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Posted
51 minutes ago, anghelos92 said:

Thank you for your input, I would see those mods in Fallout 4 too...maybe someday, I did all i can with my limited knowledge of coding to emulate as best as i can the SexLab standards, this was possible foremost because Dagobaking added in the last months very useful tools to emulate that, now it's just a matter for all the modders to accept a common standard and code accordingly! 

 

Not my thing either because I am a straight etero male and probably i will end use only etero features in MCG but I don't like mods that are tailored only for one sex or for etero sex, it seems just a forced limitation in the code that can be easily overcome, I like open possibilities and let the user choose so I don't see any reason, unless there are tailored quests involved, to force mods on a particular perspective. I am very sad when I see awesome mods only for Female PC etc

 

 

You are very right brother.  I find many different views enjoying, even though not for me.  It is the artistic content I enjoy most - and inclusion for everyone to enjoy in a way or another, I much appreciate.

John

Posted

Question:  Did you only change the animation xml and not the position or extra files?  I have all my positions good... am I okay with only updating the animation xml's (with my cumNwealth additions)?

 

John

Posted
11 minutes ago, MrCruelJohn said:

Question:  Did you only change the animation xml and not the position or extra files?  I have all my positions good... am I okay with only updating the animation xml's (with my cumNwealth additions)?

 

John

Yes i changed only those xmls

Posted
39 minutes ago, anghelos92 said:

Yes i changed only those xmls

Now, if you added the stocks, pillory, motorcycle, etc... items AAF hasn't picked up in it's scan, it will be awesome.  I just only last night saw the pool table rough doggy.  The animator of this is wonderful.  One of the best animation sets, though the FMD rough doggy is about as good... 

 

Working on my cumNwealth updates to your animation files.... 

 stopOverlaySet="Gangbang" is different than the  stopOverlaySet="DP" overlay?

 

:)

 

John

Posted
16 minutes ago, MrCruelJohn said:

Now, if you added the stocks, pillory, motorcycle, etc... items AAF hasn't picked up in it's scan, it will be awesome.  I just only last night saw the pool table rough doggy.  The animator of this is wonderful.  One of the best animation sets, though the FMD rough doggy is about as good... 

 

Working on my cumNwealth updates to your animation files.... 

 stopOverlaySet="Gangbang" is different than the  stopOverlaySet="DP" overlay?

 

:)

 

John

We'll see if it can be done, about  tge overlay question unfortunately i cannot answer because I don't know about the overlays, you should check with the mod author of those to be sure

Posted
Just now, anghelos92 said:

We'll see if it can be done, about  tge overlay question unfortunately i cannot answer because I don't know about the overlays, you should check with the mod author of those to be sure

Ha.  Well, we are certainly missing a mouth overlay for sure!

 

I had wondered why my girl would be in a gangbang and come out clean... geez.

 

I had not realized I missed so many animations - even the cumNwealth doesn't cover all of them... 

 

And an outhouse.  OUTHOUSE!  WTF - AAF has never pulled this stuff … 

 

John

Posted

Okay, went to install... I get Fallout 4 freeze … replace Vadermania and Savage SM with my backup working animationsScreenShot35.png.5d2cc0dd5e06e11610663b14282b8fe2.png - I installed all your files, with just adding the overlays.

 

I can do process of elimination, but that won't help me figure out the error.

John

Posted
20 minutes ago, MrCruelJohn said:

Okay, went to install... I get Fallout 4 freeze … replace Vadermania and Savage SM with my backup working animationsScreenShot35.png.5d2cc0dd5e06e11610663b14282b8fe2.png - I installed all your files, with just adding the overlays.

 

I can do process of elimination, but that won't help me figure out the error.

John

You probably edited the some leito animd wrongly, try to check if those anims id are tge same between the animationData.xml and the postionData.xml also probably when installing aaf patches for Leito and crazy don't choose the extended stage version

Posted
6 hours ago, anghelos92 said:

This could be a problem with specific actors, i.e. if the actor you are trying to enslave have an AI package with priority 100 it will not switch to the new slave AI package, this happens often if the actor is from a mod. WHen you send them back what do you mean? You used the "Move to workshop (not assign)" button? Also when enslaving the actor did they cloned? I mean did you see a white fade from white screen?

 

I have the "Mostly Female NPCs" mod from Nexus installed, could this be part of the problem? I also have "Unlimited Companion Framework" installed (so I can have multiple followers) and apparently I forgot to uninstall "Multiple Followers Overhaul- TEE Party Companions", which essentially does the same thing. Could these two mods be conflicting with each other?

 

Yes the actors do clone. What I do is hit X to recruit them (since I can't do that through dialogue) and then I have the option to trade, make them follow me, etc. I hit "Follow" and nothing happens, they only stand in one spot. I can command them to "Move here" and I can trade with them, but that's it. So from there I open the companion wizard in AAF and select them and send them back to my town. It will tell me "_______ is going to Sanctuary" but again, they just stand there. I left the area and loaded back in and the same problem happened. I verified that this happens with multiple enslaved actors, not just one. So when I say I "send them back" I mean that they're just stuck in the world where I enslaved them and I can't get them to move anywhere, follow me, or go back to town.

Posted
23 hours ago, sillygooseboy7 said:

I verified that this happens with multiple enslaved actors, not just one. So when I say I "send them back" I mean that they're just stuck in the world where I enslaved them and I can't get them to move anywhere, follow me, or go back to town.

Update: If I r*pe the actor after submitting them, I can then enslave them and they follow me and act as they should. The issue then is that after I fast travel somewhere, they turn into a normal follower and they’re no longer a slave. “Prisoner 2” becomes “Raider Waster” and there’s no “Slave Options” for them, just “MCG Dialogue Options”. 

 

What have I done to screw this up so much? D: lol

Posted
2 minutes ago, sillygooseboy7 said:

Update: If I r*pe the actor after submitting them, I can then enslave them and they follow me and act as they should. The issue then is that after I fast travel somewhere, they turn into a normal follower and they’re no longer a slave. “Prisoner 2” becomes “Raider Waster” and there’s no “Slave Options” for them, just “MCG Dialogue Options”. 

 

What have I done to screw this up so much? D: lol

Check the slave ref id before and after you fast travel. Almost sounds like they are respawning.

My slaves fast travel with me with no issues - and they keep their name "Slave".

Posted

Question. First time ever I get a settler calling me asking for my services. I replied 3 (this could be dangerous)  which is my character is defiant in nature. But nothing happpened.  Which I understand it didn't roll. 

 

So how do I get them to approach more just for this?  Is there a specific slider to have it happen?

 

And then if there is or not a way, to add a slider or increase roll for "its dangerous"?

 

My character is defiant and fight against everything so having an unhappy customer who.(does something) is why I even use AAF Prostitution.  And caps.  But if the prostitution approach would have separate chance from the harassment, as well as greater chance of dangerous, then I can stop using one mod.

 

And with a slight adjustments, I can get rid of sexual harrassment- which then I can use your player defeat sequences.

 

Thanks brother.

John

Posted
1 hour ago, fred200 said:

Check the slave ref id before and after you fast travel. Almost sounds like they are respawning.

My slaves fast travel with me with no issues - and they keep their name "Slave".

Okay I’ll do that after work. If the ref ID changes after fast traveling for instance, what would that mean?

Posted
18 minutes ago, sillygooseboy7 said:

Okay I’ll do that after work. If the ref ID changes after fast traveling for instance, what would that mean?

It would mean they respawned. No idea how to fix it - but it might give the author a clue.

Posted
1 hour ago, fred200 said:

Check the slave ref id before and after you fast travel. Almost sounds like they are respawning.

My slaves fast travel with me with no issues - and they keep their name "Slave".

Okay I’ll do that after work. If the ref ID changes after fast traveling for instance, what would that mean?

Posted
40 minutes ago, fred200 said:

It would mean they respawned. No idea how to fix it - but it might give the author a clue.

Got it. I’ll test it out and report back. Thanks for the help!

Posted
On 6/18/2019 at 2:40 AM, anghelos92 said:

This could be a problem with specific actors, i.e. if the actor you are trying to enslave have an AI package with priority 100 it will not switch to the new slave AI package, this happens often if the actor is from a mod. WHen you send them back what do you mean? You used the "Move to workshop (not assign)" button? Also when enslaving the actor did they cloned? I mean did you see a white fade from white screen?

 

Update: When I use the "Move to workshop (not assign)" button, the actor just disappears completely and isn't in the town I send them to. The only multiple companion mod I have installed is Unlimited Companion Framework. Could this mod be getting in the way of your mod? 

So the problems now are that the enslaved follower doesn't respond to anything and simply disappears when I try to send them to town. What do you suggest?

Posted

GUYS I finally figured it out! All I had to do was open the slave options menu and select the “follow/wait” button. What a simple solution. 

 

Question: What affects a slave’s market value? And is it a set value or are there things I can do to increase a slave’s value? I’ve been reading in the guide and haven’t found an answer

Posted

Hello anghelos92

 

a small question

 

how difficult it would be to make a mod apart from your main mod to rent a bed and pay with either capsules or sex?
indeed I like the idea of renting a bed but unfortunately your mod does not work well at home because I can not configure your mod to keep only this option

 

cordially

Posted

I really loved your mod. However due to your hard requirement of starting a new game, I can no longer use it.  I am 3/4 of the way through the game and will not re-start the game just for your mod.....................

 

It really is disappointing and poor mod management in my mind. My game does not revolve around your mod...........your mod is used to embellish my game. Somehow you lost that vision.

Posted
2 hours ago, mikey1979 said:

I really loved your mod. However due to your hard requirement of starting a new game, I can no longer use it.  I am 3/4 of the way through the game and will not re-start the game just for your mod.....................

 

It really is disappointing and poor mod management in my mind. My game does not revolve around your mod...........your mod is used to embellish my game. Somehow you lost that vision.

It is advisable that you lose that condescending tone. Mod creators make their mods of their own free will, in their own vision, and no one else's. The only choice a player has to make is weather or not to use the mod. Just because instructions and changes to a mod don't stack up to your liking, doesn't mean that the mod author "lost the vision". 

 

As for the requirement for starting a new game with later versions instead of using an existing save file, there is a logical explanation for that. Changes in code, in scripts, in quests, all this background stuff leads to changes in event IDs, quest IDs and the like, which in turn can cause instability and chance for CTD when scripts running in the background try to call upon an ID that either no longer exists, or is now assigned to something else. With the start of a new game, all game code IDs are freshly generated, so these conflicts of ID won't happen.

Posted
9 hours ago, Adviser69 said:

It is advisable that you lose that condescending tone. Mod creators make their mods of their own free will, in their own vision, and no one else's. The only choice a player has to make is weather or not to use the mod. Just because instructions and changes to a mod don't stack up to your liking, doesn't mean that the mod author "lost the vision". 

 

As for the requirement for starting a new game with later versions instead of using an existing save file, there is a logical explanation for that. Changes in code, in scripts, in quests, all this background stuff leads to changes in event IDs, quest IDs and the like, which in turn can cause instability and chance for CTD when scripts running in the background try to call upon an ID that either no longer exists, or is now assigned to something else. With the start of a new game, all game code IDs are freshly generated, so these conflicts of ID won't happen.

You have your opinion and I have mine.

Posted

Thanks for the Update! I found out a problem that When I uninstall the mod. I cannot save the game. In my play through from one moment I cannot remember, I find out that MCG statistic became "frozen" (no change of the Lust no matter sex or masturbate) and scripts in game stop working(prostitution wouldn't gain any cap). reactivating the mod does not change the situation. So I thought may be reinstall the mod can solve the problem. So I follow the instruction and use "stop the mod" bottom in MCM then save and quit and deactivate the mod. However, Game crash every time I try to save after I deactivate the mod from NMM. When I put back the mod and roll back to my previous saving and the saving function restored. So looks like the instructed uninstall procession is not quite "safe" . Do you know where it may be the problem and how can I fix it? Thank you!

Posted
3 hours ago, shalabefast said:

Thanks for the Update! I found out a problem that When I uninstall the mod. I cannot save the game. In my play through from one moment I cannot remember, I find out that MCG statistic became "frozen" (no change of the Lust no matter sex or masturbate) and scripts in game stop working(prostitution wouldn't gain any cap). reactivating the mod does not change the situation. So I thought may be reinstall the mod can solve the problem. So I follow the instruction and use "stop the mod" bottom in MCM then save and quit and deactivate the mod. However, Game crash every time I try to save after I deactivate the mod from NMM. When I put back the mod and roll back to my previous saving and the saving function restored. So looks like the instructed uninstall procession is not quite "safe" . Do you know where it may be the problem and how can I fix it? Thank you!



In the "important communications" the author said that when you update the mod you must make sure you had not any problems like statistics not updating or all sexual animations from this mod non happening because if you have one of these symptoms then you had one script failed and that prevents a correct unistallation. In that case you need a new game, because there are no know way to unlock again the failed script. Requiring a new game for this new version is certainly annoying but it's a necessary evil to finally fix the problems that we had since the approach update. I did not have any problems since i updated to the new version and started a new game

Posted

So, i encounter issue with the dialogue simply stop working half way, like when you started dialogue, and then there is the first option, the dialogue can stop at that point or the next option, and when NPC interact, they keep say I am busy (I did change the chance for soliciting, but it shoulæd not hiot the 20% all the time)

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