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[AAF] RSE II: Combat Surrender and Abductions (12/30/19)


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Posted
1 hour ago, Flashy (JoeR) said:

In hindsight, lol, I probably should have led with the "short answer". :D

Levity is supposed to be soothing to the soul.

 

Kind of like when you think 2.4 is the last version... and you realize there is a whole slew of numbers after available... 2.5, 2.6...3.0...5.0..10.0 

 

Bwahaha... ?

Posted
7 hours ago, vaultbait said:

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.

No solution yet, but I've found a clue and a (partial) workaround: disabling extended surrender types in the MCM causes supermutant surrenders and abductions to work again as expected. As to what's causing extended surrender types to break this, I'm no nearer an answer.

Posted
17 minutes ago, smetanka123 said:

I'm having a problem with abductions. When raiders had to throw me out, they simply didn't. They took all of my items and then message box (2 different outcomes, same problem) appeared. Raiders turn hostile, but if I surrender, then abuction surrender script will commence. Tried this in 2 different locations, problem was not solved.

This is a problem I just discovered today myself and am working on fixing it for the 2.4 release. For some reason, the three ObjectReferences for the dump spots are not pulling into the script variables, so ... need to figure out why and resolve this without making formid overrides. What you are experiencing is sadly what everyone will, for now.

Posted
2 hours ago, Flashy (JoeR) said:

 

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

So....when do we get Lana?

Posted
4 minutes ago, Olmech said:

So....when do we get Lana?

And curious about size scope of companions, amongst Heather, I think Ivy and Darlene are somewhat close + - Heather?

 

Just for technical knowledge...

Posted
5 minutes ago, Olmech said:

So....when do we get Lana?

Ouch. You just had to ask that impossible question, didn't you?

 

Sitting on her is not easy, but there are legitimate reasons. Of late, I've been doing a lot of things that I really would much rather not do and shelving her is just another example of such things.

 

Sadly, I don't have an answer. Not one that anyone would like, at any rate.

Posted
2 hours ago, MrCruelJohn said:

And curious about size scope of companions, amongst Heather, I think Ivy and Darlene are somewhat close + - Heather?

 

Just for technical knowledge...

Context. What do you mean by size and scope?

 

If you refer to content, Lana is interwoven into the entire game, as if she was part of the game right from day one (and her esp file overrides literally every quest in the game to make that happen - she is definitely a bottom of your load order kind of mod). Written to be another survivor of Vault 111, so the player didn't have to do it alone. And she is very much, acutely so, aware of the world around her, how everything has changed from before the war. She comments on it. She learns from it. Like, she doesnt know what ferals are or deathclaws, so her commentary will reflect that lack of knowledge. But once she learns of them, her commentary changes to reflect her updated knowledge base of the world around her. This is true for everything in the game that doesnt come from your/her time. In this regard, she was written to be the foil by which you could empathize with the player, with her doing and saying all the things that the player never does about the world around them. Making numerous, game-long references to the dead player spouse and to Shaun, since the player doesn't do it. I wanted her to be everything that the player wasn't...

 

As far as her quests go, she has 14 affinity quests and numerous side quests.

 

To max her out, you would need to travel with her until you are roughly level 75. She is an extremely slow burn, as the saying goes. You dont get her and max her affinity in 1 or 2 game days. It takes at least 60 game days before she'll even confess to liking the player, but thats only if she actually does. She has a dynamic affinity system, replete with moods that change day to day, based on your actions.

 

If I were to honestly, as unbiased as possible, compare her to other companions, the only one I could do it for is Heather, as shes the only one Ive used outside of the vanilla companions, but if I were to compare her to Heather, Id say... Heather is awesome, but... think of comparing Piper to Heather. That is how you'd compare Heather to Lana.

 

There is no torch that can touch Lana when it comes to other companions. And that is biased, I know. And that is my perspective based on the fact that I made the kind of companion I wanted to play with. She might not be for everyone's taste. She's not ... easy. Meaning, she has emotions, she has triggers, she has moments that tear at your heart. She's raw. I didn't filter her to make her appealing to the masses. I made her have extreme heartbreak and not be afraid to show it. I made Lana to express things, I suppose one could say, that I couldn't say myself about things going on in my own life at the time about life, love, loss and the emotional trauma that results from it.

 

Anyways, Ive gone on TOO long, again. She's just my crowning achievement and I could talk about her forever. But wont... playing with her is one thing. I can lament in private about her shelving. Talking about her publicly, whetting people's appetites for something they'll likely never have? Thats too raw, even for me...

 

But if there were specifics you wanted to know, ask away. I'll see if I have answers to give.

Posted
35 minutes ago, Flashy (JoeR) said:

Context. What do you mean by size and scope?

 

If you refer to content, Lana is interwoven into the entire game, as if she was part of the game right from day one (and her esp file overrides literally every quest in the game to make that happen - she is definitely a bottom of your load order kind of mod). Written to be another survivor of Vault 111, so the player didn't have to do it alone. And she is very much, acutely so, aware of the world around her, how everything has changed from before the war. She comments on it. She learns from it. Like, she doesnt know what ferals are or deathclaws, so her commentary will reflect that lack of knowledge. But once she learns of them, her commentary changes to reflect her updated knowledge base of the world around her. This is true for everything in the game that doesnt come from your/her time. In this regard, she was written to be the foil by which you could empathize with the player, with her doing and saying all the things that the player never does about the world around them. Making numerous, game-long references to the dead player spouse and to Shaun, since the player doesn't do it. I wanted her to be everything that the player wasn't...

 

As far as her quests go, she has 14 affinity quests and numerous side quests.

 

To max her out, you would need to travel with her until you are roughly level 75. She is an extremely slow burn, as the saying goes. You dont get her and max her affinity in 1 or 2 game days. It takes at least 60 game days before she'll even confess to liking the player, but thats only if she actually does. She has a dynamic affinity system, replete with moods that change day to day, based on your actions.

 

If I were to honestly, as unbiased as possible, compare her to other companions, the only one I could do it for is Heather, as shes the only one Ive used outside of the vanilla companions, but if I were to compare her to Heather, Id say... Heather is awesome, but... think of comparing Piper to Heather. That is how you'd compare Heather to Lana.

 

There is no torch that can touch Lana when it comes to other companions. And that is biased, I know. And that is my perspective based on the fact that I made the kind of companion I wanted to play with. She might not be for everyone's taste. She's not ... easy. Meaning, she has emotions, she has triggers, she has moments that tear at your heart. She's raw. I didn't filter her to make her appealing to the masses. I made her have extreme heartbreak and not be afraid to show it. I made Lana to express things, I suppose one could say, that I couldn't say myself about things in my own life...

 

Anyways, Ive gone on TOO long, again. She's just my crowning achievement and I could talk about her forever. But wont... playing with her is one thing. I can lament in private about her shelving. Talking about her publicly, whetting people's appetites for something they'll likely never have? Thats too raw, even for me...

 

But if there were specifics you wanted to know, ask away. I'll see if I have answers to give.

I apologize. I just meant relative to size, scripts etc like when you compares to Heather. 

 

I know a crowning achievement. and honestly, it's yours. And Imho, shouldn't be shared with us.  I know what it means to put heart and soul into something.  And that something is not meant for anyone else.  I love and respect that in a creator.

 

Anyway,  how is 3.0 coming?  Hahahahaha

Posted
30 minutes ago, MrCruelJohn said:

I apologize. I just meant relative to size, scripts etc like when you compares to Heather. 

 

I know a crowning achievement. and honestly, it's yours. And Imho, shouldn't be shared with us.  I know what it means to put heart and soul into something.  And that something is not meant for anyone else.  I love and respect that in a creator.

 

Anyway,  how is 3.0 coming?  Hahahahaha

Oh. Yeah I don't know about Darlene.

 

Ellen the Cartographer though... she has 54 total scripts (including her fragments) at 324 kb total.

 

I just looked at Insane Ivy 4.0 now, but I've not played with her, so cant comment on content and the like. Plus Ivy is due for a MASSIVE update soon that is going to knock people's socks off I am sure!

 

Currently, Ivy though is 187 scripts at 532kb total, for v4.0.

 

But you know... size of the mod, script count, total MB for the scripts, it really doesn't illuminate what the companion offers to the player. Its just a cold comparison of things that really mean nothing in the end. Its the playing experience that counts and all the bells and whistles in Christendom don't amount to a hill of beans if the companion doesnt resonate with the player.

 

Its all subjective.

 

And there is no 3.0. ?

 

2.4 and then bug fixes. I cant mire down into one mod forever. Get it running, get it fixed. Make it stable, move on...

(and considering how stable this build of CSA is compared to every other iteration that came before, Id say I wont be on it for much longer)

Posted
1 minute ago, Flashy (JoeR) said:

Oh. Yeah I don't know about Darlene.

 

Ellen the Cartographer though... she has 54 total scripts (including her fragments) at 324 kb total.

 

I just looked at Insane Ivy 4.0 now, but I've not played with her, so cant comment on content and the like. Plus Ivy is due for a MASSIVE update soon that is going to knock people's socks off I am sure!

 

Currently, Ivy though is 187 scripts at 532kb total, for v4.0.

 

But you know... size of the mod, script count, total MB for the scripts, it really doesn't illuminate what the companion offers to the player. Its just a cold comparison of things that really mean nothing in the end. Its the playing experience that counts and all the bells and whistles in Christendom don't amount to a hill of beans if the companion doesnt resonate with the player.

 

Its all subjective.

 

And there is no 3.0. ?

 

2.4 and then bug fixes. I cant mire down into one mod forever. Get it running, get it fixed. Make it stable, move on...

 

Yes, punitive karma, FAP, bad girl devious followers, punishing mind breaks and all sorts of what not out there!  ;)  hahah... I know... just waiting around.  Long work hours... perusing Skyrim stuff... just been a long while since there... sigh, my heart and 3000 hours belongs to FO4... I should have just got another job. haha.

 

John

Posted

@Flashy (JoeR) Good to hear that the Companion Abductions are once again working, looking forward to the new build.

 

I decided that I would see if I could replicate the issues that @vaultbait was having with Supermutants and FEV Hounds. I can confirm that I am experiencing the same issue. I found a group of Supermutants that were accompanied by 2 FEV Hounds and ran three different tests all of which had Player Abduction chance set to 100%.

 

Test 1: Extended Surrender Types set to "ON". Entered combat and immediately surrendered with all Supermutants and FEV Hounds alive. Assault phase took place but only the FEV Hounds took part. After Assault phase I was give my normal 15 seconds to escape.

 

Test 2: Extended Surrender Types set to "ON". Entered combat killed both FEV Hounds and then attempted to surrender. However I received the message "Unable to surrender at this time", Supermutants killed me with no auto surrender taking place.

 

Test 3: Extended Surrender Types set to "OFF". Entered combat and immediately surrendered with all Supermutants and FEV Hounds alive. Assault phase took place but this time only the Supermutants took part (which is exactly what should happen with this setting). After Assault phase the Abduction even triggered and I was sent off to a Supermutant stronghold to play through the event.

 

Admittedly I have no knowledge of any sort of programming but what I'm seeing suggests to me that there is something in the Extended Surrender Types setting that is removing Supermutants from the list off allowed actors.

 

EDIT: Hold On! I may have found the bug! After posting I took a long look at the form lists posted on the previous page. The RSEII_CSA_Extended form list DOES NOT contain "SupermutantRace" but it does contain every other Race listed in the default form list. If I'm interpreting the way CSA works and it just swaps out form lists depending on what you have Extended Surrender Types set to, this would explain the bug and why only Supermutants seem to be affected.

Posted
18 minutes ago, Number24 said:

@Flashy (JoeR) Good to hear that the Companion Abductions are once again working, looking forward to the new build.

 

I decided that I would see if I could replicate the issues that @vaultbait was having with Supermutants and FEV Hounds. I can confirm that I am experiencing the same issue. I found a group of Supermutants that were accompanied by 2 FEV Hounds and ran three different tests all of which had Player Abduction chance set to 100%.

 

Test 1: Extended Surrender Types set to "ON". Entered combat and immediately surrendered with all Supermutants and FEV Hounds alive. Assault phase took place but only the FEV Hounds took part. After Assault phase I was give my normal 15 seconds to escape.

 

Test 2: Extended Surrender Types set to "ON". Entered combat killed both FEV Hounds and then attempted to surrender. However I received the message "Unable to surrender at this time", Supermutants killed me with no auto surrender taking place.

 

Test 3: Extended Surrender Types set to "OFF". Entered combat and immediately surrendered with all Supermutants and FEV Hounds alive. Assault phase took place but this time only the Supermutants took part (which is exactly what should happen with this setting). After Assault phase the Abduction even triggered and I was sent off to a Supermutant stronghold to play through the event.

 

Admittedly I have no knowledge of any sort of programming but what I'm seeing suggests to me that there is something in the Extended Surrender Types setting that is removing Supermutants from the list off allowed actors.

 

EDIT: Hold On! I may have found the bug! After posting I took a long look at the form lists posted on the previous page. The RSEII_CSA_Extended form list DOES NOT contain "SupermutantRace" but it does contain every other Race listed in the default form list. If I'm interpreting the way CSA works and it just swaps out form lists depending on what you have Extended Surrender Types set to, this would explain the bug and why only Supermutants seem to be affected.

Yeah, I found the same thing a bit ago, just didnt post about it yet (fixing another super mutant related thing - PLEA dialogue, as its only for humans and ghouls at the moment - you know, where beg not to be abducted) - youre right. The formlist for extended was the issue. Its fixed already in my internal build. But thanks for looking into it! :)

Posted
2 minutes ago, Flashy (JoeR) said:

Yeah, I found the same thing a bit ago, just didnt post about it yet - youre right. The formlist for extended was the issue. Its fixed already in my internal build. But thanks for looking into it! :)

Lol. One of these times I'm gonna tell you something you don't already know.

Posted
14 minutes ago, Number24 said:

Lol. One of these times I'm gonna tell you something you don't already know.

Trust... right now, I have work (which I do from home for the whole summer) and this mod. Nothing else in life whatsoever. So when I say that I have 14-16 hours a day to dedicate to fine tuning this mod, Im not exaggerating, lol! Which is to say, I catch things as I go along, quite often.

 

But I do appreciate people reporting because one day, I wont be in it 14-16 hours a day and other people's observations will be an asset.

 

 

Posted

I'm the only one who can't make the surrender hotkey work? I installed an earlier version to check (1.9) and the hotkey does work, but in 2.3 it doesn't.

 

Lowering the weapon works, the threshold also works. Just the hotkey... 

Posted

My guess is .... dirty save file.

 

Its not that it doesnt work, its that its stuck processing for some reason and will take about 5-6 minutes to process you want to surrender.  I noted this same thing when I was updating my dev save - and thats why I ended up Fallrim Tooling it. After which, the CSA mod purred like a kitten.

 

The problem isnt the mod per se, its that it uses the MCM to generate the hotkey listener. And because this is so, there isnt a registration or unregistration event I can call. The script just receives it via the MCM. Im thinking it gets dirty as a result, since the event cannot be unlistened for. Its just a wild guess, but its the only one that makes sense - the script is listening and gets stuck listening and cannot unstick itself and that translates into the save file.

 

image.png.c79afd8235062f2b98c08938110688d2.png

 

You see those? Active scripts? The OnControlDown is what the MCM is sending a hotkey to, but the scripting itself does not need to use the RegisterFor events for keypresses. And Surrender() being stuck is a function of OnControlDown, because when you press the control, it calls Surrender() as a function. So they get stuck in the save and then you update, it adds another layer to the save but that new layer cant resolve the stuck layer and so, everything gets bogged down and non-responsive. For the record, weapon lowering uses the OnControlUp function, which is different in that it measures how long you hold a key or control in before releasing it. And that isnt stuck in my save either... just the hotkey.

 

That screenshot is a DIRTY save.

 

End result, deactive the mod, launch the game, load you save. let it play for a couple of minutes and then save it. Quit the game. Load Fallrim tools and your save game (itll be the newest one, sorting by date). Set the filter for RSEII_CSA - delete everything you can from the object tree window. Then use the CLEAN menu and ensure you click on Remove Unattached Instances. When it does its thing, save the save game.

 

Reactive CSA, load the game with your save and you should see that CSA purrs.

 

Or... wait until 2.4 is ready and then do this process...

Posted
2 minutes ago, JBpy said:

I'm the only one who can't make the surrender hotkey work? I installed an earlier version to check (1.9) and the hotkey does work, but in 2.3 it doesn't.

 

Lowering the weapon works, the threshold also works. Just the hotkey... 

I’m running CSA 2.3 and the hotkey was working perfectly for me when I was doing my tests a couple hours ago. Have you checked in the “Registered Hotkeys” (I think that’s what it’s called, it lists all your hotkeys for all your MCM compatible mods in one place) section of MCM to make sure that you don’t have a different mod trying to use the same key?

Posted
4 minutes ago, Number24 said:

I’m running CSA 2.3 and the hotkey was working perfectly for me when I was doing my tests a couple hours ago. Have you checked in the “Registered Hotkeys” (I think that’s what it’s called, it lists all your hotkeys for all your MCM compatible mods in one place) section of MCM to make sure that you don’t have a different mod trying to use the same key?

See post above yours ;)

Posted
6 minutes ago, Flashy (JoeR) said:

See post above yours ;)

I know, I saw. But in my defense your post wasn’t there when I started writing that. I should attend more parties, seeing as I’ve perfected the art of being fashionably late.

 

Edit: Okay maybe not “perfected” I do occasionally show up at the wrong metaphorical address. As was the case above.

Posted
7 minutes ago, JBpy said:

Thanks guys. It works now. Gonna wait the new version :thumbsup:

More info! LOL! How did you resolve it, in case others have the same issue?

Posted
31 minutes ago, Flashy (JoeR) said:

More info! LOL! How did you resolve it, in case others have the same issue?

Sorry LOL. 

 

I did everything you suggested. Disable the mod. Cleaned with Fallrim Tools just as you indicated. Play for a while. Save game. Activate RSE CSA.

 

Did not work.

 

Then I thought of a small probability. I  feel ashamed ... ha ha ha. My version is different because I have it translated into Spanish. When I downloaded version 2.3, I moved all the translated lines from 1.9 to 2.3 through an "ESP ESM Translator" tool. I guess I should translate from the new versions and not the old ones, because some script is fucking around ...

 

So what I did was reinstall the mod in English ... and the hotkey came back to work. :sweat_smile:

 

Then I installed the Spanish version and the hotkey did not work.

 

Everything is OK now. Or... todo está bien. :thumbsup:

 

Spoiler

ScreenShot9.png.cb61d0f050270898754d07ecb8389e60.png

 

 

Posted

I found the small culprit of my translation. One line caused confusion in the mod. "csahotkey" should have translated it as just "csahotkey", and yet for some reason I translated it as "You can not surrender right now"... 

 

I have changed it and now my 2.3 version works in Spanish. In case anyone is interested in translating to other languages ... be careful in the scripts section.

 

1.png.8e453243c0b9c6143c9dc8772efb0f08.png

Posted

And just like that, after many hours of painful work .... v2.4 is done and awaiting further bug reports before deploying it.


I really don't want to make a 2.5, lol, let alone a 3.0, so this update can wait until I am sure there are no more mod-breaking bugs in the current build that I haven't already squashed.

 

Whats coming in v2.4?

  • Super Mutants added back into the Extended Creatures formlist.
  • Super Mutants now have unique and race appropriate dialogue throughout the mod.
  • Companion Abduction code has been bug fixed.
  • Companion Abduction quests have been error proofed.
  • Companion Abduction hardcore mode added.
  • Player Abductions now have a debug trace that goes into papyrus logs if a player abduction fails to start.
  • Player Abduction hardcore mode added.
  • Both player and companion hardcore modes have two components to them.
  • One, a series of extra hostiles is added to the dungeons, regardless of your level.
  • Two, MORE hostiles get added, boss level ones, as your level passes lvl20 and lvl30. So hardcore mode is slightly scalable.
  • Diamond City Security travel package to arrest player has been fixed.
  • Gender filter on CSA has been tweaked to only remove if human or ghoul.
  • Dump spots for player abductions have been fixed.
  • Fixed pre-rape bribery attempt dialogue.
  • New "Visitation" outcome if with Raiders or Gunners - being drugged. Possible to gain addictions while abducted.
  • Transformed the "subservience" response to "visitors" into a playable mechanism.
  • Now if you become subservient, your captors stop coming to you for sex and you must go to them.
  • Fail to do so, and you start to suffer crippling pain - periodic health damage and leg crippling effects.
  • Even though you are subservient, you still have free movement range limitations and exceeding them ends abduction, as before.
  • Once you engage with any of your captors, you will have four choices.
    • Have sex. Obvious.
    • Beg for food. You can only do this once every four game hours.
    • Beg for water. You can only do this once every four game hours.
    • Beg for freedom. You can only do this once every four game hours. Requires CHR of 7+ to see this option.
    • If you pass the HARD speech check for freedom, you will be asked if you want to give up on your gear or not.
    • If you dont, you stay in abducted state.
    • If you want your freedom bad enough to not claim your stolen items, you get a 15 second head start before the abduction closes down.
    • Begging for food and water is in there because you now dont receive sustenance from "visitors" anymore, since you no longer get "visitors".
  • Tweaked abduction closure code to ensure sex need debuff is removed on ALL methods of ending player abductions.
  • Added Raider Pet custom event registration to remove movement limits and to end abductions gracefully when you escape in Raider Pet.
  • Finally, whatever bugs you all report in the next couple of days.
  • And then... once 2.4 is out, that will be the last feature add to the mod, aside from bug fixes.

 

BIG UPDATE. But if I'm going to go out, trust the fuck out of me that I'll be going out big and THEN going home. :D

 

 

Posted
7 hours ago, Flashy (JoeR) said:

And then... once 2.4 is out, that will be the last feature add to the mod, aside from bug fixes.

Famous last words...

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