vaultbait Posted July 9, 2019 Posted July 9, 2019 1 minute ago, vaultbait said: I fired up 2.2 and surrender is working again, but after CSA rape animations complete (or after a rape or beating as an abductee), movement control is never returned. I can look around and access the pipboy, but otherwise just stand there immobile. Is that happening to anyone else? Oops! And now I see I was looking at the previous page when I wrote that. Will wait for 2.3 and/or start from a clean save. Thanks!
vaultbait Posted July 10, 2019 Posted July 10, 2019 1 hour ago, vaultbait said: Oops! And now I see I was looking at the previous page when I wrote that. Will wait for 2.3 and/or start from a clean save. Thanks! Confirmed, starting from a clean save solved the immobility problem for me.
Guest Posted July 10, 2019 Posted July 10, 2019 Wait no longer! v2.3 is now available for download! A few things. 1) I highly recommend you clean your existing save if you are coming from v2.1 or v2.2, just because those ones were highly problematic for me when testing v2.3 without a clean save or a dev save that never has CSA on it before. But let me tell you, once it is clean or new, CSA sings! This is a Ferrari engine! 2) Loads of small code tweaks to ensure functions don't break or they have redundancy built into them - ie: if rapists dont talk within 90 - 120 seconds, the dialogue will abort and the next step in the process will begin. 3) Some quality of life improvements. By quality of life, what I mean is, a little more immersion. 4) a MANUAL RESET CSAScript function built in the MCM on Page One. Click it once and then exit the MCM - you will see messages saying CSA is updating and completed. Screenshots of things of interest: After you get raped, your human and ghoul rapists might have some snarky shit to say to you. Yes, I know he has no dick - I could care less - I don't "play", I develop and test. And, I didnt show this before, but if you escape abduction and surrender in the fight that ensues, no matter how it happens, too close to your abduction site, the dialogue is not the usual rapist stuff. Instead, it is about them taking you back to captivity, along with a beating. Now, as a note. I know you all see things you love added in here, no doubt. But this was a HUGE pain in my ass to fix. Like, I don't want to fuck with the CSAScript any more right now. Its 71kb compiled - which is VERY large for a game system overhaul. But. Ive got things up my sleeve for the Abductions script. Just a few small things. Wont speak on it until I know if theyll actually work or not, but I am hopeful they will. Hint: more immersion and more role playing to the captivity itself. Plus, more hostiles with hard core abductions AND friendly rescues. All of that there, once done, will conclude this mod. It is literally the best it can possibly be right now, but it's me, I never do things the easy way nor the mundane boring way. I have to put layers of awesome-icing on top of the other already layers of awesome-icing. I will roll those updates up in one lump - I'll let this update sit for a few days and see what is to be seen in terms of feedback. And once any issues are addressed, I'll start doing v2.4, which will be the last update to the mod (barring potential bug fixes later).
Guest Posted July 10, 2019 Posted July 10, 2019 1 hour ago, Number24 said: Thanks for all your hard work Flashy. On the one hand it's good to know that it wasn't just something I botched ( prior to checking up on this thread I was actually convinced that I had some mod conflict on my install or that I had borked my load order) but on the other hand it sucks that you had to put in all that extra work to hunt down and squash this gremlin. I hope that my post was of some help to you, though it seems I didn't tell you anything that you didn't already know. That said, if I ever post about a bug and you feel like there's additional info that I could provide that help in your endeavors please don't hesitate to ask. I'm more than happy to help in any way I can. On a somewhat unrelated note: You mentioned the possibility of selling your companions into slavery. Is that something that is going to be (or is already) a part of CSA or is it going to be a part of the forthcoming RSE: Karma mod? I always appreciate input! Thanks! As for slavery - don't read into that literally. I may have accidentally used that word, but what was meant is captivity, as in, when you are about to be kidnapped yourself, you tell your "captor" to take your companion instead. Thats what it is.
Number24 Posted July 10, 2019 Posted July 10, 2019 6 minutes ago, Flashy (JoeR) said: I always appreciate input! Thanks! As for slavery - don't read into that literally. I may have accidentally used that word, but what was meant is captivity, as in, when you are about to be kidnapped yourself, you tell your "captor" to take your companion instead. Thats what it is. Gotcha. I'll confess that I was looking forward to trading one or two companions that are on my "You annoy the hell out of me" list for a pocket full of caps. Oh well, some day maybe. Still looking forward to the Karma mod though. Also being as I'm still a newbie with mods how do I go about cleaning my save file of the 2.0/2.1 "junk data"?
Guest Posted July 10, 2019 Posted July 10, 2019 2 hours ago, Number24 said: Gotcha. I'll confess that I was looking forward to trading one or two companions that are on my "You annoy the hell out of me" list for a pocket full of caps. Oh well, some day maybe. Still looking forward to the Karma mod though. Also being as I'm still a newbie with mods how do I go about cleaning my save file of the 2.0/2.1 "junk data"? https://www.nexusmods.com/fallout4/mods/22633 Filter for "RSEII_CSA" and then right click on each folder in the tree and see if it allow you to delete it. Also, in the CLEAN menu, click on the item to remove unattached instances. Once thats all done, resave your save game. Load up FO4, load your save and then, go into the MCM for CSA, page one, and do the manual forced update, which will restart the mod properly in your new clean save. Easy peasy.
vaultbait Posted July 10, 2019 Posted July 10, 2019 New problem... I have extended surrender types enabled but if I try to surrender to any group of hostile supermutants CSA tells me I can't; that is, unless a mutant hound is present. In that case the only interaction is with the mutant hound. I definitely have supermutant compatible animations and can call them up through the AAF wizard and they play just fine (MF, MMF furniture, et cetera). Am I missing a necessary setting somewhere? (This is from a fresh unmodded vault exit save with CSA 2.3).
Number24 Posted July 10, 2019 Posted July 10, 2019 @Flashy (JoeR) Thanks for the info. I think I managed to figure it out on my own (because CSA appears to be working) only thing I didn't do was to force the CSA update. I'll probably redo the save clean up tomorrow after work following your instructions just to be sure. That said I have (mostly) good news to report. 1) Diamond City guards, arrest and jail time all seem to working completely as intended. (This is what I was originally testing when I noticed the bugs in 2.0) 2) Assaults are once again working as intended. Bugs and odd things: 1) The only major "Bug" I encountered was that when testing Abductions I kept getting the error "Error with Abduction Event: Resetting CSA" After testing various settings within MCM I found that this error only occurred when I had the "Abductions sites above player level" set to "Off". If I switched it to "On" (there by allowing abduction sites that I was too low level for) the Abduction event would happen as intended. After further testing I realized that I had been surrendering to a Gunner and my character is level 26. So I figured that it was possible that ALL Gunner Abduction sites were classified as being above my character level, which could be causing CSA to error out because it couldn't find any location to send me to. I then set the "Abduction Sites above player level" back to "Off" and found some Raiders to surrender to. And wouldn't you know it the Abduction even went perfectly. So it looks like my hypothesis is correct. If you have the capacity to edit the text of this error message you may consider adding something to the affect of "CSA Error: No Abduction Sites of appropriate level found. Resetting CSA" 2) My companion seems to always follow me to my Abduction site even if I have "Auto Dismiss Companion" turned "On" 3) It seems like Companion Abductions may not be working. I didn't devote much time to this (I was too busy testing #1). I'll test more tomorrow but from what I saw: I had Player Abductions turned "Off" and had Companion Abductions turned "On" and set to 100%. Upon Surrendering dialog event happens, Assault follows, and then I get my 15 seconds to retreat. Nothing about the companion being abducted seems to happen. In short everything seems to play out as if I had both Player and Companion Abductions turned off.
Guest Posted July 10, 2019 Posted July 10, 2019 10 hours ago, vaultbait said: New problem... I have extended surrender types enabled but if I try to surrender to any group of hostile supermutants CSA tells me I can't; that is, unless a mutant hound is present. In that case the only interaction is with the mutant hound. I definitely have supermutant compatible animations and can call them up through the AAF wizard and they play just fine (MF, MMF furniture, et cetera). Am I missing a necessary setting somewhere? (This is from a fresh unmodded vault exit save with CSA 2.3). My mod does nothing to inhibit super mutants. They are within the base list of attacker types (humans, ghouls, supermutants and synths) and dont need extended creatures enabled to use them. And there is nothing in the code to say you cannot have a super mutant attacker unless there is a mutant hound available - the script doesnt even contain any references to mutant hounds at all. Something is tickling my mind that makes me want to ask if you have any mods in place that alter the base super mutant race? Could be a reason to dig into. 9 hours ago, Number24 said: @Flashy (JoeR) Thanks for the info. I think I managed to figure it out on my own (because CSA appears to be working) only thing I didn't do was to force the CSA update. I'll probably redo the save clean up tomorrow after work following your instructions just to be sure. That said I have (mostly) good news to report. 1) Diamond City guards, arrest and jail time all seem to working completely as intended. (This is what I was originally testing when I noticed the bugs in 2.0) 2) Assaults are once again working as intended. Bugs and odd things: 1) The only major "Bug" I encountered was that when testing Abductions I kept getting the error "Error with Abduction Event: Resetting CSA" After testing various settings within MCM I found that this error only occurred when I had the "Abductions sites above player level" set to "Off". If I switched it to "On" (there by allowing abduction sites that I was too low level for) the Abduction event would happen as intended. After further testing I realized that I had been surrendering to a Gunner and my character is level 26. So I figured that it was possible that ALL Gunner Abduction sites were classified as being above my character level, which could be causing CSA to error out because it couldn't find any location to send me to. I then set the "Abduction Sites above player level" back to "Off" and found some Raiders to surrender to. And wouldn't you know it the Abduction even went perfectly. So it looks like my hypothesis is correct. If you have the capacity to edit the text of this error message you may consider adding something to the affect of "CSA Error: No Abduction Sites of appropriate level found. Resetting CSA" 2) My companion seems to always follow me to my Abduction site even if I have "Auto Dismiss Companion" turned "On" 3) It seems like Companion Abductions may not be working. I didn't devote much time to this (I was too busy testing #1). I'll test more tomorrow but from what I saw: I had Player Abductions turned "Off" and had Companion Abductions turned "On" and set to 100%. Upon Surrendering dialog event happens, Assault follows, and then I get my 15 seconds to retreat. Nothing about the companion being abducted seems to happen. In short everything seems to play out as if I had both Player and Companion Abductions turned off. Thanks for this. Gave me some homework to do this morning and I am digging in to see where the issues could be. I've already identified where the issues were with companion abductions - it was a missing line of code to start a needed quest up at the right time. I've fixed that in my build. So, your #2 and #3 are intrinsically linked to the same issue. For #1, I have reworded it. 5 hours ago, KiTiTy said: Is this compatible with Violate? Well... subjectively speaking, they are the same kind of mod, doing the same sort of thing, so you probably shouldn't run them both at the same time, unless you want overlapping/duplicated events to occur and screw up your game. Violate will not pick up on nor action towards abduction events, if that is what you mean. Either way, its best to pick one or the other and then never look back.
vaultbait Posted July 10, 2019 Posted July 10, 2019 1 hour ago, Flashy (JoeR) said: My mod does nothing to inhibit super mutants. They are within the base list of attacker types (humans, ghouls, supermutants and synths) and dont need extended creatures enabled to use them. And there is nothing in the code to say you cannot have a super mutant attacker unless there is a mutant hound available - the script doesnt even contain any references to mutant hounds at all. Something is tickling my mind that makes me want to ask if you have any mods in place that alter the base super mutant race? Could be a reason to dig into. Thanks, I'll revisit my load later today with this in mind. Off the top of my head all I can think of in there which might modify the supermutant race is BodyTalk2 (as it provides a replacement body mesh/bones for them, along with the same for male humans), but it seems unlikely that would be related. Worst case I'll start with a very stripped-down load and start adding stuff back in if it seems to be working.
Guest Posted July 10, 2019 Posted July 10, 2019 5 minutes ago, vaultbait said: Thanks, I'll revisit my load later today with this in mind. Off the top of my head all I can think of in there which might modify the supermutant race is BodyTalk2 (as it provides a replacement body mesh/bones for them, along with the same for male humans), but it seems unlikely that would be related. Worst case I'll start with a very stripped-down load and start adding stuff back in if it seems to be working. Yeah, I don't think that would do anything either, especially if they work with the AAF debug hotkey. For visibility, here is the code that determine if NPCs are capable of being surrendered to. Function CheckSurrender() GiveUp = False If PlayerREF.IsInCombat() == False Return EndIf CheckSurrender = PlayerREF.GetAllCombatTargets() Int CurrentA = 0 While CurrentA < CheckSurrender.length && GiveUp == False If RSEII_CSA_UseExtended.GetValueInt() == 0 If (RSEII_CSA_Allowable.Find(CheckSurrender[CurrentA].GetRace()) > - 1) GiveUp = True Endif Else If (RSEII_CSA_Extended.Find(CheckSurrender[CurrentA].GetRace()) > - 1) GiveUp = True Endif Endif Utility.Wait(0.1) CurrentA += 1 EndWhile EndFunction Essentially, it scans all available combat targets and then compares them, one by one, against a formlist of available races, one for each state of USE EXTENDED RACES. For NO extended races, that list is called RSEII_CSA_Allowable. Which contains: RSEII_CSA_Extended contains: Of course, this doesn't account for DLC added critters, as there is no patch file for that - though one could certainly be made (mental note to self). Either way, you should be able to surrender to Super Mutants just fine. My thought is that perhaps at the time of calculating the combat targets, perhaps the super mutants hadnt been determined by the game to be targets yet and the script above just hadn't picked them up. Dunno. I have to do some testing on the next update anyways - tweaks to companion abductions to ensure they are working again, plus the new hardcore abduction modes, so I will certainly track down some super mutants and try to surrender to them as well.
vaultbait Posted July 10, 2019 Posted July 10, 2019 15 minutes ago, Flashy (JoeR) said: Essentially, it scans all available combat targets and then compares them, one by one, against a formlist of available races, one for each state of USE EXTENDED RACES. For NO extended races, that list is called RSEII_CSA_Allowable. Got it. My other thought was having turned on gender preference (set to male) for CSA events was causing supermutants to be skipped as genderless or something (I didn't think to try turning it off at the time), but it looks like gender doesn't factor into that routine anyway?
Guest Posted July 10, 2019 Posted July 10, 2019 5 minutes ago, vaultbait said: Got it. My other thought was having turned on gender preference (set to male) for CSA events was causing supermutants to be skipped as genderless or something (I didn't think to try turning it off at the time), but it looks like gender doesn't factor into that routine anyway? Super mutants only come in the male variety as far as gender checks are concerned, based on how they are set up in the game. So if you have female as preference, super mutants will never come. Maybe I need to tweak this part of the code to filter gender ONLY when the attacker being scanned is a human or a ghoul (another mental node added). EDIT: Done.
vaultbait Posted July 10, 2019 Posted July 10, 2019 19 minutes ago, Flashy (JoeR) said: Super mutants only come in the male variety as far as gender checks are concerned, based on how they are set up in the game. So if you have female as preference, super mutants will never come. Maybe I need to tweak this part of the code to filter gender ONLY when the attacker being scanned is a human or a ghoul (another mental node added). EDIT: Done. Yeah, I guess that doesn't explain it either then since I had the preference set to male. Also my recollection of the behavior when there are only female combatants present while preference is set to male is that surrender works, it just doesn't proceed into the outcomes dialogue and instead skips straight to the enemy pacification phase, so it was a long shot regardless. Hopefully scrutinizing and/or bisecting my mod load will yield the cause.
Guest Posted July 10, 2019 Posted July 10, 2019 Super Mutants Test and results Tested the new gender filter code - it skips filtering out super mutants. As you can see, I have my surrender targets for dialogue and assault set to FEMALE, where in the old method used, it would take the SM out of the running. Now, with the new code, it doesnt. And most importantly, I could surrender, no problem, even with the EXTENDED SURRENDER TYPES set to OFF.
Guest Posted July 10, 2019 Posted July 10, 2019 Added a debug trace script to the alias fills for Player Abductions, that way, if it fails, your papyrus logs will show you why. Example of what a good, successfully started, abduction's traces will look like: [07/10/2019 - 12:44:53PM] --------------------------- [07/10/2019 - 12:44:53PM] RSE ABDUCTION TRACES [07/10/2019 - 12:44:53PM] --------------------------- [07/10/2019 - 12:44:54PM] ABDUCTION Location: Wilson Atomatoys Corporate HQ [07/10/2019 - 12:44:54PM] ABDUCTION Container: 597110 [07/10/2019 - 12:44:54PM] ABDUCTION Spawn Marker: 597112 [07/10/2019 - 12:44:54PM] ABDUCTION Boss: Super Mutant Butcher [07/10/2019 - 12:44:54PM] ----------------------------------------- [07/10/2019 - 12:44:54PM] RSE PLAYER ABDUCTION SUCCESSFUL! [07/10/2019 - 12:44:54PM] ---------------------------------------- Example of what a failed abduction's traces could look like: [07/10/2019 - 12:44:53PM] --------------------------- [07/10/2019 - 12:44:53PM] RSE ABDUCTION TRACES [07/10/2019 - 12:44:53PM] --------------------------- [07/10/2019 - 12:44:54PM] ABDUCTION: No location was found. [07/10/2019 - 12:44:54PM] ABDUCTION: No container was found. [07/10/2019 - 12:44:54PM] ABDUCTION: No captive marker was found. [07/10/2019 - 12:44:54PM] ABDUCTION: No boss was found. [07/10/2019 - 12:44:54PM] ----------------------------------- [07/10/2019 - 12:44:54PM] RSE PLAYER ABDUCTION FAILED! [07/10/2019 - 12:44:54PM] ----------------------------------- In the above, because no location was found, all of the other requirements would fail too. This would be typical if you had the setting in the MCM for using player abductions sites greater than player level set to OFF. Which is easy enough to fix for you. Or, it could mean that all of the game's kidnap site have been cleared by you - you have killed all bosses at that faction's various kidnap sites - and they have not yet respawned. If setting abductions allowable over player level to ON and you still have this exact log trace showing, its likely that, as mentioned, you have simply cleared all dungeons and they've not respawned yet. On the other hand, were you to see something like this: [07/10/2019 - 12:44:53PM] --------------------------- [07/10/2019 - 12:44:53PM] RSE ABDUCTION TRACES [07/10/2019 - 12:44:53PM] --------------------------- [07/10/2019 - 12:44:54PM] ABDUCTION Location: Wilson Atomatoys Corporate HQ [07/10/2019 - 12:44:54PM] ABDUCTION: No container was found. [07/10/2019 - 12:44:54PM] ABDUCTION: Spawn Marker: 597112 [07/10/2019 - 12:44:54PM] ABDUCTION Boss: Super Mutant Butcher [07/10/2019 - 12:44:54PM] ----------------------------------- [07/10/2019 - 12:44:54PM] RSE PLAYER ABDUCTION FAILED! [07/10/2019 - 12:44:54PM] ----------------------------------- You notice it didn't find a container / boss level chest at the abduction location. This causes player abduction to fail, since the chest is a key component of the abduction. There is nothing you can do about this, other than to report which location had the issue so that I can look into it and possibly block it as a future abduction site. Its nothing much, but it could help you, and me, to see why player abductions fail, if they fail.
Guest Posted July 10, 2019 Posted July 10, 2019 Few things. First. Hardcore Abductions, for both the player and companion are now in the mod. They add two body guard NPCs at the dungeon boss, plus a dog (raiders) or a mutant hound (super mutants). It also adds a variety of mixed faction appropriate npcs to the dungeon. Second. Whatever was noted as being broken in Companion Abductions, I have fixed, just by going over the code and examining the reference alias fills on the various quests that drive their abductions scenario. End result: So, the next update will have new stuff and bug fixes. There are still things for me to do before I upload a new version, even if there is a running issue with companion abductions for all of you at this time. Better to wait, get everything done I can on the backend, wait for more buggy issues to sort out, fix them and then release v2.4. More as it develops.
JB. Posted July 10, 2019 Posted July 10, 2019 Whoa, I was just thinking of asking you to please do not forget about hardcore abduction. I used it when my character had a lot of level and having killed several bosses. It's a way for enemies to recognize that the character is quite dangerous. The new version looks even better.
Guest Posted July 10, 2019 Posted July 10, 2019 1 hour ago, JBpy said: Whoa, I was just thinking of asking you to please do not forget about hardcore abduction. I used it when my character had a lot of level and having killed several bosses. It's a way for enemies to recognize that the character is quite dangerous. The new version looks even better. All of this, just to protect the boss of Revere Beach Station and to prevent me from releasing my companion. 10 raiders, 1 dog and the boss raider. EDIT: Oh. I just added more! LOL! Based on player level and if hardcore is enabled, it may add extra BOSS level enemies to the dungeon. Perhaps even those wearing power armor.
fobbadabalaba Posted July 10, 2019 Posted July 10, 2019 Am I able to use script heavy Heather with this new iteration of CSA?
Guest Posted July 10, 2019 Posted July 10, 2019 42 minutes ago, fobbadabalaba said: Am I able to use script heavy Heather with this new iteration of CSA? Ummm.... How to say this delicately.... I am using the companion formerly known as Malia, now known as Lana, with CSA, and her script load is a magnitude of difference, compared to Heather. For reference, Lana has NINETY SIX main scripts, and that doesnt include the HUNDREDS of dialogue, scene, quest and package script fragments. TOTAL compiled script count, for the entire companion is 643 scripts, weighing in at 3.5 megs combined. Which, as I am sure you can imagine, there are NO companion mods anywhere in the Fallout world that compares, or ever will. But allow me to compare. Heather Casdin has a total of 241 compiled scripts (includes main scripts, dialogue, quest, scene, perk and package script fragments) weighing in at 1.05 megs. Now, given that, you can see that Lana is three times the companion that Heather is. AND know this. I run on an HP latop with an i5 and 8 gigs of ram with a shitty intel 550 gpu. And I notice NO lag running Lana with CSA. None. So.... Short answer, lol, yes, of course you can!
MrCruelJohn Posted July 10, 2019 Posted July 10, 2019 23 minutes ago, Flashy (JoeR) said: Ummm.... How to say this delicately.... I am using the companion formerly known as Malia, now known as Lana, and her script load is a magnitude of difference, compared to Heather. For reference, Lana has NINETY SIX main scripts, and that doesnt include the HUNDREDS of dialogue, scene, quest and package script fragments. TOTAL compiled script count, for the entire companion is 643 scripts, weighing in at 3.5 megs combined. Which, as I am sure you can imagine, there are NO companion mods anywhere in the Fallout world that compares, or ever will. But allow me to compare. Heather Casdin has a total of 241 compiled scripts (includes main scripts, dialogue, quest, scene, perk and package script fragments) weighing in at 1.05 megs. Now, given that, you can see that Lana is three times the companion that Heather is. AND know this. I run on an HP latop with an i5 and 8 gigs of ram with a shitty intel 550 gpu. And I notice NO lag running Lana with CSA. None. So.... Short answer, lol, yes, of course you can! Glad it was short! Imagine the long version of said above! Hope you are having a great day, brother. John
fobbadabalaba Posted July 10, 2019 Posted July 10, 2019 29 minutes ago, Flashy (JoeR) said: So.... Short answer, lol, yes, of course you can! Yes, gotcha ??
Guest Posted July 10, 2019 Posted July 10, 2019 14 minutes ago, MrCruelJohn said: Glad it was short! Imagine the long version of said above! Hope you are having a great day, brother. John In hindsight, lol, I probably should have led with the "short answer".
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