lcewolf Posted October 27, 2020 Posted October 27, 2020 Just a quick question, do you intend to expand the Queen's orders and demands like for example. Permanent nudity, whoring without clothes with anal sex only... etc I would be nice if somehow your pimp know the exact number of time you actually do your job. So i don't offer myself once and go sleep after for 24 hour without consequence
dagobaking Posted October 28, 2020 Posted October 28, 2020 6 hours ago, Tentacus said: Damn... If it happens on every type it's unlikely to be any scripting error on my end... I doubt there is anything I can do about this, it seems to be an AAF issue since people report this doesn't happen with AAF Beta 147 (Which is what I'm still on), but I'll update AAF when I am able and start testing as soon as I get this XML set ready to go, as I'm curious if this is a universal issue or if load order may be causing it. I can't get how something as simple as AAF:AAF_API.GetAPI().StopScene(KmyQuest.PlayerRef) is broken now. Works for me. If you can make an AAF_QA that demonstrates the issue I can troubleshoot.
Tentacus Posted October 28, 2020 Author Posted October 28, 2020 11 hours ago, dagobaking said: Works for me. If you can make an AAF_QA that demonstrates the issue I can troubleshoot. That's good to know I haven't had a chance to personally test it yet. I'm only going off reports I'm getting. I'm still on 147 which works fine... well on that issue anyway. It wouldn't hurt to read up the thread a bit. Several people are saying that with the latest AAF in several scripted mods the animations aren't ending... Now, knowing how those other mods work that means... It wouldn't be working with the automatic duration stop, or a manually called stop like Hardship uses. Anyway I'll test it when I have time to Update AAF in a few days.
Tentacus Posted October 28, 2020 Author Posted October 28, 2020 16 hours ago, lcewolf said: Just a quick question, do you intend to expand the Queen's orders and demands like for example. Permanent nudity, whoring without clothes with anal sex only... etc Without going into details there are some new features planned for Isabel and subsequent dominants., such as public humiliation,as well as some improvements to the existing orders which are currently fairly honor system based. Quote I would be nice if somehow your pimp know the exact number of time you actually do your job. So i don't offer myself once and go sleep after for 24 hour without consequence Having it money based gives more flexibility for different playstyles... At the end of the day this is still a Fallout 4 mod not an in depth Sex Worker/BDSM sub simulator Besides you are punished by having to dip into your savings (If you don't want a beating) It's even worse if you don't have a stashable caps mod as then you loose half your entire pot every time so skipping a day would be brutal. 2
Slorm Posted October 28, 2020 Posted October 28, 2020 5 minutes ago, Tentacus said: Having it money based gives more flexibility for different playstyles... At the end of the day this is still a Fallout 4 mod, not an in depth Prostitute/BDSM sub simulator That works really well as it also allows the pc to adventure and play the game. Additionally the pimps are a really good gold (credit) sink as well. The economy is shite in FO4 (same as Skyrim) so having a drain gives a use for all those useless credits.
MochiMochi2020 Posted October 28, 2020 Posted October 28, 2020 On 10/27/2020 at 12:10 AM, Tentacus said: Your main quest isn't initializing. Put Realhandcuffs.esp above beggar_whore.esp. Thank you very much!
lcewolf Posted October 28, 2020 Posted October 28, 2020 6 hours ago, Tentacus said: Without going into details there are some new features planned for Isabel and subsequent dominants., such as public humiliation,as well as some improvements to the existing orders which are currently fairly honor system based. Having it money based gives more flexibility for different playstyles... At the end of the day this is still a Fallout 4 mod not an in depth Sex Worker/BDSM sub simulator Besides you are punished by having to dip into your savings (If you don't want a beating) It's even worse if you don't have a stashable caps mod as then you loose half your entire pot every time so skipping a day would be brutal. I agree there is some exception or its not working. Whoring for free and when someone is asked to beat us and do whatever he want without leaving any marks. If we would receive a special piece or a note that accumulates every time we make these exceptions question it would remove the possibility to go sleep for 24 hours and Queen Isabelle is still happy.But for the rest it is really immersive.
Tentacus Posted October 28, 2020 Author Posted October 28, 2020 Update: Lost most of today to RL work. Should leave me more time for tomorrow though. Should be done with XMLs and on to revising tags early tomorrow. "Might" get this out by late friday. 1
dagobaking Posted October 28, 2020 Posted October 28, 2020 9 hours ago, Tentacus said: That's good to know I haven't had a chance to personally test it yet. I'm only going off reports I'm getting. I'm still on 147 which works fine... well on that issue anyway. It wouldn't hurt to read up the thread a bit. Several people are saying that with the latest AAF in several scripted mods the animations aren't ending... Now, knowing how those other mods work that means... It wouldn't be working with the automatic duration stop, or a manually called stop like Hardship uses. Anyway I'll test it when I have time to Update AAF in a few days. I should clarify that this specific mod wasn't working for me. But, the stop functions are in my other tests. So, it may not work for some reason in this case. There are way too many variables to discover what is happening on another build with other mods. That's why I need AAF_QA files to test and fix issues like this. It sounds like other mods that stop animations are still working. So, it might be that it can be fixed in your mod by using that method. (Not sure how it's being done here.)
Tentacus Posted October 29, 2020 Author Posted October 29, 2020 Quote There are way too many variables to discover what is happening on another build with other mods. That's why I need AAF_QA files to test and fix issues like this. What variables? I only use 3 simple AAF functions! I start a scene. I set the timer to inffinite (-1) and control the time with papyrus waits based on branching interactions. I change positions, usually using tags but sometimes calling them directly, but nothing remotely fancy. I stop the ecene after all the interaction wait timers run out. Nothing fancy, nothing exotic, I am not a good enough coder to bother with that. Functionally my Hardsip scripts don't use AAF in any way more complicated than this old script from a test mod I made in the past. Scriptname Fucktest:_T_FuckScript extends TopicInfo ;Properties ------------------------------------------------------------------------------- Group Actors Actor Property PlayerRef Auto EndGroup ;Main Code ------------------------------------------------------------------------------- Event OnBegin(ObjectReference akSpeakerRef, bool abHasBeenSaid) Actor akSpeaker = akSpeakerRef as Actor Int Psex = PlayerRef.GetActorBase().GetSex() Int Jsex = AkSpeaker.GetLeveledActorBase().GetSex() AAF:AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API aaf:aaf_api:SceneSettings settings = AAF_API.GetSceneSettings() settings.duration = -1 settings.preventfurniture = True settings.usePackages = True settings.IncludeTags = "TenCuffedSub" Actor[] Actors = New Actor [2] Actors[0] = PlayerRef Actors[1] = AkSpeaker AAF:AAF_API.GetAPI().StartScene(Actors, settings) Utility.Wait(70) AAF:AAF_API:PositionSettings Position1 = AAF_API.GetPositionSettings() Position1.IncludeTags = "TenLeitoPowerbomb" Position1.Duration = -1 AAF_API.ChangePosition(PlayerRef, Position1) Utility.Wait(30) AAF:AAF_API:PositionSettings Position2 = AAF_API.GetPositionSettings() Position2.IncludeTags = "TenCuffedSub" Position2.Duration = -1 AAF_API.ChangePosition(PlayerRef, Position2) Utility.Wait(15) AAF:AAF_API.GetAPI().StopScene(PlayerRef) EndEvent Quote It sounds like other mods that stop animations are still working. No. 2 of the posters above said this was happening with multiple mods... Only one said it was just Hardship. Quote So, it might be that it can be fixed in your mod by using that method. (Not sure how it's being done here.) I don't know what method I need to change. Literally all I do is call AAF:AAF_API.GetAPI().StopScene(KmyQuest.PlayerRef) at the end of all my sex scripts! There can literally be no more simple or straightforward use of the API. This has worked with every version of AAF up through 147, but now (apparently) doesn't. So clearly all that changed was on your end, just like how scenes didn't hang on "unjoining" all the time until recently... and every time you ask for this QA thingy I am left perplexed how I am supposed to recreate something specific to my mod that is SAFE FOR WORK? Have you tried recreating your "tests" using the old XML system? This version of Hardship hasn't been updated yet (1.6 will be the first) Maybe the mods people are complaining about use the old XMLs and it is causing problems with your latest build for some reason? Could also explain sporadic results since only some of the animation packs are updated like SLP and Savage Cabbage but BP70 isn't. Anyway sorry for venting a little. As of now I have not first hand experienced this issue because I haven't updated from 147, so when I am able, I will have a better idea what's going on. The first thing I intend to do is see if that old test mod works 1
Bazinga Posted October 29, 2020 Posted October 29, 2020 Please update first before making assumptions on which end the error happens, @Tentacus There were other cases in the past where I blamed a particular mod just to find out later that I had screwed up instead. So I don't want anyone to argue before it isn't clear that it's not just an end user mistake. All I can say is that the stop function doesn't work in my case. And I don't seem to use any other mods that use that function, that's why Hardship is the only mod that has a problem with this.
maddadicusrex Posted October 29, 2020 Posted October 29, 2020 4 hours ago, Bazinga said: Please update first before making assumptions on which end the error happens, @Tentacus There were other cases in the past where I blamed a particular mod just to find out later that I had screwed up instead. So I don't want anyone to argue before it isn't clear that it's not just an end user mistake. All I can say is that the stop function doesn't work in my case. And I don't seem to use any other mods that use that function, that's why Hardship is the only mod that has a problem with this. I am not using Hardship right now and the problem persists. The Unjoining bug which has been referenced in the last 2 AAF updates must be a real thing or why have to "fix" it. So why did the bug start happening the last few AAF versions? All my necessary mods have been updated. AAF 147 works fine but 154 does not. What type of mods created the AAF conflict in the first place? I had AAF 147 and Hardship working fine so pretty sure it is not a Hardship issue. I have tried disabling a number of different types of mods to fix including Hardship, but even the AAF administration logs show no error and the glitch continues. Still happens in new games started in my tests with 154. Very perplexed as others (not all so it must be another mod type in conflict) have been having the same issue.
goosetrip Posted October 29, 2020 Posted October 29, 2020 On 10/27/2020 at 9:03 AM, Tentacus said: First "Unplug the modem" (Reinstall Hardship and AAF, from a NEW download) to make sure something isn't just corrupted. Make sure if AAF has a newer version of LLFP plugin than Real Handcuffs that the newest version wins. (IE is lower in MO2 file load order/ruled lower in Vortex.) Make sure all AAF requirements like Themes are up to date. Are you running UAP? Are you running the current Savage Cabbage? If so and this only happens for anims covered by these this could be because of the thing I'm making these fucking XMLs to prevent. If you have Straged Leito Plus installed (which you must) does this problem happen with Leito aimations? When you say "The animation won't stop" Do the end of scene event things (orgasm popups and such) occur and then the animation won't stop, or does a segment of the sex scene just keep playing forever? Make 100% sure the global for scene length hasn't gotten screwed up somehow. You can do this by typing getglobalvalue _T_Duration in the console. It should be 30 or whatever you set it to in the menu. Open the AAF window while the scene is playing and tell me if there is a particular message that appears when this happens. The last scenes seem to forever. Scenes in between seem to end OK. Haven't seen any AAF errors but I'll double check next time. I've been able to end the scenes thru the AAF UI.
Tburgundy Posted October 29, 2020 Posted October 29, 2020 I’ve had CSA abduction scenes run on forever until I manually ended them with AAF 147, but not older versions of AAF. Hardship, violate and sexual harassment all seem to work as intended on AAF 147, so I guess I won’t be updating AAF till this whole thing gets sorted ?
Tentacus Posted October 29, 2020 Author Posted October 29, 2020 I'm devoting testing today to this issue with the anims not stopping I'm creating a new clean testing profile and save. I'll begin by updating every related mod EXCEPT AAF and see what happens. I am starting to wonder if it mightn't be the new requirements of Buffout 4 in 154.
izzyknows Posted October 29, 2020 Posted October 29, 2020 29 minutes ago, Tentacus said: I am starting to wonder if it mightn't be the new requirements of Buffout 4 in 154. That should be an easy test, since it's "Not an absolute requirement".
Tentacus Posted October 29, 2020 Author Posted October 29, 2020 22 minutes ago, izzyknows said: That should be an easy test, since it's "Not an absolute requirement". Yeah It's definitely not that anyway since my first test with AAF 147 and Buffout4 installed went fine. First Test: All AAF mods except AAF updated. I created my new test character "Jet Janet". Went to Abernathy farm and set up my Hardship settings to make her a prostitute and Pretty. I hit up Connie who was down, and we went to the trailer (BTW you animators need to add that Mattress to your furnitureData, it doesn't seem to work) I rolled Cunnilingus and The scene went as it should. Next I'll test it with Blake then try both with 154 installed. Also this is the stock Hardship archive downloaded from LL and installed that I'm testing on. I haven't even patched the vaginal testing flag bug, cause I want this testing environment to be identical to what others are using. 1
Tentacus Posted October 29, 2020 Author Posted October 29, 2020 Test 2: Blake Abernathy. Same conditions as above. Rolled The bugged vaginal script so of course he asked for anal. Everything functioned as it should besides that. Assuming the people experiencing this Animations not stopping bug, get it every time... then I think it's safe to say that this issue DOES NOT occur when running AAF Beta 147 Next I will install AAF 154 and see if I get the bug. 1
Tentacus Posted October 29, 2020 Author Posted October 29, 2020 Test 3: Installed AAF 154, loaded my mod free save and set up Janet for Hardship again, exactly as in the previous tests. This time I hit up Lucy and roll strapon. At first everything goes as expected... all the messages and whatnot... Then in the final stretch... So yes @dagobaking this bug is very real. It is caused by something you changed in AAF between 147 and 154. It's certainly nothing I've done considering I haven't updated Hardship since a month before 147 came out and it works just fine with 147, and the versions before that. I will continue to test to see that it does the same thing with other sex types but since one of the 147 and the 154 test both called Leito I don't imagine there will be any difference. Since SLP uses the new XML format I think this rules that out as a culprit at least. I will also test it with my simple test mod that I posted the script from earlier. If that works I may have a theory... though it seems far fetched. Edit: Test 4: Tested with Blake. Same infinite animation. 1
nitemares Posted October 29, 2020 Posted October 29, 2020 I was just coming to report an issue with infinite animations with AAF 1.54 and Hardship... Should have known that the community would already be aware I have played with AAF 1.47b and hardship extensively, with almost 0 errors. (I did notice that AAF had an issue fully closing off animations, so after a time it would tell me that I had 30 or so animations running... but they were just stuck on "exiting" even though the characters had actually stopped and were back to normal AI behavior..) Since I upgraded to AAF 1.54, Hardship final animations do not end on their own. (you can stop them with the "end" key, as per AAF.) When stopped using the "end" key, Hardships final message is displayed, and the mod resets as it should. So far, I have tried AAF 1.54 and Hardship with both oral, vaginal, and anal animations from multiple animation packs and they all hang on the final scene... (doesn't seem to be limited to a single animation file). Just glad to know you guys are aware and testing (Keep up the fantastic work BTW! Hardship is great mod!)
Tentacus Posted October 29, 2020 Author Posted October 29, 2020 2 minutes ago, nitemares said: I was just coming to report an issue with infinite animations with AAF 1.54 and Hardship... Should have known that the community would already be aware I have played with AAF 1.47b and hardship extensively, with almost 0 errors. (I did notice that AAF had an issue fully closing off animations, so after a time it would tell me that I had 30 or so animations running... but they were just stuck on "exiting" even though the characters had actually stopped and were back to normal AI behavior..) I reckon that's the unjoining bug that everybody complains about... Apparently that even happens with the hotkey sometimes but in my experience manifests more when several scenes play in a row (like Raider rape in hardship) I dunno if dagobaking fixed that in 154 or not. 2 minutes ago, nitemares said: Since I upgraded to AAF 1.54, Hardship final animations do not end on their own. (you can stop them with the "end" key, as per AAF.) When stopped using the "end" key, Hardships final message is displayed, and the mod resets as it should. So far, I have tried AAF 1.54 and Hardship with both oral, vaginal, and anal animations from multiple animation packs and they all hang on the final scene... (doesn't seem to be limited to a single animation file). This workaround should be fine for customers but I am very concerned with how this affects the raider rape end of scene stuff like robbery which isn't tied to an "OnAnimationStop" event. 2 minutes ago, nitemares said: Just glad to know you guys are aware and testing (Keep up the fantastic work BTW! Hardship is great mod!) Thanks!
goosetrip Posted October 29, 2020 Posted October 29, 2020 20 minutes ago, nitemares said: I was just coming to report an issue with infinite animations with AAF 1.54 and Hardship... Should have known that the community would already be aware I have played with AAF 1.47b and hardship extensively, with almost 0 errors. (I did notice that AAF had an issue fully closing off animations, so after a time it would tell me that I had 30 or so animations running... but they were just stuck on "exiting" even though the characters had actually stopped and were back to normal AI behavior..) Since I upgraded to AAF 1.54, Hardship final animations do not end on their own. (you can stop them with the "end" key, as per AAF.) When stopped using the "end" key, Hardships final message is displayed, and the mod resets as it should. So far, I have tried AAF 1.54 and Hardship with both oral, vaginal, and anal animations from multiple animation packs and they all hang on the final scene... (doesn't seem to be limited to a single animation file). Just glad to know you guys are aware and testing (Keep up the fantastic work BTW! Hardship is great mod!) Same here. It seems for sure that its an issue between Hardship and AAF 154. I haven't experienced any issues with other similar mods (violate, seu, csa or raider pet.
Tentacus Posted October 29, 2020 Author Posted October 29, 2020 Test 5: The plot motherfucking thickens I used my little fucktest mod which only has a dialogue topic which immediately runs this script and makes people fuck: Scriptname Fucktest:_T_FuckScript extends TopicInfo ;Properties ------------------------------------------------------------------------------- Group Actors Actor Property PlayerRef Auto EndGroup ;Main Code ------------------------------------------------------------------------------- Event OnBegin(ObjectReference akSpeakerRef, bool abHasBeenSaid) Actor akSpeaker = akSpeakerRef as Actor Int Psex = PlayerRef.GetActorBase().GetSex() Int Jsex = AkSpeaker.GetLeveledActorBase().GetSex() ;Get AAF API AAF:AAF_API AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API ;Settings aaf:aaf_api:SceneSettings settings = AAF_API.GetSceneSettings() settings.duration = -1 settings.preventfurniture = True settings.usePackages = True settings.IncludeTags = "Leito" ;Setup Actors Actor[] Actors = New Actor [2] Actors[0] = PlayerRef Actors[1] = AkSpeaker ;This is where the magic happens AAF:AAF_API.GetAPI().StartScene(Actors, settings) Utility.Wait(30) AAF:AAF_API:PositionSettings Position1 = AAF_API.GetPositionSettings() Position1.IncludeTags = "BP70" Position1.Duration = -1 AAF_API.ChangePosition(PlayerRef, Position1) Utility.Wait(30) AAF:AAF_API:PositionSettings Position2 = AAF_API.GetPositionSettings() Position2.IncludeTags = "Leito" Position2.Duration = -1 AAF_API.ChangePosition(PlayerRef, Position2) Utility.Wait(30) AAF:AAF_API:PositionSettings Position3 = AAF_API.GetPositionSettings() Position3.IncludeTags = "BP70" Position3.Duration = -1 AAF_API.ChangePosition(PlayerRef, Position3) Utility.Wait(15) AAF:AAF_API.GetAPI().StopScene(PlayerRef) EndEvent I updated it to alternate between BP70 and Leito anims and stop. It worked as it was supposed to which means even though this basically does the same thing as Hardship... This works... Which leads me to my far out theory. Is Hardship 1.59 not working because it uses Fragments and calls the PlayerRef via KmyQuest? I need to load a build of Hardship 1.6 which uses Topic info scripts instead to test. Edit: Nope 1.6 also has the problem with AAF 154... And yeah Hardship 1.6 works fine with AAF 147. WHAT THE FUCKETY FUCKING FUCK!? I really need somebody better at Papyrus than me to look at my scripts. The anal one should do. And yeah I know it's messy the ones for 1.6 look much nicer :p. _T_Anal.psc
requiredname65 Posted October 29, 2020 Posted October 29, 2020 3 hours ago, Tentacus said: I reckon that's the unjoining bug that everybody complains about... Apparently that even happens with the hotkey sometimes but in my experience manifests more when several scenes play in a row (like Raider rape in hardship) I dunno if dagobaking fixed that in 154 or not. This workaround should be fine for customers but I am very concerned with how this affects the raider rape end of scene stuff like robbery which isn't tied to an "OnAnimationStop" event. Thanks! When scene get stuck in unjoining, AAF (for obvious reasons) won't (or doesn't seem to) fire OnSceneEnd -event. For example high heels system doesn't restore actor root node offset after animations when this happens. HHS listens on OnSceneEnd event for that. If papyrus vm stops excecution of a script instance on error then raider robberies wouldn't happen at all, nor any cleanup or globalvalue resets. Haven't tested that. As for this problem, affects all mods using StopScene function IF they were compiled against version older than 151 such as Crackle and Hardship. It stems from addition of new parameter, abruptStop, to StopScene function which changed function signature from StopScene(Actor, Int[Optional]) to StopScene(Actor, Int[Optional], Boolean[Optional]). This is hinted towards in papyrus log error: Incorrect number of arguments passed. Expected 3, got 2. stack: [_T_CrackleQuest (7E001ECC)].Tentacus:Crackle:_T_QuestScript.SitOrSleep() - "D:\Games\Fallout 4\mods\Crackle\Scripts\Source\User\Tentacus\Crackle\_T_QuestScript.psc" Line 539 I worked around this on my own setup by modifiying AAF_API and this resolved endless scenes in my current save which has encountered this issue and saved with it. Modification for reference is ; Function StopScene(Actor targetActor, int levels = -1, bool abruptStop = False) Function StopScene(Actor targetActor, int levels = -1) Var[] sendData = new Var[3] sendData[0] = targetActor.GetFormID() sendData[1] = levels sendData[2] = False ;abruptStop AAF_MainQuestScript.sendEvent("STOP_SCENE", sendData) EndFunction You should be able to correct this for Hardship and Crackle by bumping your dev version to 154, recompiling scripts using StopScene and adding that as new requirement. Edit: Couple of requests for Hardship 1.6 while I have your attension. - Remove _T_Following keyword from pimps in _T_PimpDeath script - Add debt types to dialoque and move 'dont have it, yet' topic after all others. I would like PC reply to clarify what kind of item npc wants. - I would like to see those brahmin (and others from SC-pack which are unlikely to occur with other mods) anims in Hardship. Maybe Isabella could have a nod to Fisto from new egas in Hotel Rex IF player has retrived Drinking Buddy? - Add actual support for pulling out with Family Planning. You could add FPFP_NoPregKW keyword to player and remove it in timer after scene has ended. If you do this then condoms and bastard events implying having pc get knocked up could unequip condoms from actors before ending scene. 2
Tentacus Posted October 29, 2020 Author Posted October 29, 2020 Update: Tentative good news... It seems I can stop the scene by switching the actor I call AAF:AAF_API.GetAPI().StopScene() on from PlayerRef, or KmyQuest.PlayerRef to AkSpeaker. Pretty fucking bizarre... I dunno why it works in the test mod but not here... and what has changed between AAF 147 and 154 that would make this matter. Edit: See below for why this is struck through
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