loen999 Posted April 13, 2021 Posted April 13, 2021 On 3/31/2021 at 2:28 AM, XXXiveXXX said: I am also having the issue of MCM settings not being applied, ONLY for the WHG mod. I wouldn't even mind if the "victim gender" wasn't set to "male" I want the golems to abuse women not men.. T.T I'm using MO2 and everything seems to be installed properly. I'd really appreciate help, since I've been long hoping for a crossover between AAF and horror in FO4. Haven't tried out the mod, still in Vault going through all the MCM settings, maybe the mod works and the settings don't matter much. Will see. I have to same problem as you, those on and off setting can stay as you selected, but not the gender and the eye selection. And the idea is not bad. 1
Randall Flagg Posted April 14, 2021 Posted April 14, 2021 I'm having the same problem as a few people. The first is that the build menu for the golem won't show up. The mod is activated and shows up in the mcm menu and the add item menu mod shows the mods items it adds in the game but I just can't build any golem because the category isn't there. I'm using vortex and I just put the mod in and activated. Not sure if the mod needs more handleing to function. My second problem is like the others where I can't save mcm menu options.
delete1618 Posted April 20, 2021 Author Posted April 20, 2021 Sorry for the delay. I'm back in a position to work on it again, so I'm downloading it as I type this. I'll start from a neutral position to try and recreate the issues you guys are having. Out of curiosity, re not appearing in the build menu, do you guys have any other crafting mods installed?
Randall Flagg Posted April 20, 2021 Posted April 20, 2021 22 hours ago, delete1618 said: Sorry for the delay. I'm back in a position to work on it again, so I'm downloading it as I type this. I'll start from a neutral position to try and recreate the issues you guys are having. Out of curiosity, re not appearing in the build menu, do you guys have any other crafting mods installed? I have quite a few such as sim settlements, settlement objects exapansion and a few more. However I did disable each one to see if that was a problem but still nothing even after disabling those and reinstalling this mod. 1
delete1618 Posted April 21, 2021 Author Posted April 21, 2021 21 hours ago, Randall Flagg said: I have quite a few such as sim settlements, settlement objects exapansion and a few more. However I did disable each one to see if that was a problem but still nothing even after disabling those and reinstalling this mod. Weird. I'm not able to reproduce the issue of it not appearing in the menu. I tried installing the mods you mentioned, but I could still create the golems just fine. I did reproduce the issue with MCM and invisible textures. MCM is fixed; working on the textures now.
Olmech Posted April 22, 2021 Posted April 22, 2021 How about an MCM slider to allow Golems to seek tribute more than once per day? They are Hellish Demons after all...
Olmech Posted April 22, 2021 Posted April 22, 2021 And also...how about an MCM option to make golems gender focused? I built a settlement in Diamond City and while its great fun to see Myrna get her due reward, I dont feel the same about Moe, Arturo and a few others. They seem to pick on McDonut a lot which isnt all bad. A simple female-male-both selector in MCM would be golden. Just an FYI, I didnt care for golems much as they arent really scary but have found I can swap them out with other things such as Deathclaws, Behemoths, Supermutants and other things in CK and they work fine. If you made a mod that worked like this but instead used the creatures of the Commonwealth somehow, that would be grand.
Randall Flagg Posted April 22, 2021 Posted April 22, 2021 20 hours ago, delete1618 said: Weird. I'm not able to reproduce the issue of it not appearing in the menu. I tried installing the mods you mentioned, but I could still create the golems just fine. I did reproduce the issue with MCM and invisible textures. MCM is fixed; working on the textures now. Thanks for your help, I actually discovered what the problem was and maybe it can be fixed. Its the CRX workshop crosses mod. Ill post the link but after trying out everything and enabling and disabling multiple mods I finally found that this mod makes the golem build menu disappear. Hopefully its fixable but I didn't think this tiny mod would do it. After disabling it I can build golems but not sure why but most of the golems are purple. I suppose that's a texture issue but not sure what I did. If you have any ideas on how to make this work with CRX and get the textures to not be purple let me know but thanks for your help so far.
delete1618 Posted April 22, 2021 Author Posted April 22, 2021 17 minutes ago, Randall Flagg said: Thanks for your help, I actually discovered what the problem was and maybe it can be fixed. Its the CRX workshop crosses mod. Ill post the link but after trying out everything and enabling and disabling multiple mods I finally found that this mod makes the golem build menu disappear. Hopefully its fixable but I didn't think this tiny mod would do it. After disabling it I can build golems but not sure why but most of the golems are purple. I suppose that's a texture issue but not sure what I did. If you have any ideas on how to make this work with CRX and get the textures to not be purple let me know but thanks for your help so far. So it seems like the reason the golems aren't visible or are purple is because of my dumb ass putting them in a weird directory hierarchy. If you open the zip file, you'll see there's a Data folder. Move everything out of that folder to where the rest of the files are and then delete the Data folder. You should be able to do that in your MO2 mod folder or actual Data folder. That fixed it for me. I'll get a corrected file uploaded soon, but I lost the script source when my computer went and the decompiler gave me an incredibly limited version of it. So I'm having to rewrite a lot of the code. Or maybe the decompiler is correct and I've been shipping an incomplete script this entire time, which would explain the MCM issues. 1
Randall Flagg Posted April 22, 2021 Posted April 22, 2021 Just now, delete1618 said: So it seems like the reason the golems aren't visible or are purple is because of my dumb ass putting them in a weird directory hierarchy. If you open the zip file, you'll see there's a Data folder. Move everything out of that folder to where the rest of the files are and then delete the Data folder. You should be able to do that in your MO2 mod folder or actual Data folder. That fixed it for me. I'll get a corrected file uploaded soon, but I lost the script source when my computer went and the decompiler gave me an incredibly limited version of it. So I'm having to rewrite a lot of the code. Or maybe the decompiler is correct and I've been shipping an incomplete script this entire time, which would explain the MCM issues. do you think a compatibility fix with crx is possible or maybe im just doing something wrong and need to change load order or some files around? Eddit: I tried what you suggested and I couldn't get the purple to go away. its likely my fault because I'm pretty bad when it comes to handling things past putting the mod into vortex and hitting enable. Ill wait for that new version your talking about so I dont mess up anything more. Otherwise not sure why Crx is affecting this mod especially sense its menu is under the furniture category but for some reason it still makes the build option for golems disappear.
delete1618 Posted April 22, 2021 Author Posted April 22, 2021 2 hours ago, Randall Flagg said: do you think a compatibility fix with crx is possible or maybe im just doing something wrong and need to change load order or some files around? Eddit: I tried what you suggested and I couldn't get the purple to go away. its likely my fault because I'm pretty bad when it comes to handling things past putting the mod into vortex and hitting enable. Ill wait for that new version your talking about so I dont mess up anything more. Otherwise not sure why Crx is affecting this mod especially sense its menu is under the furniture category but for some reason it still makes the build option for golems disappear. I haven't looked into that conflict. I've uploaded the corrected version, though. The eye textures aren't 100%, but it should work for you. Make sure to remove the old stuff first. If it doesn't work for you still, try removing the mod from Vortex and installing it manually (dropping zip contents into Data folder).
delete1618 Posted April 22, 2021 Author Posted April 22, 2021 5 hours ago, Olmech said: How about an MCM slider to allow Golems to seek tribute more than once per day? They are Hellish Demons after all... And also...how about an MCM option to make golems gender focused? I built a settlement in Diamond City and while its great fun to see Myrna get her due reward, I dont feel the same about Moe, Arturo and a few others. They seem to pick on McDonut a lot which isnt all bad. A simple female-male-both selector in MCM would be golden. Just an FYI, I didnt care for golems much as they arent really scary but have found I can swap them out with other things such as Deathclaws, Behemoths, Supermutants and other things in CK and they work fine. If you made a mod that worked like this but instead used the creatures of the Commonwealth somehow, that would be grand. Yes, more than once per day is a planned option after v1.0 (importing all monsters). The gender select is already an option! It was broken, but it should be ok now with the new version I just uploaded. Kind of weird that you think supermutants are scary and Corpse Lickers aren't, haha. I like them because of how deformed they are. I don't think they're meant to be scary (since they're ostensibly there to protect you). I don't plan to do this for standard creatures. I think there are already mods which allow you to that, but you're free to extend this project if you want. 3
loen999 Posted April 27, 2021 Posted April 27, 2021 Okay, this can work on female now. And private part did show up, but it shows after the sex. Or maybe it is because i spawn 4 lying creature at the same time? It private part show up on lying creature did not in action or after the action. Thanks again!
delete1618 Posted April 27, 2021 Author Posted April 27, 2021 5 hours ago, loen999 said: It private part show up on lying creature did not in action or after the action. I'm not sure I understand what you mean by this. One golem was standing there while another started a sex event, and the penis appeared on the one that was just standing there?
loen999 Posted April 29, 2021 Posted April 29, 2021 On 4/28/2021 at 1:48 AM, delete1618 said: I'm not sure I understand what you mean by this. One golem was standing there while another started a sex event, and the penis appeared on the one that was just standing there? Yes, I can't recall if that golem required tribute before this or not. I am quite sure it's private part did not show up in the action.
FilthyWeaboo Posted May 5, 2021 Posted May 5, 2021 If I can make a request, is it possible to make all creatures from Whispering Hills grow erections when used with AAF, regardless of whether they're a golem? 2
delete1618 Posted May 9, 2021 Author Posted May 9, 2021 On 5/5/2021 at 4:14 AM, FilthyWeaboo said: If I can make a request, is it possible to make all creatures from Whispering Hills grow erections when used with AAF, regardless of whether they're a golem? Yes, it's entirely possible. If you load both WH and WHG in Creation Kit, you'll see there are two races for each creature. For example, WH_MannequinRace and WHG_MannequinRace. The WHG MannequinTribute quest script has a list of all the WHG races that it checks when adding a penis to the creatures. If you add all the WH races to the script properties and then add them to the equipPenis(race) method checks, it will also apply to the Whispering Hills creatures.
FilthyWeaboo Posted May 10, 2021 Posted May 10, 2021 14 hours ago, delete1618 said: Yes, it's entirely possible. If you load both WH and WHG in Creation Kit, you'll see there are two races for each creature. For example, WH_MannequinRace and WHG_MannequinRace. The WHG MannequinTribute quest script has a list of all the WHG races that it checks when adding a penis to the creatures. If you add all the WH races to the script properties and then add them to the equipPenis(race) method checks, it will also apply to the Whispering Hills creatures. I haven't touched the Creation Kit since I use to mod Oblivion, but I gave it a shot. I did the first part easily enough, but I don't know how to add them to the eiquipPenis method check. Also, will adding them to that check make them equip a penis for all AAF animations, or only through tribute? Because I was more trying to get them to equip it for all animations, that way they can work with defeat style mods or even just by hitting F11 on them.
delete1618 Posted May 10, 2021 Author Posted May 10, 2021 16 hours ago, FilthyWeaboo said: I haven't touched the Creation Kit since I use to mod Oblivion, but I gave it a shot. I did the first part easily enough, but I don't know how to add them to the eiquipPenis method check. Also, will adding them to that check make them equip a penis for all AAF animations, or only through tribute? Because I was more trying to get them to equip it for all animations, that way they can work with defeat style mods or even just by hitting F11 on them. There should be a line like "if race == lyingRace" that you can turn into "if race == lyingGolemRace || race == lyingMonsterRace" that should do the trick. Note you have to make the race names match whatever you named them in the properties section. It should apply to any and all animations, even if they're a golem. The script is adding itself as a listener for "onAnimationStart" events, which it receives at the start of any animation. There is no "tribute" event for it to listen to, aside from the package explicitly calling the quest.
AKELLO_11 Posted May 13, 2021 Posted May 13, 2021 чтобы сокрушить нападавших на поселение рейдеров, мне не нужны потусторонние силы, так как для меня мод совершенно бесполезен и никому не нужен
delete1618 Posted May 14, 2021 Author Posted May 14, 2021 20 hours ago, AKELLO_11 said: чтобы сокрушить нападавших на поселение рейдеров, мне не нужны потусторонние силы, так как для меня мод совершенно бесполезен и никому не нужен What a dumb comment. It's just an RP tool. Of course there are better options out there to protect your settlement, but I imagine most people are only using this to jack off to a fantasy. Saying "no one wants this" is easily disproven by the fact that people are still downloading and extending this for themselves. If you don't have anything constructive to add to a topic, then just don't comment on it. 1
FilthyWeaboo Posted May 16, 2021 Posted May 16, 2021 On 5/10/2021 at 4:50 PM, delete1618 said: There should be a line like "if race == lyingRace" that you can turn into "if race == lyingGolemRace || race == lyingMonsterRace" that should do the trick. Note you have to make the race names match whatever you named them in the properties section. It should apply to any and all animations, even if they're a golem. The script is adding itself as a listener for "onAnimationStart" events, which it receives at the start of any animation. There is no "tribute" event for it to listen to, aside from the package explicitly calling the quest. Tried a few times now and every time I've tried to add or edit a property I get blasted with papyrus errors. I'll just use the mod as is at this point, adding dicks to things isn't worth the headaches Creation Kit is giving me. Thanks for the advice editing it, though.
BoneLLab Posted May 19, 2021 Posted May 19, 2021 If anyone is still having the purple texture issue, this is a fix for it. Golem Textures.7z
delete1618 Posted May 21, 2021 Author Posted May 21, 2021 On 5/19/2021 at 7:53 AM, BAREBONE said: If anyone is still having the purple texture issue, this is a fix for it. Golem Textures.7z 51.69 MB · 0 downloads Thanks, I'm not sure why those aren't being ported over properly. You can remove the textures/meshes for actors not in the mod, such as the grey child. On 5/16/2021 at 1:39 AM, FilthyWeaboo said: Tried a few times now and every time I've tried to add or edit a property I get blasted with papyrus errors. I'll just use the mod as is at this point, adding dicks to things isn't worth the headaches Creation Kit is giving me. Thanks for the advice editing it, though. Are you remembering to set the races/dickArmor property values? You can do this by highlighting the script, pressing the "properties" button, selecting the property on the left, and then selecting the value from the drop down on the right.
ddssfu Posted September 3, 2022 Posted September 3, 2022 2 questions; 1: is there a way to fix the guardian not showing genitalia? 2: is there a way to have the requirements for the other guardians without having WH?
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