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Posted
3 hours ago, pedal92 said:

I think M.C.G is not working with AAF 114 beta.  Let me explain.

 

 

100% agree about issues with AAF 14. I spent several hours troubleshooting the animations this morning (installing/uninstalling individual anim and checking AAF) - that's how I discovered all the issues with Leito's animations. I agree with anghelos that Leito is not the issue for sure, I had no issues with AAF 10. Starting noticing a number of mods were borked last night (violate would get into some infinite loop at start of certain animations, indarello's patch would occasionally be stuck on a black screen) - all started with AAF 114. I ended up removing all LL/adult mods last night and started from scratch to figure it out. Luckily I found this mod and don't need any of the others! Anyway hopefully the AAF folks will get it tweaked, unfortunately I don't see AAF 110 as a download over on Nexus, as I was planning on just rolling it back to that.

Posted

I switched back to AAF 110 also, till everything gets sorted.  The Main Quest Script got changed quite a bit in the new version of AAF and it seems to have broken some mods. Posts are starting to appear on various threads about issues with the new AAF.

Posted
12 minutes ago, pedal92 said:

I switched back to AAF 110 also, till everything gets sorted.  The Main Quest Script got changed quite a bit in the new version of AAF and it seems to have broken some mods. Posts are starting to appear on various threads about issues with the new AAF.

Where did you find 110 if you don't mind me asking? Like an idiot I erased it and it's no longer on Nexus. Thanks!

Posted
9 hours ago, anghelos92 said:

Oops I thought I had excluded those pesky turrets from sexual systems, glad you noted that and took your own initiative! ?

I will release the fixed version probably tomorrow!

 

Edit... Wait a minute bro... ?

They are already excluded because the random sex system accept only human npcs, or at least actors with the ActorTypeHuman keyword...so turrets are already excluded because they don't have it...so you either have a mod that make turrets human or add that keyword to turrets or you did a previous modification to allow non human npcs in the random sex system ?...or my memory is just kidding me?

Hi,

That's really weird. This was the first change I made to the quest conditions. My settlers were having relations with turrets on a regular basis. I am currently trying to get servitron to swing both ways ingame, maybe the turrets are being mistaken for the automatron, with an override somewhere. This explicit condition worked for me, I just thought I'd share ;)

Posted
2 hours ago, satanfist said:

I just thought I'd share

I thank you for sharing :) , so there was no conditions about actortypehuman keywords and my memory is playing games with me, i'll add your fix in next version then ?

Posted
8 hours ago, Jahtoris said:

Where did you find 110 if you don't mind me asking? Like an idiot I erased it and it's no longer on Nexus. Thanks!

He was talking about some of the scripts of 110 that are packed inside MCG .ba2 only for compiling purposes, the actual AAF that the game use are the one that are installed as loose files when you install AAF, at this time is version 114. He had the problem of overwriting the recent AAF scripts because he unpacked the MCG .ba2 archive.

Posted
10 hours ago, anghelos92 said:

He was talking about some of the scripts of 110 that are packed inside MCG .ba2 only for compiling purposes, the actual AAF that the game use are the one that are installed as loose files when you install AAF, at this time is version 114. He had the problem of overwriting the recent AAF scripts because he unpacked the MCG .ba2 archive.

No not at all.   

 

I've been working with bethesda games for a long time, I even mod for myself.  So I Understand the way a beth game works.  Plugin order sets the load order of the bsa's then it becomes the rule of 1 for both plugins and bsa's.  Loose files always overwrite bsa's, effectively winning the rule of 1.

 

The game works the same with loose files or bsa'a (the only issue that can happen is with textures, but thats for another discussion).

 

 I unpack for this reason...  I am a responsible modder, knowing that improper overwrites of both plugins and respectively bsa's or Loose files can cause problems.  So just as I check all records in xEdit "FO4E" for conflicts, I also check loose files for overwriting conflicts.  Breaking down bsa's to check for conficting loose files that may overwrite a bsa that shouldn't and for conflicts among the files in different bsa's.  This way I troubleshoot my problems myself.  This way I can usually fix my own problems (short of not having source code when needed, and if I were to decompile in champolion to get the source, its lets say, less than ideal for troubleshooting and I would rather not decompile another modders scripts.  Like I said I do my own modding, just for myself not releasing them.  I understand the headache of novice mod users who won't read and who break their game and want the modder to fix it.   

 

What I was saying is, that in my game AAF 114 caused problems.

I looked for the reason, and found that one script in AAF had been changed.  Maybe the esm also has, but I haven't had time to rename a copy of the new AAF plugin and compare the two in xedit.

I Then Found that MCG included the same script, Only differnet size and date. MCG comes with no source code.  I don't decompile other modders scripts, I respect their work.  So I couldn't compare the source MCG was compiled with.


So I came here to alert angelos of a possible conflict, and to see if they would check.  Like I said MCG has no source and I don't decompile others work.  So I didn't know if anghelos made changes to that script and then compiled MCG with an altered version of it or just compiled MCG with it (since it was inculded in the bsa) meaning if they compiled MCG with source script or modified a source script that had now been changed, maybe MCG would need updated,  I didn't know so I asked.  That way if it was a problem they would know about.

 

I don't overwrite anything technically, it doesn't work that way in MO1 or MO2.  I change the left side (assets) load order to control what overwrites what when loaded so I can troubleshoot.  The problem is there either way regardless of assets load order (how be it two different problems depending on which scripts are loaded), loose files or bsa's.  Maybe its just my game only.

 

This post is not to ask anyone to fix anything,  I guess it was to clarify that I understand modding fully and extracting a bsa doesn't break anything (it will however affect the overwrite conflict winner of assets), and also maybe, if anyone else is, was, were having the same problems, help with troubleshooting.

 

My original post should have been...

 

After upgrading to AAF 114 I am having problems with my MCG, is it possible anything may have changed that needs looked at? 

If so, thank you.

If not, thank you.

 

Anyway thank you very much anghelos, I appreciate MCG and you maintaining it, I appreciate you being here in the forum so when we have questions or problems.

Thank you for your hard work (like I said I make some of my own mods so I really do understand the hard work)

 

Because of MCG in Fallout 4, and it being a super mod.  I am going to go back and start a new profile for skyrim LE with it enabled.

 

Thank you very much.

 

 

 

 

 

    

Posted
57 minutes ago, pedal92 said:

No not at all.   

 

I've been working with bethesda games for a long time, I even mod for myself.  So I Understand the way a beth game works.  Plugin order sets the load order of the bsa's then it becomes the rule of 1 for both plugins and bsa's.  Loose files always overwrite bsa's, effectively winning the rule of 1.

 

The game works the same with loose files or bsa'a (the only issue that can happen is with textures, but thats for another discussion).

 

 I unpack for this reason...  I am a responsible modder, knowing that improper overwrites of both plugins and respectively bsa's or Loose files can cause problems.  So just as I check all records in xEdit "FO4E" for conflicts, I also check loose files for overwriting conflicts.  Breaking down bsa's to check for conficting loose files that may overwrite a bsa that shouldn't and for conflicts among the files in different bsa's.  This way I troubleshoot my problems myself.  This way I can usually fix my own problems (short of not having source code when needed, and if I were to decompile in champolion to get the source, its lets say, less than ideal for troubleshooting and I would rather not decompile another modders scripts.  Like I said I do my own modding, just for myself not releasing them.  I understand the headache of novice mod users who won't read and who break their game and want the modder to fix it.   

 

What I was saying is, that in my game AAF 114 caused problems.

I looked for the reason, and found that one script in AAF had been changed.  Maybe the esm also has, but I haven't had time to rename a copy of the new AAF plugin and compare the two in xedit.

I Then Found that MCG included the same script, Only differnet size and date. MCG comes with no source code.  I don't decompile other modders scripts, I respect their work.  So I couldn't compare the source MCG was compiled with.


So I came here to alert angelos of a possible conflict, and to see if they would check.  Like I said MCG has no source and I don't decompile others work.  So I didn't know if anghelos made changes to that script and then compiled MCG with an altered version of it or just compiled MCG with it (since it was inculded in the bsa) meaning if they compiled MCG with source script or modified a source script that had now been changed, maybe MCG would need updated,  I didn't know so I asked.  That way if it was a problem they would know about.

 

I don't overwrite anything technically, it doesn't work that way in MO1 or MO2.  I change the left side (assets) load order to control what overwrites what when loaded so I can troubleshoot.  The problem is there either way regardless of assets load order (how be it two different problems depending on which scripts are loaded), loose files or bsa's.  Maybe its just my game only.

 

This post is not to ask anyone to fix anything,  I guess it was to clarify that I understand modding fully and extracting a bsa doesn't break anything (it will however affect the overwrite conflict winner of assets), and also maybe, if anyone else is, was, were having the same problems, help with troubleshooting.

 

My original post should have been...

 

After upgrading to AAF 114 I am having problems with my MCG, is it possible anything may have changed that needs looked at? 

If so, thank you.

If not, thank you.

 

Anyway thank you very much anghelos, I appreciate MCG and you maintaining it, I appreciate you being here in the forum so when we have questions or problems.

Thank you for your hard work (like I said I make some of my own mods so I really do understand the hard work)

 

Because of MCG in Fallout 4, and it being a super mod.  I am going to go back and start a new profile for skyrim LE with it enabled.

 

Thank you very much.

 

 

 

 

 

    

I have to admit that AAF 114 has been a bit problematic for a number of mods that depend on it. I have gone back to 110 and will wait a bit for things to sort themselves..

Posted
1 hour ago, pedal92 said:

After upgrading to AAF 114 I am having problems with my MCG, is it possible anything may have changed that needs looked at? 

I will look into this, thank you for reporting and for your post ?

Posted
On 22.01.2020 at 16:19, jimj65 said:

1932302202_Fallout41.png.9d0b01c8ad283c2cae90519db5369c6a.png1932302202_Fallout41.png.9d0b01c8ad283c2cae90519db5369c6a.png

 

У меня при его включении тоже виснут анимационные актеры ! Исправило удалить нахуй ! И все нормально !

Posted

Hey, first off thanks for a great mod.

 

I'd like to ask if it would be possible to set this up to be more compatible with AAF Violate? For example I'd like to let Violate handle surrenders as long as I have more than 0 health, but as soon as I reach 0 M.C.G. kicks in instead. Or possibly letting M.C.G. send the player to Violate as one of the options of what can happen.

 

Is something close to this possible already, or would it require a patch of some sort? And would it have to come from the author of Violate or could you make it happen?

 

 

Thanks in advance!

Posted
On ‎2‎/‎11‎/‎2020 at 10:52 AM, serhiodrubuzan said:

У меня при его включении тоже виснут анимационные актеры ! Исправило удалить нахуй ! И все нормально !

I am sorry but I don't understand Russian and the online translator gives me a non sense phrase. By the way how is it possible that you have 2 "Magno Cum Gaudio" MCM menus? You should have only one.

 

On ‎2‎/‎11‎/‎2020 at 12:03 PM, Neydzz said:

Hey, first off thanks for a great mod.

 

I'd like to ask if it would be possible to set this up to be more compatible with AAF Violate? For example I'd like to let Violate handle surrenders as long as I have more than 0 health, but as soon as I reach 0 M.C.G. kicks in instead. Or possibly letting M.C.G. send the player to Violate as one of the options of what can happen.

 

Is something close to this possible already, or would it require a patch of some sort? And would it have to come from the author of Violate or could you make it happen?

 

 

Thanks in advance!

Thank you, about your question Violate and MCG Respawn system are simply incompatible, as said in the mod compatibility recommendations. There is no way they could cooperate because they exactly do the same things and integrate with the same mods, more or less. It would be a waste of time for MCG to send the player to Violate systems on bleedout, it would be simpler to ask Violate author to add an on bleedout defeat event of its own and just disable MCG Respawn System when having Violate enabled. Note that the rest of MCG features and systems are compatible with Violate, only the Respawn system is not.

Posted

Hi, I can't see the messages in the right top corner anymore. for example when a slave gets more submissive or you allow them to sandbox. Why do those textboxes not appear anymore? It worked on other chars. The vanilla messages on the same spot, like follower liking something still work.

Posted
1 hour ago, xyzxyz said:

Why do those textboxes not appear anymore?

Probably you have the option "Additional notifications" set to OFF in the Tools page of MCM.

Posted

Probably have asked this before and was shot down, bbuuttt how hard would it be to add submitted Ferals and Dogs to the approach scenarios for sex? We already have plenty of animations for them.  I like this mod because for the most part the randomness of the approaches. Never have been a big fan of my character always asking for sex. But a Super Mutant approach and harass, that is cool. Looking for the same randomness with Ferals and Dogs? Do not hate me for being sexually attracted to dead things and scabby animals..:naughty:

Posted
20 hours ago, maddadicusrex said:

Probably have asked this before and was shot down, bbuuttt how hard would it be to add submitted Ferals and Dogs to the approach scenarios for sex? We already have plenty of animations for them.  I like this mod because for the most part the randomness of the approaches. Never have been a big fan of my character always asking for sex. But a Super Mutant approach and harass, that is cool. Looking for the same randomness with Ferals and Dogs? Do not hate me for being sexually attracted to dead things and scabby animals..:naughty:

Yes my friend I've already turned this down for the moment ? but you are a good member of this community and so you deserve an explanation:

  • Can I add those features in the systems already in place for MCG, like the initiative one? No I can't. First of all because it requires actors capable of doing particular animations, not only AAF but also vanilla animations, for example the drinking, smoking, eating, using the drug injector, dice game etc etc can be used only by human like skeletons in game as far as i know. Adding to this limitation you need to take into account that, except for dogmea, all creatures including ferals, other dogs etc aren't capable of having a dialogue, and by this I mean really that they cannot have a role in a creation kit scene, unless using some particular work arounds that I have not yet mastered because I never had in mind to add dialogues for dogs xD. With this I don't want to say that a dialogue is needed for an approach, I could make it pop-up message based but the current MCG Initiative is based on dialogue and so here we come to the other point:

 

  • Creating a parallel system, indipendent from the current initiative, reserved only for creatures. This can be done, it could be coded to use a simpler and more primitive method, but more resource efficient, like an alias match finder approach instead of the dynamic script attachment of the current initiative system. In theory so your request could be satisfied but since I have to make a complete new system for this, it would be quite a committment on my end and at the current time I am not in the position to accept this quest while I am still in the process of consolidating, testing and fixing the current material. (Do we want to speak about the guides/faqs still left to June 2019?! ?).

 

  • In conclusion, I don't want to turn this suggestion down completely. Most of the code added since the december update was fast additions and changes done on already built systems, and this is simply a sign that lately I don't have much time to devote to new modding projects where also a brainstorming phase is required because I have also to figure out the impact on all the other MCG system (conditions, priorities etc etc). Maybe in the future I'll enjoy a more relaxed period that will enable me to make new substantial additions to the mod, like the one you suggested. In the mean time, though, the source code of this mod is available for all in case someone else would take their share of the burden ?. It could even be possible that someone will make a completely new mod dedicated exactly for that feature you desire because I see that the AAF community is growing pretty nicely lately ?

 

Don't hate me for this answer, I hope you understand my reasons!

Posted

Hello, really having fun with this mod! Thanks - got me back into Fallout 4.

 

Quick question - I have the mod installed, turned on, and all the NPC options turned on in the options menu as well. I'm getting tons of NPC-NPC encounters and I am able to pull up the MCG menu with the hotkey without an issue and all those options work fine. Question is, is there a way to increase NPC-PC (NPC initiative) interactions like harassment, etc? I'm essentially not getting those any more (I did when first installed). I've paid caps to NPC to clear my name, and have turned the sliders down to minimum time between encounters. Thank you in advance and thanks again for your hard work on this mod!

Posted
Just now, Jahtoris said:

Hello, really having fun with this mod! Thanks - got me back into Fallout 4.

 

Quick question - I have the mod installed, turned on, and all the NPC options turned on in the options menu as well. I'm getting tons of NPC-NPC encounters and I am able to pull up the MCG menu with the hotkey without an issue and all those options work fine. Question is, is there a way to increase NPC-PC (NPC initiative) interactions like harassment, etc? I'm essentially not getting those any more (I did when first installed). I've paid caps to NPC to clear my name, and have turned the sliders down to minimum time between encounters. Thank you in advance and thanks again for your hard work on this mod!

You can toggle the cheats for Flirting and Solicitation. You can change the chance option to 100% and divisor to 1 for Flirt and Solicitation in their respective menus. That ought do it..

Posted
2 hours ago, maddadicusrex said:

You can toggle the cheats for Flirting and Solicitation. You can change the chance option to 100% and divisor to 1 for Flirt and Solicitation in their respective menus. That ought do it..

Cool, thanks for the suggestions! Unfortunately didn't work - plus I'm not getting infamy points anymore, even with the % chance for public acts set to 100%. I'm gonna try uninstalling, fresh save, and reinstalling the mod. All the other stuff is working fine, just not the NPC initiative piece.

Posted
2 hours ago, Jahtoris said:

Cool, thanks for the suggestions! Unfortunately didn't work - plus I'm not getting infamy points anymore, even with the % chance for public acts set to 100%. I'm gonna try uninstalling, fresh save, and reinstalling the mod. All the other stuff is working fine, just not the NPC initiative piece.

Let's see, about the initiative part start trying the most obvious first, did you started the system with the button in the MCG Options menu? I know you did but if you also started a new game that will start disabled again in the new game.

Then know that in some cases the initiative system is paused, for example during combat, if you are in stealth mode, after a sexual act it is paused for 30 seconds to not interfere with AAF, if the CSA Abduction quest is running, etc. 

Is you timescale vanilla or do you have a mod that make the day longer?

 

about infamy points did they worked before in the same game? If so it is possible that all the actors around already reported or saw you before recently and so they will not report you again for about 3 -4 hours game time if you happen to have sex again in that period of time (to avoid spamming).

 

Also did you installed any new mod recently? maybe it could  be something new interfering now?

Posted

Hello! Thank you for your mod :) 

 

I have a quick question. Is there a way to disable the "fail safe spell" that automatically remove the cum overlays from actors after a short amount of time? I would like to keep them on my character.

 

Thank you in advance and have a good day!

Posted
17 minutes ago, anghelos92 said:

Let's see, about the initiative part start trying the most obvious first, did you started the system with the button in the MCG Options menu? I know you did but if you also started a new game that will start disabled again in the new game.

Hi, thanks for the reply - yep, started MCG with options menu on an existing game.

 

17 minutes ago, anghelos92 said:

Then know that in some cases the initiative system is paused, for example during combat, if you are in stealth mode, after a sexual act it is paused for 30 seconds to not interfere with AAF, if the CSA Abduction quest is running, etc. 

Is you timescale vanilla or do you have a mod that make the day longer?

 

Timescale is vanilla and halting of initiative system was persistent

 

 

17 minutes ago, anghelos92 said:

 

about infamy points did they worked before in the same game? If so it is possible that all the actors around already reported or saw you before recently and so they will not report you again for about 3 -4 hours game time if you happen to have sex again in that period of time (to avoid spamming).

 

Yes, worked previously. Was different actors - I set the likelihood of reporting to 100% and tried it in several different areas I had not visited prior.

 

17 minutes ago, anghelos92 said:

 

Also did you installed any new mod recently? maybe it could  be something new interfering now?

 

No new mods recently - I actually try to keep them at a minimum. Your mod was the first I've installed in awhile.

 

Turned out (so far) that saving the game, completely removing MCG, then loading game, saving again, then reinstalling MCG from scratch, is working so far. As soon as I turned on the NPC initiative system in the options, I immediately got an NPC interaction. I'll update if things change. Thanks again!

Posted
6 minutes ago, kupa9999 said:

Hello! Thank you for your mod :) 

 

I have a quick question. Is there a way to disable the "fail safe spell" that automatically remove the cum overlays from actors after a short amount of time? I would like to keep them on my character.

 

Thank you in advance and have a good day!

There is no way in MCM, this need a change at script level to have what you require.

You could try to remove the fail safe spell at all in FO4Edit but I don't know what effects this will bring XD because this is a "butcher that does a surgical operation" kind of thing ?

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