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Posted

HI- I'm using FPE, with the most recent updated plugin you posted yesterday, the most recent version of ROF and the FPE version of Autonomy.  Even though the Sanctuary Five have the Autonomy Perk, the mod doesn't trigger in Sanctuary.  It does trigger in other settlements, like TenPines and Red Rocket.  

 

Did I miss something in the description?  Does this not work in Sanctuary?

Posted
19 hours ago, Dez65 said:

Did I miss something in the description?  Does this not work in Sanctuary?

Ignore this post.  I added a few non-unique settlers to Sanctuary and everyone started to have fun.

 

Thanks for your great work on this one!

Posted
On 4/12/2022 at 1:05 AM, vaultbait said:

I've noticed that if Autonomy initiates a scene, and then it triggers addition of another actor turning it into a threesome, when the threesome ends it seems to revert back to the prior animation (though sometimes with a different combination of actors than it started with) and never terminates that position. If you use the AAF on-screen interface to end that stuck animation manually, it usually works. Sometimes AAF doesn't indicate any animation is still playing, in which case I've had luck engaging those actors in a new animation and ending it.

 

Seems likely to be a bug (maybe some manner of race condition or reference counting error) with the threesome joining feature.

 

After getting increasingly annoyed by this and turning off threesomes, I've discovered that's not the cause. It seems like Autonomy is actually selecting actors who are already engaged in another animation, and joining the scene (switching to a new multi-party position) even with threesomes disabled.

 

Is there maybe a missing check to ignore actors who are occupied by a running animation?

Posted

Tried both latest versions, can't get the mod to work, it keeps resetting all settings when I close the menu. I don't have the Private Profile Redirector that could be the problem. 

Posted
On 5/11/2022 at 11:33 PM, vaultbait said:

... It seems like Autonomy is actually selecting actors who are already engaged in another animation, and joining the scene (switching to a new multi-party position) even with threesomes disabled.

 

Is there maybe a missing check to ignore actors who are occupied by a running animation?

 

Unfortunately, I also had disproportionate errors due to defective NPCs and have therefore deactivated autonomy for the time being. Since then, not a single broken NPC in the game.
maybe Invictus will take care of the matter again, that would be nice.

Posted

I have had an interesting observation. I am using version 2.60 B. I am having the silent NPC bug happening. The last time it happened I had notifications on, and I noticed that no notices were being posted. I selected the NPC in AAF and had them do a solo animation. This did two things after I finished the animation. First the NPC stated talking again, and the notifications started up, and the mod started the random sex thing it does so well. I have not replicated the event, so I do not know if it a coincidence, but it is interesting.

Posted
On 5/11/2022 at 4:33 PM, vaultbait said:

 

After getting increasingly annoyed by this and turning off threesomes, I've discovered that's not the cause. It seems like Autonomy is actually selecting actors who are already engaged in another animation, and joining the scene (switching to a new multi-party position) even with threesomes disabled.

 

Is there maybe a missing check to ignore actors who are occupied by a running animation?

This issue has become such a pain in the ass I've given up on this mod.  It is just unusable.  

It really would be nice to have an autonomous, or even "approach for sex" mod for PC/followers that actually worked.

Posted
2 hours ago, tch65721 said:

This issue has become such a pain in the ass I've given up on this mod.  It is just unusable.  

It really would be nice to have an autonomous, or even "approach for sex" mod for PC/followers that actually worked.

 

I suspect, without having taken time to verify, that there are a lot of suspended script stacks accumulating, leading to more and more script lag, until any "busy" checks raced by other scenes starting.

 

For testing a new interior cell in a mod I'm working on, I cranked the timers in Autonomy way down in order to spawn scenes between random actors more quickly. Within a few minutes, any AAF scene initiated by other mods was taking many times longer to set up even when Autonomy itself had no new scenes active, and other scripted functions for various mods were starting to lag heavily as well.

  • 1 month later...
Posted
On 6/25/2022 at 1:46 AM, gloo84 said:

With the autommous perk enabled for my settlers, can they have sex with the creatures i have on their settlement? Thanks

 

They should, assuming the creatures have the perk as well and that they have been allowed... and there are AAF animations present that support them.

 

---------------------------------------------------------------------------------------------------------------------------

 

So uhm, I haven't looked into specifically remedying potential script stacking or garbage collecting.. however I did figure I wanted to take into account Devious Devices and edited the AE_Player_Main script. I messed with Random_Fucks and OnAnimationStop - left everything else alone.

 

In theory the script should now select the first actor found with a gag and add them first. Then if they have any other device. Additionally these factor into what tags are excluded, included or combined. (You'll need to check that they make sense for your AAF animations since I've added a few specific tags - make sure the tags make sense for your setup.) Usually this means that a device wearer is getting topped, if they have a gag they aren't using their mouth for anything etc. If there's more than one wearer than results may vary.

 

Now there's a hardcoded chance for solo or threesome. I haven't tested this thoroughly but at least it seems to perform what I wanted it to. You could easily edit what I've done so far, obviously the hardcoded values should rather be controlled by MCM and the tag-lists could be read from a file ...and consider perhaps other DD keywords to alter the tag-lists for other variations - anyway... for those of you who like to mess with papyrus scripts and compiling is not a problem here you go.

 

You are free to use this however you want and try to break it.

 

AE_Player_Main.psc

  • 2 weeks later...
Posted

Hi,

  Using the latest FPE version. The mod simply doesn't work? On or Off with hotkey or MCM  nothing happens. Is there a console reset command I can use to kickstart  the mod??

 

THANKS!!

Posted
7 hours ago, jpee1965 said:

Hi,

  Using the latest FPE version. The mod simply doesn't work? On or Off with hotkey or MCM  nothing happens. Is there a console reset command I can use to kickstart  the mod??

 

THANKS!!

I will have a look

Posted
1 hour ago, Invictusblade said:

also a reminder, that I am trying to give up this mod

 

so if anyone is interested in taking over it then ask

For what it is worth, mine is working great including threesomes. So, thanks..

Posted (edited)

Any particular reason this mod relies on that bloated dinosaur of a mod AWKCR?

 

Disregard, been a while and I was being le'stupid.

Edited by sinivii
  • 3 weeks later...
Posted

Can I rollback to 2.60b mid game? I am using 2.60b FPE and it just won't work or play nice or whatever for me :/  I can clean saves an what not.

Posted
10 hours ago, jpee1965 said:

Can I rollback to 2.60b mid game? I am using 2.60b FPE and it just won't work or play nice or whatever for me :/  I can clean saves an what not.

I think so

Posted

I need some advice:

Since AE doesn't handle Servitrons, I did the following:

-> load servitron.esm & AE.esp via FO4Edit

-> set servitron.esm as master of ae.esp
-> go to AE_Creatures quest

-> under "AE_Addon" I replaced the humanrace with servitronrace

-> save

ingame the debug notifications still just say "[Race" everytime the script scans for actors but the Servitrons are still ignored by AE

I also tried to make a new esp like described in the MCM, still doesn't work.

Did I do something wrong? Any ideas?

Posted
19 hours ago, Skypo said:

I need some advice:

Since AE doesn't handle Servitrons, I did the following:

-> load servitron.esm & AE.esp via FO4Edit

-> set servitron.esm as master of ae.esp
-> go to AE_Creatures quest

-> under "AE_Addon" I replaced the humanrace with servitronrace

-> save

ingame the debug notifications still just say "[Race" everytime the script scans for actors but the Servitrons are still ignored by AE

I also tried to make a new esp like described in the MCM, still doesn't work.

Did I do something wrong? Any ideas?

I will have a look

Posted

Hello. Since installing this I sometimes get a bug where characters are, let's call it "on standby till our scene starts" 
For example I want to hand in a quest at the Slog but I can't talk to the dude because it shows he wants to hump someone nearby, only thing is, he walks around like normal not following anyone and nothing happens.
About 20% of the time I can fix this by waiting on a chair. When talking to him I can see subtitles come up but there is no sound or mouth movement from him. This also happens to the settler/companion that is waiting for the scene to start alongside him and these subtitles take extremely long to advance. 
A surefire fix seems to be to use the home command to initiate my own scenes for both parties but would like to know if there is a way to prevent this from happening/faster way to cure it? 

  • 3 weeks later...
Posted
On 8/20/2022 at 9:51 AM, Xwi666 said:

Unfortunately, it seems like every time NPC's have sex my framerate take a huge dive. is there a fix for this? 

I am not sure what is causing that issue because I have it too

Posted
23 hours ago, Invictusblade said:

v2.70 (Spell Perk Item Distributor Edition)

Hi @Invictusblade  Quick question, new game required for the new version, or safe to upgrade from 2.6x??  Feels like a pretty major upgrade, so new game feels like the right path but thought I would ask.

Posted
27 minutes ago, RileyAP said:

Hi @Invictusblade  Quick question, new game required for the new version, or safe to upgrade from 2.6x??  Feels like a pretty major upgrade, so new game feels like the right path but thought I would ask.

it should be fine to update because I didn't actually change anything to Autonomy

 

FPE used a Game.GetFormFromFile code (which allows you to grab content from other mods without being a master)

 

and Spell Perk Item Distributor uses a similar but different method.

 

update-> I decided to have another look at it incase I missed anything,

 

Shit I did, I forgot to pack the script

put this file in scripts folder

INVB_Overlay_Faction_Sorter.pex

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