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Posted
2 hours ago, anghelos92 said:

Hi, I just found that the button to blacklist from the approach system was not working as intended at all, not only it is displayed only with the random sex enabled but it also doesn't blacklist properly xD, it will be fixed in the next version :P sorry for the inconvenience!

 

Edit: it should be fixed in 2.11.06!

i was about to report that cus he was still approaching me so i got confused. Thanks for clarifying! cant wait for the next version ?

Posted
9 minutes ago, Dellecross said:

Yeah, I was playing with CBP config file for physics back in the days when it was first released. Didn't progress much in fixing the issue. Also didn't try it with fusion. Maybe I will sometime revisit the thing. Unique followers would still mess up the followers customization mods though I guess.

 

Yes, I use this mod for some other things, approaches aren't that important for me. It was a matter of just getting to the bottom of it. But at least I know that if I want it to work, I'd need to have headtracking disabled. Thanks for answering!

MCG-Unique Player Original-Patch.rar

 

Here you are that is the patch for your Unique Player mod, I will add tomorrow for everyone else in the mod download section, in the mean time you can use it. For the Head Tracking mod I cannot help right now and yes you need it disabled if you want to use MCG Initiative system unfortunately :( 

 

Edit: just as confirmation is this the Unique Player mod you use right? :

https://www.nexusmods.com/fallout4/mods/3718

Posted
3 minutes ago, Ulfbearth said:

i was about to report that cus he was still approaching me so i got confused. Thanks for clarifying! cant wait for the next version ?

The version 2.11.06 is already available and it should have fixed the button... omg dont tell me it doesn't xD ?

Posted
25 minutes ago, anghelos92 said:

and yes you need it disabled if you want to use MCG Initiative system unfortunately

This is now in the main post which is a huge ?

 

EDIT:

 

  

47 minutes ago, anghelos92 said:

but it is also normal outcome if the player is currently involved in another dialogue or if the PC is technically considered busy by Creation Kit scene standards.


Yes, I checked now the conditions for aborting and removing any of those can lead to problems (like messing up the scenes). But player comments do indeed have dialogues so it will look like the player is in the scene. Which means that with the current approach it is not likely to be solvable because there's no clear way to distinct between these two cases.

 

If only I was a modder, I'd actually edit the player comments mod to be like your approach (I see that you use keywords to mark activities happening with actors). I.e. place a keyword on the player when they engage in the conversation caused by the mod. Then in the MCG it would be possible to distinct between just scene and the scene caused by player comments hence. Oh, possibilities ? 

 

25 minutes ago, anghelos92 said:

Edit: just as confirmation is this the Unique Player mod you use right? :

https://www.nexusmods.com/fallout4/mods/3718

 

Yes, correct. Will test it regardless. Thanks for the patch

Posted
13 minutes ago, infernal171 said:

Npc Initiative (approach) after some time stopped working, already reset the mod but nothing happens, if anyone knows how to solve thank you !!!

 

You must provide more info, like if you installed new mods in the mean time, if you went abducted, if you changed settings etc etc...

How can you be helped with the few words you wrote? ?

Posted
11 minutes ago, JeanKatana said:

Hi!

 

This mod looks great! How do I install the MCG Social Anims with MO2? MO2 said "No game data on top level", is it normal?

Hi that's because MO2 needs an .esp file to install while all the other mod manager directly install into the Data folder of your Fallout 4, so if you want you can manually install the social anims by extracting the archive  into your fallout 4 Data folder. They don't contain any .esp file, they are just a bunch of XML data files for AAF.

If this is your first time using this mod make sure you read the guide, and the incompatibility list because this mod is massive and more complicated than the average mod :D

Posted
52 minutes ago, Martin56 said:

Hi that's because MO2 needs an .esp file to install while all the other mod manager directly install into the Data folder of your Fallout 4, so if you want you can manually install the social anims by extracting the archive  into your fallout 4 Data folder. They don't contain any .esp file, they are just a bunch of XML data files for AAF.

If this is your first time using this mod make sure you read the guide, and the incompatibility list because this mod is massive and more complicated than the average mod :D

Thank you for your answer :)

 

I have been reading the guide carefully for over an hour, I'm gradually setting up the recommended mods. This mod looks excellent, I can't wait to  test it! :D

 

 

Posted

sorry for interrupting but i dont suggest manually installing mods by any means, it can be difficult to troubleshoot later. As you use MO2, you can just create an empty "meshes" folder inside of the installed mod folder, so MO2 can recognize it as a mod. You can also right click on it and select "ignore missing data" @JeanKatana

 

Posted
1 minute ago, Ulfbearth said:

sorry for interrupting but i dont suggest manually installing mods by any means, it can be difficult to troubleshoot later. As you use MO2, you can just create an empty "meshes" folder inside of the installed mod folder, so MO2 can recognize it as a mod. You can also right click on it and select "ignore missing data" @JeanKatana

 

So, if I just ignore the missing data, this will works?

Posted
34 minutes ago, JeanKatana said:

Thank you for your answer :)

 

I have been reading the guide carefully for over an hour, I'm gradually setting up the recommended mods. This mod looks excellent, I can't wait to  test it! :D

 

 

Eheh :) interesting for sure but excellent I don't think so, it is always an amateurial work and this means that it can't be perfect expecially because it has many little things you must know to correctly play it xD and it could be overwhelming at first, it's a mod that needs exploring and taking confidence with time. In case you have problems we are here to relsove and fix them in case. Also I forgot to say that the mod guide is updated to june but since then a lot new features has been added but they should be easy to understand directly in game because the fundamentals of the mod are treated in the current guide, I already asked the mod author to update the guides and the Faqs, and he promised that he will do it in this week end!

Have a nice game,

Martin.

Posted
6 minutes ago, Ulfbearth said:

sorry for interrupting but i dont suggest manually installing mods by any means, it can be difficult to troubleshoot later. As you use MO2, you can just create an empty "meshes" folder inside of the installed mod folder, so MO2 can recognize it as a mod. You can also right click on it and select "ignore missing data" @JeanKatana

 

Interesting I didn't know you could do this for MO2 since I use a different mod manager! Your input is very much appreciated :D

Posted
7 minutes ago, Martin56 said:

Eheh :) interesting for sure but excellent I don't think so, it is always an amateurial work and this means that it can't be perfect expecially because it has many little things you must know to correctly play it xD and it could be overwhelming at first, it's a mood that needs exploring and taking confidence with time. In case you have problems we are here to relsove and fix them in case. Also I forgot to say that the mod guide is updated to june but since then a lot new features has been added but they should be easy to understand directly in game because the fundamentals of the mod are treated in the current guide, I already asked the mod author to update the guides and the Faqs, and he promised that he will do it in this week end!

Have a nice game,

Martin.

Thank you! I have another question, I see that RSE II CAS is not totally compatible with this mod, but the other RSE II mods, like RSE Depreciated (

), RSE II advanced needs, etc. are compatible? I don't see them in the compatibility section of this guide, so I wonder.

Posted
14 minutes ago, JeanKatana said:

Thank you! I have another question, I see that RSE II CAS is not totally compatible with this mod, but the other RSE II mods, like RSE Depreciated (

), RSE II advanced needs, etc. are compatible? I don't see them in the compatibility section of this guide, so I wonder.

About RSE II CSA I can tell that it can be almost completely compatible it's only a matter of what you want from that mod. For example if you want to handle the player submission of other npcs and also you want that CSA handle the player defeat outcomes you just need to disable the MCG Respawn system (which is disabled by default by the way). If instead you want to use the MCG Respawn system together with CSA you need to disable the CSA Auto surrender.

 

As a rule of thumb this mod can be used with majority of other mods, what you need to do is to disable in MCG or in the other mod the systems that could be overlapping (in other words things that do the same thing) . In the RSE old repository for example there is a mod called autonomy or shenanigans that basically does the same thing of the MCG random sex system, in that case if you use it you just need to disable in MCG the random sex system (which starts disabled by default) so you don't have two mods that do the same thing.

 

To finally answer to your question, you can use mods of the old RSE repository, but if you were going to use the old CSA, I actually suggest you to use the new RSE II CSA instead of the old because it is a more polished mod. The same would apply if there are other RSE mods that have been updated for RSE II, if I recall correctly also advanced needs has a new version for RSE II.

Posted
16 minutes ago, Martin56 said:

About RSE II CSA I can tell that it can be almost completely compatible it's only a matter of what you want from that mod. For example if you want to handle the player submission of other npcs and also you want that CSA handle the player defeat outcomes you just need to disable the MCG Respawn system (which is disabled by default by the way). If instead you want to use the MCG Respawn system together with CSA you need to disable the CSA Auto surrender.

 

As a rule of thumb this mod can be used with majority of other mods, what you need to do is to disable in MCG or in the other mod the systems that could be overlapping (in other words things that do the same thing) . In the RSE old repository for example there is a mod called autonomy or shenanigans that basically does the same thing of the MCG random sex system, in that case if you use it you just need to disable in MCG the random sex system (which starts disabled by default) so you don't have two mods that do the same thing.

 

To finally answer to your question, you can use mods of the old RSE repository, but if you were going to use the old CSA, I actually suggest you to use the new RSE II CSA instead of the old because it is a more polished mod. The same would apply if there are other RSE mods that have been updated for RSE II, if I recall correctly also advanced needs has a new version for RSE II.

I'm a bit confused, there are so many RSE mods, what do you mean about old and new RSE? For example, the new RSE II advanced needs seems to be this: https://www.nexusmods.com/fallout4/mods/40440

 

The Realistic Salacious Encounters (RSE) [Depreciated] is an old mod?

 

I'm actually reading the guide "A comprehensive Installation Guide and Resource Collection" and, in the chapter VIII, they are many compatible mods with RSE II. A huge list. Some of them are outdated?

Posted
12 minutes ago, JeanKatana said:

I'm a bit confused, there are so many RSE mods, what do you mean about old and new RSE? For example, the new RSE II advanced needs seems to be this: https://www.nexusmods.com/fallout4/mods/40440

 

The Realistic Salacious Encounters (RSE) [Depreciated] is an old mod?

 

I'm actually reading the guide "A comprehensive Installation Guide and Resource Collection" and, in the chapter VIII, they are many compatible mods with RSE II. A huge list. Some of them are outdated?

The old RSE mods are the ones in the RSE repository.

The new RSE mods are the ones with the name starting in "RSE II" basically the "2" or "II" is the hint to recognize the new versions.

 

The advanced needs link you posted is of the new version while the RSE [depreciated] is the old version which I suggest to not use because they are no longer supported by the mod author and because the same great mod author, Flashy, remade almost all those mods for RSE II

Posted
8 hours ago, anghelos92 said:

The version 2.11.06 is already available and it should have fixed the button... omg dont tell me it doesn't xD ?

So i tested the new version, and its been working so far ?

Posted

Hello. I have a mod that req UniqueFemalePlayerAndFollowersDLCNoHancock.esp, but MCG Unique patch was builded at UniqueFemalePlayer.esp base. Can i use both mods and if i can - in which order should i place them in loadorder list?

Posted
1 hour ago, NeitTan said:

Hello. I have a mod that req UniqueFemalePlayerAndFollowersDLCNoHancock.esp, but MCG Unique patch was builded at UniqueFemalePlayer.esp base. Can i use both mods and if i can - in which order should i place them in loadorder list?

I play Unique Player and Follower and there is a patch for that. Check a few posts back.

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