kziitd Posted May 13, 2024 Posted May 13, 2024 15 hours ago, poplan said: There is a bug, sometimes (when appropriate faction is attacking) when you are defending a settlement, captives spawn. (I guess it kinda fits that they bound some settlers? But it tends to look weird) Another explanation is that they are sex toys that attackers carry with them wherever they go. Especially for users like me who never add random settlers after the settlement is activated. 1
Martok73 Posted May 24, 2024 Posted May 24, 2024 Question, is it supposed to always use the ground when having sex with captives via the dialog menu option "I did you a favor, how about you do one for me?" ? Is there anyway to get it to use nearby furniture instead of always having sex on the ground?
izzyknows Posted May 24, 2024 Posted May 24, 2024 3 hours ago, Martok73 said: Question, is it supposed to always use the ground when having sex with captives via the dialog menu option "I did you a favor, how about you do one for me?" ? Is there anyway to get it to use nearby furniture instead of always having sex on the ground? In the AAF_settings.ini furniture_search_area = 500 ; The area to search for furniture in the wizard AND through API calls.
Martok73 Posted May 25, 2024 Posted May 25, 2024 18 hours ago, izzyknows said: In the AAF_settings.ini furniture_search_area = 500 ; The area to search for furniture in the wizard AND through API calls. It's set to 500 already, and even with furniture that I know AAF will use as I've tested it by hitting Home, and starting several animations via the wizard already, it still will not use furniture that is literally right beside my character and the captive he/she just set free. I even have tried setting: default_furniture_preference = 100 ; A percentage (0-100). This is the chance that AAF will select a furniture over the ground for an animation location. Note: can be over-ridden by mods calling animations. to 100 which is where I have it currently and for whatever reason everytime I start a sex scene using the dialog option of "I did you a favor so how bout you doing one for me", it always does it on the ground. So am I doing something wrong, is there a setting somewhere in the mod that I can change to make it use nearby furniture? I am at a loss as to what to do since using the Home key and wizard works with nearby furniture, even going thru the Sex-Em-Up mod works to use nearby furniture, every mod I have to have sex with the freed captives uses any nearby furniture perfectly, except for the built in dialog option. I don't know what to do to make it use the furniture instead of the ground, I'm so confused at this point. Help, please.
vaultbait Posted May 25, 2024 Posted May 25, 2024 15 hours ago, Martok73 said: It's set to 500 already, and even with furniture that I know AAF will use as I've tested it by hitting Home, and starting several animations via the wizard already, it still will not use furniture that is literally right beside my character and the captive he/she just set free. I even have tried setting: default_furniture_preference = 100 ; A percentage (0-100). This is the chance that AAF will select a furniture over the ground for an animation location. Note: can be over-ridden by mods calling animations. to 100 which is where I have it currently and for whatever reason everytime I start a sex scene using the dialog option of "I did you a favor so how bout you doing one for me", it always does it on the ground. So am I doing something wrong, is there a setting somewhere in the mod that I can change to make it use nearby furniture? I am at a loss as to what to do since using the Home key and wizard works with nearby furniture, even going thru the Sex-Em-Up mod works to use nearby furniture, every mod I have to have sex with the freed captives uses any nearby furniture perfectly, except for the built in dialog option. I don't know what to do to make it use the furniture instead of the ground, I'm so confused at this point. Help, please. How close are actors to the furniture you want them to use? The way distance is measured in FO4, 500 units is approximately 8 meters in real world terms, roughly the length of four human actors lying down end to end. Also, some sex mods have their own separate toggles and/or percentages for asking AAF to use available furniture, adjusting the value in AAF_settings.ini only covers cases where mods are relying on AAF's defaults.
Martok73 Posted May 26, 2024 Posted May 26, 2024 11 hours ago, vaultbait said: How close are actors to the furniture you want them to use? The way distance is measured in FO4, 500 units is approximately 8 meters in real world terms, roughly the length of four human actors lying down end to end. Also, some sex mods have their own separate toggles and/or percentages for asking AAF to use available furniture, adjusting the value in AAF_settings.ini only covers cases where mods are relying on AAF's defaults. Literally right beside it in most cases I've tried. For the wizard, SEU, Violate, it uses furniture just fine and I've had it travel 25ft away to use a couch, lol. But for whatever reason, this mod and Vanilla Fudge absolutely refuses to use furniture at all, even when close enough for the characters to literally be touching the valid furniture object. They both use the ground and I have no idea as to why or how to stop/fix it. Really wish there was a way fix it so it would use furniture when available instead of always using the ground
vaultbait Posted May 26, 2024 Posted May 26, 2024 8 hours ago, Martok73 said: Literally right beside it in most cases I've tried. For the wizard, SEU, Violate, it uses furniture just fine and I've had it travel 25ft away to use a couch, lol. But for whatever reason, this mod and Vanilla Fudge absolutely refuses to use furniture at all, even when close enough for the characters to literally be touching the valid furniture object. They both use the ground and I have no idea as to why or how to stop/fix it. Really wish there was a way fix it so it would use furniture when available instead of always using the ground I took a quick skim of the script sources for this mod. In the Data\Scripts\Source\User\EBCC\EBCC_AnimationManagerScript.psc file find the StartSex function definition and remove this line: settings.preventFurniture = true Then recompile the script. But note, if the author intentionally made sex scenes initiated through this mod always avoid furniture, there may have been a good reason.
kziitd Posted May 26, 2024 Posted May 26, 2024 6 hours ago, vaultbait said: I took a quick skim of the script sources for this mod. In the Data\Scripts\Source\User\EBCC\EBCC_AnimationManagerScript.psc file find the StartSex function definition and remove this line: settings.preventFurniture = true Then recompile the script. But note, if the author intentionally made sex scenes initiated through this mod always avoid furniture, there may have been a good reason. Maybe because CC will have the opportunity to use other mods such as TD, suppose there are 2 personnel placed on the TD waiting for rescue, and then when you only release one of them and start having sex. Is it possible that the AAF will choose furniture that another personnel has not yet released?
Martok73 Posted May 27, 2024 Posted May 27, 2024 14 hours ago, vaultbait said: I took a quick skim of the script sources for this mod. In the Data\Scripts\Source\User\EBCC\EBCC_AnimationManagerScript.psc file find the StartSex function definition and remove this line: settings.preventFurniture = true Then recompile the script. But note, if the author intentionally made sex scenes initiated through this mod always avoid furniture, there may have been a good reason. Unfortunately I don't have anyway to recompile scripts anymore, annnd honestly after my last stroke, I kinda forgot how. 7 hours ago, kziitd said: Maybe because CC will have the opportunity to use other mods such as TD, suppose there are 2 personnel placed on the TD waiting for rescue, and then when you only release one of them and start having sex. Is it possible that the AAF will choose furniture that another personnel has not yet released? Yes it is possible that AAF will select a piece of furniture that is "occupied".
vaultbait Posted May 27, 2024 Posted May 27, 2024 11 hours ago, Martok73 said: Unfortunately I don't have anyway to recompile scripts anymore, annnd honestly after my last stroke, I kinda forgot how. Install the Fallout 4 Creation Kit and read some Papyrus scripting guides. You'll also need to install source code for any of CC's dependencies (F4SE, AAF...). Or just use the mod the way it comes. Not everything about every mod is going to work exactly the way you want, unless (and sometimes not even if) you learn how to make mods yourself.
Martok73 Posted May 28, 2024 Posted May 28, 2024 15 hours ago, vaultbait said: Install the Fallout 4 Creation Kit and read some Papyrus scripting guides. You'll also need to install source code for any of CC's dependencies (F4SE, AAF...). Or just use the mod the way it comes. Not everything about every mod is going to work exactly the way you want, unless (and sometimes not even if) you learn how to make mods yourself. I used to make mods for Skyrim years ago, haven't done anything other than some minor tweaks and edits via xedit, after having 2 strokes. Messed up my mind and memory a good bit. I couldn't script now with all the tools and tutorials on the net, just not possible anymore . Things just don't work right anymore
vaultbait Posted June 11, 2024 Posted June 11, 2024 On 3/16/2024 at 7:23 PM, EgoBallistic said: Added support for devices placed by third-party mods such as Up To No Good. If enabled, CC will first scan for existing devices and will place Captives on those devices instead of on new devices. Once all the existing devices have been used, CC will place its own devices as in previous versions. Finally got around to testing out this feature (awesome, BTW!), and I've encountered a behavior that may or may not be intended... when I load into a cell with placed furniture CC scans for, it initially spawns new captives into them as intended, so far so good. If I leave and return later (whether I free any of them or not), any of the furniture which previously got used for a captive is ignored in subsequent scans and the mod instead adds its own temporary furniture. Working as designed, or subtle bug?
EgoBallistic Posted June 11, 2024 Author Posted June 11, 2024 4 hours ago, vaultbait said: Finally got around to testing out this feature (awesome, BTW!), and I've encountered a behavior that may or may not be intended... when I load into a cell with placed furniture CC scans for, it initially spawns new captives into them as intended, so far so good. If I leave and return later (whether I free any of them or not), any of the furniture which previously got used for a captive is ignored in subsequent scans and the mod instead adds its own temporary furniture. Working as designed, or subtle bug? Subtle bug. When CC places a captive, it does a scan of the cell and looks for placed furniture to use. This populates a refcollectionalias of furniture refs, and when a captive is placed on a furniture ref the ref is removed from the refcollectionalias. For performance reasons, CC stores the last cell where it placed captives, and won't re-run the scan if the current cell is the same as the last cell. I think what's happening in your case is you are leaving an interior and going to another cell that doesn't spawn captives, so the "last cell" doesn't change, and when you go back to that interior the scan won't run again. This should be an easy fix, I just need to detect when the player leaves the cell / area and reset the "last cell" variable.
vaultbait Posted June 11, 2024 Posted June 11, 2024 7 hours ago, EgoBallistic said: Subtle bug. When CC places a captive, it does a scan of the cell and looks for placed furniture to use. This populates a refcollectionalias of furniture refs, and when a captive is placed on a furniture ref the ref is removed from the refcollectionalias. For performance reasons, CC stores the last cell where it placed captives, and won't re-run the scan if the current cell is the same as the last cell. I think what's happening in your case is you are leaving an interior and going to another cell that doesn't spawn captives, so the "last cell" doesn't change, and when you go back to that interior the scan won't run again. This should be an easy fix, I just need to detect when the player leaves the cell / area and reset the "last cell" variable. Oh cool, thanks for confirming! I was indeed just going from an interior cell in one of my mods through a teleport door to the Commonwealth worldspace and then back in again, though CC was spawning captives outside the door too, so that didn't seem to be resetting the used state it was remembering for the interior cell. I'll test some more though to be sure I wasn't imagining that.
vaultbait Posted June 11, 2024 Posted June 11, 2024 2 hours ago, vaultbait said: Oh cool, thanks for confirming! I was indeed just going from an interior cell in one of my mods through a teleport door to the Commonwealth worldspace and then back in again, though CC was spawning captives outside the door too, so that didn't seem to be resetting the used state it was remembering for the interior cell. I'll test some more though to be sure I wasn't imagining that. @EgoBallistic: Re-tested just to be sure. Indeed, exiting the interior cell with the furniture to a worldspace location where more captives spawned, then re-entering didn't fix it. Then I tried exiting the cell, entering a different interior cell, sleeping, saving, loading, going back to the outside world and making sure new captives appeared, then entered the interior cell with the furniture and captives continued to spawn with their own temporary furniture rather than the pre-placed x-crosses they had originally used in the very beginning. 1
christ11170 Posted June 25, 2024 Posted June 25, 2024 I just reinstalled Fallout 4 and certain mods that I used at the time like Commonwealth Captives but I don't get any sexual favors otherwise the mod works perfectly. Am I forgetting something or are the animation mods obsolete? Thanks for any help.
vaultbait Posted June 25, 2024 Posted June 25, 2024 11 hours ago, christ11170 said: I just reinstalled Fallout 4 and certain mods that I used at the time like Commonwealth Captives but I don't get any sexual favors otherwise the mod works perfectly. Am I forgetting something or are the animation mods obsolete? Thanks for any help. Did you make the mistake of installing the latest version of Fallout 4? Lots of mods aren't ready for it yet, so general recommendation is to downgrade to game version 1.10.163 and pay attention to whether mods you're installing are from before the "NG" release or otherwise made to work with the older game version still. 1
Whacked Posted June 25, 2024 Posted June 25, 2024 Love this mod, generic settlers are so boring in comparison, great job. Most of my freed CC settlers are strippers in my settlements, still a step up I guess. Cheers
deathmorph Posted June 27, 2024 Posted June 27, 2024 What setting do I have to make so that the prisoners stay on their crosses? Protected is the default setting, I left it that way. But I'm not sure if that has anything to do with it. Anyway, they often come down. This is the situation before the speech.
spicydoritos Posted June 27, 2024 Posted June 27, 2024 1 hour ago, deathmorph said: What setting do I have to make so that the prisoners stay on their crosses? Protected is the default setting, I left it that way. But I'm not sure if that has anything to do with it. Anyway, they often come down. This is the situation before the speech. Do you have any mods that take the captives off the furniture? Automated NPC sex, etc?
deathmorph Posted June 27, 2024 Posted June 27, 2024 51 minutes ago, spicydoritos said: Do you have any mods that take the captives off the furniture? Automated NPC sex, etc? Autonomy, for example, yes. I had assumed that the prisoners were blocked by that.
spicydoritos Posted June 27, 2024 Posted June 27, 2024 1 hour ago, deathmorph said: Autonomy, for example, yes. I had assumed that the prisoners were blocked by that. I don't know whether Autonomy specifically blocks prisoners. However, if prisoners are pulled off their furniture for an AAF scene, they will not automatically return to the furniture afterwards. They must be placed back on their furniture by the initiating mod. 1
EgoBallistic Posted June 27, 2024 Author Posted June 27, 2024 3 hours ago, spicydoritos said: I don't know whether Autonomy specifically blocks prisoners. However, if prisoners are pulled off their furniture for an AAF scene, they will not automatically return to the furniture afterwards. They must be placed back on their furniture by the initiating mod. The captives have the AAF_ActorLocked keyword while until they are freed, so well-behaved AAF mods should ignore them. I don't think Autonomy Enhanced respects that keyword though.
vaultbait Posted June 27, 2024 Posted June 27, 2024 7 minutes ago, EgoBallistic said: The captives have the AAF_ActorLocked keyword while until they are freed, so well-behaved AAF mods should ignore them. I don't think Autonomy Enhanced respects that keyword though. On a related note, can (should?) CC furniture be set to no-sandbox so random NPCs don't climb into it once vacated? In my mod where I'm experimenting with pre-placed captive furniture I'm contemplating flagging it that way as well, but haven't tested yet whether that will prevent CC from putting new captives into it (hopefully not).
EgoBallistic Posted June 28, 2024 Author Posted June 28, 2024 10 hours ago, vaultbait said: On a related note, can (should?) CC furniture be set to no-sandbox so random NPCs don't climb into it once vacated? In my mod where I'm experimenting with pre-placed captive furniture I'm contemplating flagging it that way as well, but haven't tested yet whether that will prevent CC from putting new captives into it (hopefully not). CC furniture gets marked as Destroyed after the captive is freed, which should prevent any NPC from using it. It doesn't do that with pre-placed furniture like the ones from Up To No Good though. Marking furniture as no-sandbox won't affect CC, the scripts don't look for that flag and the captive AI package is an explicit "sit" package so it isn't affected by it either.
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