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Posted (edited)
11 hours ago, poblivion said:

 

This is very strange, there could probably be a conflict with another mod. It could also be precombines.

 

Have you tried putting the mod at the end of the load order?

 

Thanks for your reply. Yes I have set it to last loaded, however the problem persists. I haven't edited any precombines with bad mods like Scrap Everything (I stay far away from those mods). I do have Previsibines Repair Pack along with its resources files installed. 

I have a Papyrus.0.log file I could share, (I have attached it here, zipped).

Papyrus.0.log.7z

Edited by Bluerose1977
added file.
Posted
27 minutes ago, lee3310 said:

How many NPCs are in your settlement (customers included) ? if it's a large number (20/30+) it could tank your FPS. Also upload a crash log you have one. 

I had like 30, but knocked it down to about half that and still got the CTD. Since these crashes are CTD, there are no crash logs per se, but as mentioned in my previous reply I have uploaded a Papyrus.0.log file. 

Not sure why 30 settlers would tank my FPS. I have a RTX 2070 Super, a Ryzen9 12 core processor, and 64 gigs or ram. My FPS is a solid 60 all throughout my other settlements and throughout the game. 

Posted (edited)
3 hours ago, Bluerose1977 said:

Not sure why 30 settlers would tank my FPS. I have a RTX 2070 Super, a Ryzen9 12 core processor, and 64 gigs or ram. My FPS is a solid 60 all throughout my other settlements and throughout the game. 

Even if you have enough computational power to handle 30+ NPCs, it doesn't mean that the game engine will make use of the full potential of your machine. It's probably limitations caused by the game code itself that is optimized for 10 years+ old architectures.
CTD without crash log in my opinion means memory issues (not necessarily faulty ram) but memory leak. 
I had FPS drops with multiple AAF scenes but no crashes. So you can exclude AAF and HR (tested with AAF 171-0)

Edited by lee3310
Posted
3 hours ago, Bluerose1977 said:

Thanks for your reply. Yes I have set it to last loaded, however the problem persists. I haven't edited any precombines with bad mods like Scrap Everything (I stay far away from those mods). I do have Previsibines Repair Pack along with its resources files installed. 

I have a Papyrus.0.log file I could share, (I have attached it here, zipped).

Papyrus.0.log.7z 14.19 kB · 0 downloads

LegendaryCreatureItemEffectScript.psc is a vanilla script, but why is it failing like that !!! it's like an infinite loop until the game crashes. Could be a broken save. You can try reverting back to old ones until you find a save without that errors in the log.

Posted (edited)
6 hours ago, lee3310 said:

LegendaryCreatureItemEffectScript.psc is a vanilla script, but why is it failing like that !!! it's like an infinite loop until the game crashes. Could be a broken save. You can try reverting back to old ones until you find a save without that errors in the log.

I will try to figure this out as you suggested, by going back to see if I can find a save without these repeating errors. Sad that I will lose a playthrough though. I will do some tests here and report back. Can you explain how something like this gets baked into a save?

Thanks!

Edited by Bluerose1977
Posted (edited)
15 hours ago, Bluerose1977 said:

I will try to figure this out as you suggested, by going back to see if I can find a save without these repeating errors. Sad that I will lose a playthrough though. I will do some tests here and report back. Can you explain how something like this gets baked into a save?

Thanks!

The vanilla magic effect script (legendary...) is passing the actor (object) it is attached to to a function on another script (LegendaryItemQuestScript) but the MGEF in question is attached to nothing. That's the problem. It's like something caused those objects to be improperly deleted from the game (a lot of them). That's why my first guess is a corrupted save file. It could happen if you delete mods mid playthrough (that mess with legendary NPCs in your case) or in rare occasions, even hot loading saves (load a save without exiting the game first or at least go back to main menu). Any save you make after that point can be corrupted (missing data for exemple). 

Edited by lee3310
Posted (edited)

it seems the terminal won't work with modded settlements

 

the slaves don't also seem to get assigned a prison mat

Edited by RAAMPEAK
Posted

Would anyone know how to edit the scripts so that the slave is identified as the first actor sent to AAF, and not the second? MCG made all my scenes ignore actor gender (can't fix this for the life of me) so now the slaves are always giving and the clients are always receiving.

Posted (edited)

I can assign one slave to a mat but no one else gets assigned or commanded

 

also, the one i can has a name but with workshop Shes called slave in SS2 hud which is cool

Edited by RAAMPEAK
Posted
On 12/14/2024 at 1:10 AM, tyler perry said:

How do you make the slaves carry weapons?? when i take off the handcuffs they just walk around and stop following you!

same issue. is there a way to make them fight with you, like Just Business does?

Posted
1 hour ago, sabster123 said:

same issue. is there a way to make them fight with you, like Just Business does?

NOPE, H.R does not offer that. Only JB and Simple Enslavement offer that.

Posted

Stupid Question. Does this work with the next gen version? I love this mod and I had everything working but after the NG update I am not getting heads on NPCs inside the market. All of the enslaved NPCs do not have the "let me see if you were worth the effort" option.

Posted
On 1/23/2025 at 4:33 PM, MoneyMeech said:

Stupid Question. Does this work with the next gen version? I love this mod and I had everything working but after the NG update I am not getting heads on NPCs inside the market. All of the enslaved NPCs do not have the "let me see if you were worth the effort" option.

Nope. It uses F4SE so unless it gets updated to use the latest F4SE it doesn't work

Posted
On 1/23/2025 at 3:33 PM, MoneyMeech said:

Stupid Question. Does this work with the next gen version? I love this mod and I had everything working but after the NG update I am not getting heads on NPCs inside the market. All of the enslaved NPCs do not have the "let me see if you were worth the effort" option.

For me, It works fine. I even installed it mid play through and works so far.

Posted (edited)

It appears this mod has a conflict with the current version of Real Handcuffs v0.4.17

 

I used this mod a couple years ago without much issue. Just started playing Fallout 4 again and updated mods including this one and Real Handcuffs.

 

After much testing, I could get a CTD all of the time. Appears that when the player fast travels, a non-following, non-assigned HR captured NPC will teleport to the player briefly then teleport back to where they were left. If the HR NPC was told to wait and wearing handcuffs, then would CTD a couple seconds after fast traveling. If the HR NPC was told to wait and then the handcuffs were unlocked, then could fast travel and would not CTD. This was repeatable and consistent every time.

Assigning the HR NPC to a settlement and leaving the handcuffs on them did not seem to guarantee a CTD, but it didn't seem like they teleported to the player on fast travel. But it is really hard to catch the HR NPC when they teleport to you, they only appear (if at all) briefly before teleporting back and appear behind you so have to turn around quickly after fast travel. Also HR NPCs won't sandbox with handcuffs on so generally remove the handcuffs.

I did encounter other issues with the handcuffs on assigned HR NPCs. Unlocking the handcuffs would remove the pose but leave the handcuffs equipped like bracelets. Try to remove the handcuffs from their inventory and it would equip a random handcuff (regular, hinged, high security) and lock on the HR NPC. Sometimes trying to remove them from an HR NPC would end up with them locked on the player. As far as I know this isn't a feature of either mod. Seemed to happen more often if the HR NPC was assigned to a prisioner shackles or tourture device furniture. 

Not sure if there are other conflicts but those were the gamebreaking issues for me.

 

Reverting to an older version of HR and AFF did not resolve this issue.

 

Reverting to Real Handcuffs v0.4.14 did resolve these issues. I could tell a HR NPC to wait wearing handcuffs and did not have issues removing handcuffs.

This was the version I had from a couple years ago. Not sure what change between v0.04.14 and v0.4.17 caused the conflict.

 

Mostly just letting others know what I found and what resolved the issue for me.

 

Edit: Discovered the issue was with the Mod Rusty Face Fix. Turning off streaming_mode in the Rusty Face Fix ini resolved the issue.

Edited by Zeke2323
update
  • 2 weeks later...
Posted

Anyone know how to fix the advertisement beacon bug? for some reason the terminal is identifying the beacon as existing (no power), so I cannot build the beacon. Is there some way of forcing the beacon into the workshop build options? 

Posted
22 minutes ago, TheBatDad1989 said:

Anyone know how to fix the advertisement beacon bug? for some reason the terminal is identifying the beacon as existing (no power), so I cannot build the beacon. Is there some way of forcing the beacon into the workshop build options? 

Seems to work best to build the terminal, use the treminal to register the settlement, then build and power the becon. I have had to revert back a save to try again if the becon get bugged.

There are some posts here that give some console commands to try and unregister the becon. I haven't tried them through.

Another option is in the MCM there is a setting for always active becon. This advertises without the becon. Then can use the terminal to turn off customer visits if you don't want them.

Posted (edited)

another way is to change the aaf settings

 

but THEN its will command all furniture sex !

 

set this bot settings in the aaf ini to = 0

 

furniture_search_area                 = 0         ; The area to search for furniture in the wizard AND through API calls.
default_furniture_preference      = 0         ; A percentage (0-100). This is the chance that AAF will select a furniture over the ground for an animation location. 

...

aaf setting.jpg

Edited by roflmaones
Posted

Apparently this will not work without the Knockout Framework, and the Knockout Framework doesn't work for next gen (as of the moment of this comment). If there's a way to work around that requirement, please let me know and thank you. :)

Posted (edited)
46 minutes ago, IsaacSuit said:

Apparently this will not work without the Knockout Framework, and the Knockout Framework doesn't work for next gen (as of the moment of this comment). If there's a way to work around that requirement, please let me know and thank you. :)

works perfectly fine without knockout framework, im runnin an old gen playthrough atm with human ressource, been using it for years without it, never tried KOF. Its also mentionned in the mod description, under requirement ; knockout framework (NOT Recommended!, causes crashes and glitches...)

Use violate to initiate enslavement or Lee3310 Human Resources: Alternative Enslavement Method mod (or both), you will get a warning about not loading knockout framework on load, but ignore it, it works fine, just set up violate as trigger in MCM

Edited by erynyes
Posted
On 2/23/2025 at 7:16 PM, erynyes said:

works perfectly fine without knockout framework, im runnin an old gen playthrough atm with human ressource, been using it for years without it, never tried KOF. Its also mentionned in the mod description, under requirement ; knockout framework (NOT Recommended!, causes crashes and glitches...)

Use violate to initiate enslavement or Lee3310 Human Resources: Alternative Enslavement Method mod (or both), you will get a warning about not loading knockout framework on load, but ignore it, it works fine, just set up violate as trigger in MCM

To support what Erynyes has said, I do not use knockout and rely entirely on violate. But remember that you cannot be in battle at all. If you strike an NPC that has surrendered with the enslavement baton before you have, they may revert to fighting.

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