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


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Posted
4 minutes ago, JBpy said:

I was afraid to say that something was still failing xD But everything is great now, I have tested three kidnappings and three escapes. Everything is perfect now. ?

 

During an escape, I was shot by a raider located on the second floor of a building. The bastard took his time: he walked all the way to me XD

 

There were a couple of "fights" between Raider Pet and CSA, when my captor spoke to me. I'll have to dig deeper into another moment and maybe Stobor will help us. Hey, if Raider Pet starts, do you know if I can still receive visits from the CSA captor? Because I want to see if I can get him to force drugs on my character.

 

Now I just want to try the new additions.

There is nothing to stop the refalias from filling just because you are a Pet. It looks for a raider in the area, that is all. And then makes them walk to you and rape, beat or drug up.

 

Should be no conflicts at all.

 

And YAY! Im glad to hear its all working for you now!

Posted
50 minutes ago, Flashy (JoeR) said:

There is nothing to stop the refalias from filling just because you are a Pet. It looks for a raider in the area, that is all. And then makes them walk to you and rape, beat or drug up.

 

Should be no conflicts at all.

 

And YAY! Im glad to hear its all working for you now!

Talking about refalias error I just got my first one. It happened just after being raped twice and was just about to be teleported to the abduction camp when this error appeared and then reset the game back to last save. I know my load order is a bit of a mess but I did not have this before with 1.9 -2.4 ?

 

Actually forget I said anything I think it was a glitch. as I just tried 4 times to repeat it and I could'nt  sorry ..

Posted
21 minutes ago, mashup47 said:

Talking about refalias error I just got my first one. It happened just after being raped twice and was just about to be teleported to the abduction camp when this error appeared and then reset the game back to last save. I know my load order is a bit of a mess but I did not have this before with 1.9 -2.4 ?

Player abduction error?

 

Show me the trace from your papyrus logs (if you have logging enabled). Also, screens of your MCM's abductions page.

 

Its likely you just didnt have an applicable dungeon to be teleported to. And that is normal in some cases.

 

Oh wait... you said it reloaded the game. That cant be good, unless you died somehow right at that moment, maybe from the beating you get before being sent to the abduction site. Shit. I should look into that and not allow it to hurt you if you dont have enough HP to handle the pain.

Posted

On the ba2 version, I get a lot of "missing file" and RSE is non functional. (duh! LOL)

 

 


[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_IllnessBlurryVisionScript", missing file?
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_VomitScript", missing file?
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_PoopMEScript", missing file?
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_VomitObjectRefScript", missing file?
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_PoopObjectRefScript", missing file?
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_GnatObjectRefScript", missing file?
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_KarmaScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_KarmaScript to RSEII_Core_KarmaMonitor (0D00174D) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_CooldownTimerScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_CooldownTimerScript to RSEII_Blocker_CooldownTimer (0D001EEF) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_WashroomFunctionsScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_WashroomFunctionsScript to RSEII_Core_WashroomMonitor (0D001EF5) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_IllnessScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_IllnessScript to RSEII_Core_IllnessMonitor (0D001EF6) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_DDScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_DDScript to RSEII_External_DeviousDevices (0D002E45) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_RHScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_RHScript to RSEII_External_RealHandcuffs (0D002E46) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_RaiderPetScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_RaiderPetScript to RSEII_External_RaiderPet (0D002E47) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_ExternalModsScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_ExternalModsScript to RSEII_Monitor_ExternalMods (0D0035E1) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_UpdateVersionScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_UpdateVersionScript to RSEII_Functions_UpdateVersion (0D003D7B) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_BadEndScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_BadEndScript to RSEII_External_BadEnding (0D004515) because their base types do not match
[07/11/2019 - 11:07:22PM] Cannot open store for class "RSEII:RSEII_ImprisonmentScript", missing file?
[07/11/2019 - 11:07:22PM] error: Unable to bind script RSEII:RSEII_ImprisonmentScript to RSEII_Imprisonment_Main (0D005BE4) because their base types do not match

 

 

Posted
18 minutes ago, izzyknows said:

I see now... someone forgot a folder. ;)

What the heck?

 

The BA2 is looking for the scripts from the ESM??? Why would Bethesda's archive tool want to include the scripts from the ESM as well?

Posted
4 minutes ago, Flashy (JoeR) said:

What the heck?

 

The BA2 is looking for the scripts from the ESM??? Why would Bethesda's archive tool want to include the scripts from the ESM as well?

Cause... Bugthesda! hehehehe

Posted
25 minutes ago, izzyknows said:

I see now... someone forgot a folder. ;)

Wait. You DO have the RSE II Resources ESM installed, right?

Posted

@Flashy (JoeR) Okay Joe, this time... this time I may actually tell you something you don't know. I'm pretty sure I've found the mod conflict that is causing CSA to hang up on my tests. It's RSE II: Shenanigans. More precisely it seems to be when a Shenanigans random event overlaps with a CSA event. On my Supermutant test save it just so happens to be night time and I am very close to Finch Farms and a trader caravan also happens to be passing close by at the same time, all this meaning that Shenanigan events happen a lot (they're virtually guaranteed). In the many tests I've done today it had crossed my mind that I was seeing a lot of Shenanigans events and that perhaps AAF was getting overloaded and that is what was causing everything to hang up. This idea was re-enforced when you posted your load order and I noticed that Shenanigans was absent. So I decided that I'd load up the same save, disable Shenanigans via MCM and give it a go.

 

Test Parameters:

Extended Surrender Types: On

Number of Assaults: 4

Solo Limit: On

Village Bicycle: On

 

Results:

With Shenanigans disabled in MCM: 10 out of 10 trials went perfectly and exactly as intended. 4 Assaults took place, being carried out by 4 random attackers which were a mixture of Supermutants and FEV Hounds.

 

For Tests 11, 12 and 13 I re-enabled Shenanigans in MCM. In all three of these trials a Shenanigans event overlapped with the CSA events, and in all three trials the CSA event hung up after the first or second attacker.

Posted
32 minutes ago, Number24 said:

Okay Joe, this time... this time I may actually tell you something you don't know. I'm pretty sure I've found the mod conflict that is causing CSA to hang up on my tests. It's RSE II: Shenanigans. More precisely it seems to be when a Shenanigans random event overlaps with a CSA event. On my Supermutant test save it just so happens to be night time and I am very close to Finch Farms and a trader caravan also happens to be passing close by at the same time, all this meaning that Shenanigan events happen a lot (they're virtually guaranteed). In the many tests I've done today it had crossed my mind that I was seeing a lot of Shenanigans events and that perhaps AAF was getting overloaded and that is what was causing everything to hang up. This idea was re-enforced when you posted your load order and I noticed that Shenanigans was absent. So I decided that I'd load up the same save, disable Shenanigans via MCM and give it a go.

 

Test Parameters:

Extended Surrender Types: On

Number of Assaults: 4

Solo Limit: On

Village Bicycle: On

 

Results:

With Shenanigans disabled in MCM: 10 out of 10 trials went perfectly and exactly as intended. 4 Assaults took place, being carried out by 4 random attackers which were a mixture of Supermutants and FEV Hounds.

 

For Tests 11, 12 and 13 I re-enabled Shenanigans in MCM. In all three of these trials a Shenanigans event overlapped with the CSA events, and in all three trials the CSA event hung up after the first or second attacker.

I should always lead with this fact.

 

I made Shenanigans (based off Vinfamy's Autonomy), yes, but I detest it, everything about it in fact, because I know the nightmare running a mod like that can create in your game and save files. I truthfully detest it. But people want it and people use it. Its dangerous. And as you noticed, I will not and do not use it in my games.

 

Do you know the only reason RSEII became a master file was to PREVENT shenanigans from interfering with NPCs that were already involved in other things? No shit. Resources ESM - keyword - NPCInScene. Its sole use is to BLOCK npcs with that keyword from being used by shenanigans (and hookers once Brothels is converted). LOL.

 

Autonomy / Shenanigans has its uses I suppose - but I dont think it should be happening as frequently as people make it happen. Once or twice in a 12 game-hour window, thats fine. But a settlement of 20 settlers, going at it non-stop all night long? Recipe for disaster.

 

I get people want babies in the settlements. I get people have a voyeurism things going on. But its a dangerous mod to use. It was okay-ish under fourplay (because lets face it, FP was simple and not taxing on your computer), but with the complexity of AAF, too many calls happening at once, I can see how it might cause issues. AAF is a beautiful thing man, a beautiful complex thing that gives us everything we ever wanted. But it comes with a pricetag that people seldom consider. And using a mod like Shenanigans, full bore, non-stop is a recipe for ... drum roll ... yep, said it a few times already ... disaster.

 

Anyways, rant off.... (though I still fucking hate that mod)

 

Im glad you got it figured out and that CSA is working the pro for you now. :)

 

And thanks for all of the information too!

Posted
14 minutes ago, Flashy (JoeR) said:

I should always lead with this fact.

 

I made Shenanigans (based off Vinfamy's Autonomy), yes, but I detest it, everything about it in fact, because I know the nightmare running a mod like that can create in your game and save files. I truthfully detest it. But people want it and people use it. Its dangerous. And as you noticed, I will not and do not use it in my games.

 

Do you know the only reason RSEII became a master file was to PREVENT shenanigans from interfering with NPCs that were already involved in other things? No shit. Resources ESM - keyword - NPCInScene. Its sole use is to BLOCK npcs with that keyword from being used by shenanigans (and hookers once Brothels is converted). LOL.

 

Autonomy / Shenanigans has its uses I suppose - but I dont think it should be happening as frequently as people make it happen. Once or twice in a 12 game-hour window, thats fine. But a settlement of 20 settlers, going at it non-stop all night long? Recipe for disaster.

 

I get people want babies in the settlements. I get people have a voyeurism things going on. But its a dangerous mod to use. It was okay-ish under fourplay (because lets face it, FP was simple and not taxing on your computer), but with the complexity of AAF, too many calls happening at once, I can see how it might cause issues. AAF is a beautiful thing man, a beautiful complex thing that gives us everything we ever wanted. But it comes with a pricetag that people seldom consider. And using a mod like Shenanigans, full bore, non-stop is a recipe for ... drum roll ... yep, said it a few times already ... diaster.

 

Anyways, rant off.... (though I still fucking hate that mod)

 

Im glad you got it figured out and that CSA is working the pro for you now. :)

 

And thanks for all of the information too!

I'm thinking I will uninstall Shenanigans. Primarily for the issues its causing me with CSA but also as you said the levels of rando sex that happens is over the top... even for me. Besides with all the things that can happen between CSA, Sex em Up and Hookers of the Commonwealth there is perhaps enough sex in my FO4.

 

I am curious, is the Brothels conversion something on your "to-do" list as part of RSE or is it someone else's project that you're just trying to be forward thinking about regarding possible mod conflicts in the future?

Posted

sorry for my tardiness but basically as @Number24  Say's  when kidnapped and it come to a visit. A Shenanigans event happens and two raider end up screwing each other rather then me :( .  Poor me stuck in a house with 10 raiders who only want to shag each other rather then me boo hoo :bawling:    not sure if I'm right but anything in ba,esl,esm files will always be overridden by loose file's .

 

I get the feeling I'm try to teach my grandpa how to suck eggs.

Posted

Sers.

 

I used V2.4 of your Mod with Vortex just fine. It work's flawless.

Only thing you might have to take into account are the sorting rules.

Some of those need to be made manually, since (as Flashy said) the build in Autosort of Vortex doesn't sort AAF related mods properly.

Most of them appear at the place they are installed. So if you install another Mod, which has AAF related scripts, it might overwrite CSA scripts since the other Mod will just be placed below CSA in Load Order. (Vortex however asks at install which Mod should overwrite the other)

Make sure you put CSA pretty far, below other AAF Mods (Raider Pet, etc.)

 

You can create rules in Vortex with the "rules" button in the PlugIn List, or by dragging the mod on another Mod.

The same window will open as when you click the rules button.

There you can choose which Mod loads AFTER the other.

 

A raw load order of AAF and AAF Mods can be found here for example:

https://docs.google.com/document/d/1kzI5mvBOD3xixs0RaKyCwBfZqCC-cCybJH_wJjgWLIU/edit

My load order is basically manually sorted like that:

 

*.esm (with AAF pretty far up, DD and torture below)

clothing and armor mods

animations

AAF mods (with CSA at the bottom of those)

every other mod in order as described on the Mod page (if load order is relevant)

alternate start

scrapping mods

 

You best assign categories to each Mod inside the PlugIn List. Before that alter the categories themself as you see fit and move them in the desired position.

You dont have to move ever Mod around, or create rules for each Mod if you assigned categories and then let Vortex sort per categorie.

 

Cheers.

 

PS: I'd like to suggest you create a pure AAF setup. So only the basic mods needed for AAF and CSA.

Also make sure you are using the latest version of Fallout, F4SE and AAF.

Most Mods have been updated to the new Fallout Version.

Another small thing. Some users reported problems while using DEF UI. It alters the HUD and MIGHT cause problems since some AAF mods rely on the vanilla HUD. Could be a problem...

Posted
21 minutes ago, Ravecreator said:

I used V2.4 of your Mod with Vortex just fine. It work's flawless.

Only thing you might have to take into account are the sorting rules.

Same here, using Vortex, and it works great, never really had problems with it, 67 mods, including CSA and MCG, CSA handles the combat part, MCG the social part. Trying to keep it light with this install, and not just bury everything in mods, especially script heavy ones.

 

And I am using Autosort.

Posted

CSA may be working OK, I don't care having fully working Violate.
I tried CSA for abductions. And, despite disabling SEU,Violate, Raider Pet, Shenanigans and launching on clean save, it is broken on multiple levels. Like receiving beating (despite disabling it) and no sex. Nothing happens for X minutes, script freezing. In other words, abduction is worse than in fall 2018 RSEE.

Good luck with development, I'll check it in few months.

Posted
6 hours ago, Flashy (JoeR) said:

Wait. You DO have the RSE II Resources ESM installed, right?

Yeper I do. v0.8b installed and activated.

Posted

Ok Just loaded up the 2.4.1 Was still getting the abduction defalias error. Changed the mcm abduction level to allow abductions above my level and that fixed it. It did however dump me in the supply depot with two locked doors and no way out or for visitors to get in.

On a side note 'not your mod related' but after i update aaf themes my animations never seem to run I have to reload them with their patches again in vortex then everything works as it should

 

Posted
1 hour ago, chimchimny said:

Ok Just loaded up the 2.4.1 Was still getting the abduction defalias error. Changed the mcm abduction level to allow abductions above my level and that fixed it. It did however dump me in the supply depot with two locked doors and no way out or for visitors to get in.

On a side note 'not your mod related' but after i update aaf themes my animations never seem to run I have to reload them with their patches again in vortex then everything works as it should

 

Can you attach your papyrus log for me?

 

My Documents\My Games\Fallout4\Logs\Script\Papyrus.0.log

 

Specifically I want to see the list of location aliases used for your abductions, because, when you say supply depot, my mind thinks Federal Ration Stockpile, which the scripting is supposed to put the key in your inventory so you can get out.

 

 

Posted
7 hours ago, Number24 said:

I'm thinking I will uninstall Shenanigans. Primarily for the issues its causing me with CSA but also as you said the levels of rando sex that happens is over the top... even for me. Besides with all the things that can happen between CSA, Sex em Up and Hookers of the Commonwealth there is perhaps enough sex in my FO4.

 

I am curious, is the Brothels conversion something on your "to-do" list as part of RSE or is it someone else's project that you're just trying to be forward thinking about regarding possible mod conflicts in the future?

Good plan BTW. Shenanigans is trouble. As for Brothels, it is my own mod, a conversion of the RSE Elements build that you can still download and use now, just, it wont block NPCs from RSEII events.

 

 

3 hours ago, CobraPL said:

CSA may be working OK, I don't care having fully working Violate.
I tried CSA for abductions. And, despite disabling SEU,Violate, Raider Pet, Shenanigans and launching on clean save, it is broken on multiple levels. Like receiving beating (despite disabling it) and no sex. Nothing happens for X minutes, script freezing. In other words, abduction is worse than in fall 2018 RSEE.

Good luck with development, I'll check it in few months.

Beating disable is not broken - it is your understanding of it that is broken. The MCM toggle blocks only certain layers of beatings not ALL beatings, though in hindsight, either the wording is not appropriate in the MCM and causes some people confusion or I need to make it a global block rather than a situational one.

 

As for the other things you are experiencing, well, hate to point this out, but other people in this thread, within the last 24 hours, clearly are saying it works flawlessly. Therefore the problems are USER related and not MOD related. I hate to be a dick and point out this very obvious fact, but it is what it is and its not on me to resolve any one user's load order or installation issues, nor to build their knowledge of how such things should be done when installing highly complex mods.

2 hours ago, izzyknows said:

Yeper I do. v0.8b installed and activated.

Then that is very weird that the CK wants to include the scripts from the ESM into the CSA ba2 and I am literally stumped as to why that is.

Posted

 

35 minutes ago, Flashy (JoeR) said:

Can you attach your papyrus log for me?

 

My Documents\My Games\Fallout4\Logs\Script\Papyrus.0.log

 

Specifically I want to see the list of location aliases used for your abductions, because, when you say supply depot, my mind thinks Federal Ration Stockpile, which the scripting is supposed to put the key in your inventory so you can get out.

 

 

I don't seem to have a logs folder.

I have the Stockpile password in my inventory but when i approach the door there is no mechanism to unlock door . I does not say locked door/ unlock door. Do i need to turn something on to get papyrus scripts

Posted
3 minutes ago, chimchimny said:

 

I don't seem to have a logs folder.

I have the Stockpile password in my inventory but when i approach the door there is no mechanism to unlock door . I does not say locked door/ unlock door. Do i need to turn something on to get papyrus scripts

You need to access the computer beside the door - that is what unlocks it - the key you got is technically the password for the terminal.

 

https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging

 

Enable logging:

Open the file : ..\Documents\My Games\Fallout 4\Fallout4Custom.ini

Add the following to your Fallout4Custom.ini file:

 [Papyrus]
 bEnableLogging=1
 bEnableTrace=1
 bLoadDebugInformation=1
 bEnableProfiling=1
 sDefaultLogOverlay=Papyrus
Posted
9 minutes ago, Flashy (JoeR) said:

You need to access the computer beside the door - that is what unlocks it - the key you got is technically the password for the terminal.

 

https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging

 

Enable logging:

Open the file : ..\Documents\My Games\Fallout 4\Fallout4Custom.ini

Add the following to your Fallout4Custom.ini file:


 [Papyrus]
 bEnableLogging=1
 bEnableTrace=1
 bLoadDebugInformation=1
 bEnableProfiling=1
 sDefaultLogOverlay=Papyrus

Just checked to make sure i hadn't missed the terminal but the computer is on the other side of the door that you cannot open.

Posted
7 minutes ago, chimchimny said:

Just checked to make sure i hadn't missed the terminal but the computer is on the other side of the door that you cannot open.

Youre correct - Im going to look into how the terminal unlocks the door. Which isnt as easy as it sounds because those doors arent technically doors, according to the CK, they are what is called an activator, meaning, they need to be activated by something in order to do a task, like animate open in their case.

 

Might take some doing, since its using linkedrefs between the terminal and the "doors". Failing getting it to work, I will likely have to block this location from being selected.

 

Thanks for pointing this out!

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