MrCruelJohn Posted January 9, 2020 Share Posted January 9, 2020 1 hour ago, maddadicusrex said: So far, this is the most stable version I have been using. Enjoying the different combos. The mod actually found animations that I did not know was available.. The BP70LoveTriangle..... totally new for me... John Stable yes... I did have a weird game I started not much loaded for mods. And the same mods I have always used... The quirk was the player was never chosen even at 100% the message was "player is in combat or busy" i was standing in sanctuary and doing nothing. Restarted a new game and it was fine... so, dont know. Something was triggering PC busy and non-selectable. May be something, most likely not... Is there a console command that would set PC busy from 1 to 0? John Link to comment
SAC Posted January 9, 2020 Author Share Posted January 9, 2020 1 hour ago, MrCruelJohn said: The quirk was the player was never chosen even at 100% the message was "player is in combat or busy" i was standing in sanctuary and doing nothing. Is there a console command that would set PC busy from 1 to 0? The exact condition is if NPCPlayer.isinscene() == 0 && NPCPlayer.HasKeyword(AAFActorBusy) == false && NPCPlayer.HasKeyword(AAFActorLocked) == false && NPCPlayer.Isincombat() == false isinscene() and isincombat() are native Fallout functions, I use them as-is. I don't know what triggers them, intuitively should be combat or dialogue quest stages. There is no console command to set the player "not in scene / combat" but I could potentially add an MCM setting to bypass this check. However, I choose not to implement this because it can result in a lot of mixups with quests / combat / other sex mods, more trouble than it's worth. Link to comment
MrCruelJohn Posted January 9, 2020 Share Posted January 9, 2020 1 hour ago, SAC said: The exact condition is if NPCPlayer.isinscene() == 0 && NPCPlayer.HasKeyword(AAFActorBusy) == false && NPCPlayer.HasKeyword(AAFActorLocked) == false && NPCPlayer.Isincombat() == false isinscene() and isincombat() are native Fallout functions, I use them as-is. I don't know what triggers them, intuitively should be combat or dialogue quest stages. There is no console command to set the player "not in scene / combat" but I could potentially add an MCM setting to bypass this check. However, I choose not to implement this because it can result in a lot of mixups with quests / combat / other sex mods, more trouble than it's worth. Then I suspect the last conversation with Codsworth telling me to go to Concord didnt clear properly. And by no means did I think it was this mod... but certainly interesting to see how these things are in the background, which in aa normal game we dont get to see. It would seem to be that in order to clear out the vanilla type busy, would have another interaction and hope it clears. Thanks for the help. John Link to comment
maddadicusrex Posted January 9, 2020 Share Posted January 9, 2020 49 minutes ago, MrCruelJohn said: Then I suspect the last conversation with Codsworth telling me to go to Concord didnt clear properly. And by no means did I think it was this mod... but certainly interesting to see how these things are in the background, which in aa normal game we dont get to see. It would seem to be that in order to clear out the vanilla type busy, would have another interaction and hope it clears. Thanks for the help. John As I have discovered and confirmed by SAC, if no one in area, no one to fuck! I use an Alternative Start mod. If I am in Goodneighbor, plenty of action. If at Egrets Marina, not so much..Sanctuary could be one of those no NPC zones. Also, I find that if I suspect a stuck mod, a simple reset works it out. Also I would not use the timer reset option if you enter or leave zones. F04 is about being fluid and resetting the timer ,means you never get the mod to settle into its scans.. Link to comment
MrCruelJohn Posted January 9, 2020 Share Posted January 9, 2020 1 hour ago, maddadicusrex said: As I have discovered and confirmed by SAC, if no one in area, no one to fuck! I use an Alternative Start mod. If I am in Goodneighbor, plenty of action. If at Egrets Marina, not so much..Sanctuary could be one of those no NPC zones. Also, I find that if I suspect a stuck mod, a simple reset works it out. Also I would not use the timer reset option if you enter or leave zones. F04 is about being fluid and resetting the timer ,means you never get the mod to settle into its scans.. That's not the problem... standing in Sanctuary, there are plenty of npc's around and npcs do port in... what I was saying was at 100% my character, it was always saying player busy or in combat, someone else chosen... it was just a quirk. Just didn't know what put/kept my PC in such a state that JF wouldn't work (on my PC) because of the busy condition. she was just jealous of all the JF'ing going on around and left out of the fun! John 1 Link to comment
maddadicusrex Posted January 28, 2020 Share Posted January 28, 2020 Been working great, but any way to get the characters to stop walking away when called, especially during 3somes? Causing pacification failure while waiting during joining animation. Also, any way to just cancel an animation that fails because there is no existing poses available. Even during the fail, I get my "character doing it with 12 guys" or so notification. I have mods that track that stuff and is triggered by those notifications as having actually happened. Thanks Link to comment
SAC Posted January 28, 2020 Author Share Posted January 28, 2020 3 hours ago, maddadicusrex said: Been working great, but any way to get the characters to stop walking away when called, especially during 3somes? No idea what you mean. Who is calling who, who is walking away? 3 hours ago, maddadicusrex said: Even during the fail, I get my "character doing it with 12 guys" or so notification. I have mods that track that stuff and is triggered by those notifications as having actually happened. Thanks That notification is not from my mod, again, no idea which mod triggers it and how they do it. Listening to AAF events needs to be done carefully by all mods, I don't know which mod is that, what particular events they monitor, and how. My suggestion is to raise this issue on that particular mod support page, I cannot help on this. Link to comment
maddadicusrex Posted January 28, 2020 Share Posted January 28, 2020 30 minutes ago, SAC said: No idea what you mean. Who is calling who, who is walking away? When your mod calls the actors for a Threesome animation, the victim goes down on their knees and the other 2 actors show up and then start walking away while AAF is setting up the scene. When and if the scene activates, then the 3 come together OK. Sometimes while they are walking away, the pacification period gets disabled and combat starts up with other nearby NPCS.. Link to comment
SAC Posted January 28, 2020 Author Share Posted January 28, 2020 11 minutes ago, maddadicusrex said: When your mod calls the actors for a Threesome animation, the victim goes down on their knees and the other 2 actors show up and then start walking away while AAF is setting up the scene. When and if the scene activates, then the 3 come together OK. Sometimes while they are walking away, the pacification period gets disabled and combat starts up with other nearby NPCS.. I see. The only option I can see right now would be to setrestrained(1) the males, but the tradeoff would be that they would pace stuck in place "unimersivelly". I'd rather keep it as is and consider the occasional aggro as part of the unexpected. 1 Link to comment
mexicanget2kill Posted February 22, 2020 Share Posted February 22, 2020 Sup thanks, greeat idea, havnt had the chance to actually use it, I was wondering if this works with rse shenanigans ? are they conflictive? cheers Link to comment
SAC Posted February 23, 2020 Author Share Posted February 23, 2020 8 hours ago, mexicanget2kill said: Sup thanks, greeat idea, havnt had the chance to actually use it, I was wondering if this works with rse shenanigans ? are they conflictive? cheers They do not conflict, you can use both 1 Link to comment
maddadicusrex Posted March 1, 2020 Share Posted March 1, 2020 Been a long time. Would there be any way to pick and choose ( maybe MCM ) the characters that would "fuck" us? Some races have more choices in animations than others. Link to comment
SAC Posted March 2, 2020 Author Share Posted March 2, 2020 12 hours ago, maddadicusrex said: Been a long time. Would there be any way to pick and choose ( maybe MCM ) the characters that would "fuck" us? Some races have more choices in animations than others. I am taking a break from FO4 at the moment. Also, I wouldn't know off-hand how to implement this one. 1 Link to comment
DremoraDream Posted March 6, 2020 Share Posted March 6, 2020 On 3/2/2020 at 1:04 AM, SAC said: I am taking a break from FO4 at the moment. Also, I wouldn't know off-hand how to implement this one. SAC, if you're still answering qustions about this mod: Can i restrict this mod to activate on only the player and instead of a timer, is there a way to integrate this into the activate command? Sometimes I want my character to go up to a feral ghoul or deathclaw and do the deed, but there's no mods that allow that Link to comment
SAC Posted March 8, 2020 Author Share Posted March 8, 2020 On 3/6/2020 at 2:05 AM, DremoraDream said: SAC, if you're still answering qustions about this mod I am On 3/6/2020 at 2:05 AM, DremoraDream said: Can i restrict this mod to activate on only the player Yes, using MCM. Quoting from the mod description Currently available mod settings, via MCM: [...] - Fuck the player probability = probability the player gets chosen for the scene, vs the random female; 0 = mod will always pick the random female, 100 = mod will always pick the player (note that if the player is involved in a quest scene, or is already animating, the mod will automatically fallback to the random female) [...] (the fallback is baked in and I am not messing with it) On 3/6/2020 at 2:05 AM, DremoraDream said: and instead of a timer, is there a way to integrate this into the activate command? Sometimes I want my character to go up to a feral ghoul or deathclaw and do the deed, but there's no mods that allow that Hmm... I'm not sure. I think it's possible to make a "potion" (like a stimpack) which triggers a spell which triggers the timer, but it's complicated (I think) and I don't have a solution readily at hand. Also, it would still pick a random male character nearby which may not be the desired one. However, why don't you make it simple and just use the AAF wizard and pick the desired character(s) to start a sex scene? Link to comment
DremoraDream Posted March 8, 2020 Share Posted March 8, 2020 11 hours ago, SAC said: I am Yes, using MCM. Quoting from the mod description Currently available mod settings, via MCM: [...] - Fuck the player probability = probability the player gets chosen for the scene, vs the random female; 0 = mod will always pick the random female, 100 = mod will always pick the player (note that if the player is involved in a quest scene, or is already animating, the mod will automatically fallback to the random female) [...] (the fallback is baked in and I am not messing with it) Hmm... I'm not sure. I think it's possible to make a "potion" (like a stimpack) which triggers a spell which triggers the timer, but it's complicated (I think) and I don't have a solution readily at hand. Also, it would still pick a random male character nearby which may not be the desired one. However, why don't you make it simple and just use the AAF wizard and pick the desired character(s) to start a sex scene? Thanks for the reply! To answer your latter question, the AAF selection menu is a personal problem for me. It is functional, but I dislike some of the jankiness when trying to set up situations in game. Works well for screenshots, but breaks the feel of playing the game when I want instances like your mod to dictate how these animations play out. Regardless I'll be giving this mod a shot, and see how well it works in my set up. I tried all the other mods you listed but your mod sounds exactly like what im interested in Link to comment
TheGeekyDead Posted June 22, 2020 Share Posted June 22, 2020 It works, but when it starts it fails because missing animations? I downloaded the 3 req files. Is there a step im missing here? Link to comment
Cyrinickloudo Posted June 27, 2020 Share Posted June 27, 2020 I have been standing around for 20 min and have got nothing can you help? I finally got everything needed for it to work but it feels like the timer may not be starting Link to comment
Cyrinickloudo Posted June 27, 2020 Share Posted June 27, 2020 This what I'm getting, Is there something wrong with my.scripts? Link to comment
XenomK Posted August 13, 2020 Share Posted August 13, 2020 On 11/11/2019 at 2:58 AM, SAC said: it seem I cant enabled the mod cus as i tried to enable it it would disabled by it self in the mcm Link to comment
Whennightswerecold Posted August 21, 2020 Share Posted August 21, 2020 Haven't downloaded it yet, but having read the description I feel thiw will work great in my save file lol Link to comment
Verivy77 Posted August 26, 2020 Share Posted August 26, 2020 Wenn einer mal so etwas ohne AAF machen würde. AAF viel zu aufwendig und Kompliziert. In Skyrim geht das auch. Link to comment
Verivy77 Posted September 16, 2020 Share Posted September 16, 2020 Geht das auch ohne AAF? Link to comment
Slorm Posted September 16, 2020 Share Posted September 16, 2020 3 hours ago, Verivy77 said: Geht das auch ohne AAF? Ich verstehe nur ein bisschen Deutsch, also auf Englisch In FO4 it is AAF that is used to play the animations, so without it you wouldn't see any. Computer translation/Computer-Übersetzung Bei FO4 wird AAF zum Abspielen der Animationen verwendet, ohne AAF würde man also keine sehen. Link to comment
xyzxyz Posted October 10, 2020 Share Posted October 10, 2020 RSEII Resources is a hard requirement? It doesn't work without it? Link to comment
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