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Posted
1 hour ago, dagobaking said:

It only really gets complicated when you try to install every AAF related mod at the same time. But, I guess that is a common path?

 

 

SexLab doesn't have the same problems, been using it for years. Its installation always was and still is plug-and-play at least for me, no matter how many mods I have installed. And since the Animation Loader introduction handling all extra animations in SexLab is 100% painless. No separate "themes", no "overlay patches", no separate patches for animations/themes/overlays of separate animation packs, no "fix all of it" patches, no patches fixing those "fix all of it" patches etc. I've never had problems with schlongs going to the stratosphere with SOS - since no dicking with hkx/bodyslide was required at all. From the user's standpoint of mine the situation with FO4 modding compared to Skyrim looks like a big mess. And worst of all - it doesn't look like it's improving with time, IMO it's the contrary - it's getting worse. I'm not blaming anyone, we all have our time constraints etc, lack of time resources is something I definitely understand. But someone had to speak it out, I guess.

Posted
27 minutes ago, mashup47 said:

That's not a good comparison considering sexlab has been going since 2013 and I may be wrong but AAF is just out of dippers at one year.

 

SexLab was never such a pain to install and patch, as long as I can remember - and I'm using it since day 1, my registration date here goes back to 2012. It had it quirks back then, having bugs is okay, everyone makes them from time to time, but I don't remember ever having to go through removing files from mods using it, replacing them with something else and installing patches patching patches. 

 

Look, I'm not saying this because I want someone to look bad. I just want to understand what the problem is and then - how the situation could be possibly improved. Like a simple question for anyone who already understands this - why one has to remove Leito's XML, what's wrong with it, is it Leito's fault of making a broken one, or is it a result of some compatibility-breaking update since the pack release?

Posted
4 hours ago, phillout said:

SexLab doesn't have the same problems, been using it for years. Its installation always was and still is plug-and-play at least for me, no matter how many mods I have installed.

Wasn't my experience, and I also used it for years. It was not plug-and-play when I used it. Had to re-config it from defaults every new game. Had to go through a whole process to add animations, link up certain mods, change the UI to preferences.

4 hours ago, phillout said:

And since the Animation Loader introduction handling all extra animations in SexLab is 100% painless. No separate "themes", no "overlay patches", no separate patches for animations/themes/overlays of separate animation packs, no "fix all of it" patches, no patches fixing those "fix all of it" patches etc.

You also have to re-compile the animations every time you change them.

 

Don't have nearly the same options for furniture animations, group animations, per animation equipment changing options, etc. With features and flexibility comes more responsibility from the community.

4 hours ago, phillout said:

I've never had problems with schlongs going to the stratosphere with SOS - since no dicking with hkx/bodyslide was required at all.

No. Instead of that, you have HDT hairs going to the stratosphere in Skyrim.

4 hours ago, phillout said:

 From the user's standpoint of mine the situation with FO4 modding compared to Skyrim looks like a big mess. And worst of all - it doesn't look like it's improving with time, IMO it's the contrary - it's getting worse. I'm not blaming anyone, we all have our time constraints etc, lack of time resources is something I definitely understand. But someone had to speak it out, I guess.

I've still used Skyrim for more time than I've been using FO4. Establishing a build that doesn't randomly crash in Skyrim is a huge pain in the ass. Usually, the best you can accomplish is something that only crashes randomly after 30 minutes or so. There are many, many issues that come up repeatedly (brown face problem, random CTD, HDT stretching body parts and hairs). Many inconveniences (re-building the animations after every change, patch scripts that have to run on and modify your files). Also missing features that make a big quality difference (ie. rigged schlong for animations).

3 hours ago, mashup47 said:

@Dagobah OOH! will that come with and F mode installer as well.   

"F mode installer"?

3 hours ago, phillout said:

Look, I'm not saying this because I want someone to look bad. I just want to understand what the problem is and then - how the situation could be possibly improved. Like a simple question for anyone who already understands this - why one has to remove Leito's XML, what's wrong with it, is it Leito's fault of making a broken one, or is it a result of some compatibility-breaking update since the pack release?

It's not Leito's "fault". He offered his work. We are thankful for it. But, he stopped being active. So, others have maintained the XML to add new features to his animations in his absence through patches. That others can keep updating Leito's pack with features without his involvement is a feature that people benefit from.

Posted
1 hour ago, dagobaking said:

Wasn't my experience, and I also used it for years. It was not plug-and-play when I used it. Had to re-config it from defaults every new game. Had to go through a whole process to add animations, link up certain mods, change the UI to preferences.

You also have to re-compile the animations every time you change them.

 

Don't have nearly the same options for furniture animations, group animations, per animation equipment changing options, etc. With features and flexibility comes more responsibility from the community.

Yup. Sexlab took a long time to become what it is and it still has it's own downsides... (FNIS) 

 

When AAF first came out I was a little taken aback by the XMLs, and the comparisons to Osex which honestly never clicked with me. The more I delve into learning how the XMLs work though the more I realize just how powerful and not at all hard to use they are for both modders and the end user. You just have to get a little technical and be open to new things. AAF has incredible untapped potential and some modder (almost certainly not me) is gonna tap into it before long.

 

Quote

It's not Leito's "fault". He offered his work. We are thankful for it. But, he stopped being active. So, others have maintained the XML to add new features to his animations in his absence through patches. That others can keep updating Leito's pack with features without his involvement is a feature that people benefit from.

This is a good point I hadn't considered. The XMLs also allowed me to add entirely new sex positions to Hardship simply by combining parts of existing animations! You can't do that with other frameworks.

 

It really wasn't that long ago that we were overjoyed to have a few rugs with sex animations in them, and it looked doubtful if there would ever be a real adult mod scene for Fallout 4. I am overwhelminly gratful to @dagobaking as well as those who came before, like @Crazy6987, @DocClox, @vinfamy etc... for getting us here.

 

Posted
5 hours ago, dagobaking said:

Wasn't my experience, and I also used it for years. It was not plug-and-play when I used it. Had to re-config it from defaults every new game. Had to go through a whole process to add animations, link up certain mods, change the UI to preferences.

You also have to re-compile the animations every time you change them.

 

 

Reconfiguring something in MCM isn't the same as having to hunt for hints in multiple threads why something doesn't work at all. You may reconfigure the mod, or you may stay with the default values - the mod will work nevertheless. You basically install SexLab, install animations, mods, run FNIS - there you go.

 

And see, you again are speaking from a standpoint of a developer. Users don't have to recompile animations, they install them, right? This was my point from the very beginning - AAF is quite developer-friendly from what I've already learned. But having to install it, animations, themes, overlays, patches, etc from scratch (this including coming back to the game after not playing it for a half of year) can be quite frustrating. Just when you think you've figured it out - there is always another problem you have to troubleshoot, because patch X is outdated and needs a patch by itself.

 

Quote

Don't have nearly the same options for furniture animations, group animations, per animation equipment changing options, etc. With features and flexibility comes more responsibility from the community.

 

Pardon me, I'm trying to understand this. What is the responsible way the community should follow to use AAF in order to eliminate those problems? Could you please make some statement as a developer of the framework used by many mods?

 

Quote

No. Instead of that, you have HDT hairs going to the stratosphere in Skyrim.

I've still used Skyrim for more time than I've been using FO4. Establishing a build that doesn't randomly crash in Skyrim is a huge pain in the ass. Usually, the best you can accomplish is something that only crashes randomly after 30 minutes or so. There are many, many issues that come up repeatedly (brown face problem, random CTD, HDT stretching body parts and hairs). Many inconveniences (re-building the animations after every change, patch scripts that have to run on and modify your files). Also missing features that make a big quality difference (ie. rigged schlong for animations).

 

I don't know how HDT is related to SexLab, TBH. Skyrim SE may work for hours for me with no CTDs - a heavily modded setup with a lot of LL mods, Requiem-based. I simply forgot what CTDs were until I tried FO4 again this time. I guess everyone's experience with both games can be different when it comes to CTDs. Just as the one with brown faces - something that was always a sign of conflicting mods editing the same NPCs in Skyrim, now is a normal behavior in FO4 even on vanilla unedited NPCs so you have to install a mod that fixes something broken by an official DLC or the problem may simply be caused by the game reload.

 

And don't even get me started on cell conflicts in FO4, something that was simply causing clipping in Skyrim and now invalidating 3x3 cell areas causing flickering and disappearing objects, thanks to new features FO4 introduced.

Posted
13 minutes ago, phillout said:

I don't know how HDT is related to SexLab, TBH. Skyrim SE may work for hours for me with no CTDs - a heavily modded setup with a lot of LL mods, Requiem-based. I simply forgot what CTDs were until I tried FO4 again this time. I guess everyone's experience with both games can be different when it comes to CTDs. Just as the one with brown faces - something that was always a sign of conflicting mods editing the same NPCs in Skyrim, now is a normal behavior in FO4 even on vanilla unedited NPCs so you have to install a mod that fixes something broken by an official DLC or the problem may simply be caused by the game reload.

 

And don't even get me started on cell conflicts in FO4, something that was simply causing clipping in Skyrim and now invalidating 3x3 cell areas causing flickering and disappearing objects, thanks to new features FO4 introduced.

The Fallout 4 mod scene has no shortage of strong opinions... but let's try to get some of this off topic negativity out of my thread. Kay?

 

20160628064343_1.jpg.d49eb99e9e098e4664b9d1ee764d7ea5.jpg

 

Posted
7 minutes ago, Tentacus said:

The Fallout 4 mod scene has no shortage of strong opinions... but let's try to get some of this off topic negativity out of my thread. Kay?

 

Sure. It's not as if I was interested in discussing FO4 general issues myself.

Posted
30 minutes ago, fred200 said:

Fine with me if you delete the off-topic comments. Makes things I need to read easier to find.

 

Whoot! This is my 2000th post!

2000... Geez... and I thought I was bad :D

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

Update:

 

Still testing. Got a little sidetracked adding some much needed pimp and ghoul specific dialogue to the blowjob script... But I still feel like I'm mostly on track.

 

Those who want more male pimps should be pleased with the added mid sex popup dialogue for BD and Raymond. Raymond's sinister side is much more cleary spelled out than in the small hints I've dropped previously. Expect that possibly to pay off in the future.

 

I'm also adding ghoul specific lines for declaring limits. "I'm not putting... that thing... in my mouth" etc...

 

20190915195446_1.jpg.ba303aedd862a22f23e9cebf8e308eca.jpg

Posted
6 hours ago, Tentacus said:

When AAF first came out I was a little taken aback by the XMLs, and the comparisons to Osex which honestly never clicked with me.

Yeah. 0Sex is cool. But, it didn't really have an API that other modders could figure out. So, I put extra work into exposing the same functionality through XML to encourage modders to make their own "CE0 style" animation trees.

 

But, since I was making the functionality needed already and the majority of modders are used to it, I also added Sexlab style animation sequences. And that format has ended up still being followed by most animators. I'm still hoping that they will eventually make more of the "CE0 style" experiences over time. (I've added features to make that structure cross-compatible with other mods that call animations).

 

2 hours ago, phillout said:

Reconfiguring something in MCM isn't the same as having to hunt for hints in multiple threads why something doesn't work at all. You may reconfigure the mod, or you may stay with the default values - the mod will work nevertheless. You basically install SexLab, install animations, mods, run FNIS - there you go.

Reconfiguring isn't plug-and-play either.

 

You don't have to hunt for hints in multiple threads for AAF mods to work. They have been tested by their authors as working based on their install instructions. As I noted before, it only gets complicated when you start stacking mods without following what they are doing. It's about the same amount of effort as figuring out how to use FNIS.

2 hours ago, phillout said:

And see, you again are speaking from a standpoint of a developer. Users don't have to recompile animations, they install them, right?

I was referring to FNIS, which users have to use also.

 

Check out this google query: https://www.google.com/search?q=site:www.loverslab.com+fnis

 

29,500 hits indicates that it's not actually that easy to use.

2 hours ago, phillout said:

This was my point from the very beginning - AAF is quite developer-friendly from what I've already learned. But having to install it, animations, themes, overlays, patches, etc from scratch (this including coming back to the game after not playing it for a half of year) can be quite frustrating. Just when you think you've figured it out - there is always another problem you have to troubleshoot, because patch X is outdated and needs a patch by itself.

I made the tools. But, I can't control how people use them or whether or not they have time to keep updating their work. I never imagined any patches at all actually. My assumption was that either animators would maintain most of the XML themselves (the way animators have to manage their FNIS compile instructions in Skyrim or the animation XML in Sims 4 as well) or they would partner up with others who would make the XML for them.

 

The rest of the XML is there to make mods adding voices, stats or narration features possible, without having to "patch" anything.

 

The rise of patches is a double-sided thing. On one hand, it is a sign that AAF has succeeded in making something understandable and usable by many modders without formal coding experience. On the other hand, more people have been compelled to publish their XML work, sometimes in a way that competes with others doing the same things.

2 hours ago, phillout said:

Pardon me, I'm trying to understand this. What is the responsible way the community should follow to use AAF in order to eliminate those problems? Could you please make some statement as a developer of the framework used by many mods?

I think that we already saw a pretty good model to solve many issues with the One Patch mod. Unfortunately, maintenance has slowed on it. So, there may need to be a re-grouping to catch it up or make an alternative with the same idea in mind.

 

In summary, I think that more cooperation is the solution when it comes to the XML stuff. If an animator doesn't want to fuss with the details in XML, ask around and find someone to help do it. Otherwise, if you release the animations with minimal XML config, others will fill in the blanks with patches that can cause issues over time.

 

Instead of releasing an XML patch to make some fetish-specific thing work, first try reaching out to the original author and offer to partner with them to combine efforts. That way it can remain one mod covering one subject.

2 hours ago, phillout said:

I don't know how HDT is related to SexLab, TBH. Skyrim SE may work for hours for me with no CTDs - a heavily modded setup with a lot of LL mods, Requiem-based. I simply forgot what CTDs were until I tried FO4 again this time.

SE is a lot more stable. That is true. But, it doesn't have ENB features (main thing still going for Skyrim), doesn't have everything ported over and still has a lot of the other tedious aspects I brought up.

 

Besides, HDT is just as related to Sexlab as a broken penis mesh is to AAF. AAF can't make every other mod work when improperly installed either.

 

Posted
6 minutes ago, dagobaking said:

Yeah. 0Sex is cool. But, it didn't really have an API that other modders could figure out. So, I put extra work into exposing the same functionality through XML to encourage modders to make their own "CE0 style" animation trees.

 

But, since I was making the functionality needed already and the majority of modders are used to it, I also added Sexlab style animation sequences. And that format has ended up still being followed by most animators. I'm still hoping that they will eventually make more of the "CE0 style" experiences over time. (I've added features to make that structure cross-compatible with other mods that call animations).

I have a feeling they will. I have oriented Hardship almost completely through dialogue for interaction, but I could see using interactive animations like the spanking one RufGt made in a future mod for a more "hands on" mod experience.

 

It's a lot to take in but it's exciting to think about the potential.

Posted
14 hours ago, dagobaking said:

I was referring to FNIS, which users have to use also.

 

Check out this google query: https://www.google.com/search?q=site:www.loverslab.com+fnis

 

29,500 hits indicates that it's not actually that easy to use.

 

 

FNIS does more than just enabling sex animations. It allows replacing animations based on parameters too - like making female/male animations separate and replacing unisex animations (those for weapons etc). Something that FO4 still doesn't have. 

 

FNIS exists for 7 years and is used by 2 games. 30/7 = 4k hits per year.


AAF has almost 6k hits in one year for a similar query. 

 

Just doing a math, nothing else.

Posted

I dont want to sound like a tool here but "My cat is blacker than your cat" arguments really do belong elsewhere. This will not end well if it goes on. ?

Posted
44 minutes ago, Teddar said:

I dont want to sound like a tool here but "My cat is blacker than your cat" arguments really do belong elsewhere. This will not end well if it goes on. ?

You are right, I've exceeded my monthly offtopic quota. I'm just shutting up, awaiting for the release.

Posted

Hardship 1.5.0 is up! Let the dick biting commence!!!

What's New in Version 1.5.0

Released Just now

NEW in 1.5.0 - MEGA update!

-Greatly expanded interactive roleplaying

-Mid scene actions including rape escapes

-Bite a rapist's dick!

-Real handcuffs integration and unique gameplay

-Unique sex positions made by modifying existing poses with XMLs.

-Male Cunnilingus (With RufGt's old anims)

-New end of scene interactions concerning chems

-Option for strap-on sex with FF customers

-Tons of new and expanded dialogue, including new raider greets

-Toggleable Extreme content options, NPC Hate speech and Pee stuff (Default off)

-New and improved sound effects

-More sounds in popup dialogue where appropriate (raider laughs etc...)

-Many bug fixes

-Stuff I've surely forgotten

 

Okay guys it is up... That said I am not incredibly confident it isn't a shoddily constructed casing full of pinball machine parts. In other words Caveat emptor! WHEN you find bugs try to give me screenshots or at least descriptions. I fully expect to be typos and fadeins/outs that aren't working properly... so be gentle.

 

Remember Real handcuffs is a requirement now. I also updated the known issues so maybe at least scan that.

Posted

Clean install, new run, female PC.
Used Connie Abernathy for the "first time" whore and instead of cunnilings it called one of Gray's doggie. All the new scene popups worked and was eating pussy related (pretty kool!) and at the end there wasn't any cum/happy/disappointed popup or any XP.

 

Other than Pretty & Backpack stripping Off the rest is default settings.

Posted
10 minutes ago, chanfanloong1 said:

This is a great mod but still it would be much more manageable if it used the mod configuration menu

Once you get used to the settings & hot key it, you'll find it waaaaay faster. Took me a bit, but I really like it now.

Posted

@Tentacus Got a weird issue.
Everything was working pretty well until my PC got collared by Raider Pet and I chose to fight the next Menacing Raider, which disabled BW like normal. I snatched the restraints key and beat feet.

But after enabling BW again,  I can't solicit anyone (only vanilla dialogue) or talk to Gunners or Menacing Raiders (no dialogue).

 

Got a LOT of log spam with:



    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 320
[12/15/2019 - 06:23:52PM] error: Cannot call GetSex() on a None object, aborting function call
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 320
[12/15/2019 - 06:23:52PM] warning: Assigning None to a non-object variable named "::temp41"
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 320
[12/15/2019 - 06:23:52PM] error: Cannot call GetLeveledActorBase() on a None object, aborting function call
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 321
[12/15/2019 - 06:23:52PM] error: Cannot call GetSex() on a None object, aborting function call
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 321
[12/15/2019 - 06:23:52PM] warning: Assigning None to a non-object variable named "::temp43"
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 321
[12/15/2019 - 06:23:56PM] error: Cannot call GetLeveledActorBase() on a None object, aborting function call

Posted
2 hours ago, izzyknows said:

Clean install, new run, female PC.
Used Connie Abernathy for the "first time" whore and instead of cunnilings it called one of Gray's doggie. All the new scene popups worked and was eating pussy related (pretty kool!) and at the end there wasn't any cum/happy/disappointed popup or any XP.

 

Other than Pretty & Backpack stripping Off the rest is default settings.

So wait, you're sayng it called a doggy animation, but all the popups were Cunnilingus related? The only way that could happen is if themes or possibly @Ulfbearth's one patch patch has the wrong tag assigned? I dunno as I'm not familiar with Greysusers pack. 

 

2 hours ago, chanfanloong1 said:

This is a great mod but still it would be much more manageable if it used the mod configuration menu

No idea why the ending stuff wouldn't pop though. Those are controlled by globals assigned by what dialogue is played during the before sex talkand has nothing to do with AAF.

 

I will be adding an MCM sooner than later. I just haven't had time to learn how.

Posted
59 minutes ago, pok0 said:

Is there a new NPC in this update?

No.

 

1 hour ago, izzyknows said:

@Tentacus Got a weird issue.
Everything was working pretty well until my PC got collared by Raider Pet and I chose to fight the next Menacing Raider, which disabled BW like normal. I snatched the restraints key and beat feet.

But after enabling BW again,  I can't solicit anyone (only vanilla dialogue) or talk to Gunners or Menacing Raiders (no dialogue).

 

Got a LOT of log spam with:

 

  Reveal hidden contents

 

 


    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 320
[12/15/2019 - 06:23:52PM] error: Cannot call GetSex() on a None object, aborting function call
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 320
[12/15/2019 - 06:23:52PM] warning: Assigning None to a non-object variable named "::temp41"
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 320
[12/15/2019 - 06:23:52PM] error: Cannot call GetLeveledActorBase() on a None object, aborting function call
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 321
[12/15/2019 - 06:23:52PM] error: Cannot call GetSex() on a None object, aborting function call
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 321
[12/15/2019 - 06:23:52PM] warning: Assigning None to a non-object variable named "::temp43"
stack:
    [_T_DialogueQuest (17000F99)].Tentacus:Beggar_Whore:_T_BWQuestScript.OnTimer() - "D:\Games\Fallout 4\mods\Hardship_1.5.0\Scripts\Source\User\Tentacus\Beggar_Whore\_T_BWQuestScript.psc" Line 321
[12/15/2019 - 06:23:56PM] error: Cannot call GetLeveledActorBase() on a None object, aborting function call
 

 

 

That is weird. I'll look into it right away. 

 

As far as the raider pet issue goes specifically. The only thing I changed was having it so When you are cuffed  the script will automatically put you back in Beggar whore mode so that you can use the Hardship specific dialogue for getting out of cuffs. It's totally untested as I had the idea 10 minutes before I uploaded. I have no idea how it reacts with Raider pet... but find it hard to wrap my head around it breaking dialogue like that.

 

Edit: The log spam was very straightforward to fix. It'll be in the first bug fix update, it was something I missed when fixing the previous log spam problem. I must have reverted to an older script after fixing it before. Could you try to recreate the Raider pet problem? It's kind of hard for me to wrap my head around how the 2 mods are interacting since I don't run RP.

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