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Posted

I'm using DEF_UI and as soon as I turn on this mod in the mod menu I get the "hudframework generic update" spam in the top left corner of the screen.

Anyone know what could cause this?

Posted
2 hours ago, TheLoverLabCriminal said:

hi do you have the slave equipment in chem lab ? because i dont have it and is sound a bug

you mean the enslaving chip? i can see it in my chem lab...

 

Posted
5 hours ago, TheLoverLabCriminal said:

@anghelos92 Hi, i guess there a problem when i am at alchemy lab there no slave equipment only those 

  Hide contents

ScreenShot0.png.2a7390781d41b5be536325e8f2303809.png

is it normal ? what is the slave equipment in case

Hi! From what I see in your photo it is not how it should be organised your chemlab. All the MCG craftables should have their own category in the chemlab called "MCG Craftables". For example in the photo I see "Advanced Cure-X" which is not an MCG craftable. Something is messed up if you have MCG craftables together with craftables of other mods in the same category, did you made a merge batch o run some program that automatically patch craftables for a mod, like a survival mod?

In addition to this make sure you have the player aggressor toggle enabled in MCM (interaction page)

Posted
59 minutes ago, Astral Wanker said:

I'm using DEF_UI and as soon as I turn on this mod in the mod menu I get the "hudframework generic update" spam in the top left corner of the screen.

Anyone know what could cause this?

It is a badly installed hud framework problem. When you download hud framework you see that there are also other files that are available to be downloaded, one of those is called auto patcher for DEF_UI you must run it after installing hud framework. All I can suggest is to read carefully the instructions that are written in the hud framework mod page on how to correctly install that mod, in particular make sure the F4SE version required for the hud framework version you install is compatible with the F4SE version you have currently installed! 

Posted
2 hours 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?

Hi the patch should be put near the end of your load order, as any other patch. For the UniqueFemalePlayer.esp base it should be put before your UniqueFemalePlayerAndFollowersDLCNoHancock.esp which you use so that the esp you use mainly have the priority. Today(CET) Anghelos should update an archive with all the possible Unique player redux esp combinations so that you may choose the patch tailored for the unique player esp you use without all this hassle xD.

Posted

I continue to have the issue where defeats stop working and the enemies get stuck in the "celebration" phase. I have restarted my game several times, reloading mods one at a time and testing with the raiders near Vault 111. When I'm certain defeat is working I proceed with my game, testing now and then to make sure it's still working. Eventually though it stops and I wind up having to revert.

 

I noticed that if I quit the game during one of those buggy defeats it takes a long time to exit, as if a script is hung up.

 

I'd like to keep using MCG but I can't fix this problem. I think at some point I tried using RSE for defeat but still had the issue since I guess MCG handles the initial defeat phase before passing it off.

Posted
16 minutes ago, rbanzai said:

I continue to have the issue where defeats stop working and the enemies get stuck in the "celebration" phase. I have restarted my game several times, reloading mods one at a time and testing with the raiders near Vault 111. When I'm certain defeat is working I proceed with my game, testing now and then to make sure it's still working. Eventually though it stops and I wind up having to revert.

 

I noticed that if I quit the game during one of those buggy defeats it takes a long time to exit, as if a script is hung up.

 

I'd like to keep using MCG but I can't fix this problem. I think at some point I tried using RSE for defeat but still had the issue since I guess MCG handles the initial defeat phase before passing it off.

Probably is some other mod you have that interfere. You can use RSE CSA to handle player defeat, all you must do is to stop the MCG respawn system and enable the CSA surrender at that point MCG will no more handle player defeats. Note that when you first use MCG or you make a new game the MCG respawn system starts diaabled by default so of you don't see the button to stop the system and you see only the button to start it, it's because the system is already disabled.  If even with RSE II CSA your rape scenes are stuck in that case you have something that interfere even with CSA and at that point you could exclude MCG from the possible problems and begin search for the culprit in your other mods.

 

A note: AAF is different from SexLab if you are used to that framework. In Sexlab the animation calling are instant, in AAF instead I saw animations taking up to a whole minute to start after being called...to limit this make sure in you aaf ini setting you disable the walking sequence and the use of packages.

Posted
7 hours ago, Martin56 said:

Hi the patch should be put near the end of your load order, as any other patch. For the UniqueFemalePlayer.esp base it should be put before your UniqueFemalePlayerAndFollowersDLCNoHancock.esp which you use so that the esp you use mainly have the priority. Today(CET) Anghelos should update an archive with all the possible Unique player redux esp combinations so that you may choose the patch tailored for the unique player esp you use without all this hassle xD.

Scrolled several pages up, but didnt patch for dlcNOHANCOCK version of UP. =(

Posted
18 minutes ago, NeitTan said:

Scrolled several pages up, but didnt patch for dlcNOHANCOCK version of UP. =(

Just updated the mod, follow the new instructions, basically you now have the the new MCG Compatibility Patches auto installer that automatically detects what esp you have!

Posted

Id like to suggest a feature if possible: a toggle button in mcm to check only for anims that are tagged as Aggressive to be played on non consensual interactions. Ego did something like this for AAF Violate so i thought myself it would be cool to have it for MCG aswell.

Posted
3 hours ago, anghelos92 said:

Just updated the mod, follow the new instructions, basically you now have the the new MCG Compatibility Patches auto installer that automatically detects what esp you have!

What a good news! ?

Posted

For some reason animations don't  while using hotkey menu. For example, to test this, I used "good dog" option and simply notification poped out without any animation.

Despite that, combat defeat works fine and uses animations. Does anybody know what could be the cause of this?

Posted
18 minutes ago, lt5ive said:

For some reason animations don't  while using hotkey menu. For example, to test this, I used "good dog" option and simply notification poped out without any animation.

Despite that, combat defeat works fine and uses animations. Does anybody know what could be the cause of this?

Maybe you don't have animations for dogs. Did you installed Leito animations? Be aware that most of animations for creatures require a female player unless you have some patched XMLs

Posted
3 minutes ago, Martin56 said:

Maybe you don't have animations for dogs. Did you installed Leito animations? Be aware that most of animations for creatures require a female player unless you have some patched XMLs

I do have animations. I'm starting to mod for my first playthrough, and testing everything with female char. They seem to work fine when I surrender to feral dogs or other creatures that I found around sanctuary (e.g. bloatflies).

Posted
56 minutes ago, lt5ive said:

I do have animations. I'm starting to mod for my first playthrough, and testing everything with female char. They seem to work fine when I surrender to feral dogs or other creatures that I found around sanctuary (e.g. bloatflies).

Then probably you have a mod that changes dogmeat since that good dog button is only for him. Did you tried to start an animation with dogmeat using the AAF manager? 

 

Edit: just tested the "Good dog (sex)" button with Dogmeat in my game. Everything went perfect as expected, this means that it is definitely something wrong in your set up, let us know if you are capable to start an animation with Dogmeat using the AAF Manager, and what mods do you have that modify Dogmeat so we could add them in the incompatible list.

Posted
1 hour ago, Martin56 said:

Then probably you have a mod that changes dogmeat since that good dog button is only for him. Did you tried to start an animation with dogmeat using the AAF manager? 

 

Edit: just tested the "Good dog (sex)" button with Dogmeat in my game. Everything went perfect as expected, this means that it is definitely something wrong in your set up, let us know if you are capable to start an animation with Dogmeat using the AAF Manager, and what mods do you have that modify Dogmeat so we could add them in the incompatible list.

I only have quiet dogmeat and everyones best friend mods that modify dogmeat. Uninstalled them both, but nothing changed. After selecting "good dog", screen goes black for a sec and then pop up says that char is fucking a dog, without any animation starting. Found random deer, and same thing happened with it, despite that I think I have animation pack that includes deers.

Posted
24 minutes ago, lt5ive said:

I only have quiet dogmeat and everyones best friend mods that modify dogmeat. Uninstalled them both, but nothing changed. After selecting "good dog", screen goes black for a sec and then pop up says that char is fucking a dog, without any animation starting. Found random deer, and same thing happened with it, despite that I think I have animation pack that includes deers.

But have you tried starting an animation using the AAF mod manager with dogmeat? 

Posted
4 hours ago, lt5ive said:

I only have quiet dogmeat and everyones best friend mods that modify dogmeat. Uninstalled them both, but nothing changed. After selecting "good dog", screen goes black for a sec and then pop up says that char is fucking a dog, without any animation starting. Found random deer, and same thing happened with it, despite that I think I have animation pack that includes deers.

The deer one does not work. As to uninstalling, sometimes a mods "memory guts" are still alive in your game save and will influence, good or bad, your game still. Try an earlier save, maybe, or a new game to truly test. My dog stuff works with this mod. Have not used Dogmeat yet since I alternate started away from vault 111...

Posted
10 hours ago, Martin56 said:

But have you tried starting an animation using the AAF mod manager with dogmeat? 

 

6 hours ago, maddadicusrex said:

The deer one does not work. As to uninstalling, sometimes a mods "memory guts" are still alive in your game save and will influence, good or bad, your game still. Try an earlier save, maybe, or a new game to truly test. My dog stuff works with this mod. Have not used Dogmeat yet since I alternate started away from vault 111...

 

Thank you both. It seems that the problem was Futanari FEV 2.1.1 mod, which I tested on this char, before noticing animation not working.

I went to aaf menu and noticed that my char is recognized as Male and there simply was no animation with M-->D. Although, strangely defeat scenario still works fine. Animations do start when surrendering to feral dogs.

Posted

Tested more after the latest update.

 

  • As expected, the "you're busy" fallback happens a lot
  • Surprisingly, it doesn't affect the "Relax" approach. The NPC will pursue and the camera will force-focus on a dialogue no matter what - leading to the situation that it will always work unless you walk away from it somehow
Posted

Just a quick question, or inquiry, oh and I guess another question for ya Anghelos lol.

 

Should I use the One Patch? It seems rather outdated with all the new animation pack updates, or will I be fine with just M.C.G.? Trying to remember which animations to install before One Patch and which to install after One Patch, and then the fix and what versions it supports, is just giving me a headache lol.

 

And on another note, any plans to implement Devious Devices into M.C.G.? In Violate, it equips Devious Devices on you (either before or after assault), and that was one feature I liked about it that M.C.G.'s system doesn't have. I noticed you have Bad End Animations and Purgatory now, so was just wondering if you had plans for Devious Devices as well in the future.

Posted
6 hours ago, Dellecross said:

Tested more after the latest update.

 

  • As expected, the "you're busy" fallback happens a lot
  • Surprisingly, it doesn't affect the "Relax" approach. The NPC will pursue and the camera will force-focus on a dialogue no matter what - leading to the situation that it will always work unless you walk away from it somehow

Probably tomorrow I will upload a new version with an alternative toggleable approach system based on script functions instead of AI approaches. This means that with the new system enabled the scene will be forced instead of initiated by greet, thus giving me the ability to remove checks for the player in scene and also to avoid the 3 seconds lock of controls of the player of the standard approach. This alternative system could provide support and compatibility for mods like Player Head Tracking...we will see, you'll have to do some more tests tomorrow :P

Posted
On ‎11‎/‎22‎/‎2019 at 4:35 PM, Ulfbearth said:

Id like to suggest a feature if possible: a toggle button in mcm to check only for anims that are tagged as Aggressive to be played on non consensual interactions. Ego did something like this for AAF Violate so i thought myself it would be cool to have it for MCG aswell.

It will be available next verion, probably tomorrow!

 

2 hours ago, Spyder Arachnid said:

Just a quick question, or inquiry, oh and I guess another question for ya Anghelos lol.

 

Should I use the One Patch? It seems rather outdated with all the new animation pack updates, or will I be fine with just M.C.G.? Trying to remember which animations to install before One Patch and which to install after One Patch, and then the fix and what versions it supports, is just giving me a headache lol.

 

And on another note, any plans to implement Devious Devices into M.C.G.? In Violate, it equips Devious Devices on you (either before or after assault), and that was one feature I liked about it that M.C.G.'s system doesn't have. I noticed you have Bad End Animations and Purgatory now, so was just wondering if you had plans for Devious Devices as well in the future.

Hope you'll pardon my english, I already know that I will not be very clear here xD

 

About the animations question:

after I discarded my XML unlocked project all my involvment in animations is limited in correctly calling AAF via scripts, using the users settings. Nothing more, nothing less. It's all in the hands of the users to install or use animations and patches that will cover all their sexual preferences. For example, except a pack or two, all the animations for creatures assume that the human is a female. Male players will need a third party patch to allow males with those animations. 

If you play as a female etero player and set MCG accordingly (for example you set the gender limitations setting to etero)  you can safely play with only the standards animations without any patch because the majority of animation authors have built their files assuming an etero female player. In other cases you may need a patch to cover the other cases, for example there are patches for lesbian sex, gay sex, more support for male etero/omo player etc.

I don't know the current status of the One Patch but if any animation can be executed without problems using the AAF Manager, it can be also executed with MCG, so if you install the One Patch I suggest to try if the animations start with the AAF Manager, if so you should be good :)

In any case here in this support topic or in AAF support topic there are more educated people than me about XML patches and the One Patch, I hope they will help you  ? 

 

 

About the implementation of Devious Devices:

I decided to end the expansion of this mod, the reasons are written in the OP. Now while I will continue to offer technical support, fix bugs and possibly making swift and easy additions if needed, adding support to devious devices would require me to read their documentation, adapting their code into mine while at the same time taking into account all the dozens of scenarios my mod offers and imagine all the possible outcomes that would result with such an invasive mod, that limits player controls, like DD, and finally test it for long time because the real game imho proves always different from the aseptic enviromentally controlled scenarios of Creation Kit xD.

It could sound easy for relatively small mods like Violate, but for a mod like mine this is an huge committment on my end, because my mod covers much more and each feature is interconnected and has consequences on each and all others. AAF Violate is great and it focus only on the defeat/aggressor part so in a mod like that it is easy to implement such systems. In my mod instead I need to take into account all the repercussions to the dialogue system...the initiative system...the interaction system and so on! I sweat only thinking of it! So I hope you'll pardon me if I decline your suggestion :(

Fortunately for you, though, all the MCG Source code is available for free and the license to edit and publish it is completely open, only due credits are required. So hopefully someone could in the future have the proper time, which I have no more, to continue to expand this mod with more substantial features. In the mean time you can use AAF Violate or any other defeat mod, like RSE II CSA alongside MCG if you disable the MCG Respawn system :D, so you can have best of both worlds!

Posted
On 11/22/2019 at 4:35 PM, Ulfbearth said:

Id like to suggest a feature if possible: a toggle button in mcm to check only for anims that are tagged as Aggressive to be played on non consensual interactions. Ego did something like this for AAF Violate so i thought myself it would be cool to have it for MCG aswell.

Before adding this i would like to make sure you were talking about the player defeat outcomes, because in all the other cases where the player can choose the animation pool it is possible to select the aggressive animations using the "rough" button in the pop up

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