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


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Posted

I've run into an interesting issue where after my char surrenders, Dogmeat stays aggressive, and will kill whatever I was attacking before. I have a sneaking suspicion that this might be mod related, and I will be doing some testing, but I was wondering if anyone has also encountered this problem?

Posted
On 3/27/2019 at 8:09 PM, asebw said:

I've run into an interesting issue where after my char surrenders, Dogmeat stays aggressive, and will kill whatever I was attacking before. I have a sneaking suspicion that this might be mod related, and I will be doing some testing, but I was wondering if anyone has also encountered this problem?

I experienced the same thing after being defeated by two mirelurks.

Posted

This mod does not work for me. All of the requirements are downloaded/installed. I have every animation pack installed as well. Hell it even shows up in the MCM, and the menus are fully functional. It just does not work. My character dies, or the quick surrender option simply does not work.

Posted
3 hours ago, Bigjay said:

This mod does not work for me. All of the requirements are downloaded/installed. I have every animation pack installed as well. Hell it even shows up in the MCM, and the menus are fully functional. It just does not work. My character dies, or the quick surrender option simply does not work.

What's your install order? Do you have Roggvir's DD Items Manager installed before CSA?

Posted
4 hours ago, Bigjay said:

This mod does not work for me. All of the requirements are downloaded/installed. I have every animation pack installed as well. Hell it even shows up in the MCM, and the menus are fully functional. It just does not work. My character dies, or the quick surrender option simply does not work.

Do you have Karma installed as well? Because Karma renders CSA useless (CSA not working, also with hotkey).

Posted

So I have been abducted by a dastardly raider gang.  However each time of them comes up I get a message "You have been beaten for not responding fast enough." Is this an automatic thing or something I can prevent?

Posted
19 hours ago, Bigjay said:

This mod does not work for me. All of the requirements are downloaded/installed. I have every animation pack installed as well. Hell it even shows up in the MCM, and the menus are fully functional. It just does not work. My character dies, or the quick surrender option simply does not work.

I actually had this same problem for awhile. It could be one of two things, or both. When I had the problems, one of the animation packs was buggy, and it was screwing with CSA. The other issue was my load order. CSA needs to be the last RSE element to load. If any of the other RSE volumes load after it (vol 3 in particular is a very temperamental one), it will not work half of the time (from my experience at least). Kythana's AAF guide (https://www.loverslab.com/topic/110138-aaf-for-beginners-step-by-step-on-hold/) has an example of a working load order at the end of the first post that has worked pretty well for me so far. Depending on your mod load, you may need to tweak things here and there, but overall, it's a good starting point. I would give that a look. 

Posted
4 hours ago, SexDwarf2250 said:

Is there an option in this mod to negotiate combat end for follower booty instead of player?

No. There is a slider that will increase the chance your companion gets used instead of the player, but there is no option like that in CSA. There is another mod called AAF vanilla fudge (https://www.loverslab.com/files/file/7987-aaf-vanilla-fudge/) That lets you offer up your companion instead of you in certain situations. I don't know if that extends to combat surrenders or not, but you could give that a try (full discloser: I have no idea if fudge will work with CSA).

Posted

Mod works fine for me, had a few issues where i got teleported around on buildings and underwater, but mostly its fine.
However one thing that annoyed the hell out of me is that combat surrenders play Aggressive and Normal animations, there is no way to configure this through MCM or any other standard way to use only Aggressive anims.


(Its hell of immersion braking when you get caught and then the sequence starts, and your character sounds like experiencing willful sex, and various "normal" poses are played because there is far more normal poses than aggressive ones)

I found that this is hardcoded in the script (RSE_CSAScript.pex), so i went about trying to change it, i never modded for F4 (at least nothing including scripting and packing files into ba2 archives)so i tried recompiling the script from source, and papyrus compiler hated me for some reason, so after 10 hours of digging and tring to recompile, repack and get it to work, it didnt, so i went with a more "hammer to the engine" fix, and it worked.

If you want this mod to play only aggressive animations, you need a Hex Editor like HxD.


1) Go to your ...\Fallout 4\Data\ directory and find the "RSEE_Vol1_CSA - Main.ba2"

2) BACKUP IT! (just copy paste it to some other location, where you will remember it)

3) Run HxD, and open the original file in ...\Fallout 4\Data\

4) Press CTRL + F to search for "Aggressive", and press ok.

5) You should see a piece of code that has "..Aggressive, Neutral.."
6) I only replaced "N" in Neutral with "B" so it is "Beutral" any character should work, I just tried it with B, and it worked straight away.

7) Search again for "Aggressive" and change any "..Aggressive, Neutral.." pairs to "..Aggressive, Beutral.." or whatever character you chose, there should be a total of 3 instances of this.

8)Save the file, and play the game.

DO NOT DELETE the word "Neutral" or any character, just replace (highlight N and replace it with B), if you delete anything, file encoding will get screwed and F4 will crash on strtup trying to load this file. Simply replacing a character does not change the file size and works. If you for some reason made a mistake with HxD, just replace the RSE file you modified with the one you backed up.

What this does (i think) is when RSE_CSA sends event to AAF to start with animation, it sends "Beutral" instead of "Neutral" and "Aggressive" tags, since there are no anim tags called "Beutral" in AAF, it plays only anims marked with Aggressive.

Sorry to @ Flashy (JoeR) for shotguning your code, but this is a fundamental flaw in this mod that drove me nuts. I would love to see the ability to exclude neutral animations in a official mod.

Posted

@Raider_Ripley

 

I am mighty confused why you went to ALL that trouble when the source code is included in the download. Look in DATA\Scripts\Source\User and you will see the uncompiled RSE_CSAScript.psc file that you can load in the CK and alter / recompile.

 

Honestly, scratching my head... not just at you doing all of that to modify the compiled pex file, but because... wait for it.... drumroll please.

 

... There is an OPTION in the MCM to use AGGRESSIVE tags only ...

 

[drops mic, walks off stage]

 

But seriously, glad you found a way to make it work for you, to give you the playstyle you wanted... just, you didn't have to go so hardcore for a solution, for something that wasn't even broken to begin with. :)

 

Happy gaming! 

Posted
5 hours ago, Flashy (JoeR) said:

... There is an OPTION in the MCM to use AGGRESSIVE tags only ...

 

[drops mic, walks off stage]

You mean this? Well, sorry to burst your bubble, but it does not play only Aggressives, it plays only Aggressives + Neutrals, which is exactly the problem i have with it (just like the option says Aggressive/Neutral), setting it to Off plays all anims.

 

image.png.585c2461805ec9b67e3ce4bac7dbb9cf.png

Option Description:

image.png.2b0ee7715f4b3763d4b6914016135105.png

 

Why I have not recompiled it, no idea how to do it, tried everything (even DL-ed some obscure standalone program for compiling from Nexus), got compile errors all around, and have no clue how to work with CK for scripting and stuff, have not turned on CK for a Bethesda game since Morrowind. Tried Papyrus Compiler as standalone, but could not get it to compile. Even installed CK, and poked around it, tried built in compiler, blew up as well.

I went through MCM options 3 times now, just to be 100% sure i did not miss anything, like suggested.

I am however quite fluent in C# so i can understand (a bit) how the code execution works, and just looking at the script, there seems to be a option for excluding tags, but again its hardcoded into the RSE_CSAScript.pex to None. If i knew how to recompile it without blowing up in my face, i would have added the option input handling for MCM, or probably just removed Neutral, but yeah...

	Float Duration = RSE_Rape_Timer.getvalue()	
	AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings()
	settings.duration = Duration
	settings.preventFurniture = False
	settings.usePackages = True
	settings.position = None
	If RSE_CSA_UseHostileTags.GetValueInt() == 0	
		If akAggressor.GetRace() == HumanRace
			settings.includeTags = "Aggressive,Neutral"
		Else
			settings.includeTags = None
		Endif
	Else
		settings.includeTags = "Aggressive,Neutral"
	Endif
	settings.excludeTags = None

Hex editor was by far the fastest fix, but the messiest one indeed. Luckily .bsa files are not encrypted so you can read the contents of a file with a hex editor.

 

 

6 hours ago, TheBottomhoodofSteel said:

The Stupidity is magical tonight... 

Man, just chill out, I kinda know what I am doing.

3 hours ago, mashup47 said:

Pay's to read the instruction's first. but 10/10 for your sheer Doggedness. :thumbsup:

Thanks, i am still not ok with blasting other peoples work like that, but the annoyance was just too great for me. Also, no manual is included in the download, the old RSE_CSA thread is gone, so if there was something, its gone now, no idea where to get the manual for the mod (i looked for it before i even considered editing the mod)

Posted
9 minutes ago, Silk said:

For those of us who were not around for the Orginal version, what exactly is the Nemesis option?

Spoiler

Basically it has to do with Piper.  And it brings in a very persistent enemy with ever escalating encounters including the mother of all battles at the end.  It can hand you your ass especially the further into Nemesis you progress into. 

 

Posted
2 hours ago, Celedhring said:
  Hide contents

Basically it has to do with Piper.  And it brings in a very persistent enemy with ever escalating encounters including the mother of all battles at the end.  It can hand you your ass especially the further into Nemesis you progress into. 

 

Well, this functionality is a holy grail. I have tried multiple versions, 3-4 forks, >25 times, for >40h and never managed to start Nemesis.

Posted
14 hours ago, CobraPL said:

Well, this functionality is a holy grail. I have tried multiple versions, 3-4 forks, >25 times, for >40h and never managed to start Nemesis.

I think it is basically you have piper, fail at fighting gunners.  Piper is abducted by them.  You fail in the rescue attempt. 

 

100% on companion abduction.  100% on ambush. 

 

I vaguely remember the scenario flashy dropped at one time but I cannot find it.  

 

I haven't gotten that far yet as I also include this with Horizon so playing survival I havent made it to Diamond City but once. And Piper spent all her time harassing me.  Her character has a very dominant role. 

 

John

Posted
7 hours ago, MrCruelJohn said:

I think it is basically you have piper, fail at fighting gunners.  Piper is abducted by them.  You fail in the rescue attempt. 

 

100% on companion abduction.  100% on ambush. 

 

I vaguely remember the scenario flashy dropped at one time but I cannot find it.  

 

I haven't gotten that far yet as I also include this with Horizon so playing survival I havent made it to Diamond City but once. And Piper spent all her time harassing me.  Her character has a very dominant role. 

 

John

I know the requirements. It simply won't work. Examples: CSA crashes (freezes), she stays with me and is not captured, I can't untie Piper, I untie her and Nemesis not triggering.

Posted
2 minutes ago, Shenshi said:

where can I find the other rse?

You can't. They're gone for now.

 

Once I finish Malia, the companion I am working on, I will update the next batch of Elements and bring them back (Vols 2 and 4).

Posted
Just now, Flashy (JoeR) said:

You can't. They're gone for now.

 

Once I finish Malia, the companion I am working on, I will update the next batch of Elements and bring them back (Vols 2 and 4).

Ah. I was wondering where they were.  I just got home from overseas. and want to play fallout 4 once more. ty Joe for the fast reply

Posted
12 minutes ago, Shenshi said:

Ah. I was wondering where they were.  I just got home from overseas. and want to play fallout 4 once more. ty Joe for the fast reply

CSA and Karma are available here.

 

Advanced Needs is still available on Nexus (more stable version than was here but lacking AAF stuff).

 

Malia is eating all of my free time - she's kind of utterly complex in a way RSE never could be - but I will get back to RSE after she is done. #Promise

 

Seriously, the things I have learned about AI packages, attached to actors, aliases and used via scenes, has the power to literally change all of those broken moments in RSE for the better. In this regard, Malia has been an utter god-send; working on her has opened all new avenues of creation that I didn't see before in my arrogance that papyrus scripting was everything there was to making a good, content rich and game altering mod. Not true. Properly packaged actors and scenes with solid scripting make for the most amazing of moments. And I will take those new skills and apply them to updating the RSE family of mods.

 

I mean, all of you using the latest CSA Element have seen some of that, how the surrender begging dialogue, as well as the post-rape plea dialogue are working - how the rapist behavior modification dialogue works in abduction. That is just one small part of what working on Malia taught me about using scenes to drive scripted events.

Posted
34 minutes ago, Flashy (JoeR) said:

CSA and Karma are available here.

 

Advanced Needs is still available on Nexus (more stable version than was here but lacking AAF stuff).

 

Malia is eating all of my free time - she's kind of utterly complex in a way RSE never could be - but I will get back to RSE after she is done. #Promise

 

Seriously, the things I have learned about AI packages, attached to actors, aliases and used via scenes, has the power to literally change all of those broken moments in RSE for the better. In this regard, Malia has been an utter god-send; working on her has opened all new avenues of creation that I didn't see before in my arrogance that papyrus scripting was everything there was to making a good, content rich and game altering mod. Not true. Properly packaged actors and scenes with solid scripting make for the most amazing of moments. And I will take those new skills and apply them to updating the RSE family of mods.

 

I mean, all of you using the latest CSA Element have seen some of that, how the surrender begging dialogue, as well as the post-rape plea dialogue are working - how the rapist behavior modification dialogue works in abduction. That is just one small part of what working on Malia taught me about using scenes to drive scripted events.

Ty. can u you help with my loadoder really fast? image.png.9ebf46891ead5f346ee739a00bcb8c9f.png

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