deathmorph Posted May 17, 2023 Posted May 17, 2023 (edited) fyi - works now, the heels no longer sink into the ground Spoiler Edited May 18, 2023 by deathmorph
Juklse34 Posted May 21, 2023 Posted May 21, 2023 I feel like i get cold immeadeatly when it's raining, no matter if the "cold from rain" slider is at 4 or 16. Running from red rocket to sanctuary with max warmth it will have gotten to freezing before i'm at the workbench, like it's -40 outside. I'm not sure what end of the slider it should be at for it to take longer, or if the slider is working at all. Help please?
louisthird Posted June 6, 2023 Posted June 6, 2023 (edited) Hello Tentacus. Could you fix the following harmless messages in the log by checking for AAF plugin before looking for AAF_ActorBusy keyword? If you did, then Crackle could be used without AAF installed and without any errant messages. That is currently this test scenario: Crackle installed but AAF not installed. Thank you very much in advance. [06/06/2023 - 12:58:13AM] error: Cannot call AAF_ActorBusy() on a None object, aborting function call stack: [_T_CrackleQuest (36001ECC)].Tentacus:Crackle:_T_QuestScript.OnTimer() - "h:\Steam-library\SteamApps\common\Mod Organizer 2\mods\CRACKLE - Comforting fires for the discerning hobo -\Scripts\Source\User\Tentacus\Crackle\_T_QuestScript.psc" Line 252 [06/06/2023 - 12:58:13AM] error: Cannot check for a None keyword stack: [ (00000014)].Actor.HasKeyword() - "<native>" Line ? [_T_CrackleQuest (36001ECC)].Tentacus:Crackle:_T_QuestScript.OnTimer() - "h:\Steam-library\SteamApps\common\Mod Organizer 2\mods\CRACKLE - Comforting fires for the discerning hobo -\Scripts\Source\User\Tentacus\Crackle\_T_QuestScript.psc" Line 252 [06/06/2023 - 12:58:16AM] [Assimilation] Assimilation Talk: Talking is unlocked at 1.034694 game days for Actor:[Actor < (190119BD)>] DisplayName:Scavenger [06/06/2023 - 12:58:17AM] error: Cannot call AAF_ActorBusy() on a None object, aborting function call stack: [_T_CrackleQuest (36001ECC)].Tentacus:Crackle:_T_QuestScript.OnTimer() - "h:\Steam-library\SteamApps\common\Mod Organizer 2\mods\CRACKLE - Comforting fires for the discerning hobo -\Scripts\Source\User\Tentacus\Crackle\_T_QuestScript.psc" Line 252 [06/06/2023 - 12:58:17AM] error: Cannot check for a None keyword stack: [ (00000014)].Actor.HasKeyword() - "<native>" Line ? [_T_CrackleQuest (36001ECC)].Tentacus:Crackle:_T_QuestScript.OnTimer() - "h:\Steam-library\SteamApps\common\Mod Organizer 2\mods\CRACKLE - Comforting fires for the discerning hobo -\Scripts\Source\User\Tentacus\Crackle\_T_QuestScript.psc" Line 252 Edited June 6, 2023 by louisthird spelling
sen4mi Posted November 5, 2023 Posted November 5, 2023 This mod prevents 8 hours sleep - even when on a bed constructed in a settlement by a fire, That seems excessive, especially since there's no way to disable that in MCM.
Tentacus Posted November 6, 2023 Author Posted November 6, 2023 2 hours ago, sen4mi said: This mod prevents 8 hours sleep - even when on a bed constructed in a settlement by a fire, That seems excessive, especially since there's no way to disable that in MCM. Can anyone else recreate this issue? I don't even have Fallout 4 installed anymore so can't check it. I have had this mod in my load order since I made it though, which encompasses hundreds of hours of latterday hardship testing and never noticed an issue like this... but I also haven't fucked with making settlements for years so who knows. ?♀️ If other people can recreate the issue I might look into it, eventually.
sen4mi Posted November 6, 2023 Posted November 6, 2023 Uninstalling this mod and creating a new character did not fix the problem. I had assumed that this mod was the cause because that's how the description page reads. It seems I was probably wrong. 1
bubbabignose Posted November 6, 2023 Posted November 6, 2023 5 hours ago, sen4mi said: This mod prevents 8 hours sleep - even when on a bed constructed in a settlement by a fire, That seems excessive, especially since there's no way to disable that in MCM. I've had no issues sleeping on a settlement bed for any duration with this mod installed. Can you explain further the type of settlement bed and fire source you've tested?
sen4mi Posted November 6, 2023 Posted November 6, 2023 3 hours ago, bubbabignose said: I've had no issues sleeping on a settlement bed for any duration with this mod installed. Can you explain further the type of settlement bed and fire source you've tested? Hangman's alley, workshop constructed bed, under cover from weather. But I no longer believe that it was this mod that caused the problem.
DavidB28m Posted December 2, 2023 Posted December 2, 2023 Hello, I have found a way to (kind of) dinamically change seasons in FO4; and i want to use your mod in my build; is it possible for you (or easy) to make a version of Crackle that doesn't use MCM but an ini file for configuration? With support for negative values? (As in someone receiving the negative effects when it is too hot)?
Tentacus Posted December 2, 2023 Author Posted December 2, 2023 (edited) 38 minutes ago, DavidB28m said: Hello, I have found a way to (kind of) dinamically change seasons in FO4; and i want to use your mod in my build; is it possible for you (or easy) to make a version of Crackle that doesn't use MCM but an ini file for configuration? With support for negative values? (As in someone receiving the negative effects when it is too hot)? I'm no longer modding Bethesda games (for now at least) and wouldn't have a clue how to implement that sort of thing. I only learned as much as I needed to as I went and much of my (quickly fading) CK and papyrus expertise surrounded dialogue and AAF. I am fine with anyone who wants to add improvements to this mod so long as they link to the original and give me, (and @requiredname65) credit. Speaking of, you might want to ask him as he has contributed to this mod (The awesome shivvering effect) in the past and has more general coding expertise than I do. I wouldn't mind if somebody made it into a full on Frostfall clone, but... personally I am very proud of this mod and find it one of the most useful I have ever made on the times when I actually play FO4. That means I might be a little protective if somebody makes a mess of it so keep that in mind. Edited December 2, 2023 by Tentacus
requiredname65 Posted December 3, 2023 Posted December 3, 2023 I got your message @DavidB28m but I believe answering in this forum will increase the odds of you request as there's more eyes on it here. It's been a few months since I even had Beth toolset installed. I'm not much of a help here. But at the minimum I think you'd have to redo the main loop of the mod. Why would you even need ini but not mcm? I mean if you want to have presets of settings, sure. This could be done without inis. Fallout has a Frostfall clone, that's Nuclear Winter. It doesn't support going into too hot terratory though.
DavidB28m Posted December 5, 2023 Posted December 5, 2023 On 12/3/2023 at 12:04 PM, requiredname65 said: I got your message @DavidB28m but I believe answering in this forum will increase the odds of you request as there's more eyes on it here. It's been a few months since I even had Beth toolset installed. I'm not much of a help here. But at the minimum I think you'd have to redo the main loop of the mod. Why would you even need ini but not mcm? I mean if you want to have presets of settings, sure. This could be done without inis. Fallout has a Frostfall clone, that's Nuclear Winter. It doesn't support going into too hot terratory though. Because i think if i am not mistaken, settings for the mod are saved within the savegame. I am using the mod MainMenuRandomizer to randomize textures for Summer, Winter, Spring and Autumn each time the game starts; for this it would be helpful to have ini settings as to, if the game loads in winter it may have harsher settings than in Spring or Summer. I am trying Nuclear Winter too, also using zEdit to try and make a "disabled" version of Nuclear Winter to use in the other seasons.
requiredname65 Posted December 5, 2023 Posted December 5, 2023 (edited) 1 hour ago, DavidB28m said: Because i think if i am not mistaken, settings for the mod are saved within the savegame. I am using the mod MainMenuRandomizer to randomize textures for Summer, Winter, Spring and Autumn each time the game starts; for this it would be helpful to have ini settings as to, if the game loads in winter it may have harsher settings than in Spring or Summer. I am trying Nuclear Winter too, also using zEdit to try and make a "disabled" version of Nuclear Winter to use in the other seasons. It's been a while but if I recall correctly Crackle MCM just juggles some globals which are in fact saved in the save game. In fact if this is the case you could just create couple of 'preset' esp plugins that define and override those globals with a constants and have your randomizer replace those esp files. Doesn't quite do everything you wanted but it's a start. Edited December 5, 2023 by requiredname65
MasterSchlongenstein Posted January 22, 2024 Posted January 22, 2024 This mod could be greatly improved if the breath effect did not play during dialogue (and overlapping with the character's voice). It would also be really helpful to have some different volume options for the breath sound effect. I noticed it doesn't share the same volume slider as the voice (which makes it especially jarring during dialogue scenes if you have them set differently). I think it's under effects right now. Having a volume slider, or even more simply some optional files that could be swapped out in the mod organizer (like for example, I could swap in some quieter audio files right now since I'm about to go to far harbor and I don't want my character to sound cold all the time). The simplest thing I'm hoping for really is just some quieter audio files, maybe at 66% and 33% as also different people shiver at different volumes and even I don't shiver a third as loudly as my character shivers with a slight chill, not even snowing or anything. In the meantime, I have downloaded the conquest mod and kit's camping gear so I can have some fires on the go and deal with it in game .
MasterSchlongenstein Posted January 22, 2024 Posted January 22, 2024 The ability to turn off the verbal notifications would be greatly appreciated by those of us who play without a HUD, one other small thing I noticed. I have 219 mods and yours is the most invasive/noticeable and immersion breaking, I'm sorry, lol but hopefully it should be easy to fix. Ironic that it -is- an immersion mod.
Tentacus Posted January 22, 2024 Author Posted January 22, 2024 9 hours ago, MasterSchlongenstein said: The ability to turn off the verbal notifications would be greatly appreciated by those of us who play without a HUD, one other small thing I noticed. I have 219 mods and yours is the most invasive/noticeable and immersion breaking, I'm sorry, lol but hopefully it should be easy to fix. Ironic that it -is- an immersion mod. I'm no longer working on Bethesda mods. If anybody wants to make a patch they are more than welcome. This is a pretty simple mod with only like 3 scripts (IIRC)... an ideal first patch project for a new modder. 1
MasterSchlongenstein Posted January 28, 2024 Posted January 28, 2024 (edited) On 1/22/2024 at 11:32 AM, Tentacus said: I'm no longer working on Bethesda mods. If anybody wants to make a patch they are more than welcome. This is a pretty simple mod with only like 3 scripts (IIRC)... an ideal first patch project for a new modder. Thank you for the quick reply! It's really a great mod. Scripts are one part of modding I've as of yet failed to decipher. I'll just write my thoughts out in clear form for now for any who might wander by: Additions to MCM: Option to turn sfx off Option to turn notifications off More flexibility to warming and cooling timers Option to turn off Soaking Wet from swimming penalty (to increase compatibility with mods like Get Dirty) Option to set your current warmth/cold state (quality of life feature and for debugging) General: Shivering less frequently or more softly Power Armor recognition (keeps player warm) No sfx during dialogue Possible patch for Running Breathing mod (so shivering sfx don't play while Running Breathing sfx are playing) Possible patch for Immersive Animation Framework mod (so shivering sfx don't play while eating) And since we're on lovers lab, I suppose some way to have shivering sfx not play while other animations are playing? Bonus: Survival and Alcohol integration, meaning your hunger rate effects your ability to stay warm and alcohol can give you temporary warmth (this is the most complicated change to the mod in my mind, so I put it under "Bonus") If anyone else has thoughts/additions, please share! Maybe one day I will get to this, but I wouldn't wait on me, lol. It's a really great mod with a lot of potential, and I can easily see it becoming a staple in many player's load orders. Edited January 28, 2024 by MasterSchlongenstein
deathmorph Posted January 28, 2024 Posted January 28, 2024 2 hours ago, MasterSchlongenstein said: If anyone else has thoughts/additions, please share! The only thing I'm missing is the penalty functions that take effect when it cools down. As a bonus, we have immunity to parasites and infections, but no a malus for them. I could imagine an increased susceptibility to these diseases if you get cold. Certainly the easiest to integrate for a modder. What do you think about that?
requiredname65 Posted January 28, 2024 Posted January 28, 2024 7 hours ago, MasterSchlongenstein said: Additions to MCM: Option to turn sfx off General: Shivering less frequently or more softly No sfx during dialogue And since we're on lovers lab, I suppose some way to have shivering sfx not play while other animations are playing? If anyone else has thoughts/additions, please share! You should be able to do these without scripting. See sound descriptors in the esp, how to not play sounds by using condition functions and how the MCM is used to set globalvariables.
deathmorph Posted July 12, 2024 Posted July 12, 2024 Strange, after sleeping Nora just lies there and nothing happens.
Tentacus Posted July 12, 2024 Author Posted July 12, 2024 (edited) 3 hours ago, deathmorph said: Strange, after sleeping Nora just lies there and nothing happens. The menu should pop up after a few seconds it can take a while sometimes but if it isn't there at all must be some kind of a compatibility issue, or you may have a corrupted script. Try redownloading and reinstalling the mod, and putting it near the bottom of your load order. IIRC: If you select lie down instead of sleep you will have to press the action shortcut key again, in order to get up or sleep, so make sure you set one in the MCM. Edited July 12, 2024 by Tentacus
deathmorph Posted July 12, 2024 Posted July 12, 2024 2 hours ago, Tentacus said: The menu should pop up after a few seconds it can take a while sometimes but if it isn't there at all must be some kind of a compatibility issue, or you may have a corrupted script. Try redownloading and reinstalling the mod, and putting it near the bottom of your load order. IIRC: If you select lie down instead of sleep you will have to press the action shortcut key again, in order to get up or sleep, so make sure you set one in the MCM. I tried sleeping. After the 3 hours, Nora just stayed lying down and nothing else happened. However, I was able to fix the problem by reinstalling the mod over it. Now Nora gets up again as usual after the 3 hours and finishes the process.
EvanF32 Posted May 29, 2025 Posted May 29, 2025 I use a character that the scale is set to 0.9, Whenever sitting or laying my character reverts to 1.0 scale, even with changing the AAF setting not to resize actors. when using a different sitting mod my character remains the same scale, is there something I can do to fix this besides using the setscale command after every time?
Tentacus Posted May 29, 2025 Author Posted May 29, 2025 28 minutes ago, EvanF32 said: I use a character that the scale is set to 0.9, Whenever sitting or laying my character reverts to 1.0 scale, even with changing the AAF setting not to resize actors. when using a different sitting mod my character remains the same scale, is there something I can do to fix this besides using the setscale command after every time? No idea. There is nothing special about how this mod calls AAF (IIRC) and nothing else in the code that should affect scale... It's bizarre that it only affects Crackle. As always try fucking with load order... Who knows? The good news is that this mod has very few scripts so someone who is still active in this scene and nore familiar with AAF's current state than me could probably find the problem if they tried, but you'll have to find that someone or do it yourself because I am not qualified or set up to deal with papyrus/AAF issues anymore. On the very rare times I still play FO4 I am playing on a several year old version of AAF. and have literally forgotten more about papyrus than most people will ever know (Not a brag... just forgot everything I knew and replaced it with Ren'py shit.) If it isn't a papyrus issue it could maybe be an XML issue if Dagoba has messed with the format again in the years since I left the scene (I have no idea). Good Luck. I hate to think of people not being able to run this as it's my favorite Non adult mod I made.
requiredname65 Posted May 29, 2025 Posted May 29, 2025 Might want to use xedit to check if this mod used a invisible furniture for the sitting and if so, if that has 'resetscale', 'RaceToScale' or similar keyword.
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