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Posted
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 It seems rather outdated with all the new animation pack updates, or will I be fine with just M.C.G.?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.

Old animation packs (Farell, Vader, Leitos,), Bodytalk2 (erection at 0, morphed), One Patch to Bang, Savage Cabbage, Mut.Lust, Atm.Lust, Creature Pack,One Patch Fix, BP70 and you are good to go.....New animations will play, etc. You need One Patch for all the creature penises. Also Dog Love for those dog penises missed (special named dogs) Make sure you reinstall both Patches after adding/substracting packs..

Posted
Just now, Martin56 said:

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

Yeah, that would be the case.

Posted

In next version the activation of the respawn system will be completely liberalized, a warning message will pop up if any known conflicting mod are installed but then it will be only the user choice if they want to activate the respawn system or not. This will be given to allow expert users that want to experiment new possibilities a choice and also because who the fuck are we to force someone to not have something, even if the result would be a buggy mess? XD 

 

So mods like KO framework, Violate or Sexual Harassment will be possible to play with the MCG Respawn system enabled... (Before you could have those mod with MCG but the respawn system had to be disabled)

 

Tatcher and Reagan would be proud of us.

Posted
4 hours ago, anghelos92 said:

It will be available next verion, probably tomorrow!

 

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!

 

Wasn't sure how it would all work in the coding end of things, or if it would be easy or difficult to implement, so thanks for that information on all of that. I'm no coder myself so I don't know the extent of these things, so it is nice to hear it directly from those that are in the know. It seems it would be more trouble than it is worth lol, so no worries. Thank you for the answers though, greatly appreciate it. :)

Posted
3 hours ago, maddadicusrex said:

Old animation packs (Farell, Vader, Leitos,), Bodytalk2 (erection at 0, morphed), One Patch to Bang, Savage Cabbage, Mut.Lust, Atm.Lust, Creature Pack,One Patch Fix, BP70 and you are good to go.....New animations will play, etc. You need One Patch for all the creature penises. Also Dog Love for those dog penises missed (special named dogs) Make sure you reinstall both Patches after adding/substracting packs..

 

Thank you for that bit of information! That is extremely helpful, you have no idea lol. The One Patch stuff always confused me. Mainly the order in which to install the animation packs with the fix and all that. Never had issues with BodyTalk or creature parts missing, no worries there. So thank you again. :)

Posted

Worst part of One Patch is getting male erections correct. Some say slider at 0, others say slider at 100. Morphs of course.

Things mostly work for me now (no butts through the ceiling), and I don't dare touch anything...

Posted
9 minutes ago, fred200 said:

Worst part of One Patch is getting male erections correct. Some say slider at 0, others say slider at 100. Morphs of course.

Things mostly work for me now (no butts through the ceiling), and I don't dare touch anything...

Depends on what version. I should have said BT2.75 and toggle on BT in options with erection at 0 morphed..

Posted
3 hours ago, fred200 said:

Worst part of One Patch is getting male erections correct. Some say slider at 0, others say slider at 100. Morphs of course.

Things mostly work for me now (no butts through the ceiling), and I don't dare touch anything...

Thats quite simple, if you have BT 2.70 then erection to 100, if BT 2.75 Erection to 0 (same as evb).
The base one patch was made around BT 2.70 so i made a temporary fix to be compatible with 2.75 (or you could just pick the EVB option instead from base one patch installation).
And since there are ppl spreading wrong information about how BT morphs work its difficult to control that...

Posted

The dialogue boxes and everything seem to be working fine, but there is no sound?  Are the characters supposed to have sound during dialogue?  If so, what could be causing the issue?

Posted
1 hour ago, Fallout4kc said:

The dialogue boxes and everything seem to be working fine, but there is no sound?  Are the characters supposed to have sound during dialogue?  If so, what could be causing the issue?

This is not Skyrim, welcome to Fallout 4!

 

There are no sounds, the dialogue are all silent because there are no vanilla generic shared topic easily reusable for modders, unless a substantial sound editing job is done. My MCG mod for Skyrim has 90% of dialogues voiced with vanilla assets. But that game belongs to an era where Beth made good games, not that FO4 is bad mind you..just inferior ;) 

Posted
On 11/25/2019 at 1:23 AM, Ulfbearth said:

Yeah, that would be the case.

Added the optional toggle in MCM, Respawn System page.

 

A note though: if you enable that the system will request from AAF Aggressive tagged animation for the actor involved...this means that you must have the proper animation tagged that way, for Etero female player sex with male npc this is available as standard because majority of animation authors made them with that combo in mind, but for example as standard I don't recall any lesbian or gay aggressive tagged animation, nor I recall creature animations tagged as aggressive. So in case you foresee animations involving those gender combo or creatures make sure you have a patch with the animations you want with that aggressive tag.

Posted
18 hours ago, anghelos92 said:

Added the optional toggle in MCM, Respawn System page.

 

A note though: if you enable that the system will request from AAF Aggressive tagged animation for the actor involved...this means that you must have the proper animation tagged that way, for Etero female player sex with male npc this is available as standard because majority of animation authors made them with that combo in mind, but for example as standard I don't recall any lesbian or gay aggressive tagged animation, nor I recall creature animations tagged as aggressive. So in case you foresee animations involving those gender combo or creatures make sure you have a patch with the animations you want with that aggressive tag.


The straight aggressive tags were kinda copied and pasted to the Gay xmls in UAP. As for creatures i'll have to make a revision. Thanks a lot for the addition, i think its important for immersion ?

Posted
6 minutes ago, maddadicusrex said:

Concerning Cuddling, where is the abort button located? I have yet to find it in dialogue menu..

If a cuddling animation is planned and you have to locate a bed to do it you can abort it, especially if you are in an area with no valid beds, using the "abort sex" button or something like that in the MCG options hotkey menu (hold the hotkey while not pointing any avtor or you will just push them xD) then scroll down and you should see it. Now thinking of this, for  next version it would be easier and more intuitive to add an abort button in the same menu among the buttons "do it now" and "lets find another place".

Posted
On 11/24/2019 at 11:47 PM, anghelos92 said:

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

Will do ... once AAF gets updated. Was not careful enough to check all the deps after updating the game and it is a bummer to roll it back now as it is the only thing missing after update for me.

Posted

Tested the new version. There are some substantial improvements.

 

Stability

  • I do not observe "you're busy" now. NPC correctly "wait" allowing to turn attention to them and initiate the dialogue
  • The "hug" option is finally fixed. Previously it was resulting in pop-up "Player is f*cking with <NPC>" with fading to black and then returning to normal - not terrible, but not great either. Now the pop-up is finally gone and the properly tagged animation is played
  • Approaching seems to work much more consistent with the defined delays in MCM. Can't say for sure if it is 100% on the spot, but it feels better - especially with shorter cooldowns
  • NPC do not abandon the approach just because it was too far away to route. Previously it was an issue - let's say the player is on the second floor and the NPC is in the lobby on the first floor (has line of sight). Geometrically the distance was within the approaching bounds, but if the distance to cover to reach the player was too long, NPC were abandoning the approach. This is now fixed, I didn't get even 1 failure yet due to this.

Noticed issues

  • Sometimes the focus of the camera happens but then nothing follows. The NPC just does nothing and will follow the player around indefinitely. Talking to them result in their normal dialogue (which will be silenced). Solution that I found: Disable NPC > Disable approaches > Enable the NPC > Enable approaches. Occurs rarely.
  • EDIT: Harassment approaches seem to not trigger. Not enough data yet to conclude, it might be that there were not enough non-unique actors around and those who were around - were triggering normal scenarios (which they did fine)
Posted
5 hours ago, Dellecross said:

it might be that there were not enough non-unique actors around and those who were around - were triggering normal scenarios (which they did fine)

This is very probable, to verify this you could try to enable harassment by unique npc and settlers in the settings. Nice reports and tests btw, thank you.

Posted
5 minutes ago, Hunter888 said:

hi every time i try to set a hotkey it immediately gets put back to none and i'm really confused

Every time you hit the button on the setup page, it resets it. Just push what key you want, then leave it alone. Also, not every key is supported as a choice. I use the keys on my right side of keyboard..

Posted
19 minutes ago, Hunter888 said:

hi every time i try to set a hotkey it immediately gets put back to none and i'm really confused

I think you might have a F4SE version which may not match your Fallout 4 version or you installed the files wrongly. What mod manager did you use?

Posted

I'm having a weird problem, everything seems to work fine with the mod, except when I want to start an animation, I got an infinite loading black screen, and I can hear the npcs footsteps and everything, but nothing happens, just the black screen.

 

Can somebody help me with this issue?

Posted
3 hours ago, KingstonPrince7 said:

I'm having a weird problem, everything seems to work fine with the mod, except when I want to start an animation, I got an infinite loading black screen, and I can hear the npcs footsteps and everything, but nothing happens, just the black screen.

 

Can somebody help me with this issue?

Hi it seems you have some AAF issue, did you try to start an animation using the AAF manager instead of this mod systems to narrow the possible causes? 

Also you can check if you have any AAF errors by controlling the AAF admin tab, to show this tab you must press in succession the buttons: Home (the button to show the AAF manager) then delete, delete, enter.

 

If you see there some errors please report them back and we could help you better. Also I would remind you that recently Fallout 4 and AAF have been recently updated and if you installed the updated version of AAF while your F4SE and/or Fallout 4 versions don't match the one optimal for this new AAF version you may incur in some conflicts (I am not saying that this is the case, it's just a reminder for all).

 

In case any of these are not helpful can you be more specific if your problem happen for every animation or if it happens only for some specific situations? For example you can try to masturbate using the corresponding button of the MCG Options Menu, I say this because masturbations are the simplest sexual animations possible and they should always work if AAF is working.

Posted
19 hours ago, Martin56 said:

This is very probable, to verify this you could try to enable harassment by unique npc and settlers in the settings. Nice reports and tests btw, thank you.

Tried more. I think it's likely that harassment isn't happening. My setup was:

 

  • Minimal cooldown for harassment possible
  • All chances set to 100% (including DD while wearing one)
  • Being in a residential area in Diamond city with all those generic residents / guards around

For more info I even tried to set "submissive" / "dominance" levels to insane magnitude - i.e. having like +/- 800 in either direction to ensure that mood approach would work. It unfortunately did not - while other parts dependent on the mood worked as expected, for example, lust level adjustment was corresponding and went to 100 almost instantly.

 

Now, I can't say for sure because other scenarios were triggered. Tested for about ~12 game hours (expected at least 6 scenarios to trigger). Though it's possible it's a normal thing, the likelihood for such even is rather low.

 

Anyways, the fact that normal scenarios work consistently is already a big improvement for me.

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