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


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Posted

So I encountered an odd bug today and I was curious if anyone else has seen it. I recently installed AJ’s XML’s to allow for the possibility of female actors filling the place of male actors. Anyway I found that if AAF called up any of the animations that utilized the new xml’s during a CSA triggered assault the animation would just continue (seemingly forever, let one run for over 4 min). And if I ended the animation via the AAF Home controls everyone would just stand around in place. Seemingly as if CSA wasn’t getting sent the message that the animation had ended.

 

As a result I have uninstalled AJ’s XML’s. Now I just need to figure out how to fix the backward erections that AJ’s XML’s seems to have triggered.

Posted

https://www.nexusmods.com/fallout4/mods/40133

 

My Stealthy Takedowns mod has been updated to v1.4 and it is now RSE II CSA aware and will block stealthy takedowns during player abductions, since CSA has its own spin on that built in AND it is made specifically for abductions. The nexus mod on the other hand, if used during abductions, would break the functions of the abduction. Hence the update. For those that installed it.

 

And @MrCruelJohn, its getting good traction, but far from being a hotfile. LoL! 

Posted
2 hours ago, Flashy (JoeR) said:

https://www.nexusmods.com/fallout4/mods/40133

 

My Stealthy Takedowns mod has been updated to v1.4 and it is now RSE II CSA aware and will block stealthy takedowns during player abductions, since CSA has its own spin on that built in AND it is made specifically for abductions. The nexus mod on the other hand, if used during abductions, would break the functions of the abduction. Hence the update. For those that installed it.

 

And @MrCruelJohn, its getting good traction, but far from being a hotfile. LoL! 

 

I downloaded just so I can vote and endorse you brother! (and for over 600 downloads now, it is moving really good!)

John

Posted
37 minutes ago, MrCruelJohn said:

 

I downloaded just so I can vote and endorse you brother! (and for over 600 downloads now, it is moving really good!)

John

Yep, almost 1000 in 24 hours. I can live with that. :) And thanks for the endorsement!

 

And speaking of takedowns and 24 hours... its been that long since v2.5 of this mod released and not a single complaint and bug report on the new features! I'm chuffed! Hopefully that means I can finally stop worrying about this mod, call it complete and move onto something else now.

 

Posted

Are there any known conflicts for RSE II and its mods aside from older versions of RSE 1 of course? CSA II seems to take a long time to start the animations even on a clean save with nothing but RSE and its requirements installed. But after the rest of my load order is added it gets stuck the first rape is endless (went up to 10 minutes) unless I force it to end and then the rapist is unresponsive and won't speak. It can progress if I force the rapist into a solo animation and cancel it it'll progress to the abduction phase. Going to keep testing the load order for now to find what if anything is disrupting it.

Posted
24 minutes ago, memphis77 said:

this version is causeing my game to crash tested it over and over :(

Proof? Because noone else, including me, is reporting or experiencing the issue...

Posted
2 hours ago, Spectre5342 said:

Are there any known conflicts for RSE II and its mods aside from older versions of RSE 1 of course? CSA II seems to take a long time to start the animations even on a clean save with nothing but RSE and its requirements installed. But after the rest of my load order is added it gets stuck the first rape is endless (went up to 10 minutes) unless I force it to end and then the rapist is unresponsive and won't speak. It can progress if I force the rapist into a solo animation and cancel it it'll progress to the abduction phase. Going to keep testing the load order for now to find what if anything is disrupting it.

Might be related to XMLs that have been added - as I recall, there was some conversation about such occurrences relating to some XML patch file or other. Can't recall which. Its just an itch of a recollection. Aside from that, nothing should conflict, no, unless you are running Violate and this mod at the same time, which would be kind of ... silly? Yeah, silly. Anyways, no. No conflicting mods that I am aware of. And as someone who hasnt updated since b78 of AAF and its various patches / themes, I can tell you that for me, nearly everything is immediate, aside from the initial gathering phase, which of course can be modified in your AAF ini file. Not once have I had it get stuck or had anyone unresponsive.

Suggest waiting until there are no CSA events or Abductions going on and then go into the MCM and FORCE the mod to update itself (located in GENERAL page) - click it once and then exit the MCM. Perhaps the scripting just needs to flush out of your save and then reload itself into it.

Posted

Can't seem to get Devious Devices to work even after assaults it says you have been locked in a Devious Device none seem to appear in the apparel screen or visually on the character. Is there a very specific order the mods must be placed in to work properly together?

Posted
3 minutes ago, Spectre5342 said:

Can't seem to get Devious Devices to work even after assaults it says you have been locked in a Devious Device none seem to appear in the apparel screen or visually on the character. Is there a very specific order the mods must be placed in to work properly together?

Not at all - Devious Devices is a master file and always loads at the top. Odd that they aren't showing however - its the same scripting that has been in use since Vinfamy first wrote it for the original Violate 2+ years ago... kind of stumped. Im not a DD fan or user (since the mod is known to have massive issues). Much prefer RealHandcuffs to be honest.

 

Perhaps some DD using kind soul can help out...

Posted
4 minutes ago, Flashy (JoeR) said:

Might be related to XMLs that have been added - as I recall, there was some conversation about such occurrences relating to some XML patch file or other. Can't recall which. Its just an itch of a recollection. Aside from that, nothing should conflict, no, unless you are running Violate and this mod at the same time, which would be kind of ... silly? Yeah, silly. Anyways, no. No conflicting mods that I am aware of. And as someone who hasnt updated since b78 of AAF and its various patches / themes, I can tell you that for me, nearly everything is immediate, aside from the initial gathering phase, which of course can be modified in your AAF ini file. Not once have I had it get stuck or had anyone unresponsive.

Suggest waiting until there are no CSA events or Abductions going on and then go into the MCM and FORCE the mod to update itself (located in GENERAL page) - click it once and then exit the MCM. Perhaps the scripting just needs to flush out of your save and then reload itself into it.

Well I know that using a clean save is a particular issue for because my load order has to have the first 20 mods activated on  a new save then go prep a few things in game at certain locations and then activate the rest of the load order. Perhaps some time after loading saves and transitioning different cells it will flush out like you say. Back in Skyrim certain mods will only show in the MCM after you have played a few hours quit the game and reload thats probably all it needs is time.

Posted
2 minutes ago, Flashy (JoeR) said:

Not at all - Devious Devices is a master file and always loads at the top. Odd that they aren't showing however - its the same scripting that has been in use since Vinfamy first wrote it for the original Violate 2+ years ago... kind of stumped. Im not a DD fan or user (since the mod is known to have massive issues). Much prefer RealHandcuffs to be honest.

 

Perhaps some DD using kind soul can help out...

Thats my plan for now to use the handcuffs so I don't look like I'm just standing there during abductions not restrained. I'll have to look into DD a different time I've all ready spent a long time trying to toy with it need to get back to PLAYING the game.

Posted

Hello brother.

 

I have actually got to play CSA (work) … I went through the 10 cycles with SM at the waterworks.  3 SM and one FEV hound.  The bicycling only went with one SM and the hound while the other 2 stood around (may not have been identified as part of the hostile group?  they ran up later than the 1 SM/hound).   Piper was never assaulted even though she is 33% - might have just not been selected.  After the 10 rounds, the engaged SM just wacked me on the head and I died - not sure if this is an alternative end?  Haha... I was waiting for the abduction (50%) … 

 

Anyway, only thing I noticed was long delays between rounds... 

 

Thanks,  brother.

John

Posted

I seem to be having an issue presently. Just did a complete reinstall of AAF with the Beta 90 version and the latest One patch to rule them all. Got all my themes, packs, patches etc. Now when i surrender in combat, or solicit an NPC in prostitution, no scenes are playing with this mod. Im rooted to the ground and everyone involved just stands around when in a combat surrender, and in solicitations, i can move but no scenes then either. I can trigger scenes fine using, say, AAF  prostitution or AAF violate. I'm not getting any error messages from AAF so i cant figure out what the problem is. Anyone suggest anything?

Posted
1 hour ago, MrCruelJohn said:

Hello brother.

 

I have actually got to play CSA (work) … I went through the 10 cycles with SM at the waterworks.  3 SM and one FEV hound.  The bicycling only went with one SM and the hound while the other 2 stood around (may not have been identified as part of the hostile group?  they ran up later than the 1 SM/hound).   Piper was never assaulted even though she is 33% - might have just not been selected.  After the 10 rounds, the engaged SM just wacked me on the head and I died - not sure if this is an alternative end?  Haha... I was waiting for the abduction (50%) … 

 

Anyway, only thing I noticed was long delays between rounds... 

 

Thanks,  brother.

John

I know its a pooey thing to say, but the gathering phase is not something I can control, sadly. And there is always going to be some delay with this mod in routing to new rapists simply because of the layers of complexity I have put into the subroutines to do the tasks, with IsDead() and Geneder Preference and Power Armor filtering that occurs prior to sending the player to AAF, every time the player needs to go to AAF. Its a sad consequence for the type of mod that this is.

1 hour ago, Teddar said:

I seem to be having an issue presently. Just did a complete reinstall of AAF with the Beta 90 version and the latest One patch to rule them all. Got all my themes, packs, patches etc. Now when i surrender in combat, or solicit an NPC in prostitution, no scenes are playing with this mod. Im rooted to the ground and everyone involved just stands around when in a combat surrender, and in solicitations, i can move but no scenes then either. I can trigger scenes fine using, say, AAF  prostitution or AAF violate. I'm not getting any error messages from AAF so i cant figure out what the problem is. Anyone suggest anything?

Thats a very strange circumstance that I will need to look into on my own current build. I have not experienced this with CSA on it's own, but have yet to test CSA / Prostitution out while installed on the same save. There may be something going on within Brothels mod that is causing havoc. But I tend to think not so much. I can only say with certainty that the CSA mod's scripting is quite intensive - weighing in at roughly 150kb for the script, which is MASSIVE for a mod script - and that could cause delays, but not the effects you are noting. Again, I'll see if I can replicate it and if so, try to mitigate it somehow.

Posted
2 minutes ago, Teddar said:

Hmm. If brothels could be the cause, i'll try removing it and see if CSA works on its own. Worth a try! ?

I only mentioned brothels as you'd talked about the solicitation approaches hanging up.

 

Personally, I think there is a lot of fluctuation going on in the AAF eco-sphere at the moment, with new patch thing and updates and new themes, etc. Observationally, these sorts of things people see are when updating to these newer and not yet fully tested updates and patches, whereas, on my stable b78 build of AAF, I never encounter any issues that other people see. I suppose it could be installing these new builds on existing saves and it causing dirty elements in the save file, but I have no way to know. All I can speak to with certainty is that my dev build of FO4, with AAF b78 never fails and everything I script out works flawlessly.

 

For what that is worth...

Posted
5 hours ago, Flashy (JoeR) said:

Proof? Because noone else, including me, is reporting or experiencing the issue...

2.4 run fine 2.5 game crashes at loading screen take mod off works fine put it on game crashes at loading screen

Posted
1 minute ago, memphis77 said:

2.4 run fine 2.5 game crashes at loading screen take mod off works fine put it on game crashes at loading screen

can you meebe post 2.4 dl here ???

Posted
8 minutes ago, memphis77 said:

can you meebe post 2.4 dl here ???

Windows Explorer -> DOWNLOADS

 

You'll find 2.4 that you downloaded in that folder on your PC. ;)

Posted
59 minutes ago, Flashy (JoeR) said:

Windows Explorer -> DOWNLOADS

 

You'll find 2.4 that you downloaded in that folder on your PC. ;)

ty sir idk mebbe its a mod conflict nothing has changed in my load order

 

Posted
27 minutes ago, memphis77 said:

ok put 2.4.9 back on works fine :)

Probably just dirty save.

 

Sometimes the auto-updater just doesnt refresh the scripting and one needs to go into the MCM and do the forced update to refresh everything. Either way, its working for you, thats all that matters :)

Posted

v2.6 is now available to download

 

This update does one simple and VERY important thing - it blocks TURRETS and MANNEQUINS from filling reference aliases for rapists.

Posted
8 hours ago, Flashy (JoeR) said:

I only mentioned brothels as you'd talked about the solicitation approaches hanging up.

 

Personally, I think there is a lot of fluctuation going on in the AAF eco-sphere at the moment, with new patch thing and updates and new themes, etc. Observationally, these sorts of things people see are when updating to these newer and not yet fully tested updates and patches, whereas, on my stable b78 build of AAF, I never encounter any issues that other people see. I suppose it could be installing these new builds on existing saves and it causing dirty elements in the save file, but I have no way to know. All I can speak to with certainty is that my dev build of FO4, with AAF b78 never fails and everything I script out works flawlessly.

 

For what that is worth...

Ok well, CSE and Brothels are working again now after removing both, cleaning my save and re-installing. On one hand im happy of course, but it's always disconcerting when something doesn't work, then does and you don't know why. BTW im only using the b90 version of AAF as it seemed like a good idea to get the latest version. I was on b81 previously when the issues showed up. My experience with Oldrim taught me that having the latest version of a mod is usually a good idea. Anyway, thanks for the assistance. I'll keep my fingers crossed for now that everything keeps on working. ?

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