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Posted
2 hours ago, Martin56 said:

 

Yeah i might add that i am pretty sure it's the patches you have installed that might have removed tags from animations.

 

 

UAP patch is what I am referring to. Not sure if it messes with tags though lines like this:

 

15º Farelle Animations v0.1.2 (Will only work for Straight/Creature & Male+Male/Male+Creature gender combinations. No Female+Female.)

 

This hints to me that the tagging may be deliberate. Testing on female to male (Nora Nate at beginning using the MCG companion diologue) and you get more options

Wonder if there is a patch of the UAP patch I am not aware of? (I don't mess with outdated stuff like Polistiro, etc) I think it's just a lack of FF animations being patched in the first place. Testing just using the AAF menu from the home button without MCG and I am not seeing more.

Also FF animations... When in a consensual situation it still uses aggressive tags, that does seem like MCG is doing that. 

 

  • 3 weeks later...
Posted (edited)
40 minutes ago, bearwad said:

Is there a voiced dialogue option or an extra mod for it ?

 

As far as I know there isn't an official option for that, neither there are mods that would add voices for it. For this reason it's best to have subtitles turned on, so that you can read the dialogues, imagining the characters speak that themselves. Unfortunately, it would be technically impossible to cover every voice (including all fan-made NPC voices) that were ever created for this game to match the dialogues for every possible combination and NPC and just having generic male and female voices for it may feel immersion breaking for some people. Personally, I wouldn't mind having generic voices, for me it would be better than nothing, but it would have to be optional, because some people may prefer the old way with no voices. I guess there would be 4 voices in total - for Nate, for Nora, generic male voice for every male in the game, generic female voice for every female in the game to keep things simple, but the real hard part is the actual mod that would add this functionality. It would have to be an add-on mod for M.C.G, since the original author has been silent for a long time, and since M.C.G is all about complex scripting, the voice add-on would most likely have to be script based as well which in itself is quite difficult, so overall, it would be a very time consuming and complicated task to create all the voices, the scripts just to make it all work together and I'm not sure anyone who's capable of doing it would be interested in spending that time on such effort.

Edited by MrFuturehope
Posted

Everytime I use fast travel, my follower doesn't come with me. But if I try to teleport to her, it leaves me in the same place. If I try to teleport her to me, she doesn't appear anywhere.

 

Anyone has met with this issue before?

  • 2 weeks later...
Posted (edited)

i left my two slaves at sanctuary strapped in a torture devices furniture (wall lock or something), made sure to enable sandboxing just like the FAQ said, then went on a mission. by the time i return they are all gone. not invisible, but gone. tried without furniture, just let them free roaming around without assigning them to a workshop. the result is the same. and teleport didn't work. slave registry said they are all in "Commonwealth".

 

taking them with me also didn't work. they vanished as soon as i enter an indoor cell. registry showed me they are in the same cell but nowhere to be seen.

saving/reload, waiting or sleeping for some hours also didn't return them. the same with disable/enable. MCG is way lower in the mod and load order, just before StartMeUp.

 

so... after testing different mod/load orders and scenarios i ended up with a conclusion that MCG is not fully compatible with Commonwealth Captives (or the other way around). if i placeatme CC npcs using console then enslave them, they are fine. but if i save those captives first, telling them to go, then enslave  them while they were running away, the disappearing bug happened. both were done using syringe and drugged dart. slave submitted from battles (raiders) or fights (settlers) will not disappear (maybe, haven't test that far). all those scenarios were done with the same mod/load order. perhaps it has something to do with cloning system? from what i see when i enslave raiders, the originals are killed because i could hear their screams and they have different IDs. but not with the saved captives? i don't know, need further testing...

 

Edited by shortiron
temporary solved
Posted
On 4/9/2023 at 11:17 PM, Ewura said:

Everytime I use fast travel, my follower doesn't come with me. But if I try to teleport to her, it leaves me in the same place. If I try to teleport her to me, she doesn't appear anywhere.

 

Anyone has met with this issue before?

 

Yeah, I remember M.C.G. followers sometimes acted like that. It's been a while and I'm not sure if I found a solution to this or not in my game, but loading an older save where you still had them around should do the trick. They can simply become invisible after some time travelling with you. And it's a big problem, because at that point, you cannot really dismiss them, you cannot interact with them, plus they will occupy one of the 8 slots that you have for M.C.G followers forever. I guess M.C.G. followers are stable enough for temporary use, but you should either turn them into settlers soon if you want to keep them around for longer periods of time, or just dismiss them. Whatever you do, don't have them stick with you for too long, it can be dangerous. Just play it safe and you should be fine.

Posted

The author goes to a lot of effort to explain that the mod is compatible with XDI, but if using XDI you won't see the prompts. Thanks for that.

 

Does anyone know if this applies when using Wolfmark's version of XDI, which includes the string prompts?

 

Other forums report it works for other mods.

 

I found out about it in this post here:

 

 

Posted (edited)

Just tried this mod on a (almost) new game.

(Had never left sanctuary yet)

 

I teleport myself to other settlments to see what it will do, but no one will talk to me.

I have XDI and RED but RED is not enabled.

 

EDIT : I figured out the hotkey way to start conversations.

but no one approaches me on theirr own yet.

EDIT2: Also I never seem to be able to surrender to hostiles before I get killed.

It always says 
"no actor in range on cross hairs"

I always get killed before I get close enoughtto surrender it seems.

edit3: this time i snuck on on a raider and hotkeyed him with cum caudio and i still coudlnt surrender, the menu did open up but with no surrneder option. I tried the 'set as friendly" option but it said "this actor cannot be set as freindly.

I guess I do not understand how the surrender or defeat works at all..

Edited by katrina.balanchuk
Posted
48 minutes ago, katrina.balanchuk said:

Just tried this mod on a (almost) new game.

(Had never left sanctuary yet)

 

I teleport myself to other settlments to see what it will do, but no one will talk to me.

I have XDI and RED but RED is not enabled.

 

EDIT : I figured out the hotkey way to start conversations.

but no one approaches me on thier own yet.

Go to the MCM option page with settings for Flirting and Solicitation..Flirting set to 2 and 1...Solicitation set to 4 and 2. Check the hours of waiting for all the other choices on the other pages and decrease them. The mod was set for long term relations rather than sexarama.

Posted
1 hour ago, maddadicusrex said:

Go to the MCM option page with settings for Flirting and Solicitation..Flirting set to 2 and 1...Solicitation set to 4 and 2. Check the hours of waiting for all the other choices on the other pages and decrease them. The mod was set for long term relations rather than sexarama.

 I will play with the settings but I understand there was a surrender /deeat mechnism.

Have yet to make it work.... :(

Posted
2 hours ago, katrina.balanchuk said:

 I will play with the settings but I understand there was a surrender /deeat mechnism.

Have yet to make it work.... :(I never could get the defeat part to work either. I just use Violate with MCG.

 

Posted

its installed the buttons are all there but nothing happens unless I intiliaze and sometimes not even then.

After hours of game play not a single harrassment or the like.

 

And it has options for mutants or raiders but neither will let me near and immedtly kill me UNLESS I use another mods surrender hotkey.

I disbled all mods listed as incompatible (but had to irng back SEU or nohting would work.

Posted
1 hour ago, katrina.balanchuk said:

its installed the buttons are all there but nothing happens unless I intiliaze and sometimes not even then.

After hours of game play not a single harrassment or the like.

 

And it has options for mutants or raiders but neither will let me near and immedtly kill me UNLESS I use another mods surrender hotkey.

I disbled all mods listed as incompatible (but had to irng back SEU or nohting would work.

After you set your buttons, you must enable the npc/npc system, the npc/character system, and the defeat system. You set these enable buttons and push them to activate. It on the next to last setup page..

Posted

got a problem with CWSS... MCG keep telling me that i don't have the correct version of it and the game take me to the start menu without loading the game... I have the 4.01 version downloaded from the author's dropbox... I'v checked and I don't have anything that overwrite it... what could it be? I need an older version of it? if so, does anyone have the correct version of the mod???

Posted
6 hours ago, SNXLK said:

got a problem with CWSS... MCG keep telling me that i don't have the correct version of it and the game take me to the start menu without loading the game... I have the 4.01 version downloaded from the author's dropbox... I'v checked and I don't have anything that overwrite it... what could it be? I need an older version of it? if so, does anyone have the correct version of the mod???

 

I'm using CWSS with MCG, but I installed it a while ago. I believe it needed a patch to work together, but some of the latest versions (then still available on Nexus) came with a patch of its own to resolve compatibility issues with MCG, so I think that's what I used. Author of M.C.G. also made a patch for it I think, but his patch is probably for the older version which didn't come with its own patch. If you have download links for the latest version of CWSS, you might need to download their own patch for MCG too.

Posted
20 hours ago, MrFuturehope said:

 

I'm using CWSS with MCG, but I installed it a while ago. I believe it needed a patch to work together, but some of the latest versions (then still available on Nexus) came with a patch of its own to resolve compatibility issues with MCG, so I think that's what I used. Author of M.C.G. also made a patch for it I think, but his patch is probably for the older version which didn't come with its own patch. If you have download links for the latest version of CWSS, you might need to download their own patch for MCG too.

ty for replying... the problem wasn't the mod itself, but the patch from MCG... disabling it solved the problem!

Posted
3 hours ago, Mountaindale said:

How does the slavery system work in this? How do you make someone your slave?

 

1. Combat submit the NPC, 2. Enslave them.

 

You can do it in couple of different ways. To learn more, you should really read the guide. It was written for a reason. :)

Posted
12 hours ago, MrFuturehope said:

 

1. Combat submit the NPC, 2. Enslave them.

 

You can do it in couple of different ways. To learn more, you should really read the guide. It was written for a reason. :)

Thanks.

Posted (edited)

Whenever a settler takes the npc initiative I can't target them. I get "no actors in your crosshair range". This only occurs if the NPC tries to initiate. It works normally the rest of the time. If the settler doesn't give up, which happened once, it's impossible to get out of it and they keep following me around. As soon as they "give up" the hotkeys work again.

 

I found one other post with this happening here but no resolution. Not sure what could conflict though.

 

I tried searching for "crosshair" here but it didn't even find the one message I know about already.

 

Remapping the keys or restarting the NPC initiative system don't change the problem.

 

Any suggestions or known issues I can look for?

 

Also, is there a way to change the timeout for the "I see you're busy" to be longer? If they have to exit an animation or something the time expires before they reach me.

Edited by Cranky Cat
Posted (edited)

EDIT 3: I found the ACTUAL source of the conflict... the Crime and Punishment compatibility patch for Magna Cum Guadio does not work, which is what was causing enslaved unnamed NPCs (raiders, wild dogs, etc...) but not named NPCs to turn into floating disembodied gen 2 male synth heads. Removing CAP and patches cleared up the issue entirely, but now I don't have either MCG or CAP... Sad.

 

EDIT 2: I jumped the gun. The issue is not fixed, but is localized to unnamed NPCs as I can enslave the Abernathys without issue. It's just raiders, dogs, etc... that seem to be an issue. Something is changing their race to male gen 2 synths with nothing from the neck down. Broken cloning, to be sure... No clue why.

 

EDIT: Found the solution... The mod links the NEXUS version of AFF, which is NOT the most up-to-date version. You need the CURRENT version, or you will get floating synth heads the instant you try to clone anyone via enslavement. Again, floating synth head slave bug = NEXUS version of AAF. Do NOT use, even though it is what the mod says to use in its installation instructions. The instructions are out of date and need to be updated. Link for current version included below.

 

 

ORIGIONAL POST:

 

Ran into a game ruining bug where my enslaved anything (wild dogs, raiders, etc...) turn into floating disembodied male synth heads. I'd really looked forward to trying out this mod, but this is a major issue given the whole point of taking it was to enslave people as a raider boss. Other mods can do this, but I'd prefer to fix this one instead if possible. I am using the most up-to-date versions of everything. Is this mod out of date? Broken? Is my load order wrong? An unlisted conflict? Please help... Also, I found no conflicts when using FO4Edit, and tried moving all MCG mods to the end of my load order, but it still didn't work. Oh, and these were all from new games with a fresh start.

 

TLDR - cloning slaves broken, floating synth heads have invaded my game...

 

Spoiler

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
XDI.esm
TheForest.esm
VotWMaster.esm
VotWSpecialVideos.esl
VotWTheatre.esl
Auto Drink and Eat by Iztari.esl
TortureDevices.esm
AAF.esm
Settler Sandbox Overhaul.esl
Automatron Special Defense Assembly.esl
HoloDisplay.esl
Homemaker.esm
Snap'n Build.esm
EthreonMasterPlan.esm
AAFThemes.esl
FlirtyCommonwealthMale.esp
LooksMenu.esp
Child Outfits Vanilla Standalone.esp
DarkerNightsDetection.esp
DarkerNights.esp
WorkshopRearranged.esp
RealComics.esp
NSFW Comics.esp
DX_Pornstar_Fashion.esp
Give Me That Bottle.esp
AdvBubbleTurretSet-Real.esp
BeastWhisperer.esp
ExoticWorkshopCreatures.esp
AkaSinger.esp
Craftable Dance Rugs.esp
rb_dancecyclopedia.esp
CAMP.esp
PiperCaitCurieDialogueOverhaul.esp
Vault111ExtSettlement.esp
OutcastsAndRemnants.esp
Depravity.esp
FP_FamilyPlanningEnhanced.esp
CBBE.esp
SavageCabbage_Animations.esp
Prisoner Shackles.esp
HN66Fo4_EasyGirl_BS.esp
Raid My Heart.esp
Atomic Lust.esp
PAVertibirdNoFSTFix.esp
GroundedWR.esp
FO4_AnimationsByLeito.esp
AA FusionCityRising.esp
MortalYouths.esp
AA FusionCityRising - HotC.esp
VotWStarlightDriveIn.esp
Snappy_HouseK.esp
Flashy_CrimeAndPunishment_GunForHire_Addon.esp
Backpacks of the Commonwealth.esp
VotWCells.esp
MagnoCumGaudio.esp
ProjectValkyrie.esp
FPVertibird.esp
ellen.esp
SKKMobileWorkshop.esp
SKKSettlementAttackSystemMarkers.esp
AkaWaterWorld.esp
AAF_BadEnd_Animations.esp
PerfectPacify.esp
Campsite.esp
PAVertibirdDockFix.esp
FPV_Armored.esp
FPVRings.esp
AA HotC - Standalone - SE.esp
FAR.esp
WorkshopRearranged_SnB_Patch.esp
WorkshopRearranged_AdvBubbleTurretSetReal_Patch.esp
WorkshopRearrangedAddon_DefaultLocalLeader.esp
WorkshopRearranged_Addon_VanillaResources.esp
NDLConduits.esp
AtomGreatness.esp
NDLBarns.esp
PlantMe.esp
WorkshopWallFillers.esp
WastelandBillboards.esp
RedRocketReborn.esp
SLR.esp
AutoDoors.esp
WorkshopRearranged_AutoDoors_Patch.esp
VerticalConduits.esp
Motivational Posters.esp
BuildYourOwnVault.esp
creativeclutter.esp
BobIguanaDiner.esp
CastleInTheSky.esp
BoxHouses.esp
CabinInTheWoods.esp
PipeGalore.esp
Snappy_HouseK-AutodoorsPatch.esp
Flashy_GunForHire_KillableChildrenPatch.esp
Flashy_GunForHire_NamesPatch.esp
Flashy_CrimeAndPunishment.esp
Flashy_CrimeAndPunishment_OAR_Depravity_Patch.esp
Flashy_CrimeAndPunishment_Depravity_Patch.esp
DiaryOfAMadman.esp
Thematic and Practical.esp
WorthwhileEyebots.esp
StoreYourKeys.esp
Converging_Conveyors.esp
Contraption - Composter.esp
MoraelinManufacturingInc.esp
VegetableStarchBuilder.esp
Better Manufacturing.esp
Better Manufacturing - Menu Organization.esp
ManufacturingExtended.esp
Better Manufacturing - Manufacturing Extended Additions.esp
DLC items to manufacturing.esp
Better Manufacturing - Manufacturing Extended Expanded Patch MO.esp
ManufacturingExtendedFH.esp
Automatron Decals.esp
Journal.esp
UncappedSettlementSurplus.esp
Homemaker - Unlocked Institute Objects.esp
Ground_Vanilla.esp
Friffy_Fixed Curtains.esp
WorkshopRearranged_FriffyCurtains_Patch.esp
SettlementMenuManager.esp
CROSS_Jetpack.esp
FurnitureOwner.esp
SnapBeds.esp
SWG.esp
SolarPower.esp
OCDispenser.esp
OCDecorator.esp
OCDecoratorDLC.esp
MinutemenPropaganda.esp
BNK.esp
SettlementGarageSale.esp
SKKGlobalStashScrapping.esp
SKKMoveWorkshopMarkers.esp
SKKSettlementAttackSystem.esp
SalvageBeacons.esp
GOT.esp
dinoshelf.esp
BNK_DLCs.esp
FP_FamilyPlanningEnhanced_DLC_Doctors_Addon.esp
Craftable Dance Rugs Assignable.esp
BeastMaster_ExoticCreaturesPatch.esp
CompanionStatus.esp
Flashy_CrimeAndPunishment_MCG_Patch.esp
xxx final patch.esp (special patch made by me in FO4edit fixing unrelated conflicts, does not touch MCG or related mods/dependencies)
StartMeUp.esp
StartMeUpNukaWorldPatch.esp
StartMeUpFarHarborPatch.esp
Scrap Everything - Ultimate Edition.esp

 

Edited by ARI87
Posted (edited)
On 7/26/2022 at 10:22 PM, chasm said:

Anyone have any idea why anyone I enslave gets replaced with a synth headed handless male?

EDIT: AAF didn't fix unnamed transformation. I found the ACTUAL source of the conflict... the Crime and Punishment compatibility patch for Magna Cum Guadio does not work, which is what was causing enslaved unnamed NPCs (raiders, wild dogs, etc...) but not named NPCs to turn into floating disembodied gen 2 male synth heads. Removing CAP and patches cleared up the issue entirely, but now I don't have either MCG or CAP... Sad.

 

I had the same issue. The mod links the Nexus version of the AAF requirement, but that is out of date. If you download the proper version (linked below), it may fix the issue. Bit late to answer you (sorry about that), but hopefully anyone else with these issues finds this until some kind soul can update the requirements.

 

 

Edited by ARI87
Posted (edited)
2 hours ago, ARI87 said:

 

I had the same issue. The mod links the Nexus version of the AAF requirement, but that is out of date. If you download the proper version (linked below), it may fix the issue. Bit late to answer you (sorry about that), but hopefully anyone else with these issues finds this until some kind soul can update the requirements.

 

 

 

Funny. I had the same issue. Actually, I still do, but I'm using the AAF downloaded from moddingham (link is in the description of the AAF mod page here at Loverslab). I thought it would be the same version if not even newer than the one uploaded here. Either way, it's certainly not the older version and yet I have the same problem. I don't think AAF is the culprit though, it's just a framework for animations, enslavement feature of MCG has no reason to use it. Are you sure you managed to fix it simply by reinstalling AAF and you did not actually change anything else?

 

EDIT: I see now there's no longer any AAF version downloadable directly from Loverslab itself anymore, so yeah that's a sign we are using the same version and one more reason for me to think AAF isn't the reason why is this happening.

Edited by MrFuturehope

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