Tentacus Posted June 20, 2020 Author Posted June 20, 2020 19 hours ago, merManc said: Sounds interesting! Also, in case it makes a difference, Indarello has just updated. His patch no longer seems to use One Patch at all. That can't be true if it still requires his strap-on which requires One Patch... Unless that's been updated too.
Teddar Posted June 20, 2020 Posted June 20, 2020 Hmm. I'm running the 1.5.9B build without indarello or Ulberth (but with one-patch) and using the VIO strap-on (not indarello's) I built the strap-on in bodyslide and checked that i ticked the morphs box but they still don't morph in FF animations. Is this an ongoing issue with strap-ons or have i done something wrong (again)?
gippo Posted June 20, 2020 Posted June 20, 2020 It's my understanding that that one doesn't morph much. So it isn't anything you've done wrong.
Tentacus Posted June 20, 2020 Author Posted June 20, 2020 1 hour ago, Teddar said: Hmm. I'm running the 1.5.9B build without indarello or Ulberth (but with one-patch) and using the VIO strap-on (not indarello's) I built the strap-on in bodyslide and checked that i ticked the morphs box but they still don't morph in FF animations. Is this an ongoing issue with strap-ons or have i done something wrong (again)? This is with my adjustment XMLs? (From the installer) If not One Patch itself's alignment is pretty terrible. The only morphs it has are up and down. if it's going in the hole and not poking through it's working as expected. It might still poke through sometimes as it suffers the same looks menu morph failure problem that causes dicks to go limp. That said if it never goes in the right way on certain positions (good ones to test with are the reverse cowgirl poses. or reverse carry. the dildo won't even enter her if the morphs aren't working.) then something else is wrong. Dumb question but you ARE using the strapon that comes with One Patch right? Make sure that when you built the strapon in bodyslide you built it with the bodyslide files that came with One Patch as those are the newest.
Teddar Posted June 20, 2020 Posted June 20, 2020 45 minutes ago, Tentacus said: This is with my adjustment XMLs? (From the installer) If not One Patch itself's alignment is pretty terrible. The only morphs it has are up and down. if it's going in the hole and not poking through it's working as expected. It might still poke through sometimes as it suffers the same looks menu morph failure problem that causes dicks to go limp. That said if it never goes in the right way on certain positions (good ones to test with are the reverse cowgirl poses. or reverse carry. the dildo won't even enter her if the morphs aren't working.) then something else is wrong. Dumb question but you ARE using the strapon that comes with One Patch right? Make sure that when you built the strapon in bodyslide you built it with the bodyslide files that came with One Patch as those are the newest. Welp. I guess the easiest way to be sure is to re-install everything again in the correct order. i'll be back ?
Teddar Posted June 20, 2020 Posted June 20, 2020 33 minutes ago, Teddar said: Welp. I guess the easiest way to be sure is to re-install everything again in the correct order. i'll be back ? Yep. Looks like reinstalling fixed the issue. All is good now. ?
zergi Posted June 20, 2020 Posted June 20, 2020 Bad english How to remove the old version of the mod? That would not spoil the game’s save.
Tentacus Posted June 21, 2020 Author Posted June 21, 2020 1 hour ago, zergi said: Bad english How to remove the old version of the mod? That would not spoil the game’s save. Removing any scripted mod isn't feasable. However simply upgrading you don't need a new save. You just need to uninstall the old version with your mod manager, (or delete all the files) and then re-install the new one. The NEXT version will require a new save though. 1
Teddar Posted June 21, 2020 Posted June 21, 2020 Can i check which xml's Hardship is looking for to play BP70 animations? I was having some alignment issues with the BP70 missionary animation (my character was animating but was positioned a few feet above the other participant). I checked through the BP70 thread an found a post that said that there could be old xml's from a previous version left in the AAF folder. I had a look and found some that the post referred to so i removed those (all prefixed with BP70_fallout4...) . What i have left in there now are prefixed with "rxl_BP70" which matches those in the latest BP70 ZIP for version 3.4. AAF admin is complaining about missing BP files now when i load a save and check it (probably those that i removed). I haven't had any crashes yet but AAF hasnt happened to pick any of his animations yet either. Have i done the right thing here?
Tentacus Posted June 21, 2020 Author Posted June 21, 2020 39 minutes ago, Teddar said: Can i check which xml's Hardship is looking for to play BP70 animations? I was having some alignment issues with the BP70 missionary animation (my character was animating but was positioned a few feet above the other participant). I checked through the BP70 thread an found a post that said that there could be old xml's from a previous version left in the AAF folder. I had a look and found some that the post referred to so i removed those (all prefixed with BP70_fallout4...) . What i have left in there now are prefixed with "rxl_BP70" which matches those in the latest BP70 ZIP for version 3.4. AAF admin is complaining about missing BP files now when i load a save and check it (probably those that i removed). I haven't had any crashes yet but AAF hasnt happened to pick any of his animations yet either. Have i done the right thing here? I don't call any BP70 animations (specifically) in the current version of Hardship. In 1.6 up I'll have my own XMLs for the specific ones I call. The only thing I do with BP70 in the current hardship is add a tag to the no sound positions so they won't get called by Hardship. (doesn't affect other mods)
Teddar Posted June 21, 2020 Posted June 21, 2020 3 hours ago, Tentacus said: I don't call any BP70 animations (specifically) in the current version of Hardship. In 1.6 up I'll have my own XMLs for the specific ones I call. The only thing I do with BP70 in the current hardship is add a tag to the no sound positions so they won't get called by Hardship. (doesn't affect other mods) Good to know. Thanks ?
Tentacus Posted June 23, 2020 Author Posted June 23, 2020 Sorry I've been so head down. Been working on this: It includes the morphset data needed for erections as well as installing the proper modern xmls for which strapon esp you have installed. The second page will contain the muted moans and squirt blocker currently included with Hardship, which won't be in the next version. Should release it in a couple of days. (I need to test the XMLs, especially the Supermutant and canine ones) After that I'll get back to working on Hardship. 3
Teddar Posted June 23, 2020 Posted June 23, 2020 Is Hardship going to have Super Mutant / Canine content at some point then? ?
Tentacus Posted June 23, 2020 Author Posted June 23, 2020 23 minutes ago, Teddar said: Is Hardship going to have Super Mutant / Canine content at some point then? ? Unlikely. If I did anything with Super Mutants it'd be a single NPC (or maybe 2) that were intelligent.) Not 100% sure how Lore friendly East coast mutants having junk at all is... Though West coast mutants canonically fuck and visit prostitutes. Probably a more serious answer than you expected. ?
Ulfberto Posted June 23, 2020 Posted June 23, 2020 47 minutes ago, Tentacus said: Sorry I've been so head down. Been working on this: It includes the morphset data needed for erections as well as installing the proper modern xmls for which strapon esp you have installed. The second page will contain the muted moans and squirt blocker currently included with Hardship, which won't be in the next version. Should release it in a couple of days. (I need to test the XMLs, especially the Supermutant and canine ones) After that I'll get back to working on Hardship. Id like to ask you to not create any other additional morphsetDatas because they have been giving many problems when every animation pack could use the same. If you really insist in providing a morphsetData, so provide the AAF_morphsetData.xml from my patch and use the ready/unReady start/stopmorphset. Trust me, having to deal with morphsets is really troublesome and one of the reason why patches have been made.
Tentacus Posted June 24, 2020 Author Posted June 24, 2020 2 hours ago, Ulfbearth said: Id like to ask you to not create any other additional morphsetDatas because they have been giving many problems when every animation pack could use the same. If you really insist in providing a morphsetData, so provide the AAF_morphsetData.xml from my patch and use the ready/unReady start/stopmorphset. Trust me, having to deal with morphsets is really troublesome and one of the reason why patches have been made. That's, precisely what I did man... Trust me, I feel the same way about this issue as you do. This is only so people don't need to get the Silverperv patch (which BTW is also identical to the one you include, except in the old XML format) if they aren't using your mod, cause it's ridiculous for me to add a whole other mod to my install instructions just for one lousy XML.
Tentacus Posted June 24, 2020 Author Posted June 24, 2020 Hmmm... Playing with these animations... Maybe I will add Strong to the fuckable companions... but if I do I'll have to write some pretty crazy dialogue to get you there.
Ulfberto Posted June 24, 2020 Posted June 24, 2020 3 hours ago, Tentacus said: That's, precisely what I did man... Trust me, I feel the same way about this issue as you do. This is only so people don't need to get the Silverperv patch (which BTW is also identical to the one you include, except in the old XML format) if they aren't using your mod, cause it's ridiculous for me to add a whole other mod to my install instructions just for one lousy XML. oh thats good then. Just wanted to make sure ?
Malphias Posted June 24, 2020 Posted June 24, 2020 Tentacus - Having a few issues with the newer version. Nothing game breaking ...well, did have one this morning... but it is something fixable? 1) With Random Shenanigans if there is a shenanigan going on when you start whoring, your flavor text pops up attached to the Shenanigan. In other words, while still early in the animation it pops up saying "You didn't cum" and "Cleaning up the mess", stuff like that. But, my character is still busy getting it on with an NPC while it is the Shenanigan that is concluding. 2) Sometimes the hotkey doesn't work. I have to open the hotkey manager and reassign it, and then it works. 3) This morning I had to reboot After sex and the screen goes white as your flavor text pops up...it didn't pop up. My screen stayed white even though I could open the pip-boy, I can't see it, but I know it's open because it's options show up on the bottom of the screen. I can hear NPCs talking and moving around, If one is near me I hear and see the "Huh" but in general, the screen was white. The HUD was fine, but the world itself was white. I had to reboot Also, I thought this version stopped turning Hardship on when you are handcuffed? It is a pain to try and run Raidre Pet AND Hardship at the same time. But if the Raiders cuff me, Hardship gets turned on and it won't stay off. It keeps detecting cuffs and turns itself on.
Tentacus Posted June 24, 2020 Author Posted June 24, 2020 5 minutes ago, Malphias said: Tentacus - Having a few issues with the newer version. Nothing game breaking ...well, did have one this morning... but it is something fixable? 1) With Random Shenanigans if there is a shenanigan going on when you start whoring, your flavor text pops up attached to the Shenanigan. In other words, while still early in the animation it pops up saying "You didn't cum" and "Cleaning up the mess", stuff like that. But, my character is still busy getting it on with an NPC while it is the Shenanigan that is concluding. That should not be possible in the current version, as the events will only happen when called from a Hardship event. If you manually installed, or merged while installing in MO2 you could still have the old main script without the meta setting. 5 minutes ago, Malphias said: 2) Sometimes the hotkey doesn't work. I have to open the hotkey manager and reassign it, and then it works. 3) This morning I had to reboot After sex and the screen goes white as your flavor text pops up...it didn't pop up. My screen stayed white even though I could open the pip-boy, I can't see it, but I know it's open because it's options show up on the bottom of the screen. I can hear NPCs talking and moving around, If one is near me I hear and see the "Huh" but in general, the screen was white. The HUD was fine, but the world itself was white. I had to reboot Also, I thought this version stopped turning Hardship on when you are handcuffed? It is a pain to try and run Raidre Pet AND Hardship at the same time. But if the Raiders cuff me, Hardship gets turned on and it won't stay off. It keeps detecting cuffs and turns itself on. It sounds like you still have the old loose scripts installed... which will overwrite the archived ones if present. In otherwords you didn't make sure all the old files were uninstalled before installing the new version. You should have no loose Hardship scripts with the current version. You need to make absolutely sure Hardship is completely removed, then reinstall 1.5.9B
Teddar Posted June 24, 2020 Posted June 24, 2020 15 hours ago, Tentacus said: Hmmm... Playing with these animations... Maybe I will add Strong to the fuckable companions... but if I do I'll have to write some pretty crazy dialogue to get you there. Hah, that would be cool. My Fallout journey began with Fallout 3 (best in the series imho) so i can't talk about cannon too much. But from the point of view of a down on their luck whore who can just about get away with servicing Raiders, i dont think its too much of a stretch to get to Supermutants. If you stealth around them, they have little conversations, so they aren't mindless brutes entirely. Also, how many female Supermutants have you seen? Gotta get pretty horny out there in the commonwealth, and they have human DNA which could equal emergent human urges. ?
Malphias Posted June 24, 2020 Posted June 24, 2020 1 hour ago, Tentacus said: That should not be possible in the current version, as the events will only happen when called from a Hardship event. If you manually installed, or merged while installing in MO2 you could still have the old main script without the meta setting. It sounds like you still have the old loose scripts installed... which will overwrite the archived ones if present. In otherwords you didn't make sure all the old files were uninstalled before installing the new version. You should have no loose Hardship scripts with the current version. You need to make absolutely sure Hardship is completely removed, then reinstall 1.5.9B I Vortex. I don't use MO2 and thru all versions I've updated from I just had to uninstall the old one and install the new one. Where are these loose files at? I can uninstall, delete the directory, and reinstall it.
Tentacus Posted June 24, 2020 Author Posted June 24, 2020 2 hours ago, Malphias said: I Vortex. I don't use MO2 and thru all versions I've updated from I just had to uninstall the old one and install the new one. Where are these loose files at? I can uninstall, delete the directory, and reinstall it. The path for the scripts would be Scripts/Tentacus/Beggar_Whore. Uninstall Hardship again in Vortex, then check wherever Vortex installs mods, as well as checking the actual Fallout4/Data folder for any remaining Hardship files and delete them. I still don't trust that Vortex is fully virtual, after the half assed way they "supposedly" instituted virtual directories in NMM. If you don't find any, no worries just reinstall AAF, Themes, and Hardship. You'd be surprised how often this fixes things.
fred200 Posted June 24, 2020 Posted June 24, 2020 Virtual Directories was MO, not NMM. And it was a Him, not a They. Tannen used the virtual file system he did for his thesis. It was a one-man-show.
Tentacus Posted June 24, 2020 Author Posted June 24, 2020 17 minutes ago, fred200 said: Virtual Directories was MO, not NMM. And it was a Him, not a They. Tannen used the virtual file system he did for his thesis. It was a one-man-show. If you look at the later versions of NMM they claim to have virtual directories too (copying MO) This is before they hired Tannin... and it does SOMETHING with Virtual directories I mean there is a Virtual directiory folder... but it still writes crap to the Data folder. I think it has something to do with how they switched profiles. This is all off memory though as I haven't had NMM installed for like 2 years. I had high hopes when Tannin went over to Nexus and started working on Vortex, but they were dashed when I saw that ludicrous interface. I do not know much about how Vortex works simply because I am completely unwilling to give up the ease of use (especially for modders) of MO2 in order to learn such an off-putting and clearly design by committe interface. I have Vortex installed now only so I can test Fomod installer compatibility. It makes me mad every time I have to start it up and then subsequently return the NMM links handling back where it belongs.
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