McAron Posted March 31, 2019 Posted March 31, 2019 I have searched through many forums, threads, posts etc. but can't find a solution for it. I have a problem with a dance animation not working, only one specific (I think it's 'first' one among vanilla), NPCs just stand up on an invisible (bar?) table and just stand there. I didn't find any dancing animation files (meshes?) installed that would replace vanilla dances and as far as I know no mods that mess with that. I am playing with a bunch of mods but the only three problems with my installation so far is this dancing animation broken, no ability to disable robots/turrets and supermutants not able to use some weapons. And if I can manage to close my eyes on last two, dancing one is quite offputting. Order list: Spoiler FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CaravanPack.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm taleoftwowastelands.esm Sexout.esm SexoutSlavery.esm SexoutCommonResources.esm msexBase.esm AWorldOfPain(Preview).esm FalloutTTWquestoverhaul.esp SexoutSoliciting.esm SexoutTryout.esm NCR CF - Sexout.esp More Perks.esm Th3OverseerCore.esm Another Interior Mod.esm Children of the Wasteland.esm SexoutWorkingGirl.esp MikotoBeauty.esm AWOPDeadMoney.esm SexoutStore.esm Weapons of the Wasteland.esm Project Nevada - Core.esm Project Nevada - Equipment.esm Project Nevada - Rebalance.esp Project Nevada - Cyberware.esp kdsClothes.esm WMVM.esm Kidnapped by Fiends.esm HumanTrafficking.esm Project Nevada - Extra Options.esm Weapons.of.the.New.Millenia.esm Daughters of Ares.esp Sortomatic.esm msexTopsOffice.esm UnethicalDeeds.esm SaltLakeStories.esm SexOutMDJJFollowers.esp TTWOptions.esp LootMenu.esp The Mod Configuration Menu.esp Project Nevada - Cyberware Additions.esp Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp Weapons.of.the.New.Millenia.Leveled.Lists.esp Sandbox6 Mods Merged.esp TTW FO3&NV&DLC Killable Children - Use Me With Children of the Wasteland.esp TTW_mix_patch.esp MikotoBeauty.esp outsidebets.esp TTWQO Additions and Patch.esp Project Nevada - TTW.esp EVE FNV - ALL DLC.esp YamsPinupParade.esp WeaponModsExpanded.esp WMX-DLCMerged.esp WMX-EVE-AllDLCMerged.esp AWOP-WMX-EVE AllDLCMerged.esp NVBountyBoards.esp JIP Companions Command & Control.esp SexoutSpunk.esp SexoutLust - anyHUD.esp SexoutLust.esp SexoutStraponSex.esp SexoutLoversBed.esp SexoutCompanions.esp Sexout-kidnapped-by-fiends.esp ItemBrowser.esp Color Me Evil - Cass.esp populatedcasino.esp RSCR-Enhanced.esp SmallerTalk.esp The Weapon Mod Menu.esp Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp Project Nevada - WMX.esp Project Nevada - EVE All DLC.esp BLEED.esp NewVegasUncut 123457 Merged.esp Weapons.of.the.New.Millenia.Store.esp updatedWearGlassesandMasks.esp ARESproject.esp AWOP Revs - You Are The Hero.esp HumanTraffickingEX.esp Headhunting.esp SexoutConsequences.esp SexoutFadeToBlack.esp Weapon_Pack_03.esp SunnyCompanion.esp Clothes_pack_02.esp AWOPDeadMoneyVendorPatch.esp FalloutNVCheatTerminal.esp SexoutTTWEncounters.esp SexoutCharacters.esp msexFort.esp TTW Town Stores.esp SexoutSS_C.esp AWOP Interim Fixes.esp WMX-ModernWeapons.esp msexVeronica.esp msexCourtesan.esp SexoutSex.esp T6M_Sexy_Clothes_merge.esp SexoutSoliciting-DLC.esp UDeedsExtension.esp WMX-POPMerged.esp en_hawk - Armor + Patches MERGED.esp KidTailorNSWFOutfitPackNV.esp ammofix.esp Cap Removed RR.esp ttw - custom race ending fix.esp PSFMorePerksEVE.esp ATF_SexOutFollowers.esp Naked_gun.esp PrnOut.esp Women of New Vegas - Billboards.esp MAC.esp ATF_MAC.esp Total active plugins: 130 Total plugins: 193
dborg2 Posted March 31, 2019 Posted March 31, 2019 Can you somehow mark which plugins are on or off? 130 are on, but the list contains 193 plugins (btw. Maximum is 139, so you need to remove mods anyway)
McAron Posted March 31, 2019 Author Posted March 31, 2019 20 minutes ago, dborg2 said: Can you somehow mark which plugins are on or off? 130 are on, but the list contains 193 plugins (btw. Maximum is 139, so you need to remove mods anyway) Oh sorry, didn't notice. I jsut checked and all the plug-ins listed above are active, non-active ones are not listed. Does having non-active plug-ins affect the game? So far I didn't see them do that.
Guest Posted March 31, 2019 Posted March 31, 2019 Non active plugins still apparently cause a signed/unsigned issue appaerently. If you don't have them active don't have them in the data folder/mod manager.
dborg2 Posted April 1, 2019 Posted April 1, 2019 21 hours ago, McAron said: Oh sorry, didn't notice. I jsut checked and all the plug-ins listed above are active, non-active ones are not listed. Does having non-active plug-ins affect the game? So far I didn't see them do that. 17 hours ago, aghjax said: Non active plugins still apparently cause a signed/unsigned issue appaerently. If you don't have them active don't have them in the data folder/mod manager. Also having them indicates you've installed resources that you aren't using. So those resources can cause unknown/unexpected issues.
McAron Posted April 1, 2019 Author Posted April 1, 2019 2 hours ago, dborg2 said: Also having them indicates you've installed resources that you aren't using. So those resources can cause unknown/unexpected issues. I know. I have tried to delete what possible meshes could have caused that and to no effect. Plus that said animation works. It just appears that in execution of it it just went missing from the code.
Guest Posted April 2, 2019 Posted April 2, 2019 It can be something else than an animation file which was replaced, so it could be harder than it seems to debug. An animation can start on its own because its conditions are verified. The way I'd personally debug this would be the good old method of unticking blocks of mods until I narrow down which mod is causing it, then inspecting the changes it is doing using xEdit.
McAron Posted April 5, 2019 Author Posted April 5, 2019 On 4/2/2019 at 9:38 PM, A.J. said: It can be something else than an animation file which was replaced, so it could be harder than it seems to debug. An animation can start on its own because its conditions are verified. The way I'd personally debug this would be the good old method of unticking blocks of mods until I narrow down which mod is causing it, then inspecting the changes it is doing using xEdit. UPDATE: I did just that and found out that Children of The Wasteland.esm is causing the problem (who would have guessed right?) Now just have to find what exactly is bugging in there. Probably some of it's BSA files. UPDATE2: My guess is that the problem is in the skeleton.nif in .bsa file. But I am not really familiar with that and don't know what specifically to look for in there. UPDATE3: Removing said skeleton in path "meshes\characters\_male\skeleton.nif" from .bsa file did nothing.
Guest Posted April 5, 2019 Posted April 5, 2019 7 hours ago, McAron said: UPDATE: I did just that and found out that Children of The Wasteland.esm is causing the problem (who would have guessed right?) Now just have to find what exactly is bugging in there. Probably some of it's BSA files. UPDATE2: My guess is that the problem is in the skeleton.nif in .bsa file. But I am not really familiar with that and don't know what specifically to look for in there. UPDATE3: Removing said skeleton in path "meshes\characters\_male\skeleton.nif" from .bsa file did nothing. Yes the skeletons have nothing to do with that. I'd check the animations with xEdit inside the esp / esm
McAron Posted April 5, 2019 Author Posted April 5, 2019 2 hours ago, A.J. said: Yes the skeletons have nothing to do with that. I'd check the animations with xEdit inside the esp / esm I can't find anything related to animations there. What should I be looking for specifically?
Guest Posted April 5, 2019 Posted April 5, 2019 41 minutes ago, McAron said: I can't find anything related to animations there. What should I be looking for specifically? I just had a flashback. Years ago someone reported the same issue but inside some casino, maybe Gomorrah. Male dancers were doing the same thing. That time I tried to investigate but I couldn't find a cause. This time I'm trying again to see what could be... These prostitutes are dancing due to a marker, named DanceMarker03 That marker is inside a list, named DanceMarkerObjects That list is the condition to trigger the idle NVDance, specifically "IsCurrentFurnitureObj == DanceMarkerObjects" If that condition is not verified, or changed, there's another animation lower than that, called ChildBar which is verified for a similar condition... and I guess this is what's happening. Some mess on the dance condition, and another animation is triggering instead of it. In short, I'd check the things I've put in bold, if there's a change with vanilla.
McAron Posted April 6, 2019 Author Posted April 6, 2019 1 hour ago, A.J. said: I just had a flashback. Years ago someone reported the same issue but inside some casino, maybe Gomorrah. Male dancers were doing the same thing. That time I tried to investigate but I couldn't find a cause. This time I'm trying again to see what could be... These prostitutes are dancing due to a marker, named DanceMarker03 That marker is inside a list, named DanceMarkerObjects That list is the condition to trigger the idle NVDance, specifically "IsCurrentFurnitureObj == DanceMarkerObjects" If that condition is not verified, or changed, there's another animation lower than that, called ChildBar which is verified for a similar condition... and I guess this is what's happening. Some mess on the dance condition, and another animation is triggering instead of it. In short, I'd check the things I've put in bold, if there's a change with vanilla. Using FNVEdit I can't find any of these records in Children of the Wasteland.esm and not even in FalloutNV.esm How am I supposed to find it? (I bet it's super easy and I am just being dumb.)
Guest Posted April 6, 2019 Posted April 6, 2019 8 hours ago, McAron said: Using FNVEdit I can't find any of these records in Children of the Wasteland.esm and not even in FalloutNV.esm How am I supposed to find it? (I bet it's super easy and I am just being dumb.) Could you send me in PM the COTW esm please?
Zubodrobilko Posted April 18, 2021 Posted April 18, 2021 Hello, I'm having the same issue, did anyone ever found a solution? Issue definetely in cotw scripts, since deleteng them with fnvedit fixes the issue, but I cant determine what exactly causes it. Cotw changes two vanilla scripts to make children killable and thats it, all the other scrpits new and they just npc listings, child at heart perk addition and some token management
Zubodrobilko Posted April 18, 2021 Posted April 18, 2021 Im complete noob, so I only now figured out that scripts need to be complied in geck and that fnvedit doesnt do that. I located problematic code in CWinitQS which executes CWevent after you load game from main menu begin menumode if menumode 1004 && menumode 1007 && menumode 1013 if getgamerestarted seteventhandler "OnLoad" CWevent seteventhandler "OnActorEquip" CWevent cw_init endif elseif menumode 1036 let racemenu := 1 ;cw_menuchild ; this is unfinished endif end ; menumode removing which fixes dancing animation. CWevent has this code scn CWevent ref arg1 ref arg2 begin function {arg1, arg2} if arg1 && arg2 arg1.cw_handleref arg2 endif end ; function and I'm not sure what it does. Where do paramenters arg1 and arg2 get their values from?
Toad445 Posted November 13, 2021 Posted November 13, 2021 On 4/18/2021 at 5:35 AM, Zubodrobilko said: Im complete noob, so I only now figured out that scripts need to be complied in geck and that fnvedit doesnt do that. I located problematic code in CWinitQS which executes CWevent after you load game from main menu begin menumode if menumode 1004 && menumode 1007 && menumode 1013 if getgamerestarted seteventhandler "OnLoad" CWevent seteventhandler "OnActorEquip" CWevent cw_init endif elseif menumode 1036 let racemenu := 1 ;cw_menuchild ; this is unfinished endif end ; menumode removing which fixes dancing animation. CWevent has this code scn CWevent ref arg1 ref arg2 begin function {arg1, arg2} if arg1 && arg2 arg1.cw_handleref arg2 endif end ; function and I'm not sure what it does. Where do paramenters arg1 and arg2 get their values from? This man is a golden god. Took me a second to understand because of his vague wording but to anyone else still trying to solve the problem with CotW breaking dancers who barely understands editors: go into TESnip or FNVedit, open Children of the Wasteland.esm and delete the CWinitQS script under (SCPT). Haven't figured out what else this effects in the mod but so far everything works. My immersion on the strip / inside Gomorrah has been saved and I don't have to delete any companions today. Yay
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