Jump to content

Recommended Posts

Posted (edited)
On 7/27/2023 at 2:57 AM, EgoBallistic said:


Your log confirms what you saw but there are no script errors.  I really don’t know how that would happen without something modifying the SEU plugin, the only time I have seen this is with the voiced extension mod because it breaks the dialogue conditions.

 

All I can suggest is check in Vortex that nothing is overwriting any of SEUs files, and maybe reinstall SEU (don’t do a “clean install”, just save, reinstall, and load) to ensure its files all match.

Sorry for the late response, but I checked, nothing was overwriting any records, and nothing was overwriting any files. Also redownloaded and reinstalled it for good measure.

I did find out it wasn't actually acting normal after the strip, it was acting like flirt with robots would always succeed, even when base chance was at zero, charisma set to not affect chances, affinity to not affect chances. Only tested with pre-war Codsworth and Nate. Nate tested out as expected.

 

NOTE: for good measure, i also tested it with simple flirting on, and it acted as expected with simple flirting (tested with flirt always succeed, and with base chances at zero), so the problem seemed to happen only with conversation-based flirting.

 

EDIT: Fun fact: all Mr Gutsys at the galleria are all technically Mr Handys.

Edited by ptmc2112
Posted
On 7/28/2023 at 11:17 PM, ptmc2112 said:

I did find out it wasn't actually acting normal after the strip, it was acting like flirt with robots would always succeed, even when base chance was at zero, charisma set to not affect chances, affinity to not affect chances. Only tested with pre-war Codsworth and Nate. Nate tested out as expected.

 

Ah ha.  It hadn't occurred to me to test with a brand new save, and with that I was able to reproduce the issue.

 

Thank you for doing all this testing.  I'll put out a new version soon with the fix.

Posted

New Version 1.17 Uploaded

  • Fixed the dialogue that initiates flirtation with robots and synths setting the wrong stage on the Flirtation quest, causing the quest to skip the flirt success chance test.

Note that this does not address the problem that prevents flirting with robots when using the AAF SEU Voiced Extension patch.  I have looked at that mod in the CK and xEdit but I can't see what the issue is.

Posted (edited)
5 hours ago, EgoBallistic said:

New Version 1.17 Uploaded

  • Fixed the dialogue that initiates flirtation with robots and synths setting the wrong stage on the Flirtation quest, causing the quest to skip the flirt success chance test.

Note that this does not address the problem that prevents flirting with robots when using the AAF SEU Voiced Extension patch.  I have looked at that mod in the CK and xEdit but I can't see what the issue is.

I know when I looked in CK I could not see anything wrong with the dialog unless it's the fact that "Unable to comply" response ignores FlirtSuccess_var?

 

In any case both response condition sets are technically true. I'm assuming it takes the first in the tree it encounters? I'm not sure at all, It's been years since I really messed with CK scenes or even GECK dialog trees... 

 

i.e. It test these for the success response

image.png.af122574eec6f19c7d50d7c2faef8b0a.png

 

and "Unable to comply" just requires either Robot or Synth actor types.

image.png.5103e6b6746c45aa513594ba74412c0a.png

Edited by eflat01
Posted
1 hour ago, eflat01 said:

In any case both response condition sets are technically true. I'm assuming it takes the first in the tree it encounters? I'm not sure at all, It's been years since I really messed with CK scenes or even GECK dialog trees... 

 

Yes, it evaluates them in order, so if the flirtsuccess_var is true it will stop on that response, otherwise it will stop on the unable to comply one.

 

I tested 1.17 with the voiced patch enabled and it shows that it does run the flirt success test, but for whatever reason the unable to comply response is picked anyway.  I can't see a reason why that is happening.

Posted (edited)
2 hours ago, EgoBallistic said:

 

Yes, it evaluates them in order, so if the flirtsuccess_var is true it will stop on that response, otherwise it will stop on the unable to comply one.

 

I tested 1.17 with the voiced patch enabled and it shows that it does run the flirt success test, but for whatever reason the unable to comply response is picked anyway.  I can't see a reason why that is happening.

 

Right is how I was thinking it should work... kind of like a case statement.

 

All I can think of is that somehow the order got switched when SEU Voiced Extension ... but really does not look that way when loaded in CK.  {Scratching head} and what's really weird is all other scenarios except that one seem to work.

 

 

Edit: 

 

{Smacks head on desk}  Naturally I may have just managed to answer myself? I think it's because the voice extension mod adds so many other responses in the tree ... the underlaying id's somehow may end up different in sequence?  Although does not look that way in CK nor Fo4Edit. Wish I knew the tree's real order.

 

Anyway, when I added the following  flirtsuccess_var is not True condition to the "Unable to comply" and tested it at Greygarden it worked and grabbed the "I am fully functional, programmed in multiple techniques.". I've not tested the failed side yet though for the correct response.

 

 

image.png.5ca98b9d057340638e1677d37b6b049e.png

 

 

 

Edited by eflat01
Posted (edited)
On 8/4/2023 at 5:35 AM, EgoBallistic said:

New Version 1.18 Uploaded

  • Fix for AAF SEU Voiced Extension patch not working correctly.  Thanks to @eflat01 for figuring it out.

 

 

You fixed that quick, and I was not looking for a mention I'm just a curious dude... is nice of you though. 

 

I did not see any Mr. Handy staged out there when I was toying around with this at Greygarden used SC's handy animations. Do not know if anyone wants this but here   SC_F_Handy.7z just quick and dirty, works most times but not all for some darn reason - think needs positional transitions,  is a start if anyone wants it.

Edited by eflat01
Posted (edited)
Hello everyone
I have a problem.
During the dialogues of the mod I only have the voices of my character.
I tried to put AAF Sex Em Up Voiced 1.0.0 mod but it doesn't work.
With or without.
Yet I see the Playervoicemale folders in the mod.
Do you have an idea please?
Thank you and good job for this great mod
Edited by Kantos0
Posted
On 8/11/2023 at 8:56 PM, Kantos0 said:

Yet I see the Playervoicemale folders in the mod.

 

The dialogue in this mod is silent.  You need to turn on subtitles in the Fallout 4 options to see what the actors are saying.

Posted
6 hours ago, NiceLimes said:

Hello I am having an issue with activating the masturbation scene causing a crash to desk top??

 

Are you able to play animations using the AAF wizard (the Home key menu)?

Posted
5 hours ago, EgoBallistic said:

 

Are you able to play animations using the AAF wizard (the Home key menu)?

I'm not sure how to find which animation it is??

Posted
4 hours ago, kiothecloud said:

Does this mod allow me to like tell my companion to fck another npc? kinda like how sextool for skyrim had a spell to specify which npc fcks?

Yes.  You can start a flirt or prostitution dialogue with an NPC and offer your companion.

Posted
1 hour ago, Fergis4 said:

my hot keys don't do anything and I don't know why? Anyone know what's up with this?

 

Lots of possible reasons, all of them related to missing requirements.  Make the problem happen again and post your script log, I'll take a look.

Posted (edited)
9 hours ago, kiothecloud said:

Does this mod allow me to like tell my companion to fck another npc? kinda like how sextool for skyrim had a spell to specify which npc fcks?

As EgoBallistic said... I just wanted to chime in that you can target usable idle furniture also with that hot-key... 

 

I use this mod to test animation setup a lot because it's pretty solid.

 

Edited by eflat01
Posted
2 hours ago, EgoBallistic said:

 

Lots of possible reasons, all of them related to missing requirements.  Make the problem happen again and post your script log, I'll take a look.

Tried to generate one but It seems I don't have the logs folder at all and on vortex I can't find a button that looks like a puzzle piece. I edited the right papyrus log I think but when I exited the game there was no new log and I couldn't find a logs folder. Should I make one and if so where should I?

 

Posted
Just now, Fergis4 said:

Tried to generate one but It seems I don't have the logs folder at all and on vortex I can't find a button that looks like a puzzle piece. I edited the right papyrus log I think but when I exited the game there was no new log and I couldn't find a logs folder. Should I make one and if so where should I?

 

My fallout 4 is on steam if that makes a difference

Posted

Tried to generate one but It seems I don't have the logs folder at all and on vortex I can't find a button that looks like a puzzle piece. I edited the right papyrus log I think but when I exited the game there was no new log and I couldn't find a logs folder. Should I make one and if so where should I? My game is on steam if that matters. I'm posting this again cause I havent head back yet.

Posted
2 hours ago, Fergis4 said:

Tried to generate one but It seems I don't have the logs folder at all and on vortex I can't find a button that looks like a puzzle piece. I edited the right papyrus log I think but when I exited the game there was no new log and I couldn't find a logs folder. Should I make one and if so where should I? My game is on steam if that matters. I'm posting this again cause I havent head back yet.

 

You need to edit the file Fallout4Custom.ini in your My Documents\My Games\Fallout4 folder.  If the file doesn't already exist, create it.  Then put these lines in it:

 

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=

 

That will enable logging.  Then make the problem happen again and the log file will be in your My Documents\My Games\Fallout4\Logs\Script folder.  The file called Papyrus.0.log is always the newest one, so that's the one you want to post.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...