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Posted
53 minutes ago, fred200 said:

Thank you! Was not topic related - but sure useful to me.

 

Well - its not that easy. The version I deleted was actually from Ulfberth's_AAF_Patch_v2.1.1_Fix2, which overrode 1 Patch.

Delete it or did Ulfberth fix the 1 Patch problem?

(Vortex is wonderful about keeping track of where game directory files actually come from)

Here's the deal. If I understand right the freezing will happen with any supermutant using a custom skeleton. I "Think" the Skeleton/body @Ulfbearth provides in UAP is the same as the file from One Patch itself. In order to make UAP standalone it has several of the same files as One Patch. If you want Supermutant sex you need it, but it will cause the freezing. You can try a mod that prevents dismemberment/decapitation of Supermutants. in that case.

 

I don't care about Supermutant sex (Not lore friendly for east coast muties yo!) so I just delete the body/skeleton. (You'd need to do so from both places if you are using Mod Organizer, and probably Vortex.)

Posted

I have deleted the supermutant skeleton from one patch and don't use ulfbearth, but this doesn't prevent supermutants violating my poor char.

Posted
2 hours ago, Tentacus said:

Here's the deal. If I understand right the freezing will happen with any supermutant using a custom skeleton. I "Think" the Skeleton/body @Ulfbearth provides in UAP is the same as the file from One Patch itself. In order to make UAP standalone it has several of the same files as One Patch. If you want Supermutant sex you need it, but it will cause the freezing. You can try a mod that prevents dismemberment/decapitation of Supermutants. in that case.

 

I don't care about Supermutant sex (Not lore friendly for east coast muties yo!) so I just delete the body/skeleton. (You'd need to do so from both places if you are using Mod Organizer, and probably Vortex.)

Actually the skeleton is optional. You can still have the supermutant animations working with the skeleton off, but some animations wont have the same quality + there might be missalignments since some animations were made to use the animated penis bones.

As for now we have Mutated Lust and Savage Cabbage animations using supermutant penis bones.
The disable dismember mod method didnt seem to work to me, but i noticed supermutants dont freeze 100% of the time if you kill them with VATS or from a long distance.

Posted
7 hours ago, nominall said:

First time installer. 

 

A few questions. 

 

1. The new version is 1/10th the size or so of the older, why?

 

2. I cannot set a hotkey, every time I try to enter one it just goes back to 'none'

 

3. How do I initialize encounters? Is it only npc approach? Only raiders?

 

4. Compatability with magna cum gaudio?

 

5. Nothing happens when I click menu in the in  game mod manager.

 

Same problem here. Installed as described for the new version. Hardship shows up in MCM. When I turn beggar whore mode on, nothing happens. When I try to create the menu object for the pipboy nothing happens. Also it is not possible to assign a hotkey. When I reenter the menu, the beggar whore mode is turned off again, although I switched it to on before..... ? 

Posted
4 hours ago, Archimow said:

Same problem here. Installed as described for the new version. Hardship shows up in MCM. When I turn beggar whore mode on, nothing happens. When I try to create the menu object for the pipboy nothing happens. Also it is not possible to assign a hotkey. When I reenter the menu, the beggar whore mode is turned off again, although I switched it to on before..... ? 

Is this on a save that hardship on it before? Maybe I was wrong and you do need a new save. I don't know what to tell you, it works for me. :( 

 

Which install method did you use? One Patch or Indarello? Can you bind MCM Hotkeys in other mods? Did you install F4SE directly in your real Data f?‍♀️older or through MO2 or Vortex?

Posted
2 hours ago, Clegane said:

Well, I can't start sex, Dialogue loops. More private  and starts asking again .

Sounds like a bad follow script. Anybody else having this problem? I dunno anything about scripts going bad inside archives... I really hope the main download isn't fucked up, I recompiled every goddamn script just last week -_- Was this begging sex or prostitution? I've tested prostitution but not begging sex with the archive.

 

EDIT: Well I downloaded and and reinstalled the mod and there is nothing wrong with either of the follow scripts. Nor can I reproduce the keybinding and file issues. ?‍♀️

 

I suggest you redownload. maybe your download got corrupted, or possibly it got corrupted on install. I dunno about Vortex but NMM is notorious for just fucking up shit on install.

Posted

Mixed success here. New version comes up fine on old save.

MCM works fine; hot key is persistent.

 

AAF is busted. Stops at 30%.

Last error message is "Animation ID FM-GR-Bed02-03Cowgirl not found".

I am guessing this is due to having a patch for a missing animation.. Anyone recognize this one?

 

Needless to say, Hardship animations don't work. They stop at each scene. Our new hotkey, when toggled, moves it to next scene! Very handy.

Posted

Install went good, thanks for the guide, I found a few things I needed to update. Updated and reloaded my save. MCM works, hot key works, did a few begging scenes and prostitute scenes. MF and FF worked fine. Thanks for the update. I feel like with all the mods I have running, if it woulda broke, it woulda broke.

Posted
23 minutes ago, fred200 said:

Mixed success here. New version comes up fine on old save.

MCM works fine; hot key is persistent.

 

AAF is busted. Stops at 30%.

Last error message is "Animation ID FM-GR-Bed02-03Cowgirl not found".

I am guessing this is due to having a patch for a missing animation.. Anyone recognize this one?

 

I believe that is one of AJ's savage cabbage ground conversions? If not it's Savage Cabbage which as I mentioned earlier, 1.2 is busted in Indarello at the moment. 

 

23 minutes ago, fred200 said:

Needless to say, Hardship animations don't work. They stop at each scene. Our new hotkey, when toggled, moves it to next scene! Very handy.

I have no idea what this sentence means :(

Posted
On 5/30/2020 at 1:04 PM, Tentacus said:

I am having a very bad day. The testing I should have done before releasing this is showing that the tagData IS NOT FUCKING working right and I am getting positions that are excluded showing up. I.... seriously want to quit right now. I wish I'd just tagged the fucking positionDatas like I wanted to in the first place. But I am starting to really wonder if it's worth it to make this shit work with just One Patch at all. Indarello has simplified his requirements and it's not that much more hassle to install than not now.

 

@Halstrom @EgoBallistic, Can you guys take a look at this and see if there is anything obviously wrong? Here is my tag data and one of the calls that it b0rks on.

 


    AAF:AAF_API:PositionSettings Anality = AAF_API.GetPositionSettings() 
    Anality.IncludeTags = "FromBehind"
    Anality.ExcludeTags = "Indarello,GrayUser,Cuffed,Aggressive,Cowgirl,Love7,Standing,Spanking,Loving,Start,Hidden,Tease,ClimaxM,TenAggro"               
    Anality.Duration = -1   
    AAF_API.ChangePosition(KmyQuest.PlayerRef, Anality)
    AAF_API.ChangePosition(AkSpeaker, Anality)   

I should only get From Behind positions, even if I had no exclude tags but I am getting (from front) carry, missionary, Standing, even my own TenAggro tagged positions. I even tried explicitly excluding Carry and Missionary and they still showed up. Oddly Cowgirl and Spoon(Love7) are being excluded I want to SCREAM!

 

Is it possible that the tagData XML is too long? I'm grasping at straws here.

 

_T_OP_tagData.xml 16.84 kB · 5 downloads

Hmm, I'm not seeing anything wrong from what I know but I haven't really had any experience using the tags from the reading end. It is possible I guess we will hit some sort of limit eventually. Maybe we need to do a Test .esp for Dago using Vanilla assets in the QA channel of Discord to reproduce the issue. And I've given up and uninstalled OnePatch myself, its too out of date and could cause so much mayhem with the way it's installed if not done perfectly with overwriting etc.
If we can prove it's some kind of limit I can take an axe to the TagData.xmls to reduce their size. I've been thinking of dropping AJ's old out of date stuff out of it too.

Posted
19 minutes ago, Halstrom said:

Hmm, I'm not seeing anything wrong from what I know but I haven't really had any experience using the tags from the reading end. It is possible I guess we will hit some sort of limit eventually. Maybe we need to do a Test .esp for Dago using Vanilla assets in the QA channel of Discord to reproduce the issue. And I've given up and uninstalled OnePatch myself, its too out of date and could cause so much mayhem with the way it's installed if not done perfectly with overwriting etc.
If we can prove it's some kind of limit I can take an axe to the TagData.xmls to reduce their size. I've been thinking of dropping AJ's old out of date stuff out of it too.

I've created a mini mod to just do a lot of tag experiments that just has one dialogue that leads directly to sex, with a simple topic info script I can easily swap different tag combos in and out of. I'm hoping this will help me figure some things out as I hate not knowing what the "rules" are. If I find out anything you can apply I'll let you know.

 

I am thinking that putting the "hidden" tag in all my excludes was a mistake as that seems to also exclude the staged animation that the hidden stages are part of. That's just a hypothesis though, I have to do more experiments when I have time. If that does end up to be the case though it might not be advisable to tag individual stages... Or maybe you could just add a single tag to them which is the name of the stage then if somebody wanted to call it they could but normal users would never see it.

Posted
38 minutes ago, Tentacus said:

 

I believe that is one of AJ's savage cabbage ground conversions? If not it's Savage Cabbage which as I mentioned earlier, 1.2 is busted in Indarello at the moment. 

 

I have no idea what this sentence means :(

 

Let me try again...  Hardship clients move from scene to scene, with a text description between each.

With AAF not working, Hardship "hangs" after each. Disabling Hardship (hot key) and re-enabling it brings up the next stage, until the client is finished and walks away.

Posted
23 minutes ago, Tentacus said:

I've created a mini mod to just do a lot of tag experiments that just has one dialogue that leads directly to sex, with a simple topic info script I can easily swap different tag combos in and out of. I'm hoping this will help me figure some things out as I hate not knowing what the "rules" are. If I find out anything you can apply I'll let you know.

 

I am thinking that putting the "hidden" tag in all my excludes was a mistake as that seems to also exclude the staged animation that the hidden stages are part of. That's just a hypothesis though, I have to do more experiments when I have time. If that does end up to be the case though it might not be advisable to tag individual stages... Or maybe you could just add a single tag to them which is the name of the stage then if somebody wanted to call it they could but normal users would never see it.

The Hidden and Utility tags are hard coded into AAF to not show those in the Wizard or random animation picker but they should not prevent them being called manually as far as I know. Ideally the animators making staged animations need to have all their staged sets set up as I know many haven't. I could easily do a mass replace to add a 3rd tag that isn't hardcoded if you find the hardcoding is the problem and Dagobaking can't help. Many have Tease, Start, Finish, ClimaxM. I would probably just put Stage on the others in those sets.

Posted
6 minutes ago, Halstrom said:

The Hidden and Utility tags are hard coded into AAF to not show those in the Wizard or random animation picker but they should not prevent them being called manually as far as I know. Ideally the animators making staged animations need to have all their staged sets set up as I know many haven't. I could easily do a mass replace to add a 3rd tag that isn't hardcoded if you find the hardcoding is the problem and Dagobaking can't help. Many have Tease, Start, Finish, ClimaxM. I would probably just put Stage on the others in those sets.

I'll let you know after I have more data. :) 

Posted
21 hours ago, Tentacus said:

Next time this happens look at the animation name in the browser. If It starts with a _T_ it's related to hardship otherwise, since you are using Indarello I don't think this would in any way be related to Hardship. Hopefully it was just AAF glitching out.

Some more testing with Raiders. MF animations all play. No issues that i spotted.

 

FF is not looking so good. Leito FF aggressive carry fails. Actors stand there facing the same direction. I noted that your tag was not there on that one.  _T_Rocket 69 also fails to play (partially). The raider animates but my character does not. Cuffs were applied before the scene and removed after. _T_cunnilingus also fails to play (partially again. The raider animates but my character does not. Cuffs also applied and removed with no issues and all BH pop-up's appear as normal. The only FF animation which plays with both actors is _T_analingus, (raider switched to it mid scene with a pop-up) which works fine with both actors animating. 

 

As an aside, i have noticed on a few occasions that AAF does appear to be having an issue. Normally there is no sign of it when animations arent playing but occasionally the [AAF] overlay on screen display will remain on its own after animations even with the wizard not opened. I dont know if thats relevant here. Im using Beta 133b from Nexus.

 

Hope the feedback assists. 

Posted
2 hours ago, Teddar said:

Some more testing with Raiders. MF animations all play. No issues that i spotted.

 

FF is not looking so good. Leito FF aggressive carry fails. Actors stand there facing the same direction. I noted that your tag was not there on that one.  _T_Rocket 69 also fails to play (partially). The raider animates but my character does not. Cuffs were applied before the scene and removed after. _T_cunnilingus also fails to play (partially again. The raider animates but my character does not. Cuffs also applied and removed with no issues and all BH pop-up's appear as normal. The only FF animation which plays with both actors is _T_analingus, (raider switched to it mid scene with a pop-up) which works fine with both actors animating. 

 

As an aside, i have noticed on a few occasions that AAF does appear to be having an issue. Normally there is no sign of it when animations arent playing but occasionally the [AAF] overlay on screen display will remain on its own after animations even with the wizard not opened. I dont know if thats relevant here. Im using Beta 133b from Nexus.

 

Hope the feedback assists. 

This business of individual animations balking sounds like an AAF issue to me. I've noticed with the newest build that there is more situations where the animation actors become deysynched, it has nothing to do with Hardship.

Posted
19 minutes ago, Tentacus said:

This business of individual animations balking sounds like an AAF issue to me. I've noticed with the newest build that there is more situations where the animation actors become deysynched, it has nothing to do with Hardship.

Yeah that could be it. There are certainly things that im seeing with the latest version of AAF that i didn't see with Beta 121. That said, i want previously using most of what i have installed now per your install guide then either. So any number of things could be causing issues. Male raiders work just fine though so i just turned off the ladies for now. If they would just stop stealing all my gear all the time...sheesh! I've never had to type "openactorcontainer 1" so often, lol ?

Posted
33 minutes ago, Teddar said:

Yeah that could be it. There are certainly things that im seeing with the latest version of AAF that i didn't see with Beta 121. That said, i want previously using most of what i have installed now per your install guide then either. So any number of things could be causing issues. Male raiders work just fine though so i just turned off the ladies for now. If they would just stop stealing all my gear all the time...sheesh! I've never had to type "openactorcontainer 1" so often, lol ?

Yeah I'll put the stealing toggle in Final.

Posted

RED ALERT: 

 

There is a serious problem with my installation guide. I suggested everybody install @Ulfbearth's UAP even if they didn't want gay sex since Manly moans blocks all the sounds the Custom moans doesn't... problem with that is like One Patch UAP blocks the original authors XMLs for packs like BP70 and Atomic Lust! 

 

This isn't a problem if you went with the Indarello installation as Indarello and UAP work fine together. (Why it didn't occur to me as I've been using Indarello for a while now) However if you are using just One Patch or Polistro you'd only get the Leito animations, that I (Or Polistro) tagged.

 

So if you followed my instructions, don't need gay sex, and aren't using Indarello, either start a new save, without UAP, or move those packs below UAP in your MO2 Right pane load order or Vortex Rules. Sorry I missed this... I feel sick. I'll correct the guide right away.

 

EDIT: I updated the Installation guide. I also added a section for a gay sex only install. (Pretty simple as it's just UAP.) 

Posted

I also realized that people not having lesbian animations showing up could also be related to UAP. When you install UAP, even if using Indarello, do not install the XML for Rufgt's old animations if you want cunnilingus to work in Hardship. If you already did and are not using Mod Organizer you'll need to reinstall Rufgt's old animations to get the original XMLs back. 

 

I'll add this info to the install guide.

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