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Posted

whenever i play with this mod it works perfectly until the 3rd assimilation and then it breaks and i have to resintall it again to fix it, perhaps there could be added an option into the mcm to reset everything to act as a fix for this

Posted

Upon doing more testing ive discovered once the assimilation quest has been completed twice ie there are two instances of it in the completed quest log, you cannot be assimilated again and the quest wont start again

  • 4 weeks later...
Posted (edited)

Unfortunately, this mod seems to completely break all of AAF for me, no matter the mod list or whatever fixes I've tried. Everything runs and functions perfectly without it, but as soon as I install Assimilation it ends up being forced to skip all AAF animations.

 

Current load order in MO2, although this has happened with every mod list I've tried in the past (just finally narrowed it down to Assimilation being the problem.)

Spoiler

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
DLCUltraHighResolution.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
SettlementKeywords.esm
CleanMySettlement.esm
Homemaker.esm
AAF.esm
Bememoth Separated Cart.esl
AAFThemes.esl
PiperCaitCurieDialogueOverhaul.esp
CBBE.esp
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
More Power Armour Mods.esp
Consistent Power Armor Overhaul.esp
Brotherhood Power Armor Overhaul.esp
AllSetsExtended.esp
MojaveImports.esp
More Power Armour Mods - Automatron.esp
Armorsmith Extended.esp
AzarPonytailHairstyles.esp
LooksMenu.esp
The Eyes Of Beauty.esp
TheEyesOfBeauty.esp
StartMeUpShaunDefaultAppearance.esp
KSHairdos.esp
CombatZoneRestored.esp
MostlyFemale.esp
BetterSettlers.esp
BetterSettlersCleanFacePack.esp
BetterSettlersMortalPack.esp
BetterSettlersMostlyFemale.esp
BetterSettlersNoLollygagging.esp
WareHouseExt.esp
CHEF.esp
Eli_Armour_Compendium.esp
BetterSettlersCCAPack2.0.esp
SurvivalOptions.esp
TheKite_VTS.esp
TheKite_VTS_Replacer.esp
512StandaloneHairColors.esp
BodrakeShockCollar.esp
UncappedSettlementSurplus.esp
Better Vendor Stalls.esp
MinutemenPropaganda.esp
SSEX.esp
SettlementMenuManager.esp
EvilViking13_PatchworkSanctuaryBridge.esp
DeepAddiction.esp
AnimChemRedux.esp
AnimChemRedux-VIS Patch.esp
CHEF - WI - VIS Patch.esp
cartman1975_concrete-glass.esp
Ish's Respec Mod.esp
FO4_AnimationsByLeito.esp
Atomic Lust.esp
The Will of Atom.esp
SnapdragonAnimations.esp
AAF_Four-Play_Animations_Crazy6987.esp
Deathclaw_nude.esp
ErectionFix_SilverPerv.esp
PenPos.esp
UAP Moans.esp
AAF_BadEnd_Animations.esp
Vioxsis_Strap-Ons.esp
Zaz Particle Effects.esp
AAF_Violate.esp
Assimilation.esp
ZaZOut4.esp
AAF_GrayAnimations.esp
AAF_GrayAnimations_Furniture.esp
rxl_bp70_animations.esp
RZSex.esp
StartMeUp.esp
StartMeUpNukaWorldPatch.esp
StopRemoveItems.esp

 

 

Edited by Amy Elnah
Better load order list, fixed typos
Posted

Would really like a drastically pared down version of this mod without all the physical fluff. Just faction assimilation and payback would be grand.

Posted (edited)
On 11/25/2023 at 11:11 PM, aspirine2 said:

is there a specific dialogue or hotkey to press to initiate the pleasing faction members quest? 

got stuck by raiders at a save game and another save with super mutants? any advice. 

 

many thanks in advance

 

You can please them with the Assimilation Talk Hotkey set in MCM.

Edited by louisthird
Posted
On 11/28/2023 at 5:41 PM, Olmech said:

Read where Atom Cats are treated as Raiders. Does this mean Atom Cat assimilation makes you friendly to Raiders and hostile to other factions or vice versa?

 

No, don't read into that too much.  The game internally has some weird settings for factions like that... but the Atom Cats aren't cool with Raiders, you dig?

Posted
On 1/7/2024 at 3:49 AM, MysticDaedra said:

Is it possible to use the body modification functionality without the actual faction changing?

 

You can setup the chance settings that way by making the chance to faction assimilate for all factions to 0%.

Posted
On 1/17/2024 at 12:18 PM, throwaway1234567891011 said:

Would love to see these outfits https://www.nexusmods.com/fallout4/mods/74530 (Super Mutant) and https://www.nexusmods.com/fallout4/mods/74138 (ghoul) for their respective factions. The original mod has an option for the outfits to drop on super mutants, but I think assimilation would be a far more fitting method of obtaining these. 

 

Yeah, those make sense. I can look into including them in the clothing lists.  The clothing database is pretty small and thus fast.  It's the settler (i.e. unassimilated) *hair* database that has grown very large and I do not want to add many more into.

Posted
On 1/26/2024 at 2:22 AM, MysticDaedra said:

Do bodymorphs still only work singly, so no additive/multiplicative bodymorphs? I know this used to be a limitation of LooksMenu back in the day, not sure if this has changed or not. In other words, can I have more than a single mod altering the same sliders at the same time? The only way I know of to do this (unless it already works this way) is to use Rad Morphing Redux, but Assimilation doesn't use RMR afaik.

 

The modification works by getting the current value and then adding whatever amount is set for that slider in MCM.  I suppose there could be a race condition if both RMR and Assimilation are modifying the slider at the same time, but it likely is rare.  Anyway, there isn't any way for Assimilation to detect what RMR is doing so there isn't much that could be done if it did occur.

Posted
On 1/27/2024 at 9:46 PM, Koopstaknicca21 said:

even tho i have hair changes disabled every time i open looksmenu when im assimilated it changes my hair, is there an option to turn this feature off?

 

That is the guard to make sure you do not change your hair away from a non-faction hairstyle.  Right now there isn't an option to disable that behavior.  I'll consider adding one.  Note: if you have hair growth enabled it will grow into a faction hairstyle when assimilated.

Posted
On 2/16/2024 at 1:14 AM, Charlesonfire said:

This mod is broke  Much Better 3rd Person Animations Tactics somehow, right after i leave a vault 111 and assimiliation is starting all WPN animation becomes vanilla like. Any ideas how to fix it?

 

I am not sure how Assimilation could be affecting animations.  There isn't any modifications in the plug-in or script code to change such things.  It must be a subtle conflict with that mod.  If you can narrow down something that Assimilation does right before the problem occurs then perhaps the issue can be found.

Posted
On 3/29/2024 at 6:09 AM, Koopstaknicca21 said:

Upon doing more testing ive discovered once the assimilation quest has been completed twice ie there are two instances of it in the completed quest log, you cannot be assimilated again and the quest wont start again

 

I have not seen this before.  Does this happen for Assimilation with the same faction 2 or more times, or different ones? (i.e. Raider assimilation, Super Mutant assimilation, and then Gunner assimilation doesn't work?)

Posted
On 4/25/2024 at 10:50 AM, Amy Elnah said:

Unfortunately, this mod seems to completely break all of AAF for me, no matter the mod list or whatever fixes I've tried. Everything runs and functions perfectly without it, but as soon as I install Assimilation it ends up being forced to skip all AAF animations.

 

Current load order in MO2, although this has happened with every mod list I've tried in the past (just finally narrowed it down to Assimilation being the problem.)

  Reveal hidden contents

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
DLCUltraHighResolution.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
SettlementKeywords.esm
CleanMySettlement.esm
Homemaker.esm
AAF.esm
Bememoth Separated Cart.esl
AAFThemes.esl
PiperCaitCurieDialogueOverhaul.esp
CBBE.esp
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
More Power Armour Mods.esp
Consistent Power Armor Overhaul.esp
Brotherhood Power Armor Overhaul.esp
AllSetsExtended.esp
MojaveImports.esp
More Power Armour Mods - Automatron.esp
Armorsmith Extended.esp
AzarPonytailHairstyles.esp
LooksMenu.esp
The Eyes Of Beauty.esp
TheEyesOfBeauty.esp
StartMeUpShaunDefaultAppearance.esp
KSHairdos.esp
CombatZoneRestored.esp
MostlyFemale.esp
BetterSettlers.esp
BetterSettlersCleanFacePack.esp
BetterSettlersMortalPack.esp
BetterSettlersMostlyFemale.esp
BetterSettlersNoLollygagging.esp
WareHouseExt.esp
CHEF.esp
Eli_Armour_Compendium.esp
BetterSettlersCCAPack2.0.esp
SurvivalOptions.esp
TheKite_VTS.esp
TheKite_VTS_Replacer.esp
512StandaloneHairColors.esp
BodrakeShockCollar.esp
UncappedSettlementSurplus.esp
Better Vendor Stalls.esp
MinutemenPropaganda.esp
SSEX.esp
SettlementMenuManager.esp
EvilViking13_PatchworkSanctuaryBridge.esp
DeepAddiction.esp
AnimChemRedux.esp
AnimChemRedux-VIS Patch.esp
CHEF - WI - VIS Patch.esp
cartman1975_concrete-glass.esp
Ish's Respec Mod.esp
FO4_AnimationsByLeito.esp
Atomic Lust.esp
The Will of Atom.esp
SnapdragonAnimations.esp
AAF_Four-Play_Animations_Crazy6987.esp
Deathclaw_nude.esp
ErectionFix_SilverPerv.esp
PenPos.esp
UAP Moans.esp
AAF_BadEnd_Animations.esp
Vioxsis_Strap-Ons.esp
Zaz Particle Effects.esp
AAF_Violate.esp
Assimilation.esp
ZaZOut4.esp
AAF_GrayAnimations.esp
AAF_GrayAnimations_Furniture.esp
rxl_bp70_animations.esp
RZSex.esp
StartMeUp.esp
StartMeUpNukaWorldPatch.esp
StopRemoveItems.esp

 

 

 

In your load order I would say Assimilation should be right before StartMeUp.

Posted
On 4/26/2024 at 6:12 PM, Olmech said:

Would really like a drastically pared down version of this mod without all the physical fluff. Just faction assimilation and payback would be grand.

 

And there are others that want the opposite.  This is the reason I went with options in MCM so everyone could configure it how they wanted like disabling all physical changes.  On that note, is there a way I *could* make it easier to disable physical changes in MCM (besides creating another mod)?

 

My thoughts are that physicality and behavior are both important to your new faction.  When joining a faction they want you to dress, talk, and behave like them.  The closer I can get the player to feeling like they really are a Gunner, Raider, or even Super Mutant the better.  Not dressing, talking, or behaving like your faction can then lead to punishment scenarios as many as I can think up whether those are sexual or even just spending more time in the faction.  So far I haven't introduced any hard punishment for not dressing like your faction but instead just held back some rewards (i.e. getting more gifts when dressing like your faction).

 

I understand your point of view though.  Everyone has different views on what they want from their Fallout 4 experience.  I think we're all lucky that the game and mod scene has offered that amazing flexibility.

 

Thanks a lot for your input!

Posted
11 hours ago, louisthird said:

 

In your load order I would say Assimilation should be right before StartMeUp.

Alright thank you, I'll try it again when I have more time.

Posted

found a potential glitch.

 

If i turn AFF violation to 2 times, the assimilation won't happen.

but it happens whtn its only 1 time.

 

 

guess its because assimilation was triggered at the ending of first time violation. (I notice there is a pose after the animation finished)

 

So when the second time violation happens, it becomes invalid to use even talk.

Posted
On 5/31/2023 at 10:50 PM, louisthird said:

xVASynth

I know.  It's a dream.  I'd love to fully voice Assimilation.  But that means synthesizing all the Assimilation voice lines for all the different types of actors for all the supported Assimilation factions from FO4.  Ouch!  Probably never gonna happen, but one can dream.

 

 

xVASynth has the batch ability where you use a CSV file to specify the game id, voice id, output path, and text. Once you have the mod setup, you can export the strings with Creation Kit or "Lazy Voice Finder", convert the CSV to the batch format, and let er rip on XVASynth. Easier said than done, I know.  I tried exporting the dialog from Assimilation using Lazy Voice Finder, but all I got was the id's and dialog text, not the voice type or filenames so that's probably not setup yet or not in the way the extractor expected. Lord knows how complicated that is to add to the mod. I don't know how to do it. Hell, it took me a couple hours to even find where the filenames are specified for dialog in the Creation Kit. Another mod I played had setup their game with empty .fuz files for the voices, which made it a lot easier when I went to generate the CSV files as the voices already had a voice type and filename. Heck, given how many combinations of actors, factions, and dialog there could be you might need to write a text manipulation script just to generate the CSV batch file. 

 

Anyhow, you probably know more about the requirements to complete the task than I do. I only set up xVASynth with fuz generation on my computer today to add voices to another simple mod which only had three voices and a half dozen characters. Setting up xVASynth went comparatively smoothly, though the .fuz generation annoyingly needed a specific 2010 version fo the Microsoft Visual C++ redistributable that wasn't covered by the more modern versions. 

 

 

Posted
On 4/29/2024 at 7:55 PM, louisthird said:

 

I have not seen this before.  Does this happen for Assimilation with the same faction 2 or more times, or different ones? (i.e. Raider assimilation, Super Mutant assimilation, and then Gunner assimilation doesn't work?)

with the same faction

Posted
On 5/15/2024 at 8:12 PM, alima309 said:

is it possible to stop re-location by MCM?

 

it still happens even I tune it to 0 %.

 

Certainly!  That is definitely an issue if it is happening and should be easy to reproduce.

Posted
On 5/8/2024 at 11:05 PM, Koopstaknicca21 said:

with the same faction

 

Ok, thanks.  Working on it.  I was just testing but I did 1st Gunners and 2nd Raiders.  So, I'll retry with the same one twice.

Posted
On 5/4/2024 at 1:05 PM, alima309 said:

May i ask how to initiate village bicycle quest?

 

I edit the script by xTranslator but didnt know the condition to trigger.

 

It's a help quest like any of the others initiated by using the Player Menu Hotkey > Talk > (initial dialogue with NPC) > Help.  They get randomly picked from the list of possible help quests for the NPC faction.  Some quests don't apply to other factions, like the "Milk of Human Kindness" (collect milk) quest only applies to Super Mutants.

 

Once I get through updating for the latest NextGen version and put in some fixes I just have to get around to creating more faction specific help quests....

Posted
On 5/5/2024 at 12:45 AM, lavatube said:

 

xVASynth has the batch ability where you use a CSV file to specify the game id, voice id, output path, and text. .... (lots more really good information!)

 

 

 

Thank you for the information.  I have to get around to this sometime.  It's a big project, but I figure I will cover the common dialogue paths first that don't change often if at all.

 

Thanks again!

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