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Posted
6 minutes ago, dickmadame said:

The last animation never stops but seems stuck on a loop. I can end it manually through aaf, but that someties keeps aaf stuck in 'unjoining'.

 

This is usually an indication that you're using an old AAF version (or possibly an old Hardship version).

Posted (edited)
19 minutes ago, vaultbait said:

 

This is usually an indication that you're using an old AAF version (or possibly an old Hardship version).

ugh...yes. I am very anxious about updating it since I feel like it might break everything...

but that DOES make me look dumb now. 

Edited by dickmadame
Posted
12 minutes ago, dickmadame said:

ugh...yes. I am very anxious about updating it since I feel like it might break everything...

but that DOES make me look dumb now. 

 

Specifically, you're using an older AAF version from a window of time where the stopscene function had an extra argument, a non-backwards-compatible change which required scripts calling it from other mods to be recompiled for the correct number of parameters. That change was reverted in later AAF versions, so upgrading should make that particular issue go away.

Posted
2 hours ago, vaultbait said:

 

Specifically, you're using an older AAF version from a window of time where the stopscene function had an extra argument, a non-backwards-compatible change which required scripts calling it from other mods to be recompiled for the correct number of parameters. That change was reverted in later AAF versions, so upgrading should make that particular issue go away.

Okey thanks. I updated with backup now and everything seems to work but the last animation still won't stop until i manually end it.

Posted
22 hours ago, dickmadame said:

Okey thanks. I updated with backup now and everything seems to work but the last animation still won't stop until i manually end it.

 

What version of AAF, and what version of Hardship?

Posted
15 hours ago, vaultbait said:

 

What version of AAF, and what version of Hardship?

I was up-to-date on both of them. But I already had my fun with it anyway and decided to get rid of the nsfw mods for now. I installed everything manually over the course of 1 year and the problem is surely somewhere in that fact... I will use a mod organizer in the future and have more cohesive grounds for trubleshooting questions then. 

Posted
1 minute ago, dickmadame said:

I was up-to-date on both of them. But I already had my fun with it anyway and decided to get rid of the nsfw mods for now. I installed everything manually over the course of 1 year and the problem is surely somewhere in that fact... I will use a mod organizer in the future and have more cohesive grounds for trubleshooting questions then. 

 

Yeah. I have to imagine shit gets really problematic trying to deal with AAF on a manual install. I'm an oldtimer FOMM guy, who used to manual everything in Beth games, but ever since the original Mod Organizer came out I've never looked back. MO2 is the best thing ever.

Posted
Just now, Tentacus said:

 

Yeah. I have to imagine shit gets really problematic trying to deal with AAF on a manual install. I'm an oldtimer FOMM guy, who used to manual everything in Beth games, but ever since the original Mod Organizer came out I've never looked back. MO2 is the best thing ever.

I think it was the common pitfall of 'oh i just want a handful of mods to fix bugs and enhance some stuff, don't need a MO for that' that evolved into a monster, haha. Especially once I discovered this site... 

Posted

download.gif.8db3142a02ec472200979b6d44aee2fc.gif

 

 

My plumbing situation wasn't as bad as I feared so I should be able to get back to work on the mod soon!

 

 

 

 

 

 

However....

 

 

 

 

 

f21841ed87ce1b4c7fc681da22739ccb.gif.9b57870325ca4175457ed3473c255cfd.gif

Posted
9 minutes ago, IceBlazeWinters said:

i don't know why, but this mod crashes my game at the main menu and triggers stupid shit in buffout: nuka world, voices, robot protection, water lod

crash-2021-12-09-18-10-53.log 36.16 kB · 1 download

 

I'm not that kind of modder that looks at crash logs :)  I don't even put debugging code in my source. That said, without looking at it, This mod doesn't have any interaction with any DLC in it's current state so there is no way it's "triggering stupid shit" in Nuka World or Automatron etc.  

 

CTDs can be caused by corrupt files of any type so that's where I'd start, by reinstalling Hardship and it's dependencies from fresh downloads. 

Posted
42 minutes ago, IceBlazeWinters said:

i don't know why, but this mod crashes my game at the main menu and triggers stupid shit in buffout: nuka world, voices, robot protection, water lod

crash-2021-12-09-18-10-53.log 36.16 kB · 1 download

 

CTD of type BSResource::`anonymous namespace'::LooseFileAsyncStream*)

are (often) caused by some limitation on archive processing and amount of archives/files contained. Reinstalling wouldn't do anything in this case.

Suggested workaround is to unpack archives as loose files until it goes away and/or merge mods to reduce number of archives.

 

If you remove few texture mods with archives and esl, does the game manage to start?

Posted (edited)
1 hour ago, requiredname65 said:

 

CTD of type BSResource::`anonymous namespace'::LooseFileAsyncStream*)

are (often) caused by some limitation on archive processing and amount of archives/files contained. Reinstalling wouldn't do anything in this case.

Suggested workaround is to unpack archives as loose files until it goes away and/or merge mods to reduce number of archives.

 

If you remove few texture mods with archives and esl, does the game manage to start?

here's what pisses me off about my game though: i can download and use loose and ba2 files for some mods, but other mods trigger main menu crash and it's either a mod being flagged or it's nuka world and other stupid stuff being flagged.

 

as an example, these are the mods i've downloaded to use in the last 24 hours:

hardship 1.5.9K

vioxsis' strap-ons 4.7

sexual harassment 1.11.5

alex stripper pole 1.0a

alex stripper pole 3.0b

aaf violate 1.54

alex stripper pole 3.0 work hours

 

ALL of those above mods WORK just fine EXCEPT for hardship 1.5.9K. hardship causes my game to crash at the main menu, and this is the resulting crash log. i tested that with, and without, all the above mentioned mods enabled.

 

this log was made, just now, AFTER the game worked and registered ALL of the above mods, but crashed at the main menu AFTER re-installing/enabling hardship.

 

i do not know why my game is so temperamental and throws such a fit.

crash-2021-12-09-21-03-06.log

Edited by IceBlazeWinters
Posted (edited)
1 hour ago, IceBlazeWinters said:

here's what pisses me off about my game

I feel ya. It ain't beth-game without few unexpected shortcuts to desktop.

Anyway, you could try to unpack hardship's main.ba2 to see if it is simply 'ba2 limit crash'.

It has just few meshes for collar, material files and scripts + sources.

Edited by requiredname65
Posted
9 minutes ago, requiredname65 said:

I feel ya. It ain't beth-game without few unexpected shortcuts to desktop.

Anyway, you could try to unpack hardship's main.ba2 to see if it is simply 'ba2 limit crash'.

It has just few meshes for collar, material files and scripts + sources.

i don't know how to unpack archives

Posted
On 12/7/2021 at 10:53 AM, Tentacus said:

If that mod uses a custom raider faction then no.  The menacing raiders will only work with the vanilla raider faction. Somebody would have to make a patch and it'd probably require scripting, (Possibly only scripting as most of the stuff with raiders has to do with aliases filled in the main quest script, and a package script) though I don't care to think too hard about it just now.

 

Though it sounds like your issue is that the raiders are friendly but not menacing which implies they are raider faction but something is preventing them from being filled as the menacer and spectator aliases. Somebody with more time would have to look at this and figure out what's going wrong.

I'm looking into this myself with Fo4 Edit.

The author of the mod uses their own raiders with their own EditorID but I can't tell if it's a custom faction or not.
When you say something is preventing them from being filled as menacers or spectators, does that mean I'm looking at something that's overwriting or conflicting raiders from another mod?

Posted
2 minutes ago, LostDremoraDream said:

I'm looking into this myself with Fo4 Edit.

The author of the mod uses their own raiders with their own EditorID but I can't tell if it's a custom faction or not.
When you say something is preventing them from being filled as menacers or spectators, does that mean I'm looking at something that's overwriting or conflicting raiders from another mod?



Furthermore, I noticed that the author labels their raiders as "MixedAggro".af86c5a37695e2548571e7d95dd52d50.png.ccdacd3e0afc8d6f6f6455821bce13af.png

Posted
1 hour ago, IceBlazeWinters said:

is it even a good idea, or even safe, to unpack a ba2 archive into loose files?

Perfectly safe. It can only affect performance. A mod like Hardship with a crapload of scripts gains a small amount of performance by archiving them. It also allows for compressing of large files like meshes, to save disk space. it also has other advantages relating to installing and uninstalling mods that happen to install copies of the same file (Like the collar Hardship and some other mods use) But that is only really a problem if you aren't using a modern mod manager with a virtual directory. (which you fucking should)

Posted (edited)
44 minutes ago, Tentacus said:

But that is only really a problem if you aren't using a modern mod manager with a virtual directory. (which you fucking should)

i use vortex, since i used to use nexus mod manager a long as time ago before it was deleted.

 

i'm assuming vortex has that virtual directory you're talking about?

 

-------------------------------------------------------------------------------

 

unpacking your ba2 archive allowed me to load fallout 4 and not have any crashing at the main menu.

 

i'm assuming that means i hit my archive limit? and if so, does that mean i have to start unpacking ba2 archives just to use mods?

Edited by IceBlazeWinters
Posted
7 hours ago, IceBlazeWinters said:

i use vortex, since i used to use nexus mod manager a long as time ago before it was deleted.

 

i'm assuming vortex has that virtual directory you're talking about?

 

Supposedly ? (yes)

 

7 hours ago, IceBlazeWinters said:

 

-------------------------------------------------------------------------------

 

unpacking your ba2 archive allowed me to load fallout 4 and not have any crashing at the main menu.

 

i'm assuming that means i hit my archive limit? and if so, does that mean i have to start unpacking ba2 archives just to use mods?

 

If I understand what @requiredname65 said, yes. I don't know nothin about that though, as I long ago learned to run things lean and keep my mod count "reasonable". 

Posted
9 hours ago, Tentacus said:

Perfectly safe. It can only affect performance. A mod like Hardship with a crapload of scripts gains a small amount of performance by archiving them. It also allows for compressing of large files like meshes, to save disk space. it also has other advantages relating to installing and uninstalling mods that happen to install copies of the same file (Like the collar Hardship and some other mods use) But that is only really a problem if you aren't using a modern mod manager with a virtual directory. (which you fucking should)

 

I had forgotten to tell you that I packed everything in my mod, even the voices! Then I exported the entire list so I don't have to do it every time I pack.

 

Conclusions:

 

Comparing sizes between the file with loose voices and the file with packed voices, I didn't save more than a couple of kb. It really doesn't seem worth it.

 

But since everything is now a single BA2 file, my mod manager installs it very fast. 

Posted
12 minutes ago, JB. said:

 

I had forgotten to tell you that I packed everything in my mod, even the voices! Then I exported the entire list so I don't have to do it every time I pack.

 

Conclusions:

 

Comparing sizes between the file with loose voices and the file with packed voices, I didn't save more than a couple of kb. It really doesn't seem worth it.

 

But since everything is now a single BA2 file, my mod manager installs it very fast. 

 

Technically you aren't supposed to be able to put sound files in compressed archives. I've never managed to get Hardship's sounds to work at all with the sounds archived, which is why I don't bother. Fuz-ing the silent dialogue makes a MASSIVE size diff though. I hope you playtested with the archived sounds (Been too busy to actually replay Nukaride :) )

Posted (edited)

I decided to try something and it came out decent. The unisex version of Grayuser's  strangle doggy that's already included in TSEX works well enough in a no strip version to do double duty as just plain strangling. Yes, there is still hip movement but the rhythm was already pretty erratic so it works well enough, and since the sounds I used were more of a bump than a squish I think it'll do, for one of the punishment options. 

 

Cuffed hands disappear into players ass, but I'm fine with that if you all are.

 

The only thing I had to do was make a no strip position and an animationdata version without the strapon action for a female top, as unlike the errection action that will still equip even with no default starting equipment and ready status, even over clothes (Could be useful for other things)

 

20211210070550_1.jpg.864243f8d8b5209c965c936a1810af30.jpg

 

EDIT:

 

Actually I'll just go with the missionary as it doesn't have the cuffs issue, and with the top's clothes on, it works fine for Male bottoms.

 

20211210074330_1.jpg.035b095c5b1f5e7c585f9c1485ffff07.jpg

 

Edited by Tentacus

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