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Posted
42 minutes ago, jokeslayer10 said:

I am probably the only idiot around that has this problem but after putting in the mod, updating f4se, and all other requirements for M.C.G. I am still not getting the "Start the Mod" button on the main page in mcm. All of the pages will load except the one with the "Start the Mod" button. I have gone through the installation page for hours and ensured it was put in correctly but it just won't appear.  What am I missing here?

 

 

Switch to another mod in the MCM then back to MCG... I get this sometimes, but I also have this issue with Immersive HUD as well... it will show up.

Posted
17 hours ago, lakawana_shack said:

Does this mod set some npc's to be protected? 

No it never does automatically. It can do it however if you enable the menu cheats and use the relative cheat button in the tool submenu in the menu that is shown when using the MCG Main Hotkey on an actor.

This mod doesn't modify vanilla settlers in any way (you can check in FO4edit the npc non player characters category of the MCG mod and you will find only a template for the MCG slaves)

MCG slaves could potentially inherits the essential or protected status of the original enslaved actor but this means that the orginal actor was protected/essential already so you must have another mod somewhere, probably with an higher load order priority than your non essential actor mod, that modify the settlers and/or other actors so that all the relative qualities are reverted to vanilla which is default protected for settlers. FO4Edit could help you find the culprit, you can check the npc category of each of your mod and see if they modify the settlers in any way.

 

18 hours ago, lakawana_shack said:

edit: Also, dismissing MCG companions almost always results in a CTD

I tested the dismissing feature many times in my game and that never resulted in CTD. Analyzing the method of the dismissing I see that there are some functions that relys on F4SE methods, so if your F4SE has any problem (like wrong version for your current fallout 4 version this may occurr). In addition to that it is possible that if you have mods that heavily modify or wrongly modify vanilla ammo entries in CK thos could potentially lead to CTD, but this would happen also when an MCG date with an actor ends, you could try to date someone, then manually end the date with the relative tool topic in the MCG dialogues and see of this happens too.

Posted

I found 2 minor issues using MCG on my system. Any help would be appreciated!

  1. When dating with an NPC and I ended up by choosing from MCG menu, then there is an option how to kiss her. Whatever kiss animation I choose, those animation never ends. Last time when I tried it, I saw in AAF one of the atomic animations was playing. I can end this animation by using END key while AAF menu open, so it can be solved by this way, but it would be better to solve it permanently.
  2. I'm using a part of AAF Extended XML patch to be able to use Home Maker beds for MCG. The Ext_Homemaker_furnitureData.xml file is placed properly to my AFF folder and the AAFXmlsExtMCGPatch_HM.esp file is loaded after MCG, but when I point with my cross-hair to these type of beds, there is no "Do it" option, just "Sleep". How could I make beds of Home Maker compatible?
Posted
8 hours ago, Martin56 said:

 

This mod doesn't modify vanilla settlers in any way (you can check in FO4edit the npc non player characters category of the MCG mod and you will find only a template for the MCG slaves)

 

Thank you for pointing me in the right direction.  Guess I have some work to do.  I did find one settler mod that was missing a mortal patch, so now some new "Grown Settlers" are not protected, but I haven't been able to confirm if it does that for all of them yet.

I don't know what the deal with the slaves is though.  When they are captured and in their default, "stand around and do nothing" phase, they're unprotected, but when I assign them to a workshop they become protected.

8 hours ago, Martin56 said:

 

 

I tested the dismissing feature many times in my game and that never resulted in CTD. Analyzing the method of the dismissing I see that there are some functions that relys on F4SE methods, so if your F4SE has any problem (like wrong version for your current fallout 4 version this may occurr). In addition to that it is possible that if you have mods that heavily modify or wrongly modify vanilla ammo entries in CK thos could potentially lead to CTD, but this would happen also when an MCG date with an actor ends, you could try to date someone, then manually end the date with the relative tool topic in the MCG dialogues and see of this happens too.

 

I think you're right about the ammo.  The only way I can "dismiss" them atm the moment is to console kill, wait for them to bleed out and be dismissed as a follower, then resurrect them.  When resurrected they come back with a default outfit and a bunch of different ammo types.  I noticed that on the followers I've successfully dismissed in the past, the behavior was the same., in that they unequip whatever I've given them and put on a default outfit etc

 

Do you use Better Settlers or other mods like that with MCG?

Posted
On 12/14/2019 at 6:42 PM, MrCruelJohn said:

 

Switch to another mod in the MCM then back to MCG... I get this sometimes, but I also have this issue with Immersive HUD as well... it will show up.

Dude, I cannot thank you enough. ;-; 

Posted
On 12/15/2019 at 5:49 PM, Runcajsz said:

I found 2 minor issues using MCG on my system. Any help would be appreciated!

  1. When dating with an NPC and I ended up by choosing from MCG menu, then there is an option how to kiss her. Whatever kiss animation I choose, those animation never ends. Last time when I tried it, I saw in AAF one of the atomic animations was playing. I can end this animation by using END key while AAF menu open, so it can be solved by this way, but it would be better to solve it permanently.
  2. I'm using a part of AAF Extended XML patch to be able to use Home Maker beds for MCG. The Ext_Homemaker_furnitureData.xml file is placed properly to my AFF folder and the AAFXmlsExtMCGPatch_HM.esp file is loaded after MCG, but when I point with my cross-hair to these type of beds, there is no "Do it" option, just "Sleep". How could I make beds of Home Maker compatible?

Of course, I'll answer with what I know:

 

1. When MCG request a kissing animation from AAF it sends the duration in seconds you set in MCM aboit non sexual animations as the duration setting of the AAF settings struct parameter of the startScene function. If the duration sometimes is not respected it's entirely an AAF thing, not MCG. Common cause could be an obsolete XML patch like the One patch to bang them all that modify and overwrites orginal xml files based on obsolete data.

 

2. That mod is pretty obsolete, in the specific it is based on a savage cabbage animations mod version that is not the last. Anyway that should not interfere with the ability to have the "do it" activation on homemaker beds. Causes could be: make sure that the homemaker bed you want to be added is imdeed patched by the AAF XML extended mod, for example the homemaker mod must not have been updated after the last update of the XML extended mod otherwise the latter is simply obsolete for the homemaker versione; second a common cause could be if you also have the MCG CWSS patch because that patch overwite the furniture formidlist too and they conflict. The author of the AAF XML extended patch did not updated his mod to include the CWSS MCG patch.

Posted
On 12/15/2019 at 12:42 AM, MrCruelJohn said:

 

Switch to another mod in the MCM then back to MCG... I get this sometimes, but I also have this issue with Immersive HUD as well... it will show up.

I will ask Anghelos to add this solution to the FAQs asap, we've been plagued with MCM complaints since almost the begininng of this mod development xD.

This could save a few people a lot pf frustations!

Thank you :D

Posted
On 12/15/2019 at 10:23 PM, lakawana_shack said:

Thank you for pointing me in the right direction.  Guess I have some work to do.  I did find one settler mod that was missing a mortal patch, so now some new "Grown Settlers" are not protected, but I haven't been able to confirm if it does that for all of them yet.

I don't know what the deal with the slaves is though.  When they are captured and in their default, "stand around and do nothing" phase, they're unprotected, but when I assign them to a workshop they become protected.

 

I think you're right about the ammo.  The only way I can "dismiss" them atm the moment is to console kill, wait for them to bleed out and be dismissed as a follower, then resurrect them.  When resurrected they come back with a default outfit and a bunch of different ammo types.  I noticed that on the followers I've successfully dismissed in the past, the behavior was the same., in that they unequip whatever I've given them and put on a default outfit etc

 

Do you use Better Settlers or other mods like that with MCG?

I do not use better settlers because I also use Sim Settlements and I read somewhere that they don't go well together. But I use no essential npcs mod, manually tweaked in fo4edit to give back essential status to very important quest givers, to have majority of npcs, including settlers as mortal and killable by enemies in raids. About the slaves becoming protected when assigned to settlements, that is not controlled by MCG, once assigned to settlements they behave like settlers so if you have mods that handle this forcing any protected status you must refer to them. I want to poimt out though that in settlements the provisioners by default vanilla game mechanic are handled inside a reference collection alias which has the protected flag and that my friend is the most powerful protection ever, even script functions like killessential(actor aktarget) or changing the essential status i. Fo4edit for the relative ActorBase cannot kill an actor protected inside essential flagged aliases.

 

About the CTD in dismissing MCG followers, can you tell me what npc did you dismissed? Maybe it's some custom thirdy party npc which is incompatible with MCG.

Posted

Femdom suggestion if your interested. When you execute someone with bad end animation add another dialog window before the animation start asking the player if he/she also want to masturbate while that person gets executed. Also instead of getting 1 submission point from masturbation you get one point or more to domination and count as complete sex. I will really like this since there are very few femdom animations if any and it fells like your getting some actual reward/satisfaction for executing someone. For me seeing my girl masturbating in front of the raider she just hanged and is about to die seems very sexy, but the only missing thing is some reward for my cutie in domination points and complete sex for what she just enjoyed (and also expensive instead of just selling the slave).

 

Also thank you very much for the previous support regarding the problem which i had with lust not upgrading properly which in the end turned out that it was my new_game_mod_testing_savegame the problem and it never happened again after starting a new game.

Posted
1 hour ago, carnat said:

Femdom suggestion if your interested.

Your suggestion is very much appreciated (and yeah it's sexy)! Anghelos at the moment is in a long break because of the Xmas holidays and will return only after the new year eve but I am definitely relaying this comment to him :)

Posted
30 minutes ago, Devianne said:

I am having issue with After defeated, the NPC just standing around and do victory pose and cannon advanced. Thing just stuck there

Hi, do you have other defeat mods like Violate, RSE2 CSA installed or where you wearing any devious devices or real handcuff when the defeat happened? Also can you please check if your AAF report any errors? To do so you can open the admin tab of the AAF wizard by pressing in sequence the following buttons, after you load a game: home , delete , delete , enter. Then you should be able to see if AAF reports errors, in that case please report them here too, so we can help you.

 

Other users in the past reported a similar behavior and they resolved it by making sure that you have enabled the setting: "skip walking sequence" in mcm of MCG and waiting a certain amount of time when starting an AAF animation because sometimes the AAF is slow in starting the animation, they spend sometimes a lot of time in the "gathering" phase, which you could check in the scene tab of the AAF wizard.

Posted
3 hours ago, Martin56 said:

Hi, do you have other defeat mods like Violate, RSE2 CSA installed or where you wearing any devious devices or real handcuff when the defeat happened? Also can you please check if your AAF report any errors? To do so you can open the admin tab of the AAF wizard by pressing in sequence the following buttons, after you load a game: home , delete , delete , enter. Then you should be able to see if AAF reports errors, in that case please report them here too, so we can help you.

 

Other users in the past reported a similar behavior and they resolved it by making sure that you have enabled the setting: "skip walking sequence" in mcm of MCG and waiting a certain amount of time when starting an AAF animation because sometimes the AAF is slow in starting the animation, they spend sometimes a lot of time in the "gathering" phase, which you could check in the scene tab of the AAF wizard.

I do have RSE install, cos it is a required ? or sort, but the char does not equip any DD. Also i have not check for the rror so I do not have a SS of the problem

Posted

Can I use the modified CWSS plugin if I use advanced needs 2 with the cwss patch? Or can you tell me the best way to make it so the cwss patch from advanced needs 2 can work with your version? Cause I’d like to use both if possible.

Posted
18 minutes ago, Hippeus said:

Can I use the modified CWSS plugin if I use advanced needs 2 with the cwss patch? Or can you tell me the best way to make it so the cwss patch from advanced needs 2 can work with your version? Cause I’d like to use both if possible.

Hi you can't use both patches together unfortunately since they override each other. If you were interested in the fact that the MCG CWSS patch allowed you to activate some CWSS shower to have sex on you can achieve a similar result bu using the button "nearest furniture" then "let's find another place" and then talking with your partner when you are very near the cwss shower and it will be automatically selected.

Posted
2 hours ago, Devianne said:

I do have RSE install, cos it is a required ? or sort, but the char does not equip any DD. Also i have not check for the rror so I do not have a SS of the problem

RSE is an optional requirement, however I think that is not your problem. I think you have an AAF problem but the only way to find it is to check the admin tab in the AAF wizard with the procedure i told you in the previous answer. Generally this kind of errors are the result of some XML patches like XML extended mod in conjiunction with the new savagecabbage animations version. I've read that you reported in the BW support topic that that mod is breaking your AAF, have you tried running your game without that mod to check of MCG defeat will work for you at that point? Just as a test to exclude it or not 

Posted
54 minutes ago, Martin56 said:

RSE is an optional requirement, however I think that is not your problem. I think you have an AAF problem but the only way to find it is to check the admin tab in the AAF wizard with the procedure i told you in the previous answer. Generally this kind of errors are the result of some XML patches like XML extended mod in conjiunction with the new savagecabbage animations version. I've read that you reported in the BW support topic that that mod is breaking your AAF, have you tried running your game without that mod to check of MCG defeat will work for you at that point? Just as a test to exclude it or not 

yeah, after the BW mod break my game, I begin to install MGM. So the reported i gave about error was the game with MGM alone and its requiredment and in a new save  (optional included). I ll re-installed the mods and its requiredment again and check if there is error, in case there is I ll remember to check the admin tab (now I know)

 

edit: I just re-installed and test it and now defeated work, no error or anything.

Posted

So is this okay how I have my adult mods in my load order with this mod? Cause LOOT insists on throwing advanced needs and MCG higher up and i don't like to rely on LOOT when it comes to Fallout 4 too much. These are near the bottom right before my visual/landscape mods in my load order.

 

Spoiler

CompanionIvy_quest.esp
CompanionIvy_Mags.esp
Shino Poses.esp
DavesPoses.esp
Atomic Lust.esp
rxl_bp70_animations.esp
FO4_AnimationsByLeito.esp
SavageCabbage_Animations.esp
Deathclaw_nude.esp
Vioxsis_Strap-Ons.esp
FP_FamilyPlanningEnhanced.esp
AdvancedNeeds2.esp
AdvancedNeeds2_Patch_DLC.esp
AdvancedNeeds2_Patch_CWSS.esp
MagnoCumGaudio.esp

 

Posted
8 hours ago, Hippeus said:

So is this okay how I have my adult mods in my load order with this mod? Cause LOOT insists on throwing advanced needs and MCG higher up and i don't like to rely on LOOT when it comes to Fallout 4 too much. These are near the bottom right before my visual/landscape mods in my load order.

 

  Hide contents

CompanionIvy_quest.esp
CompanionIvy_Mags.esp
Shino Poses.esp
DavesPoses.esp
Atomic Lust.esp
rxl_bp70_animations.esp
FO4_AnimationsByLeito.esp
SavageCabbage_Animations.esp
Deathclaw_nude.esp
Vioxsis_Strap-Ons.esp
FP_FamilyPlanningEnhanced.esp
AdvancedNeeds2.esp
AdvancedNeeds2_Patch_DLC.esp
AdvancedNeeds2_Patch_CWSS.esp
MagnoCumGaudio.esp

 

I think this is ok, you did good grouping sexual mods together. The only advice I would give you is to always put patches of any nature (sexual or non sexual) always at the bottom of your load order. Patches must override entries of their corresponding original mod so it's good custom to group all patches together at the bottom of load order.

 

MagnoCumGaudio is sensible to load order only in the case of mods like AAF bad end purgatory and RSE II CSA, the only rule is that if you have those mods you must put those after MCG in Load order, for the rest MCG should be indipendent. I agree with you about LOOT, it's a wonderful app for Skyrim but much less useful for Fallout 4.

Posted

Hi 

 

I just did a fresh install including both MCG and AAF Violate

I do realized they are not compatible to each other; but older version of MCG can work with AAF Violate side by side

This time, AAF Violate stop animate after I turn on MCG.

Is this because of my load order or it is simply new MGC no longer tolerate AAF Violate?

 

Posted
3 hours ago, Divinemight99 said:

Hi 

 

I just did a fresh install including both MCG and AAF Violate

I do realized they are not compatible to each other; but older version of MCG can work with AAF Violate side by side

This time, AAF Violate stop animate after I turn on MCG.

Is this because of my load order or it is simply new MGC no longer tolerate AAF Violate?

 

Hello :) ,

actually they should be perfectly compatible. The only MCG mechanism that could interfere with Violate is the MCG Respawn (player defeat) system which you can disable (or not enable since it stsrts disabled by default). It is very strange that enabling MCG stops Violate from animating since this is handled by AAF and MCG has nothing to do with the animations themself. You can try to put violate after mcg in load order. Also I see that violate has been updated recently, maybe this could be a new bug introduced in its last version.

 

Other users have reported that the mod AAF Hardship (beggar whore) was distrupting animations, a bug that should be resolved in its latest version, maybe you added it recently? You can check if your AAF has errors with the AAF wizard admin tab that you can see after by pressing the buttons : home - delete - delete - enter in sequence while in game.

Posted

*IDEA* just a thought but perhaps when you use the clean body feature the mod could drop a tombstone down ... that way if a bunch of your settlers die you could make a graveyard! .. not sure if there is already a similar mod that does this but might be kinda cool! maybe even with named tombstones?

Posted
45 minutes ago, fade78 said:

*IDEA* just a thought but perhaps when you use the clean body feature the mod could drop a tombstone down ... that way if a bunch of your settlers die you could make a graveyard! .. not sure if there is already a similar mod that does this but might be kinda cool! maybe even with named tombstones?

Implementing this should be easy, it could be made optional in MCM, the only obstacle would be finding a proper tombstone model. Anghelos could add this after his holiday break, nice suggestion :)

Posted

NPCs often want a fivesome (prostitution) although there are not enough actors nearby. So it's only the text that says that the player had sex with 2 NPCs (not 4 like it should be)  without an animation (I have fivesome animations). And why is it never a threesome or something else than a fivesome?

Posted
1 hour ago, Martin56 said:

Implementing this should be easy, it could be made optional in MCM, the only obstacle would be finding a proper tombstone model. Anghelos could add this after his holiday break, nice suggestion :)

 

A good example maybe - Gravedigger by Pra on Nexus?  

 

John

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