srmacbobs Posted December 31, 2020 Posted December 31, 2020 So I have been getting an issue where whenever I try to approach the area around Trinity Plaza/Tower I get a CTD. After some testing I found out that this is due to a conflict between this mod and the "Outcasts and Remnants" mod. I had this issue on v0.4.10, v0.4.11 and v0.4.12 beta 1. Edit: Tried turning off vanilla integration and now it works!
Kharos Posted January 1, 2021 Author Posted January 1, 2021 11 hours ago, srmacbobs said: So I have been getting an issue where whenever I try to approach the area around Trinity Plaza/Tower I get a CTD. After some testing I found out that this is due to a conflict between this mod and the "Outcasts and Remnants" mod. I had this issue on v0.4.10, v0.4.11 and v0.4.12 beta 1. Edit: Tried turning off vanilla integration and now it works! Thank you, I can reproduce that crash, so finally something that I can investigate more closely ?.
NobodyImportant33333 Posted January 1, 2021 Posted January 1, 2021 13 hours ago, Kharos said: I mostly tested with personal flyable vertibird, too, my current playthrough is not with the brotherhood. I did a quick test with a vanilla vertibird. No, what I posted is a full version, not a patch. Just install it like any regular release. As always you should be able to upgrade an existing save, but please do not downgrade an exiting save back to 0.4.11 after using this beta. If you do I have no idea what will happen to NPCs who are travelling in cargo holds... [Edit: downgrading could work if you make sure that you are not in a vertibird and all "passengers" have been unloaded] Can confirm prisoner gets transported to cargo hold with update and Flyable Vertibirds. I could not see her mid-flight, but I'm guessing that's the point of her being stored in the cargo bay.
naaitsab Posted January 1, 2021 Posted January 1, 2021 @Kharos When changing the firmware/module via a ThirdPartyApi call the device name in the inventory is not updated until you interact with it. Not sure if this can be fixed, but vanilla renaming/modding does make inventory name changes so it should be possible. Also Happy New year to all
Kharos Posted January 1, 2021 Author Posted January 1, 2021 1 hour ago, naaitsab said: @Kharos When changing the firmware/module via a ThirdPartyApi call the device name in the inventory is not updated until you interact with it. Not sure if this can be fixed, but vanilla renaming/modding does make inventory name changes so it should be possible. Also Happy New year to all I'll take a look. Device names are handled by the engine, so most probably this is an engine limitation. My guess is that the workbench does some magic to make the game update the names in the inventory. Maybe I can force something similar by dropping and then re-adding the device?
Kharos Posted January 1, 2021 Author Posted January 1, 2021 2 hours ago, NobodyImportant33333 said: Can confirm prisoner gets transported to cargo hold with update and Flyable Vertibirds. I could not see her mid-flight, but I'm guessing that's the point of her being stored in the cargo bay. Yeah, I don't have a working visual for transporting bound actors (when I tried they kept falling off the vertibird) so that's why they are being locked up in the cargo hold for now.
naaitsab Posted January 1, 2021 Posted January 1, 2021 26 minutes ago, Kharos said: I'll take a look. Device names are handled by the engine, so most probably this is an engine limitation. My guess is that the workbench does some magic to make the game update the names in the inventory. Maybe I can force something similar by dropping and then re-adding the device? I checked the CK wiki but couldn't really find a fitting function. The silent dropping and reacquire could work but I think it would result in item popping if you are wearing the item. You can rename items with F4SE 'Setname'. If you could get the name it should be (depending on the mods that are equipped) this could be parsed to the item this way perhaps?
Kharos Posted January 1, 2021 Author Posted January 1, 2021 24 minutes ago, naaitsab said: I checked the CK wiki but couldn't really find a fitting function. The silent dropping and reacquire could work but I think it would result in item popping if you are wearing the item. You can rename items with F4SE 'Setname'. If you could get the name it should be (depending on the mods that are equipped) this could be parsed to the item this way perhaps? Changing mods of worn items is unsafe in any case, you need to unequip and reequip them. If this is something that you need for your mod I can try to provide a helper function in ThirdPartyApi, I am internally already doing the same when switching the animation/pose mod of handcuffs.
Kharos Posted January 1, 2021 Author Posted January 1, 2021 Version 0.4.12 Beta 1 ===================== virtibird riding for bound NPCs - allow up to three bound NPCs to ride in the cargo compartment of vertibirds when accompanying the player (they will be locked up/released automatically) - fix error in handcuffs converter causing some legacy handcuffs (misc item) to disappear instead of being converted to real handcuffs Version 0.4.12 Beta 2 ===================== crash fix - fix a crash caused by handling disabled actors in vanilla scene integration - api fix: try to prevent crashes when handling disabled actors, though this is still unreliable and should not be done RealHandcuffs.0.4.12 beta 2.7z I repeated the Beta 1 changelog such that this post contains all changes between the official release and the beta. @srmacbobs for me this version fixes the crash that you reported, even with vanilla scene integration turned on. @ other modders, this bug showed me that making changes to disabled actors can cause CTD (e.g. changing their armor). I was not aware of that issue, so a heads up for you, too. 2
RowanSkie Posted January 1, 2021 Posted January 1, 2021 36 minutes ago, Kharos said: Version 0.4.12 Beta 1 ===================== virtibird riding for bound NPCs - allow up to three bound NPCs to ride in the cargo compartment of vertibirds when accompanying the player (they will be locked up/released automatically) - fix error in handcuffs converter causing some legacy handcuffs (misc item) to disappear instead of being converted to real handcuffs Version 0.4.12 Beta 2 ===================== crash fix - fix a crash caused by handling disabled actors in vanilla scene integration - api fix: try to prevent crashes when handling disabled actors, though this is still unreliable and should not be done RealHandcuffs.0.4.12 beta 2.7z 3.7 MB · 1 download I repeated the Beta 1 changelog such that this post contains all changes between the official release and the beta. @srmacbobs for me this version fixes the crash that you reported, even with vanilla scene integration turned on. @ other modders, this bug showed me that making changes to disabled actors can cause CTD (e.g. changing their armor). I was not aware of that issue, so a heads up for you, too. Thanks for this beta update, I'll go and use it now so I don't crash near too, haha.
naaitsab Posted January 1, 2021 Posted January 1, 2021 2 hours ago, Kharos said: Changing mods of worn items is unsafe in any case, you need to unequip and reequip them. If this is something that you need for your mod I can try to provide a helper function in ThirdPartyApi, I am internally already doing the same when switching the animation/pose mod of handcuffs. If there is a way to add it that would be cool. I've added a part of the mod where you connect a terminal to your collar to flash new firmware while worn. So in that usecase it's a bit wonky not seeing it show up
srmacbobs Posted January 1, 2021 Posted January 1, 2021 1 hour ago, Kharos said: Version 0.4.12 Beta 1 ===================== virtibird riding for bound NPCs - allow up to three bound NPCs to ride in the cargo compartment of vertibirds when accompanying the player (they will be locked up/released automatically) - fix error in handcuffs converter causing some legacy handcuffs (misc item) to disappear instead of being converted to real handcuffs Version 0.4.12 Beta 2 ===================== crash fix - fix a crash caused by handling disabled actors in vanilla scene integration - api fix: try to prevent crashes when handling disabled actors, though this is still unreliable and should not be done RealHandcuffs.0.4.12 beta 2.7z 3.7 MB · 0 downloads I repeated the Beta 1 changelog such that this post contains all changes between the official release and the beta. @srmacbobs for me this version fixes the crash that you reported, even with vanilla scene integration turned on. @ other modders, this bug showed me that making changes to disabled actors can cause CTD (e.g. changing their armor). I was not aware of that issue, so a heads up for you, too. Works like a charm, thanks mate!
Kharos Posted January 1, 2021 Author Posted January 1, 2021 3 hours ago, naaitsab said: If there is a way to add it that would be cool. I've added a part of the mod where you connect a terminal to your collar to flash new firmware while worn. So in that usecase it's a bit wonky not seeing it show up That's actually a nice idea (reflashing while worn), I might use that idea at some point, too ?. Here you go, there is a new function RefreshRestraint(..) in ThirdPartyAPI.psc, it should do the trick (also in other cases where mods are changed while worn or while inventory ui/container ui are open). RealHandcuffs.0.4.12 beta 3.7z 1
Stentcorona Posted January 3, 2021 Posted January 3, 2021 Good morning guys, after a while I'm back to playing fallout! And what do I discover? This novelty! I installed it, and everything works regularly. But I have a problem. When they catch me, I stop playing because it's a constant violence against my character. This makes me stuck playing. I tried to free myself but not having the key makes me do absolutely nothing. I remain imprisoned with handcuffs and now also with other accessories of submission. Anyone have any ideas on how to fix this situation?
Kharos Posted January 3, 2021 Author Posted January 3, 2021 40 minutes ago, Stentcorona said: Good morning guys, after a while I'm back to playing fallout! And what do I discover? This novelty! I installed it, and everything works regularly. But I have a problem. When they catch me, I stop playing because it's a constant violence against my character. This makes me stuck playing. I tried to free myself but not having the key makes me do absolutely nothing. I remain imprisoned with handcuffs and now also with other accessories of submission. Anyone have any ideas on how to fix this situation? This mod only provides handcuffs and shock collars. It does not put them on you, or add situations where you are caught. That is done by another mod. Perhaps you installed AAF Violate, too?
Stentcorona Posted January 3, 2021 Posted January 3, 2021 1 hour ago, Kharos said: Questa mod fornisce solo manette e collari antiurto. Non te li mette addosso, né aggiunge situazioni in cui vieni scoperto. Questo viene fatto da un altro mod. Forse hai installato anche AAF Violate ? Yes, I also installed "violated AAF" I beg your pardon but I am not familiar with mods and I am just starting to modify the game
akbaa Posted January 5, 2021 Posted January 5, 2021 Does anyone know how to disable those debug messages that are constantly being displayed in the upper left corner? I get messages when I start the game (initializing Real Handcuffs and loading plugins for as well as info on how long it installed) and I even get messages regarding Real Handcuffs whenever I open a container (Player opening/closing container)..
Kharos Posted January 5, 2021 Author Posted January 5, 2021 1 hour ago, akbaa said: Does anyone know how to disable those debug messages that are constantly being displayed in the upper left corner? I get messages when I start the game (initializing Real Handcuffs and loading plugins for as well as info on how long it installed) and I even get messages regarding Real Handcuffs whenever I open a container (Player opening/closing container).. Did you per chance enable full debug output in the MCM settings? Try going to the debug settings and changing both log levels to Error. If that does not help, come back with more details (e.g. the exact text of the messages that you are seeing).
akbaa Posted January 5, 2021 Posted January 5, 2021 12 minutes ago, Kharos said: Did you per chance enable full debug output in the MCM settings? Try going to the debug settings and changing both log levels to Error. If that does not help, come back with more details (e.g. the exact text of the messages that you are seeing). Its set to none. The messages include information about the installer state, how many seconds it worked, how many npc are handled etc. I am using 4.11, but I also experienced it with 4.10. I also started a new game with 4.10, so I am not sure whats causing this.
Kharos Posted January 5, 2021 Author Posted January 5, 2021 41 minutes ago, akbaa said: Its set to none. The messages include information about the installer state, how many seconds it worked, how many npc are handled etc. I am using 4.11, but I also experienced it with 4.10. I also started a new game with 4.10, so I am not sure whats causing this. This definitively sounds like you are getting full debug output instead of none. Not sure why. Maybe there is a problem with MCM? Do you have a file Data/MCM/Settings/RealHandcuffs.ini? Does it have entries for iLogLevelPapyrus and iLogLevelNotificationArea? What are the values? You can also try modifying these values, setting them to 3. [Edit] Or you can enable papyrus logging in fallout4custom.ini: [Papyrus] bEnableLogging=1 Then start the game, load a savegame with RealHandcuffs, quit the game, and send me the resulting log file, maybe there will be a message that the mod failed to get settings from MCM. No promise though.
Kharos Posted January 9, 2021 Author Posted January 9, 2021 Version 0.4.12 ===================== small technical tweak to bound vertibird riding So no real changes compared to the last beta, main difference is that this is not a beta version so I updated the main post.
bwrta@o2.pl Posted January 13, 2021 Posted January 13, 2021 hello, where i can find ''Firmware Dump: RobCo Mark II '' and ''Firmware Dump: RobCo Mark III'' ??? where is recipes for this ?
Kharos Posted January 13, 2021 Author Posted January 13, 2021 1 hour ago, bwrta@o2.pl said: hello, where i can find ''Firmware Dump: RobCo Mark II '' and ''Firmware Dump: RobCo Mark III'' ??? where is recipes for this ? You can craft them when you have a matching shock collar in your inventory: You need a Mark II collar to craft the Mark II firmware dump, and a Mark III collar to craft the Mark III firmware dump. Imagine your character downloading the firmware from the shock collar and storing it on a holodisk.
bwrta@o2.pl Posted January 13, 2021 Posted January 13, 2021 6 minutes ago, Kharos said: You can craft them when you have a matching shock collar in your inventory: You need a Mark II collar to craft the Mark II firmware dump, and a Mark III collar to craft the Mark III firmware dump. Imagine your character downloading the firmware from the shock collar and storing it on a holodisk. Ok... thx. So another stupid question... How can i get this Collar ?? ??
Kharos Posted January 14, 2021 Author Posted January 14, 2021 16 hours ago, bwrta@o2.pl said: Ok... thx. So another stupid question... How can i get this Collar ?? ?? Ah, I see, a -?-problem ?. You have no collar so you cannot craft one. And because you cannot craft one, you have no collar. First option, if you installed standard edition the both collars and remotes should randomly be available at general traders (e.g. trudy, carla, myrna). Second option (cheating): Open the MCM debug menu and use the "Spawn and Equip Restraints" option to put a collar on yourself, either Mark II or Mark III. Then either unequip the collar, or if that does not work use the MCM debug menu function to free yourself.
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