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Posted
39 minutes ago, louisthird said:

 

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:

  1. Add the mod filename to the list variable for known plugin dependencies in the "Deps" script
  2. Add each of the hairstyles from the mod into the supported hairstyles list variable in the "Hair" script which includes the info:
    1. Type of hairstyle: head, beard, or pubic
    2. Applicable sex: female, male, or both
    3. Plugin filename: must exactly match the one in the "Deps" script
    4. 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.
    5. If pubic hairstyle, then the exact name of the pubic overlay
    6. 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
  3. 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!

 

Much appreciated! I too prefer hair packs with somewhere between 20 and 60 items over the ones containing a couple hundred items. Surely having hundreds of hairstyles to choose from is nice, but it's double-edged sword; you just don't know which one to choose since there are so many of them! Trust me, I've been there.

 

Hair packs like MiscHairstyles, Azar's Ponytails, etc. are my personal favorites since they don't add too much new haristyles - quality over quantity!

 

Thank you for your work, keep it up!

Posted

Hello,

 

I wanted to check on whether it is possible to keep your "regular" companions even when you are getting assimiliated.  I have some Companion mods, ie., Ivy, Heather Casdin, Darlene, and companions from other mods.  Not to mention when we have vanilla companions join for various quests.  I had 2 different playthroughs in which my character was assimilated by Super Mutants, all of my companions are dismissed.  My concern is that I don't want any of their quests, or AIs to break.  I made certain to have the Dismiss Dogmeat/Dismiss Companions set to Off or Disable.  Yet, it seems as though they are getting dismissed regardless.  I read all of the prior 8 pages and I did not see any others having this question or issue.  Just wanted to check on whether this is normal or if I may have a problematic load order or conflict.

Posted (edited)
On 4/23/2022 at 10:26 AM, nefer385 said:

Hello,

 

I wanted to check on whether it is possible to keep your "regular" companions even when you are getting assimiliated.  I have some Companion mods, ie., Ivy, Heather Casdin, Darlene, and companions from other mods.  Not to mention when we have vanilla companions join for various quests.  I had 2 different playthroughs in which my character was assimilated by Super Mutants, all of my companions are dismissed.  My concern is that I don't want any of their quests, or AIs to break.  I made certain to have the Dismiss Dogmeat/Dismiss Companions set to Off or Disable.  Yet, it seems as though they are getting dismissed regardless.  I read all of the prior 8 pages and I did not see any others having this question or issue.  Just wanted to check on whether this is normal or if I may have a problematic load order or conflict.

 

Thanks for your comment!  I will check on whether there is something wrong with companions being dismissed if the option is off.  I'll update here if I find something.  I have a suspicion of what it could be and I'll report back...  I play with Heather too sometimes (sometimes I just leave her standing on her corner), so your issue concerns me as well.

 

Thanks again!

 

UPDATE 4/26/2022:

Yep, I believe I found the issue.  Currently, there is one big Quest for dogmeat & companion dismissal that is always started.  That must be changed.

  1. There must be two Quests: one for dogmeat & one for other companions to allow deciding separately to dismiss one or the other or both
  2. Separating them allows for control over their movement (travel) packages.  When the Quest starts then their travel packages move them away from the player till they are dismissed.  Thus, dismissal quests should not start if the user has elected to not dismiss either dogmeat or other companions.
  3. This has the side effect of simplifying the script logic that had a lot of tests for either dogmeat or not dogmeat.

 

Fix is done but needs to be tested.  Should be in the next release.  Thanks for the report.

Edited by louisthird
Posted

Thank you so much for knocking it out.  I figured that it was something on my end conflicting with your mod.  I look forward to the update, as I was really enjoying your mod.  The mod gives great consequences to losing and very lore friendly from my perspective.  

Posted

So I have successfully finished the Assimilation quest. I chose to leave the faction which was Raiders in this case. Got the window to pop up saying it was completed but thinking I am now cool to intermingle with normal folk, I found out they are still hostile to me. Raiders are not hostile. What am I missing?

 

Posted
On 4/28/2022 at 9:00 PM, Olmech said:

So I have successfully finished the Assimilation quest. I chose to leave the faction which was Raiders in this case. Got the window to pop up saying it was completed but thinking I am now cool to intermingle with normal folk, I found out they are still hostile to me. Raiders are not hostile. What am I missing?

 

 

Hey, so I am in process of pleasing 49 raiders (WTF).... I am having difficulty getting that number to drop and poor Nora has done everyone at Corvega - did you find a secret to get the # of acts to count?

 

John

Posted
3 hours ago, MrCruelJohn said:

 

Hey, so I am in process of pleasing 49 raiders (WTF).... I am having difficulty getting that number to drop and poor Nora has done everyone at Corvega - did you find a secret to get the # of acts to count?

 

John

 

The script in this mod lags quite a bit in keeping up with actual events. Took me about 34 actual sex acts to complete the final 8, then 2 days passed before I actually got the quest to discuss my fate with the faction. Much as I love this mod, thats just about unplayable to me.

Posted
9 hours ago, Olmech said:

 

The script in this mod lags quite a bit in keeping up with actual events. Took me about 34 actual sex acts to complete the final 8, then 2 days passed before I actually got the quest to discuss my fate with the faction. Much as I love this mod, thats just about unplayable to me.

 

After having Nora "do" Corvega twice, I had to finish the assimilation... just had to.

 

lol.

 

John

Posted
On 5/1/2022 at 6:56 AM, MrCruelJohn said:

After having Nora "do" Corvega twice, I had to finish the assimilation... just had to.

 

lol.

 

John

 

Would like to see a pared down version of this that just deals with faction change, keeps accurate count of AAF events and runs faction quests effeciantly. I very much like the idea of being forced into a faction and either having to kill or run from the "good guys", but really dont care for the other options aside from perhaps the new faction dressing you in their attire...once.

 

Would also like to see this mated to other mods like Hardship to advance the count. Ive found that running a hella lot of call mods tends to gum things up and Hardship is really the one mod I simply cant do without.

Posted
On 4/28/2022 at 7:00 PM, Olmech said:

So I have successfully finished the Assimilation quest. I chose to leave the faction which was Raiders in this case. Got the window to pop up saying it was completed but thinking I am now cool to intermingle with normal folk, I found out they are still hostile to me. Raiders are not hostile. What am I missing?

 

 

Hello and thanks for your reply.

 

Typically, if things work correct, you should be able to talk to them immediately again.  If you attacked the normal folk during your time with "the enemy" they may still be aggravated (a.k.a. "aggro") with you and you may need to sleep 24 hours for them to "forgive" you.  It is not well known, but almost all crimes are forgiven in Fallout 4 after 24 hours.  Try that and see if it works.

 

Otherwise, the unassimilation may not have worked and the normal folk faction reactions were not changed back to friendly.  You can go back to a save where you were still assimilated with the faction and try again.  Unfortunately, there is not an easy way to change all the faction reactions back to friendly by hand if neither of them work.  Changing the reactions makes it so that they don't like you, but it does have some risk to save/restore those faction reactions.  It may be why such a mod like this has never been attempted on such a large scale.

 

Let me know if you are able to resolve it by one of the above methods and thanks for playing the mod!

Posted
On 4/30/2022 at 7:03 PM, Olmech said:

 

The script in this mod lags quite a bit in keeping up with actual events. Took me about 34 actual sex acts to complete the final 8, then 2 days passed before I actually got the quest to discuss my fate with the faction. Much as I love this mod, thats just about unplayable to me.

 

Hello and thanks for your response.

 

Which method are you using to trigger the animations?  If you are using AAF Violate, I will at least change how the mod works to treat each animation as payback whereas the way it is now it treats the entire event as a payback (i.e. waits for Violate to be done and you're out of Violate's "SexFaction" which happens after the last animation).

 

I am not sure why it took 2 days after being paid back to trigger the unassimilate from faction scene.  That shouldn't have happened.

 

Sorry that you are having script lag issues.  There is not that much script code that runs after each animation though some of that code takes time to process.  The longest ones are:

  1. Deciding which hairstyle to switch to
  2. Changing your faction relations when assimilated to a faction
  3.  Loading external mod dependencies

Thanks for playing the mod!  I realize that it is not for everyone and appreciate your input.

Posted
On 4/30/2022 at 5:59 PM, Commanderx said:

Has there been any consideration into the idea of companions also being assimilated or is that a large technical hurdle

 

It's not impossible.  An Actor is an Actor in FO4.  The player is an Actor just like NPCs.  There is a lot of player-specific-code that would need to be generalized to pull it off.  All Actors have what is called ActorValues and right now not everything related to the player Actor is stored in an ActorValue which would need to change.  Any data that could not be stored in an ActorValue (there are some things) would need to be in a table associating an Actor to that data.

 

There are also time considerations as it takes considerable time to change the faction relations which must be done through script commands.

 

It's risky changing the faction reactions to the player... changing reactions to companions... Doubly so.

 

Maybe someday though!

Posted

Just a suggestion...

 

If the enemy from Violate, is a mutant hound, and you are supposed to talk to the enemy about joining their faction, limit it only to humanoid actors - I failed an assimilation because it was a mutant hound - got the quest - but the hound didn't talk.

 

John

Posted (edited)
1 hour ago, MrCruelJohn said:

Just a suggestion...

 

If the enemy from Violate, is a mutant hound, and you are supposed to talk to the enemy about joining their faction, limit it only to humanoid actors - I failed an assimilation because it was a mutant hound - got the quest - but the hound didn't talk.

 

John

 

Thanks.  I will have to check, but hounds should be under animals which is not a faction you can assimilate with.

 

UPDATE: FEV Hounds are in the Animals Faction.

 

image.png.cac509d16b7ab32265a135448d215363.png

 

Animals are not one of the factions that can be assimilated with so I don't know how that would have happened.

 

image.png.c2cc7ac76bfbab15c6d704edcbd3d9c9.png

 

The ones where "pFaction" is "None" cannot be assimilated.

 

I will need to look at that and see how that could have happened.  Thanks for the report!

image.png

 

UPDATE #2: Figured it out. Mutant Hounds also include the word "mutant".  To support other mods automatically where their Actors are not in the correct factions, I look at the name of the Actor to help in determining its category.  I do things like this:

 

image.png.e2d9ba117510add4e1cad5bf7baf7baf.png

 

Well, "Mutant Hound" contains the word "mutant" (checked in various cases) as you see being checked for above thus it gets categorized as the Super-Mutant faction.  I am going to test removing the name checking as it will speed up things in the script anyway.

 

Thanks again for the help!

Edited by louisthird
Remove duplicate chart
Posted
9 hours ago, louisthird said:

Hello and thanks for your reply.

 

Typically, if things work correct, you should be able to talk to them immediately again.  If you attacked the normal folk during your time with "the enemy" they may still be aggravated (a.k.a. "aggro") with you and you may need to sleep 24 hours for them to "forgive" you.  It is not well known, but almost all crimes are forgiven in Fallout 4 after 24 hours.  Try that and see if it works.

 

Otherwise, the unassimilation may not have worked and the normal folk faction reactions were not changed back to friendly.  You can go back to a save where you were still assimilated with the faction and try again.  Unfortunately, there is not an easy way to change all the faction reactions back to friendly by hand if neither of them work.  Changing the reactions makes it so that they don't like you, but it does have some risk to save/restore those faction reactions.  It may be why such a mod like this has never been attempted on such a large scale.

 

Let me know if you are able to resolve it by one of the above methods and thanks for playing the mod!

 

No, what I thought was the end of Assimilation was just the beginning of the quest process that ended up taking two days to complete as listed in a later post. By the time I actually got the quest to discuss my fate with the faction, the quest marker was on a dead raider that I had to resurrect in order to complete.

 

I love the idea of this mod. The fact that it forces you into a faction and makes you have to be creative to avoid certain people or kill them to survive. I have wanted something like this forever. But, that lag is killer...or whatever it is. I myself would prefer a much simpler version of this mod without the fluff. One where a faction adopts you and you work your way out. I had most of the other stuff turned off besides that. So...if you ever make an Assimilation Lite.... sign me up.

 

9 hours ago, louisthird said:

Which method are you using to trigger the animations?  If you are using AAF Violate, I will at least change how the mod works to treat each animation as payback whereas the way it is now it treats the entire event as a payback (i.e. waits for Violate to be done and you're out of Violate's "SexFaction" which happens after the last animation).

 

Violate to initiate Assimilation, then ended up having to use Sexual Harassment to make progress in the count as Hardship does not seem to count.

Posted

Greetings !

 

Thanks for the mod, looks quite exciting. 

I tried in corvega but often noticed raider pet dialogues, and the assimilation quest dialogues all kind of bumping into each other trying to trigger. 

 

for the sake of compatibility should i disable raider pet ?

 

Advice on other AAF mod compatibility is appreciated.

Thanks !!!

Posted
5 hours ago, MisterTime said:

I tried in corvega but often noticed raider pet dialogues, and the assimilation quest dialogues all kind of bumping into each other trying to trigger. 

for the sake of compatibility should i disable raider pet ?

Advice on other AAF mod compatibility is appreciated.

 

Thanks for your post.  I have seen but don't use the Raider Pet mod.  I don't know much about it other than it is sort of like the assimilation to a faction from this mod but only for Raiders.  Can you tell me some more details about it and what exact dialog you were seeing problems with?  Could you provide the link to the mod so I could review the mod page?

 

This mod does not start any AAF animation and only reacts after they are finished so there aren't a lot of compatibility checks... yet.  It relies on other mods to run the animations like AAF Violate, Sex-Em-Up, or Sex Harrassment.  The animations started by Sex-Em-Up and Sex Harrassment are one sex act animations, but Violate can run multiple times, so this mod has to be aware of that.

 

Here is the current list of external mods and why they are important:

  • Base Game + DLCs - hair & apparel options
  • AAF - for end of animation detection
  • Overlay Framework - one time skin tattoos for player
  • Devious Devices - do not equip apparel if in DD
  • Glasses Galore - apparel options
  • Pubes Forever - pubic hair growth options
  • Azar Ponytail Hairstyles - hair growth options
  • ANiceOakTree Hairs - hair growth options
  • Militarized Minutemen - apparel options
  • AAF Violate - detect when Violate is done
  • Get Dirty - soap gift
  • Gas Masks of Wasteland - gas mask gift
  • RealHandcuffs - do not equip apparel if cuffed
  • Harness Calyps - apparel options
  • Agony - health gifts
  • Human Super Mutant Armor - apparel options
  • AdvancedNeeds2 Gasmasks - gas mask gift
  • AdvancedNeeds76 - gas mask & health gift
  • TrueStorms - bad weather detection
  • Children of Atom Fanatics - apparel options

 

There are a lot of mods out there and it is difficult to be compatible with them all.  I am sure that I will need to add more in the future.  In particular, the dialog scenes can bump into each other.  I am able to avoid half of the problems by only taking action at the end of an animation right now.  I'm currently embarking on creating a way to physical/faction assimilate without AAF based on health level getting too low which complicates things.

 

But let's take AAF Violate as an example which I imagine is used quite often with this mod.  One poster asked if I could add dialog discussing what was being changed on the player, but that is difficult because I want physical changes to happen each sex act.  That would mean dialog between each act and that would surely interfere with Violate when there are multiple sex acts within a single encounter.  For assimilation with a faction, out of fear I errored on the side of caution to be careful to avoid Violate's dialog scenes by watching for when the player leaves the "SexFaction" faction from that mod indicating the encounter is finished (last sex act is done).  That caused issue for another poster just recently which would like them to happen more often so I am testing out waiting till the last sex act is done for the initial assimilation with a faction.  It seems ok so far and certainly get's you out faster since instead of each encounter counting toward payback out of the faction, each sex act in the encounter counts.

 

It is all quite tricky as you see!

 

Hope this helps answer your question and let me know if it didn't.

Take care!

Posted

Thanks very much louisthird

 

I think I better understand now, raider pet also adjusts factions so I expect thats where most of the problems  happen.

 

I noticed I was getting "assimilated" yet raiders would become hostile after the AAF Violate timeout. I think Raider Pet and Assmilation were perhaps fighting eachother.

 

I keep trying some things to see if they cooperate, but at the moment I think Raider Pets faction functions mess up Assimilations.

 

I'm using Raider Pet and Also StaticPhobia's Tweeks that work with Raider Pet as my primary slave mechanic for now.

 

 

 

Posted
2 hours ago, MisterTime said:

I'm using Raider Pet and Also StaticPhobia's Tweeks that work with Raider Pet as my primary slave mechanic for now.

 

Thanks for those links and I agree with you on your analysis.  I will check those mods out and see how they work.  It would be interesting to try out a couple new game behavior mods anyway.  Have a good weekend!

Posted

Ran into a CTD with another playthrough with 2.7.

 

I disabled the mod and the playthrough played fine for a full 30 minutes, not a single CTD, with the mod enabled, less than a minute play time before a CTD,  The playthrough in question has Co-op as a robot location (it is pretty built up, with dozens of robots protecting the concrete fortified location).

 

Nowhere that I saw, in your mod was an "enable mod" option, really need this, and it should be disabled by default.  You're probably asking "Why?" because some people use non-standard race mods to play as other things (robots, androids, beasts, etc).  The playthrough I ran into issues with is "Playable Robots".  So in order for me to be able to run that playthrough, I have to have Assimilated disabled (means quitting, unchecking, restarting the game).

 

The Co-op has dozens of robots, a mass amount of weapons, concrete walls all around, a kill-box entrance NOTHING gets through (in one piece) and I run "SKK Settlement Attack System" and it pounds the site every 15 minutes, with a good chunk of enemies (50+), the battles last sometimes under a minute, but that'll give you an instance as to how many actors may be around when that happens, but I've seen it CTD when the player is alone.

 

GuruSR.

Posted
31 minutes ago, GuruSR said:

Ran into a CTD with another playthrough with 2.7.

 

I disabled the mod and the playthrough played fine for a full 30 minutes, not a single CTD, with the mod enabled, less than a minute play time before a CTD,  The playthrough in question has Co-op as a robot location (it is pretty built up, with dozens of robots protecting the concrete fortified location).

 

Nowhere that I saw, in your mod was an "enable mod" option, really need this, and it should be disabled by default.  You're probably asking "Why?" because some people use non-standard race mods to play as other things (robots, androids, beasts, etc).  The playthrough I ran into issues with is "Playable Robots".  So in order for me to be able to run that playthrough, I have to have Assimilated disabled (means quitting, unchecking, restarting the game).

 

The Co-op has dozens of robots, a mass amount of weapons, concrete walls all around, a kill-box entrance NOTHING gets through (in one piece) and I run "SKK Settlement Attack System" and it pounds the site every 15 minutes, with a good chunk of enemies (50+), the battles last sometimes under a minute, but that'll give you an instance as to how many actors may be around when that happens, but I've seen it CTD when the player is alone.

 

GuruSR.

 

Hello Guru and thanks for your reply.  There is the "Use AAF" option in the General section of MCM which will disable any activation via animations which pretty much disables most features.  Right now Assimilation only takes most of its actions after an animation (sex) finishes, so unless they are "robot sex fights" (which surely will be a thing someday) then the mod features shouldn't be activating.

 

Personally, I would rather get the the bottom of why you had a CTD as that should not happen.  Regularly, when the player is not assimilated with a faction and not using the "gear" features then there is just two timers running for hair growth.  I have found that things are more stable than they have ever been but I do not play with those mods you mention, so I can understand that there may be conflicts I am not aware of causing problems.

 

I am willing to entertain a global "enable mod" option.  When turned off, would it disable everything?  That would involve the following:

  1. Shutdown faction assimilation
    1. Stop both assimilation faction companion Quests if running
    2. Stop the assimilation gift Quest if it is running
    3. Stop faction assimilation Quest if running (which will in turn stop the two companion/dogmeat dismissal Quests)
  2. Shutdown physical areas
    1. Shutdown weather monitor timer in apparel script if running
    2. Shutdown hair growth timers (hair + beard/pubic) in hair script if running
    3. (note: no periodic actions are taken in body, FEV, or skin scripts)
  3. Shutdown the main intercept Quest

Apologies for your inconvenience.  Let me know what your thoughts are and thanks for your patience -- I have no staff or team working on this, it's just me and all the great input from posters!

 

Sounds like you are having some exciting FO4 games!

Take care.

Posted
11 hours ago, louisthird said:

Hello Guru and thanks for your reply.  There is the "Use AAF" option in the General section of MCM which will disable any activation via animations which pretty much disables most features.  Right now Assimilation only takes most of its actions after an animation (sex) finishes, so unless they are "robot sex fights" (which surely will be a thing someday) then the mod features shouldn't be activating.

 

I was walking around, AAF was doing nothing, no sex, it was causing a CTD when I was merely walking back to camp.  It did tell me it updated from 1.12 to 2.7, then roughly a minute later a CTD, upon unchecking the mod and loading the save again, this time it was a good 40 mins without incident.  Not sure if maybe an update issue happened?

 

11 hours ago, louisthird said:

Personally, I would rather get the the bottom of why you had a CTD as that should not happen.  Regularly, when the player is not assimilated with a faction and not using the "gear" features then there is just two timers running for hair growth.  I have found that things are more stable than they have ever been but I do not play with those mods you mention, so I can understand that there may be conflicts I am not aware of causing problems.

 

Well, if the hair growth is an issue, would not testing for the player's race before anything is done, against say a known list of races to work with, avoid this?  As some playthroughs I have are again, non-default races, I've not tried them, but if they're also going to cause a CTD, I'd again have to uncheck it.

 

11 hours ago, louisthird said:

I am willing to entertain a global "enable mod" option.  When turned off, would it disable everything?  That would involve the following:

 

When I saw it update, it shuts the mod down and then I presume started it back up, not entirely sure if it did, but since it wasn't saved as running, the mod just showed up as being present and never said anything (no notification it was running).

 

11 hours ago, louisthird said:

Apologies for your inconvenience.  Let me know what your thoughts are and thanks for your patience -- I have no staff or team working on this, it's just me and all the great input from posters!

 

Sounds like you are having some exciting FO4 games!

 

I understand the patience needed to get a mod fully bugless (or any code for that matter), as my work load lets me, I get a bit of game play in here and there, but as of late, that has been very thin, too many projects on the go.  I can wait, time doesn't permit me not to.

 

GuruSR.

  • 2 weeks later...
Posted

I seem to be having an odd issue that I can only even vaguely connect to Assimilation, each time I load a save or sleep, I gain a new/different hair style, I keep the same hair colour though.

 

I have barely been anywhere or done anything in my current save yet, only making it as far as Starlight so no Assimilation has happened as far as I know, other than my Companion at the time (Ivy) forcing me to wear settler clothes after I seemingly flirted with her too much.

 

I did get a hair change once, with a notification after "failing" to kill a couple of blood bugs, and after the Violate scene I got some new hair, I then set the chance in MCM to zero for that to occur but now it seems to be all the time but with no notification?

 

If I change the hair back to what I chose, the next sleep or load changes it again...

 

I'm not 100% sure this is even Assimilate but I'm going mental trying to work out where or why this is happening.

 

Thanks,

NC

Posted

Hello, I'm having problems with the mod. I checked mcm settings and clicked assimilation but it says "Missing Plugins: Assimilation.esp" I checked my vortex plugins and it's there enabled, I even tried checking through data and the esp is there and I tried reinstalling the mod and MCM but it still doesn't work. I also checked mods In-game and it's grayed out but on vortex its on. Can someone help me solve this issue I've been researching and trying different things for an hour but no luck so I decided to reach out. Thank you!

Screenshot (170).png

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