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Posted

A second character running from the same mod profile and same mod settings can surrender but defeat always gets stuck with the attackers celebrating. I saw this on an earlier character and started clean slowly reinstalling and configuring all of my my mods, testing with raiders near 111 to make sure it works.

 

I reviewed both characters again to confirm that they had the same mod settings.

Posted

This mod does most everything I could imagine for a random sex framework. But since we have feral and beast animations available. How immersive it could be if they would approached you demanding sex? Horny things, once submitted or tamed, walking up to you, grunting or growling for harrassment sex event. There is already that function with Dogmeat where I can talk to it and suddenly he is on me..Just wondering how hard it might be to set it up?

Posted

I'd have a problem. I don't have message that mod is installed and I don't have 'Start the mod' button. I installed new MCM and F4SE. Check'd resolution and still nothing. Once I push 'stop the mod' cuz had problem with animations. Now animations work's bud M.C.G. dno't. Please help.

Posted

Hi,  ist this mod the source for this position problem?
This is a prostitution threesome. With female player, Cait and NPC. As you can see Cait and the male switched position.

20191114123847_1.jpg

Posted
36 minutes ago, xyzxyz said:

Hi,  ist this mod the source for this position problem?
This is a prostitution threesome. With female player, Cait and NPC. As you can see Cait and the male switched position.

20191114123847_1.jpg

Usually when you are approached, you are asked if female or male character, how you answer usually sets up these scenes. Mods that can mess position up are XML animation mods which disables gender blocks for animations tagged as male/female. 

Posted
32 minutes ago, maddadicusrex said:

Usually when you are approached, you are asked if female or male character, how you answer usually sets up these scenes. Mods that can mess position up are XML animation mods which disables gender blocks for animations tagged as male/female. 

I choose the female position of course^^ The player is in the right place, just the other actors not.

Posted

I don't know if it's this mod causing this problem but I know I have to ask here because this mod includes the option.

What I am encountering is the following, I have the npc encounter enabled and the npc walks up to me but keeps saying

"Oh I see you are busy" and just walks of, strange thing is however I am not busy at all?

Has anybody encounterd this before? If not then I know I have to start stripping down my modlist.

 

Posted

Hello @anghelos92

 

I have whipped up a random animation mod which (after some stabilization) seems to work reasonably well.

 

However, it's been reported that my mod (which picks random aliases around the player via a quest) is "stealing" MCG-engaged actors, and I would like to avoid that. So, my question is how are you marking the actors which are currently engaged in a MCG scene, so I can patch my own mod to avoid them?

 

Also, it seems that MCG somehow automatically seems to detect actors that are engaged in AAF scenes (in other words, it avoids actors engaged by my mod automatically without a patch) - so again, I was wondering what checks you make on aliases so perhaps I can replicate this mechanism and not have to patch for all the other sex mods around

 

Thank you very much!

 

Posted

 

^^hopefully fixed by excluding AAF_ActorBusy and AAF_ActorLocked from alias selection, will need testing to confirm

 

Posted
21 hours ago, SAC said:

 

^^hopefully fixed by excluding AAF_ActorBusy and AAF_ActorLocked from alias selection, will need testing to confirm

 

Answering your previous question, generally the approach that I suggest to user is that if there is a mod with overlapping features, it would be wise to disable the corresponding MCG feature to avoid conflicts. For example if someone has AAF Violate together with MCG I generally suggest to disable MCG Respawn features. So if your mod has a npc random sex feature it would be wise for users to disable the MCG random sex feature, I made my mod modular for this reason :D.

In case you want to know how I mark the actors involved in the npc random sex system I mark them using a keyword: "AnghelosRandomSexMark" ( xx17CC85), In addition to this before calling the sex I do a check to see if those actors have the AAF_ActorBusy and AAF_ActorLocked keywords before using them. In short it's all a matter of what mod arrives first calling the AAF.

Hopefully the checks you implemented could prove useful :)

 

59 minutes ago, Ulfbearth said:

i think i'm blind or something... but is there any way to deactive the crime thing when submitting an npc? I tried looking everywhere ?

The crime when submitting a non hostile NPC cannot be disabled, but I found it a little broken in last revision (Range of alarming other npc is too high and sometimes it doesn't take in account if the player is detected or not). It will be better fixed in future version.

Posted
34 minutes ago, anghelos92 said:

Answering your previous question, generally the approach that I suggest to user is that if there is a mod with overlapping features, it would be wise to disable the corresponding MCG feature to avoid conflicts. For example if someone has AAF Violate together with MCG I generally suggest to disable MCG Respawn features. So if your mod has a npc random sex feature it would be wise for users to disable the MCG random sex feature, I made my mod modular for this reason :D.

 

I am trying my best to make my mod not interfere with, or get interfered by others running in parallel. I suppose that at some point some interference would probably happen in particular situations, just trying to minimize the risk

 

Quote

In case you want to know how I mark the actors involved in the npc random sex system I mark them using a keyword: "AnghelosRandomSexMark" ( xx17CC85), In addition to this before calling the sex I do a check to see if those actors have the AAF_ActorBusy and AAF_ActorLocked keywords before using them. In short it's all a matter of what mod arrives first calling the AAF.

Hopefully the checks you implemented could prove useful :)

 

Thank you! So far, checking for AAF_ActorBusy and AAF_ActorLocked seems to work fine. I am also marking my actors with AAF_ActorLocked and removing the keyword after the scene (as per the guidance on the AAF wiki), so far so good :) Of course, relying on user testing too, and also relying on other mods to lock / release their own actors at the proper timing

 

Posted

Автору мода огромное спасибо ! За такой мод ! У меня версия 2.7.58 как правильно обновиться ? Работает все супер ! Это лучший мод из всех модов ! У меня в общем уже с шестым новым прохождением около 1500 пройденных уровней. Поэтому оценку модов думаю могу дать.

Posted

@ anghelos92

 

Thanks again for your ingenious mod. I am looking forward to every update. There is always something to discover. That makes it so exciting. Who knows what I have not yet discovered . A verry good work man. ??

Posted

Loverslab is one of the most fragile sites that I frequent. Goes down regular ,has download issues regular, slow motion access to posts, regular. In other words, if something is not working right, here, it's regular. You have to just wait things out..

Posted

File not found
Error code: 3D161/G

 

Complain about it in the Loverslab technical problem subforum. This is not an issue related to MCG mod, proof of this is that many other modders are experiencing the same problem, just wake up and have a look around the site...

The majority is perfectly capable of downloading it, I just did successfully and since I updated the mod yesterday it has been downloaded more than 500 times so the file is there...

 

 

Next one that will report this error in this support topic will receive a ban.

Posted

Warning:

There are two minor bugs in the last version:

- sometimes the vanilla companions can ask for a date, which they are not supposed to because they use the vanilla affinity system;

-the new forcegreet package sometimes make the approaching actor run away after starting the dialogue

Both these bugs are for the npc initiative system, I should be able to provide Anghelos the fixes for tomorrow.

Btw I hope the Loverslab staff will resolve the download issue soon!  (finger crossed).

 

Edit: regarding the file not found issue I found an old post in the loverslab technical support sub forum that suggest to try a different browser like Firefox or Microsoft Edge, it seems that Chrome sometimes is responsible for that error, but this is not confirmed. Please do not reply about that error here!

Posted

I really like this mod, just to let you know. I didn't see the part about it saying people were being mean to you, m'dear. I'm sorry they're being that way. You've worked very hard on this...

Posted
On 4/13/2019 at 9:22 AM, anghelos92 said:

UPDATED 9 October 2019

 

 

MOD COMPATIBILITY RECOMMENDATIONS

 

In theory this post should be empty, or quite empty because MCG does very little modification to vanilla entries. . . . .

 

 

Unfortunately, I have no DLCs, so I have to assume that I should get the extra DLCs to look forward to this great EIGTL mod? That can not be serious, right?

It always strikes me that people who just do not have or want to buy DLCs are always at a disadvantage and likely to be.

Nevertheless THANKS, I may not use this mod apparently! : ((

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