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[AAF] RSE Elements Vol.1 - Combat Surrender and Abductions (03-20-19)


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Posted

Elements1.jpg.7ca14d8a272db418b9e8f61ecc3946af.jpg

 

NOTE:

This mod no longer has a download page! The mod has been depreciated and can be found in this repository.

 

 

RSE Elements Vol1. - Combat Surrender and Abductions

 

This is an update to the mod that includes fixes to packaging and dialogue scenes based on things I've learned while working on my companion mod. The mod is also now a single entity, whereas in the past, there were three different supported versions.

 

Requirements:

 

This version requires AAF, Devious Devices and Roggvir's DD Items Manager, as well as MCM. And for the first time, this mod now ships with the (undocumented) source code for the CSAScript!

 

About:

 

This mod alters combat by introducing a surrender and outcomes scenario to player combat that features abductions for both the player and for companions. There is a full-featured MCM that allows you to tailor the settings for the surrender and abduction phases. For abductions, three factions are capable of abducting the player and companions, gunners, raiders and super mutants, and there are approximately (off the top of my head) 30 abduction locations around the Commonwealth. That said, this mod is fully capable of surrender conditions on any AAF-supported actor type, be they bipedal or of any creature type. You will need to have an AAF Theme installed to use creatures for surrender conditions and then enable AAF extended creature support in the MCM for this mod, which also implies that you need animations packs installed for such creature features, such as Mutated Lust and GrayUser's Creature animations pack.

 



View File

 

Posted

As was stated elsewhere - the old thread was removed because it contained a LOT of information that was no longer relevant to the current build of the mod. The previous thread supported upwards of four different builds of the mod and that was confusing to some. Now, as noted, there is only ONE build of the mod and it requires DD and DD Items Manager. I will not support multiple versions of this mod any more and in this way, the thread can remain uncluttered and on-point to the only build that will exist going forward - and trust me, this will reduce bugs because in the previous builds I was sometimes mixing and matching compiled scripts from different builds / different animation players, which I am sure you can imagine, made the mods next to useless. For this Element, CSA, I have gone over each compiled script to ensure it is the AAF build that includes Devious Devices via Roggvir's DD Items Manager, so those issues of having Fourplay/Flashyplay scripts mixed in where they shouldnt be, well, that simply put wont happen any more.

 

I assume some will have their opinions as to my removing the old thread - all good, you're entitled to them. Either way, the thread is gone, nothing to do for it but move forward and accept what is.

 

Note: the other Elements will return with bug fixes AND source code, just as this build of CSA has undergone. Yes, in case you missed it in the download page, the SOURCE CODE for the CSAScript is now included for you to use as reference or to make personal modifications to surrender and abductions (and you can all thank @Roggvirfor that - he'll know how he influenced my decision). This is a massive script - 94kb .PSC file - and it is completely undocumented, provided as-is, so be aware of this before you start playing with it. But also know, from this single script alone, you can modify all of the surrender and abduction scripting that the mod uses. This source code should be considered Intermediate to Advanced level and while it can be used possibly for learning papyrus, its probably not the best script to cut your teeth on as a beginner.

 

The next release will be Elements Vol.3 - Karma System, since it is a cornerstone mod and due to dependency is required for the other elements to work properly. Vol.2 - Advanced Needs shouldnt need any real update aside from consolidating it into the DD integrated version, but I do want to look at the OnItemEquiped event again to be sure there is nothing in there that could be preventing consumables from being registered as being used - to prevent suspended stacks, which is what happens when you eat something but the mod doesnt register that you've eaten it. The other Elements will follow suit as I address them.

Posted
16 minutes ago, Flashy (JoeR) said:

the SOURCE CODE for the CSAScript is now included for you to use as reference or to make personal modifications to surrender and abductions

OoOoOoOo.....candy!

Posted

flashy just wanted to say thanks for taking the time to  explain  what happened
was wondering what all was gong on

do have a question would it be a good idea to start a new save once all the rse elements gets updated 

Posted
3 minutes ago, nekotakeshi said:

flashy just wanted to say thanks for taking the time to  explain  what happened
was wondering what all was gong on

do have a question would it be a good idea to start a new save once all the rse elements gets updated 

That would likely be the best solution, yes, just to ensure there aren't any dangling threads from the previous builds.

Posted

For the record, to ease my ability to support the Elements, I am going to release them in batches of two. In this case, today, I have released Vol1 and Vol3. I will let them settle for a few days, see if there are reportable issues being noted. Fix them as they arise. Try to get them as stable and functional as possible and only then move on to other Elements. A big problem with these mods was the fact that there were seven elements, each with multiple supported platforms (DD, non-DD, Clean/SFW, and FlashyPlay). It became a little too much to support and the threads became muddled with issues for each build that could be confusing, as I noted above, to people trying to find an answer to a question. And also as I said, sometimes the wrong scripts were getting included in the download archive files, which completely broke them. Thus, the decision to remove, consolidate, validate and then repackage for release in entirely new support threads.

 

So yes... I will allow these two to be in use for a few days, address anything that needs addressing and then put two more online (most likely Elements Vol2 and Vol4) to monitor for a while.

 

Bottom line, I want the mods to just work for people (provided their AAF install is correct and functional) upon installation with as little in the way of bugs or fringe-case issues that prevent functions from working. Sucks that you cant get all of the Elements in one shot, but better in the long run as it makes sure they are the best they can be. For you.

Posted

Can i ask why dd depency ? DD depency was always trouble due to it being extemely script heavy most people dont play with it due it, even skyrim had this same problem.

 

How is your mod handling the script lag that occur when dd is concern? does it causes crashes afterwards ? Because that is what DD did to my game. that is why never played with it anymore.

Posted

Wowowow! Unexpected updates! RSE elements are making my personal life better (and I think other persons life ,too)

 

THANK YOU!

 

P.D.: Other elements too? Just asking...?

Posted
1 hour ago, D_ManXX2 said:

Can i ask why dd depency ? DD depency was always trouble due to it being extemely script heavy most people dont play with it due it, even skyrim had this same problem.

 

How is your mod handling the script lag that occur when dd is concern? does it causes crashes afterwards ? Because that is what DD did to my game. that is why never played with it anymore.

Here's the thing... like RSE before it, if you dont want to have DD in your game thats fine. You just need to extract DD and Roggvir's DD Items Manager into your scripts folder but never activate them as a mod. So long as they are accessible from a compiled script perspective, you should be fine and everything will carry as normal. This mod simply looks to see if DD is installed (as well as Rogg's DDIM) and if so, enables their usage. But if they arent showing as actively installed, all that is needed is for the scripts to be present in the Scripts folder, nothing more.

 

So you can continue to use this mod without DD running in your game, just be sure, as noted, to extract Rogg's mod but never activate it.

 

10 minutes ago, antoniut said:

Wowowow! Unexpected updates! RSE elements are making my personal life better (and I think other persons life ,too)

 

THANK YOU!

 

P.D.: Other elements too? Just asking...?

As for this, I addressed that in a post above yours... for now Vol.1 and Vol.3 are released. Once I am satisfied they are stable, I will then re-release updates for Vol.2 and Vol.4.

Posted

:thumbsup::thumbsup::thumbsup: Sorry! With the emotion, posts above wasn't read! ?

Posted

This is probably going to be a dumb question, but how do you get the surrender mechanic to work? To this day, volume 1 is the only version of RSE I have not been able to get working, neither the manual surrender, or the automatic surrender (assuming there is one).

Posted

Hey, thanks for the update, I didn't expect it but it is much appreciated.

 

This might be expected, but with the update Shenanigans activities give a "CSA Error" on completion, and then I get the "You should probably flee" notification. I haven't noticed it actually affecting anything other than giving the error messages however.

 

Again, thanks for making these mods, they are impressive and they really help improve my repeated Fallout experiences

Posted
7 minutes ago, jokojoko said:

Hey, thanks for the update, I didn't expect it but it is much appreciated.

 

This might be expected, but with the update Shenanigans activities give a "CSA Error" on completion, and then I get the "You should probably flee" notification. I haven't noticed it actually affecting anything other than giving the error messages however.

 

Again, thanks for making these mods, they are impressive and they really help improve my repeated Fallout experiences

You're right, that is a big problem. Likely something on the conditioning on the error checking. I'm diving into the script right now and will release an update as soon as I suss out a way to block anything that is not related to the CSA event.

Posted

v4.8 Uploaded - Corrects (hopefully) the fringe-case error correction on CSA end event. Also corrects captor bargaining phase prior to player abductions so that dialogue will ensure correctly. This includes dialogue and package level changes.

Posted

In the old version my character was kidnapped and taken to the Federal Ration Stockpile and placed in the area that was locked on both sides so she was kind of stuck, the bandits couldn't get to her either. Maybe it was just bad luck?

Posted
19 minutes ago, BAB PEEG said:

In the old version my character was kidnapped and taken to the Federal Ration Stockpile and placed in the area that was locked on both sides so she was kind of stuck, the bandits couldn't get to her either. Maybe it was just bad luck?

I believe that I added a key for the door in the green loot crate. I'll need to double check that though... I'll circle back.

 

EDIT:

 

        If PlayerREF.GetCurrentLocation() == FederalRationStockpileLocation
            ObjectReference KeyLoc = Game.GetForm(0x000235BD) as ObjectReference
            KeyLoc.AddItem(DN040_TerminalPassword,1,true)
        Endif

 

There is scripting in CSAScript in the Player Abduction section that adds the terminal password/key to the green boss loot trunk, you betchya. :)

Posted

Thank you Flashy for the updates. I saw that you had done this and could find the old support threads... thought it was just gone.

 

The updates are like Christmas!

 

Now, if you want bug reports on Advanced Needs, I can help you with that.  I actually uninstalled the basic and advanced and switched to survival vanilla... anything I can help with.

 

Again, much love and appreciation to you for your work.

John

Posted

Thanks for the update. I was getting the same CSA error on my end, but the update fixed it. I didn't know it had something to do with Shenanigans.

Posted

On first playthrough (aimed on Piper being captive by gunners) everything went OK, including freeing her from captivity. Except Nemesis not started at all.
Then I loaded CLEAN save and it stopped working. Still more stable than earlier version, but some abductions not started, and now I can't free Piper again.
Maybe script stores bad data out-of-save ?

So, guys, pleas tell me if anyone managed to start Nemesis quest arc, Thank you.

Posted
On 3/21/2019 at 8:25 PM, asebw said:

This is probably going to be a dumb question, but how do you get the surrender mechanic to work? To this day, volume 1 is the only version of RSE I have not been able to get working, neither the manual surrender, or the automatic surrender (assuming there is one).

Same question, tried R to holster weapon and the CSA hotekey from MCM but neither works.

Posted

Installing Karma causes CSA to not work (unable to trigger CSA both automatically and by hotkey).
Also, during captivity, regardless of announcement (who is next target - PC or companion) PC is assaulted always regardless of options.

Posted

Ok actually got it to work, sort of. I had to restart the game after restarting the mod manager.

 

However I have a new bug now, when I surrender, nothing happens, the enemies just hang around my char. Am I missing an animtion or something?

Posted
On 3/22/2019 at 2:27 AM, Flashy (JoeR) said:

v4.8 Uploaded - Corrects (hopefully) the fringe-case error correction on CSA end event. Also corrects captor bargaining phase prior to player abductions so that dialogue will ensure correctly. This includes dialogue and package level changes.

what's the correct updating process? just uninstall the old version and install the new? script cleaning? in-game mcm options?

Posted

Hi Flashy, I hope you are well.

I've accumulated just about everything you have ever released, but I only briefly had a chance to actually play back in the Four Play days. I finally now have free time to play, but I see that lately a lot has changed with your mods. The DD and hence AWKCR, requirements are going to leave me out I am afraid.

 

Since I have kept up mostly with your updates, (through Dec. 2018 anyway) I was wondering if those previous versions without the new requirements were safe (for lack of a better term) to use? With the threads gone, I feel a little blind if you know what I mean. I have 1.4 through 4.6 if that is relevant to your answer. I'm not asking you to support those versions, I do understand your decision to trim things a bit to be manageable; I'm just asking for your best guess. I have the other volumes as well, but I will play around with those and figure it out on my own. Volume 1 does seem to be the back bone.

 

Thank you for your time and I'm sorry I never got the time to play and participate in development.

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