with other mods including the other features, honestly my game is heavily modded and after combing through my modlist and somehow after creating a seperate profile the prostitution system worked afterwards.

Posted (edited)

I know this is not an SEU problem but I’m hoping someone can help me please

After 4000 years I’ve finally gone over to Vortex to control my Mods I started again from scratch and I’ve almost got it right.

I using SEU and the animations play perfectly but the penis is all stretched.

I have followed the King Manual and found a mistake and had to replace my Looks Menu from 20 to 18, but it made no difference.

 

I have also seen that after removeallitems player the male body looks like this pic 2 without any animations been played

The body looks fine in Bodyslide Preview Pic3

Photo3.png

plugins.txt

Photo5.png

Photo 3.png

Edited by Agnot2014
Posted
28 minutes ago, Agnot2014 said:

I know this is not an SEU problem

Usually it's male skeleton problem - if you are using BT rebuild the penis sliders with 0 (zero) values.

Posted
1 hour ago, mircislav said:

Usually it's male skeleton problem - if you are using BT rebuild the penis sliders with 0 (zero) values.

As you can see by the picture the sliders are at zero unless I am misunderstanding you

 

Posted (edited)
46 minutes ago, EgoBallistic said:

 

Did you perhaps install the original version of ZaZOut 4?  That mod includes a skeleton that will cause this type of problem with males.

 

If you did, uninstall ZaZOut and install the repack version which fixes that and several other bugs.

I wasn’t using Zazout4 but the Zazout4 Repack 3.3 is mentioned it the King Manual.

I decided to try Zazout4 and I had a lot of unresolved conflicts see pic 4

Should I go with the suggested? and what do you think I should do with the ??? ones.

 

Also when I look it the other screen shots there is a normal flaccid penis underneath all the distortion I think.

I thank you for your help

 

 

Photo 4.png

Edited by Agnot2014
Posted
18 minutes ago, Agnot2014 said:

I wasn’t using Zazout4 but the Zazout4 Repack 3.3 is mentioned it the King Manual.

 

Well the repack 3.3 isn't the problem then.

 

Did you install the ZeX skeleton?  BT3 requires that.

Posted (edited)
1 hour ago, EgoBallistic said:

 

Well the repack 3.3 isn't the problem then.

 

Did you install the ZeX skeleton?  BT3 requires that.

I re-installed the ZeX extended skeleton in case it’s been overwritten but nothing changed.

I removed BT3 completely but I find that the Meshes have already been changed and don’t know how to put the original meshes back without reloading the game see pic 6 and 7 ?

 

 

I saw this online, will it work with Vortex do you think?

Delete the ini files in Documents\My Games\Fallout4 then click Steam | Library | Games | Fallout 4 | Properties | Local Files | Verify Local Game Cache

This should return you to the vanilla game with the original character skins.

 

Photo6.png

Photo7.png

Edited by Agnot2014
Posted (edited)
On 6/30/2023 at 4:59 PM, Agnot2014 said:

I re-installed the ZeX extended skeleton in case it’s been overwritten but nothing changed.

I removed BT3 completely but I find that the Meshes have already been changed and don’t know how to put the original meshes back without reloading the game see pic 6 and 7 ?

 

 

I saw this online, will it work with Vortex do you think?

Delete the ini files in Documents\My Games\Fallout4 then click Steam | Library | Games | Fallout 4 | Properties | Local Files | Verify Local Game Cache

This should return you to the vanilla game with the original character skins.

 

Photo6.png

Photo7.png

Please can I check this before reinstalling the game and starting again.

When installing BT3 options page 1, Bodyslide, I don’t have to click the Base Game Clothing, the Nuka World (WIP) or Far Harbor do I? I don’t want to change any clothing so I just click the Pre-built Bodies: Nude and the Bodyslide Base Body Bodyslide Files. Is that right?

 

I really don’t want to use Atomic Muscle which is my only other option from the King Manual

 

 

Just for completeness, In the end I had to uninstall Fallout 4 and Vortex completely checking nothing was left before reinstalling Fallout 4 and vortex, because even after the game files were replaced during the new install Vortex and its hidden files was putting all the stuff back again.

Edited by Agnot2014

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