louisthird Posted March 27, 2022 Author Posted March 27, 2022 On 3/24/2022 at 8:16 PM, GuruSR said: Well, one of the things I was wondering, is the amount of reputation that was there, since you get reminded of the amount you have to keep happy, but there is nowhere to see your reputation value and I presume as of yet, there isn't any bonuses for reputation level. Are you building an event setup for exterior quests to utilize the data for other things and quests? Well, my thought above about offering up an event system with callbacks so other mods can make content to work with said factions or to include others. Not yet on the Events. I want to make a "GetAPI" that gets you an "AssimilationAPI" object that others can use. It's a good reminder for me to at least put it on the TODO list. Thanks! On 3/24/2022 at 8:16 PM, GuruSR said: Also, FEVs (Super Mutant one that I saw), seem to get applied on each "sex" completion, I'm okay with that, but seems the skin never went 'greener" as that happened more, perhaps have a percentage of perk in the data, so you can apply certain levels of perks based on that. IE, the more FEV you've gotten, the stronger you are during fights, the greener your skin gets, maybe use some of the sliders for "bulking" the player out and maybe making them taller some to match the Super Mutants. I haven't figured out the greener thing... yet. Skyrim does it and I tried a suggestion from another poster, but it didn't work and had a few errors. It's not that obvious and again one of the things where the game was designed with static characters in mind. Only apparel/outfits did they put some work into allowing easy changes (ala Deacon). I think they realized that people are going to want to change outfits/armor, but once their character look is crafted pre-war then why would you want to change it?? 'Cuz we do! Anyway... I'll figure it out. It is lower priority though because I want to get those side-quests working for me... and for others I imagine! Plus, keep focused on any bugs found and stability improvements.
louisthird Posted March 27, 2022 Author Posted March 27, 2022 (edited) Starting release collection process on v2.5 and should be out later today. Reminder to myself: make sure to not compress the sound files.... DONE! Edited March 28, 2022 by louisthird 2
louisthird Posted March 29, 2022 Author Posted March 29, 2022 (edited) Sorry folks, but my safety checks I introduced were slightly wrong in v2.5 and the actor scenes don't start properly. UPDATE: This is due to not specifying the 'target' in the condition which is the player. Simple mixup, but disables the dialog. Fixing it now and I will have another update out soon... UPDATE 2.6 POSTED Edited March 29, 2022 by louisthird
tookachinchilla Posted March 29, 2022 Posted March 29, 2022 I'm having an issue where the "satisfy # members" number isn't changing after having sex with a faction member. I have "only on rape" toggled off on the Assimilation tab and the payback chances set to 100% for both rape and sex. Spoiler 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 HUDFramework.esm 8 8 SimSettlements.esm 9 9 AAF.esm 10 a TortureDevices.esm 254 FE 0 AAFThemes.esl 254 FE 1 lnrLMFO4AllInOne-PubesForeverOverlays.esl 254 FE 2 Bememoth Separated Cart.esl 254 FE 3 Lazman Female Outfit Replacer.esp 254 FE 4 Behemoth No Cart.esp 254 FE 5 Scrap Everything - Core.esp 254 FE 6 Scrap Everything - Far Harbor.esp 254 FE 7 Scrap Everything - Nuka World.esp 11 b Vivid Fallout - All in One - Best Choice.esp 12 c EasyHacking.esp 13 d EasyLockpicking.esp 14 e TheMobileMechanic.esp 15 f BetterSettlersNoLollygagging.esp 16 10 Dickys Pinup Outfit.esp 17 11 CBBE.esp 18 12 FAPP-WeightFixer.esp 19 13 SettlementMenuManager.esp 20 14 LongerPowerLines3x.esp 21 15 SettlementGarageSale.esp 22 16 BallisticFiber.esp 23 17 AzarPonytailHairstyles.esp 24 18 LooksMenu Customization Compendium.esp 25 19 YoungMamaMurphy.esp 26 1a KSHairdos.esp 27 1b The Eyes Of Beauty.esp 28 1c Wasteland Heroines Replacer All in One_2.0.esp 29 1d VtawWardrobe7.esp 30 1e VtawWardrobe6.esp 31 1f BetterJunkFences.esp 32 20 Better Settlement Defence.esp 33 21 SkipHSH1_6.esp 34 22 Hot and Horny Wastelands Posters.esp 35 23 Hot Mama NPCs Vault-Tec Workshop.esp 36 24 Commonwealth Captives.esp 37 25 FP_FamilyPlanningEnhanced.esp 38 26 Clothes Pack 5 by DonEb14n.esp 39 27 Clothes Pack 4 by DonEb14n.esp 40 28 Clothes Pack 3 by DonEb14n.esp 41 29 Clothes Pack 2 by DonEb14n.esp 42 2a Clothes Pack v2.0 by DonEb14n.esp 43 2b Collection of tops v2.0.esp 44 2c RealHandcuffs.esp 45 2d FO4_AnimationsByLeito.esp 46 2e FPAttributes.esp 47 2f AAF_SEU.esp 48 30 FP_SexualHarassment.esp 49 31 BetterLivingThroughCumistry.esp 50 32 SavageCabbage_Animations.esp 51 33 AttackSpawnsOutsideSettlement.esp 52 34 Nuka World Bottle Fix.esp 53 35 RRTV_CommonwealthRoadMap-RedRocket.esp 54 36 TurretStands.esp 55 37 TatsAfterRape.esp 56 38 Assimilation.esp 57 39 SlaveTattoos.esp 58 3a Raider Pet.esp 59 3b AAF_Violate.esp 60 3c AAF_CreaturePack01.esp 61 3d AAF_CreaturePack02DLC.esp 62 3e LooksMenu.esp 63 3f Vioxsis_Strap-Ons.esp 64 40 Deathclaw_nude.esp 65 41 ErectionFix_SilverPerv.esp 66 42 StartMeUp.esp 67 43 BetterSettlers.esp 68 44 BetterSettlersCleanFacePack.esp 69 45 BetterSettlersLightArmorOnly.esp 70 46 BetterSettlersMostlyFemale.esp
louisthird Posted March 29, 2022 Author Posted March 29, 2022 8 hours ago, tookachinchilla said: I'm having an issue where the "satisfy # members" number isn't changing after having sex with a faction member. I have "only on rape" toggled off on the Assimilation tab and the payback chances set to 100% for both rape and sex. Hi Took, Sorry that you're having an issue with it triggering and let me assure you that we can figure out what is going on. I am sure it isn't related to your load order. What version are you running 2.0 2.5 or 2.6? Having some debug information would help and I have far too many debug messages that can be printed but are normally hidden. In particular, I have a lot of messages that indicate why things are being skipped, i.e. very few messages in the expected code path but lots of messages in the exceptional code path. If you are confident with a text editor like Notepad, then you can temporarily enable the script logging feature. The script computer language used by Fallout 4 is called Papyrus. Here is a page that talks about how to enable it: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging After enabling script logging, under the MCM Menu > Assimilation > Debug there is an option to enable debug messages in the Papyrus 0.log log file in the Documents\My Games\Fallout4\Logs\Script folder. You'll start seeing messages that start with [Assimilation] that you can search for in the log file. Try to have them be satisfied and if it doesn't happen look in the log file for messages around that time. You can post those messages here and I will help resolve it. Sound like a plan?
tookachinchilla Posted March 29, 2022 Posted March 29, 2022 (edited) Thanks! I'll enable the script logging and have my character go on a faction orgy later today probably. I'm using 2.0. EDIT: Full Papyrus log attached. I copied some of the failed chance section below but it may not be all of what you need to check. Spoiler [03/29/2022 - 02:34:43PM] [Assimilation] Util: Faction BaseName:9 DisplayName:9 [03/29/2022 - 02:34:43PM] [Assimilation] Main: AAF Partner: Position:Leito FF Standing Doggy Tags:["LEITO", "F_F", "NOFURN", "STANDING", "FROMBEHIND", "Neutral", "HELD1", "STIM7", "LOVE5", "DOM-5", "NULLTOSELF", "StrapOnToAnus", "MIDSTAGE", "StrapOnToEither"] Meta:["None"] [03/29/2022 - 02:34:43PM] [Assimilation] Util: Partner Race:[Race <HumanRace (00013746)>] BaseName:Minuteman DisplayName:Minuteman [03/29/2022 - 02:34:45PM] [Assimilation] Util: Faction BaseName:9 DisplayName:9 [03/29/2022 - 02:34:45PM] [Assimilation] Main: Partner Faction:Minutemen(9) [03/29/2022 - 02:34:45PM] [Assimilation] Main: Skipping area affect due to settings. Rape:False Hug:False Kiss:False Pose:False [03/29/2022 - 02:34:45PM] [Assimilation] Main: FEV chance setting iFEVChance:Areas failed [03/29/2022 - 02:34:45PM] [Assimilation] Util: Assimilation chance setting iMinutemenChance:Assimilation result is False for Faction:9 [03/29/2022 - 02:34:45PM] [Assimilation] Main: Assimilation faction chance setting failed [03/29/2022 - 02:34:46PM] [Assimilation] Hair: Next Beard growth in 0.028681 game hours [03/29/2022 - 02:34:46PM] [Assimilation] Hair: Next Hair growth in 0.028681 game hours Failed chance section from a different log. Spoiler [03/29/2022 - 03:27:45PM] [Assimilation] Util: Faction BaseName:9 DisplayName:9 [03/29/2022 - 03:27:45PM] [Assimilation] Hair: Next Beard growth in 0.000000 game hours [03/29/2022 - 03:27:45PM] [Assimilation] Hair: Next Hair growth in 0.000000 game hours [03/29/2022 - 03:27:45PM] [Assimilation] Main: AAF Partner: Position:Leito Cowgirl Tags:["LEITO", "F_M", "NOFURN", "COWGIRL", "FROMFRONT", "Neutral", "HELD1", "STIM9", "LOVE5", "DOM5", "NULLTOSELF", "PenisToEither"] Meta:["AAF_SEU", "Consensual"] [03/29/2022 - 03:27:45PM] [Assimilation] Util: Partner Race:[Race <HumanRace (00013746)>] BaseName:Minuteman DisplayName:Minuteman [03/29/2022 - 03:27:48PM] [Assimilation] Util: Faction BaseName:9 DisplayName:9 [03/29/2022 - 03:27:48PM] [Assimilation] Main: Partner Faction:Minutemen(9) [03/29/2022 - 03:27:48PM] [Assimilation] Hair: Next Beard growth in 0.000000 game hours [03/29/2022 - 03:27:48PM] [Assimilation] Hair: Next Hair growth in 0.000000 game hours [03/29/2022 - 03:27:48PM] [Assimilation] Main: Skipping area affect due to settings. Rape:False Hug:False Kiss:False Pose:False [03/29/2022 - 03:27:48PM] [Assimilation] Main: FEV chance setting iFEVChance:Areas failed [03/29/2022 - 03:27:49PM] [Assimilation] Util: Assimilation chance setting iMinutemenChance:Assimilation result is False for Faction:9 [03/29/2022 - 03:27:49PM] [Assimilation] Main: Assimilation faction chance setting failed SUGGESTION: When the Assimilation quest moves to the list of completed quests, the active quest marker automatically toggles on, and there's no way to un-toggle it. I don't think it affects anything mechanically, but it does affect my OCD. ? Papyrus.0.log Edited March 29, 2022 by tookachinchilla
louisthird Posted March 29, 2022 Author Posted March 29, 2022 Let me translate what you see in the logs: 3 hours ago, tookachinchilla said: Hide contents [03/29/2022 - 02:34:43PM] [Assimilation] Util: Faction BaseName:9 DisplayName:9 Here it is using a utility method I wrote which looks at the name of the partner Actor to determine what their faction is as a backup. I have assigned numbers for each faction. In this case, it determined the faction number is 9 which is the correct number for The Minutemen faction. [03/29/2022 - 02:34:43PM] [Assimilation] Main: AAF Partner: Position:Leito FF Standing Doggy Tags:["LEITO", "F_F", "NOFURN", "STANDING", "FROMBEHIND", "Neutral", "HELD1", "STIM7", "LOVE5", "DOM-5", "NULLTOSELF", "StrapOnToAnus", "MIDSTAGE", "StrapOnToEither"] Meta:["None"] This is just a dump of the AAF tags for a particular animation. Useful to me for determining if it is a hug, kiss, rape, etc. animation. FF (female-to-female) Standing Doggy tells me exactly what was going on. ? [03/29/2022 - 02:34:43PM] [Assimilation] Util: Partner Race:[Race <HumanRace (00013746)>] BaseName:Minuteman DisplayName:Minuteman [03/29/2022 - 02:34:45PM] [Assimilation] Util: Faction BaseName:9 DisplayName:9 [03/29/2022 - 02:34:45PM] [Assimilation] Main: Partner Faction:Minutemen(9) The above messages are all again making sure we know what faction the partner is in. The last one in the "main" script decides that the faction is Minutemen #9. [03/29/2022 - 02:34:45PM] [Assimilation] Main: Skipping area affect due to settings. Rape:False Hug:False Kiss:False Pose:False The above line decides that based on the settings it is not going to apply any physical area changes. One of the false flags above must not line up with your selected settings. For example, it is marked not as rape "Rape:false" and if you have Only On Rape set then they won't match. Anyway, not the issue being looked into here. [03/29/2022 - 02:34:45PM] [Assimilation] Main: FEV chance setting iFEVChance:Areas failed The above line indicates that FEV failed as it wasn't a Super-Mutant Minuteman. [03/29/2022 - 02:34:45PM] [Assimilation] Util: Assimilation chance setting iMinutemenChance:Assimilation result is False for Faction:9 [03/29/2022 - 02:34:45PM] [Assimilation] Main: Assimilation faction chance setting failed Now we get to the issue here. The above line shows that the roll against the chance setting ("iMinutemenChance:Assimilation" which you can see in the MCM config file) for The Minutemen ("Faction:9") failed ("result is False"). The Minutemen chance setting is usually set by default as 50 (i.e. 50% chance) and the roll was less than 50. The second line actually is not so necessary as you already know that the chance setting failed. Do you have The Minutemen set to a very small number or zero? Are you just unlucky??? ? It seems that half the time it should work and half the time not with the default settings. Let me know what your setting is for the Minutemen and we will continue. Thanks.
tookachinchilla Posted March 29, 2022 Posted March 29, 2022 I have Area Chance and Assimilation chance set at 25% for Minutemen but isn't it the Payback Settings that determine whether sex - after being assimilated into a faction - reduces the number needed to satisfy? I have those chances all set to 100 and Only On Rape and the two Ignore options (in the Assimilation Settings) all toggled to OFF, so shouldn't any AAF animation count towards satisfying faction members? Or is there something I'm not setting correctly?
louisthird Posted March 29, 2022 Author Posted March 29, 2022 (edited) @tookachinchilla This sequence looks good from your attached log file! [03/29/2022 - 02:37:45PM] [Assimilation] Util: Faction BaseName:9 DisplayName:9 [03/29/2022 - 02:37:45PM] [Assimilation] Main: Partner Faction:Minutemen(9) [03/29/2022 - 02:37:46PM] [Assimilation] Main: Skipping area affect due to settings. Rape:False Hug:False Kiss:False Pose:False [03/29/2022 - 02:37:46PM] [Assimilation] Main: FEV chance setting iFEVChance:Areas failed [03/29/2022 - 02:37:46PM] [Assimilation] Util: Assimilation chance setting iMinutemenChance:Assimilation result is True for Faction:9 Minutemen passed chance setting! [03/29/2022 - 02:37:46PM] [Assimilation] Faction: Player Busy Check. Faction:Minutemen(9) AAF:True ActorBusy:False AAFViolate:True bSexFaction:False [03/29/2022 - 02:37:46PM] [Assimilation] Assimilation: Setting ActorRef:Minuteman [03/29/2022 - 02:37:46PM] [Assimilation] Assimilation: Evaluating ActorRef Package [03/29/2022 - 02:37:46PM] [Assimilation] Assimilation: Evaluating ActorRef Package [03/29/2022 - 02:37:46PM] error: (060379F8): model was not loaded when we tried to play an animation on it (most likely you're calling for animations in OnInit.). stack: [ (060379F8)].DLC04:DLC04_GZNukaGalaxySignScript.PlayAnimationAndWait() - "<native>" Line ? [ (060379F8)].DLC04:DLC04_GZNukaGalaxySignScript.active.OnTimerGameTime() - "g:\_F4\DLC04\Art\Raw\Scripts\DLC04\DLC04_GZNukaGalaxySignScript.psc" Line ? I don't know what the above error is but it isn't Assimilation related. [03/29/2022 - 02:37:46PM] [Assimilation] Assimilation: Repeat same Faction:Minutemen(9) The above message means that you are already assimilated and you are repeating assimilation for a faction member. [03/29/2022 - 02:37:46PM] [Assimilation] Faction: Reputation:6.000000 [03/29/2022 - 02:37:46PM] [Assimilation] Hair: Next Hair growth in 0.028681 game hours [03/29/2022 - 02:37:46PM] [Assimilation] Faction: Reputation:6.000000 [03/29/2022 - 02:37:46PM] [Assimilation] Hair: Next Beard growth in 0.028681 game hours [03/29/2022 - 02:37:47PM] [Assimilation] Faction: Reputation:7.000000 Reputation up from 6 to 7. [03/29/2022 - 02:37:47PM] [Assimilation] Assimilation: Increasing payback count 2 by 1 to 3 [03/29/2022 - 02:37:47PM] [Assimilation] Assimilation: Payback Amount:8 Count:3 Diff:5 [03/29/2022 - 02:37:47PM] [Assimilation] Assimilation: Payback Amount:8 Count:3 Diff:5 Payback up from 2 to 3. [03/29/2022 - 02:37:47PM] [Assimilation] Assimilation: Skipping gift as sex chance failed No gift for you! You get nothing! [03/29/2022 - 02:37:47PM] [Assimilation] Assimilation: Skipping companion as actor is not in line-of-sight of player No companion for you! Edited March 29, 2022 by louisthird
louisthird Posted March 29, 2022 Author Posted March 29, 2022 (edited) 53 minutes ago, tookachinchilla said: I have Area Chance and Assimilation chance set at 25% for Minutemen but isn't it the Payback Settings that determine whether sex - after being assimilated into a faction - reduces the number needed to satisfy? I have those chances all set to 100 and Only On Rape and the two Ignore options (in the Assimilation Settings) all toggled to OFF, so shouldn't any AAF animation count towards satisfying faction members? Or is there something I'm not setting correctly? First you have to trigger re-assimilation again with your faction which is based on the 25% you have set. If that passes, then furthermore the second chance has to pass which you have set as 100%. Maybe you want to set the Minutemen chance to 100% so that it triggers each time? There could be an opportunity for an ON/OFF option here where if you are assimilated to a faction then re-assimilation will always succeed for members of the same faction. Something like "Always Affected by Matching Faction" Edited March 29, 2022 by louisthird
GuruSR Posted April 1, 2022 Posted April 1, 2022 On 3/27/2022 at 3:21 PM, louisthird said: Not yet on the Events. I want to make a "GetAPI" that gets you an "AssimilationAPI" object that others can use. It's a good reminder for me to at least put it on the TODO list. Thanks! Actually, I really would recommend getting that API up and going for your own quests, this way, you pave the way automatically for others to add more, adding your own quests directly to the mod only makes you re-invent the wheel (API) later for others to work with. If you work on it now, you can weed out a lot of issues that the API could have while making your own quests and you can use them as tutorial material. On 3/27/2022 at 3:21 PM, louisthird said: I haven't figured out the greener thing... yet. Skyrim does it and I tried a suggestion from another poster, but it didn't work and had a few errors. It's not that obvious and again one of the things where the game was designed with static characters in mind. Only apparel/outfits did they put some work into allowing easy changes (ala Deacon). I think they realized that people are going to want to change outfits/armor, but once their character look is crafted pre-war then why would you want to change it?? 'Cuz we do! Anyway... I'll figure it out. It is lower priority though because I want to get those side-quests working for me... and for others I imagine! Plus, keep focused on any bugs found and stability improvements. Ah, okay, well, the green stuff can happen later, what are you doing with the color on the body now? I do know you *can* change the skin color to anything you want (SKSE let you, seem to recall you could with F4SE). As for your side quests, having that API done for them, would mean a separate esp/esl with the quests in it, would make debugging issues with either easier because you're not having to go through all that data/code in order to find the issue (ie: easier debugging). GuruSR.
beebopn89 Posted April 4, 2022 Posted April 4, 2022 (edited) Hey all, hit a bug after playing with the new 2.0 (then updated to 2.6) for around 30 hours. After successfully being assimilated by the Rust Devil's (checked via the debug menu), they are still aggressive to me and fight (checked factions also, and I'm successfully a 0 in them). Even if I remove myself via console from all factions except raiders and rust devils, they are still aggro to me (even if I try to use StopCombat on them). Conversely, if I don't get assimilated and manually add myself to only the raider and rust devil factions (even with keeping all the other factions I'm currently assigned to), they don't aggro me anymore. So it feels like some other variable must be changed along the way not related to factions? Anyone have any idea what might be breaking along the way when getting assimilated and why they keep being labeled as enemies? Everything else works perfectly though (body change, hair change, outfit change, etc.) EDIT: Hmmm, something might just also be broken on my mod now after this time for specifically joining the faction. Loaded a previous save and swapped to "Always" assimilate to test out different things for the above issue. Now I don't get assimilated even with "Always" on. I can sometimes have it work after turning the mod off then saving/loading, then turning it on. Dunno if there's any useful triaging I can do. Edited April 5, 2022 by beebopn89
Flint456 Posted April 9, 2022 Posted April 9, 2022 Hi, got a problem with factions. All raiders and probably gunners (with gunners i`m not sure on 100%) are frieindly to me, debug commands didnt work, so as unninstalling of mod with and then cleanin with "fallrim tools". Also tried console commands like - setenemy, setally, removefromallfactions, player.RemoveFromFaction. Is it possible to turn them to enemies again. One more thougt i got is to somehow enable assim raiders one way or another proper way.
louisthird Posted April 11, 2022 Author Posted April 11, 2022 (edited) On 4/4/2022 at 3:25 PM, beebopn89 said: Hey all, hit a bug after playing with the new 2.0 (then updated to 2.6) for around 30 hours. After successfully being assimilated by the Rust Devil's (checked via the debug menu), they are still aggressive to me and fight (checked factions also, and I'm successfully a 0 in them). Even if I remove myself via console from all factions except raiders and rust devils, they are still aggro to me (even if I try to use StopCombat on them). Conversely, if I don't get assimilated and manually add myself to only the raider and rust devil factions (even with keeping all the other factions I'm currently assigned to), they don't aggro me anymore. So it feels like some other variable must be changed along the way not related to factions? Anyone have any idea what might be breaking along the way when getting assimilated and why they keep being labeled as enemies? Everything else works perfectly though (body change, hair change, outfit change, etc.) EDIT: Hmmm, something might just also be broken on my mod now after this time for specifically joining the faction. Loaded a previous save and swapped to "Always" assimilate to test out different things for the above issue. Now I don't get assimilated even with "Always" on. I can sometimes have it work after turning the mod off then saving/loading, then turning it on. Dunno if there's any useful triaging I can do. I think I may know why Rust Devils behave that way and it may be a bug. For Rust Devils, the "RaiderFaction" is made to be an enemy of the player, but I think Rust Devils may be special in that they are part of their own DLC01RaiderFaction and the RaiderFaction. I am checking on this. If so, the fix is simple to remove RaiderFaction as an enemy which will mean other Raiders will like you, but that may be the best that is possible. While I am checking though, I worry about your game though. Do you have a save where you are not assimilated with the Rust Devils that hopefully you can go back to if I am correct? UPDATE: Yep, I was correct. Sorry about missing that. I will make that fix right away. Edited April 11, 2022 by louisthird
louisthird Posted April 11, 2022 Author Posted April 11, 2022 On 4/9/2022 at 2:29 AM, Flint456 said: Hi, got a problem with factions. All raiders and probably gunners (with gunners i`m not sure on 100%) are frieindly to me, debug commands didnt work, so as unninstalling of mod with and then cleanin with "fallrim tools". Also tried console commands like - setenemy, setally, removefromallfactions, player.RemoveFromFaction. Is it possible to turn them to enemies again. One more thougt i got is to somehow enable assim raiders one way or another proper way. Sorry that that happened. It would help to know when raiders and gunner became friendly which faction did you get assimilated with?
beebopn89 Posted April 11, 2022 Posted April 11, 2022 2 hours ago, louisthird said: I think I may know why Rust Devils behave that way and it may be a bug. For Rust Devils, the "RaiderFaction" is made to be an enemy of the player, but I think Rust Devils may be special in that they are part of their own DLC01RaiderFaction and the RaiderFaction. I am checking on this. If so, the fix is simple to remove RaiderFaction as an enemy which will mean other Raiders will like you, but that may be the best that is possible. While I am checking though, I worry about your game though. Do you have a save where you are not assimilated with the Rust Devils that hopefully you can go back to if I am correct? UPDATE: Yep, I was correct. Sorry about missing that. I will make that fix right away. Ya, I had rolled back before-hand just in case something wonky had happened in the back end, so I'm good to go!
Flint456 Posted April 14, 2022 Posted April 14, 2022 (edited) On 4/11/2022 at 7:39 PM, louisthird said: Sorry that that happened. It would help to know when raiders and gunner became friendly which faction did you get assimilated with? Well, first of all it happen on the prev version of mod i guess it was 2.0.5. 2nd - i had sex with raider, then the quest started and i`m not sure on 100% but i guess i saw a quest mark on that raider, right after that happend an attack by hostile monsters or it might be gunners i only remember that i got distracted by killin some enemies, i killed em, next i did opened my pip-boy and pushed left button on quest to highlight it and to see what`s next to do, when i sent mouse on it i saw that there is no objective in Assimilation quest. So i played with an empty quest on my q.list all along after. hoping that it will somehow remind itself. When the hope was gone i tried all the Ass. MCM debug commands (also as i already said i tried to delete it) but it did not solve a thing. Raiders and gunners are considered as friends to me, till i shoot them. And even when there is a bunch of them, when i start shoot them, onlt the one that was shot near death become agressive. Oh w8 i did a mistke in sayin that there is no objective in the quest. Its there and always was - "Discuss joinin a new faction" but it is not highlited (like when i have passed or done that already) . Edited April 14, 2022 by Flint456
louisthird Posted April 14, 2022 Author Posted April 14, 2022 9 hours ago, Flint456 said: Well, first of all it happen on the prev version of mod i guess it was 2.0.5. 2nd - i had sex with raider, then the quest started and i`m not sure on 100% but i guess i saw a quest mark on that raider, right after that happend an attack by hostile monsters or it might be gunners i only remember that i got distracted by killin some enemies, i killed em, next i did opened my pip-boy and pushed left button on quest to highlight it and to see what`s next to do, when i sent mouse on it i saw that there is no objective in Assimilation quest. So i played with an empty quest on my q.list all along after. hoping that it will somehow remind itself. When the hope was gone i tried all the Ass. MCM debug commands (also as i already said i tried to delete it) but it did not solve a thing. Raiders and gunners are considered as friends to me, till i shoot them. And even when there is a bunch of them, when i start shoot them, onlt the one that was shot near death become agressive. Oh w8 i did a mistke in sayin that there is no objective in the quest. Its there and always was - "Discuss joinin a new faction" but it is not highlited (like when i have passed or done that already) . Got it. That was helpful. Previously, I did see some potential to have Zombie Quests where you had not completed the "discuss joining a new faction" and it would just sit there with that objective unfinished. I added some checks in recent versions to do exactly like you said cleanup i.e. the "hoping that it will somehow remind itself." I am not sure it is bulletproof yet and that is my take-away from your situation. I would hope that if you get another faction assimilation to happen that it should correct itself as that is where I put the most focus on it correcting itself. See if it does that if you can. On my end, I will look at the "correcting itself on its own" logic which would be in the "OnLocationChanged" checks that the "Assimilation" Quest performs. Perhaps there is an opportunity to improve those checks and I will look into that. Thanks for your help and trying out the mod!
Olmech Posted April 15, 2022 Posted April 15, 2022 Okay, for me everything has worked well with this mod and I enjoy it. All except for one minor issue however. The whole changing my clothes thing was novel at first. It even makes sense. It began to irritate me so I turned off the area chance that it could happen and selected the NEVER option for area affect. Doesnt matter. My clothes still get changed. Ive got about 56 more members to please before getting out of faction. What am I missing?
louisthird Posted April 15, 2022 Author Posted April 15, 2022 20 hours ago, Olmech said: Okay, for me everything has worked well with this mod and I enjoy it. All except for one minor issue however. The whole changing my clothes thing was novel at first. It even makes sense. It began to irritate me so I turned off the area chance that it could happen and selected the NEVER option for area affect. Doesnt matter. My clothes still get changed. Ive got about 56 more members to please before getting out of faction. What am I missing? Hello Olmech, Do you have "Same Always Affected" enabled? That is a new option that means you will always be affected by members of the same faction when assimilated. i.e. If Assimilated and Same Faction and "Same Always Affected" enabled then affect If you have that option on then disable it otherwise you will always be affected. Otherwise, I am not sure why that is happening. The overall decision for physical area affect is: If ALWAYS then affect Else If NEVER then do not affect Else If Faction Chance Roll passes then affect Else do not affect After that it rolls for each individual physical area (hair, body, skin, apparel) and there is a chance setting for each of those. There are a lot of DEBUG messages printed in the log files that could help find the issue if you want to enable them and paste some from around the time when it happens. If you can get some messages from the log files (there is a previous post that indicates how to enable it) then I am sure we can figure out what is going on. Thanks for reporting the issue you are having.
Olmech Posted April 16, 2022 Posted April 16, 2022 3 hours ago, louisthird said: Hello Olmech, Do you have "Same Always Affected" enabled? That is a new option that means you will always be affected by members of the same faction when assimilated. i.e. If Assimilated and Same Faction and "Same Always Affected" enabled then affect If you have that option on then disable it otherwise you will always be affected. Otherwise, I am not sure why that is happening. The overall decision for physical area affect is: If ALWAYS then affect Else If NEVER then do not affect Else If Faction Chance Roll passes then affect Else do not affect After that it rolls for each individual physical area (hair, body, skin, apparel) and there is a chance setting for each of those. There are a lot of DEBUG messages printed in the log files that could help find the issue if you want to enable them and paste some from around the time when it happens. If you can get some messages from the log files (there is a previous post that indicates how to enable it) then I am sure we can figure out what is going on. Thanks for reporting the issue you are having. Thank you for your reply. I will check those settings.
rubber_duck Posted April 18, 2022 Posted April 18, 2022 Could you by any chance add support for MiscHairstyle? It's one of the most popular hair packs and having Assimilation support would be amazing! Thanks in advance, keep up the great work!
louisthird Posted April 18, 2022 Author Posted April 18, 2022 (edited) 2 hours ago, rubber_duck said: Could you by any chance add support for MiscHairstyle? It's one of the most popular hair packs and having Assimilation support would be amazing! Thanks in advance, keep up the great work! I'll put it on the list. I plan to get around to typing in the Form IDs for some additional hairstyle packs after addressing some stability improvements. Can you reply with the official HTML link to the hairstyle mod? Thanks! Edited April 18, 2022 by louisthird
rubber_duck Posted April 18, 2022 Posted April 18, 2022 49 minutes ago, louisthird said: I'll put it on the list. I plan to get around to typing in the Form IDs for some additional hairstyle packs after addressing some stability improvements. Can you reply with the official HTML link to the hairstyle mod? Thanks! Sure thing! MiscHairstyle 1.6: http://www.mediafire.com/file/kfac38dni6d53rp/MiscHairstyle1.6_by_Atherisz.7z/file (optional, for males) More Hairstyles - Beards: http://www.mediafire.com/file/iztz7iidy6djz1e/MoreHairstyles-Beards.rar/file Keep up the great work and take care!
louisthird Posted April 19, 2022 Author Posted April 19, 2022 17 hours ago, rubber_duck said: Sure thing! MiscHairstyle 1.6: http://www.mediafire.com/file/kfac38dni6d53rp/MiscHairstyle1.6_by_Atherisz.7z/file (optional, for males) More Hairstyles - Beards: http://www.mediafire.com/file/iztz7iidy6djz1e/MoreHairstyles-Beards.rar/file Keep up the great work and take care! I like hair/apparel mods like this where there are not too many (48 in MiscHairstyle). Some of the ones ported from Skyrim are a couple hundred styles and it takes a lot of detail/time/patience. It is setup to be pretty easy to add though. To add support for a new hairstyle mod all I have to do is: Add the mod filename to the list variable for known plugin dependencies in the "Deps" script Add each of the hairstyles from the mod into the supported hairstyles list variable in the "Hair" script which includes the info: Type of hairstyle: head, beard, or pubic Applicable sex: female, male, or both Plugin filename: must exactly match the one in the "Deps" script Hairstyle length integer: this one takes time sometimes pondering... "Is this hairstyle longer than this other one???" Finding screenshots or loading the mod to compare in-game is usually necessary. If pubic hairstyle, then the exact name of the pubic overlay Otherwise, the Form ID of the head/beard hairstyle which can be a big pain since I have to convert all the HEXADECIMAL Form IDs to DECIMAL There is a "duplicate" feature in CK so once I get the first one done and if they are all mostly for the same type/sex/plugin then I can just duplicate, enter the length, and Form ID or Overlay name Thanks for the suggestion and I'll likely get to it pretty soon. Take care! 2
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