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Posted

Been considering to try this mod but the recent posts about issues scare me a bit. Nice to see another author took over to help out. :)
I always liked seeing NPCs randomly having sex, I always found it odd they wouldn't have sex without player's input. Perhaps I should give this mod a try and hope no issues happen.

Posted
1 hour ago, georgechalkias said:

Been considering to try this mod but the recent posts about issues scare me a bit. Nice to see another author took over to help out. :)
I always liked seeing NPCs randomly having sex, I always found it odd they wouldn't have sex without player's input. Perhaps I should give this mod a try and hope no issues happen.

 

It's fairly stable, the main risks I'm aware of are around pulling an NPC out of dialogue with the player or moving (generally mod-added) NPCs who lack behavior packages to make them go back to their expected locations afterward. Maybe let it run when you're in your settlements but temporarily disable it when you're doing critical parts of quests, save often, and be prepared to roll back to a recent save if the worst should happen.

 

There do seem to be some more rare concurrency-related issues, which you can probably avoid by just not setting the MCM sliders for frequency and scan range to extreme values.

Posted
4 minutes ago, vaultbait said:

pulling an NPC out of dialogue with the player or moving (generally mod-added) NPCs who lack behavior packages to make them go back to their expected locations afterward.

How does happen for example? By interrupting a NPC talk?

 

If I'm not doing any quests other than travelling across world and cities, is it safe to keep it enabled? Not sure what worse could happen, heh.

Posted
1 hour ago, georgechalkias said:

How does happen for example? By interrupting a NPC talk?

 

I'm not sure if it's due to racing AAF scene setup or whether AE simply doesn't check that actors are in dialogue with the player, but whatever the cause I've had NPCs stop mid-conversation with me because AE put them in an AAF scene. Most of the base game quests are pretty good about restarting or resuming dialogue later, but quest mods often aren't as bulletproof.

 

1 hour ago, georgechalkias said:

If I'm not doing any quests other than travelling across world and cities, is it safe to keep it enabled? Not sure what worse could happen, heh.

 

Yes, you may find for example that a merchant some mod has placed at a location you travel past gets selected for a scene with another nearby NPC and then is no longer where they should be from then on because the mod author didn't think to give them a package to return back to their editor location.

 

Also, I've seen some people mention problems with AE's player scenes. I've never turned on player support in it since I have plenty of other mods for that sort of stuff (Harassment, Hardship, ...), so I haven't observed those issues personally.

Posted
24 minutes ago, vaultbait said:

 

I'm not sure if it's due to racing AAF scene setup or whether AE simply doesn't check that actors are in dialogue with the player, but whatever the cause I've had NPCs stop mid-conversation with me because AE put them in an AAF scene. Most of the base game quests are pretty good about restarting or resuming dialogue later, but quest mods often aren't as bulletproof.

 

 

Yes, you may find for example that a merchant some mod has placed at a location you travel past gets selected for a scene with another nearby NPC and then is no longer where they should be from then on because the mod author didn't think to give them a package to return back to their editor location.

 

Also, I've seen some people mention problems with AE's player scenes. I've never turned on player support in it since I have plenty of other mods for that sort of stuff (Harassment, Hardship, ...), so I haven't observed those issues personally.

 

Interesting! Hopefully the new author manages to fix such those issues or add more choices to let us disable certain NPCs from being selected. 

But, yeah, it shouldn't be a big problem since most quests are done. I'll give it a try soon.

Posted (edited)
19 hours ago, georgechalkias said:

Been considering to try this mod but the recent posts about issues scare me a bit. Nice to see another author took over to help out. /cdn-cgi/mirage/22f443f14b49dd5ae0b814c2d376b4eeab56e0d8d0fdcadb4f362ae4997bfa19/1280/https://static.loverslab.com/resources/emoticons/smile.png
I always liked seeing NPCs randomly having sex, I always found it odd they wouldn't have sex without player's input. Perhaps I should give this mod a try and hope no issues happen.

 

I have 400 hours of play with this mod active and had only minor issues that was easily fixed.

The most problem i have is when a NPC is selected but before the animation start I leave the area. Then that NPC, if it is a male, get a female voice. 

That is fixed by starting another animation with that character.

Only one time have I had a NPC that I was talking to all of a sudden start having sex in the middle of conversation. It was a trader and nothing bad happened from it.

I raise the scan time to 300 seconds and I have only a 35% chance in the night time for sex. Mostly for immersion and not have everybody screwing all the time.

Edited by dezpotism
  • 2 weeks later...
Posted
On 2/12/2023 at 10:12 AM, vaultbait said:

 

It's fairly stable, the main risks I'm aware of are around pulling an NPC out of dialogue with the player or moving (generally mod-added) NPCs who lack behavior packages to make them go back to their expected locations afterward. Maybe let it run when you're in your settlements but temporarily disable it when you're doing critical parts of quests, save often, and be prepared to roll back to a recent save if the worst should happen.

 

There do seem to be some more rare concurrency-related issues, which you can probably avoid by just not setting the MCM sliders for frequency and scan range to extreme values.

Hey there! 

 

Can you send me the areas that are failing or having issue?  I apologise, I was getting SF 2.0 out before I started looking at AE.  I've just set up my Git for this.

 

I will dive into this code this week for sure.

❤️

 

Posted (edited)

The first time I installed it, it work but even if I selected "Companion allowed" my companion was never selected. Yesterday, I reinstalled it in a new game and it worked for a while, but it stopped working. I configured it only for settlers. Is there a way to reset the script without having to uninstall and reinstall ?

 

Also, an MCM option "Only in settlement would be nice and fast instead of having to put all the other faction to zero. Also it would have less chance a breaking quests.

 

added: I'm only getting the "Location has been allowed" notification. No more race, race.

 

 

thanks

Edited by Rix142
Posted

Sorry but I have another question,

 

If I want the mod to target only me, my companion and settlers IN settlements location, what option in the installer should I choose and what MCM option should I choose. Currently even if I select only the settlement checkbox?

 

It is still occurring a bit everywhere.

 

Thanks.

Posted
On 2/22/2023 at 3:35 AM, Sthan Dust said:

Hey there! 

 

Can you send me the areas that are failing or having issue?  I apologise, I was getting SF 2.0 out before I started looking at AE.  I've just set up my Git for this.

 

I will dive into this code this week for sure.

❤️

 

Sure! I reenabled it in my test runs recently and have two observations so far:

 

  1. Sometimes this pulls NPCs out of dialogue with the player. For example I get approached by an NPC with Sexual Harassment or am in the middle of talking with a john in order to finalize a deal with TSEX Hardship and mid-sentence they walk away to jump into another random sex scene with someone else.
  2. After playing with this engaged on a new save for a while, I've noticed significant and growing Papyrus script lag which I don't get when I start a new playthrough and leave AE turned off in its MCM. Saving and loading doesn't seem to improve things, it's like some sort of scripted loop is getting an ever growing number of orphaned copies in the save. I'm not entirely sure how to go about troubleshooting this, but also wouldn't be surprised if the growing lag is leading to ToC/ToU type race conditions which result in problems like #1 above.
Posted

I think you might want to pass on this mod. It's completely broken. I don't how many times, to make it work,  I had to:

 

- save the game

- disable this mod

- restart the game

- save the game and exit

- re-enable the mod and reopen the game

 

Maybe they should add more new features to make it work.

 

Cause adding new features is more glamorous than making something work like it's supposed to...

 

Posted
9 hours ago, Rix142 said:

I think you might want to pass on this mod. It's completely broken. I don't how many times, to make it work,  I had to:

 

- save the game

- disable this mod

- restart the game

- save the game and exit

- re-enable the mod and reopen the game

 

Maybe they should add more new features to make it work.

 

Cause adding new features is more glamorous than making something work like it's supposed to...

 

 

Did you see it eventually start working? How were you testing that it was working? Note that just enabling the mod doesn't cause everyone to suddenly start fucking, it takes a while before you initially start seeing scenes occur even if you crank the chances way up.

 

If it never worked for you, are you using the newer SPID-based mechanism but missed installing SPID as a prerequisite?

Posted
6 hours ago, vaultbait said:

 

Did you see it eventually start working? How were you testing that it was working? Note that just enabling the mod doesn't cause everyone to suddenly start fucking, it takes a while before you initially start seeing scenes occur even if you crank the chances way up.

 

If it never worked for you, are you using the newer SPID-based mechanism but missed installing SPID as a prerequisite?

Yes it works for a while then it stops.

Posted (edited)

Guys, I have this mod up and running (came from Random Shananigans but that has issues and I learned it's abndoned). However, I have issues with this mod as well.

 

1. Nearly everytime I enable the mod with hotkey, my PC is instantly dragged into a sex scene without me having a chance to skip/abort or ignore. I can press the DEL key when the scene starts, but even that forces me through gathering, the black loading screen, the sex intro and finally the extro. How can I avoid being dragged into scenes? At all?

 

2. Most of the time, my PC acts as a male in those virtual rape scenes, even though I play female. That is so annoying and one more reason to completely disable that. It goes without saying that I have configured 100% hetero, 0% gay and 0% lesbian, nevertheless this happens.

 

I did not have any of those issues with Shananigans before, but that got stuck quite frequently and I hoped to get rid of this here. But, turns out those issues were minor compared to the new ones...

 

Appreciate any help, thanks in advance!

Edited by srk68
Posted
1 hour ago, srk68 said:

Nearly everytime I enable the mod with hotkey, my PC is instantly dragged into a sex scene without me having a chance to skip/abort or ignore. I can press the DEL key when the scene starts, but even that forces me through gathering, the black loading screen, the sex intro and finally the extro. How can I avoid being dragged into scenes? At all?

 

There is an MCM option to disable player inclusion in Autonomy scenes. That's my preference too since we have mods like Harassment which provide more of an interactive approach to consensual and non-con scenes involving the player anyway.

Posted
1 hour ago, vaultbait said:

 

There is an MCM option to disable player inclusion in Autonomy scenes. That's my preference too since we have mods like Harassment which provide more of an interactive approach to consensual and non-con scenes involving the player anyway.

Thanks for the reply. However, I have looked that menu up and down a dozen times and now again, I don't find that option. Could you please kindly point me to it?

 

Under "Distributor Options" I have for instance the "Chance of Autonomy occuring on Companions" (not the same for PC).

 

Under "Options" I find settings for Companion NPCs, Hostile NPCs, Mama Murphy, and wether NPC approachers/receivers ignore player detection.

 

Those and all the other settings I find do not seem to help anything. So, any more specific hints maybe, please?

Posted
1 hour ago, srk68 said:

Thanks for the reply. However, I have looked that menu up and down a dozen times and now again, I don't find that option. Could you please kindly point me to it?

 

Under "Distributor Options" I have for instance the "Chance of Autonomy occuring on Companions" (not the same for PC).

 

Under "Options" I find settings for Companion NPCs, Hostile NPCs, Mama Murphy, and wether NPC approachers/receivers ignore player detection.

 

Those and all the other settings I find do not seem to help anything. So, any more specific hints maybe, please?

 

Huh, I could swear that was a configurable option at one time, but it was so buggy that maybe automatic player inclusion got removed entirely at some point. In that case it sounds like a serious bug, Autonomy should not be adding the player to any of its scenes. The sole exception seems to be player-initiated scenes which the MCM has a hotkey and activator item you can add for triggering those manually.

 

Can you think of anything unusual about your combination of mods that might cause Autonomy to mistake the player character for an NPC? I'm definitely not seeing that behavior on my installation.

Posted (edited)
56 minutes ago, vaultbait said:

 

Huh, I could swear that was a configurable option at one time, but it was so buggy that maybe automatic player inclusion got removed entirely at some point. In that case it sounds like a serious bug, Autonomy should not be adding the player to any of its scenes. The sole exception seems to be player-initiated scenes which the MCM has a hotkey and activator item you can add for triggering those manually.

 

Can you think of anything unusual about your combination of mods that might cause Autonomy to mistake the player character for an NPC? I'm definitely not seeing that behavior on my installation.

Unfortunately not. Also, the Shenanigans work much smoother, even with the issues. I just got two NPCs stuck with Autonomy when I apparently fast-traveled during their scene. Nothing I did would unfreeze them, I also installed the instant teleport bell in that settlement and it teleported everybody instantly to it, but not those two. They weren't even selectable in the manually triggered AAF event. So I uninstalled AAF and all animations and packages building on that, but still no unfreeze.

 

What saved me was the AAF Bump Ride mod, which let me run into both of them and being raped two times, thereby unfreezing them finally. And I got knocked up thereby...

 

Well, I planned to get knocked up anyway, so not too bad in that respect ;)

 

However, I now switched back to Shananigans, which never put me into that much trouble...

Edited by srk68
Posted
13 hours ago, srk68 said:

I just got two NPCs stuck with Autonomy when I apparently fast-traveled during their scene. Nothing I did would unfreeze them, I also installed the instant teleport bell in that settlement and it teleported everybody instantly to it, but not those two. They weren't even selectable in the manually triggered AAF event. So I uninstalled AAF and all animations and packages building on that, but still no unfreeze.

 

What saved me was the AAF Bump Ride mod, which let me run into both of them and being raped two times, thereby unfreezing them finally.

 

I have definitely found times where I had to hit the Home key to bring up AAF's on-screen interface and then cancel a stuck Autonomy scene (possibly after scrolling through several scenes in progress).

Posted

btw if anyone is wondering, I consider Autonomy Enhanced to be a Subtractive mod (as oppose to nearly all other mods which is additive).
 

I mean that this mod is designed for everyone to have random sex at any part of the day.

and I attempted to counteract this by adding prevention methods (autonomous perk, Location selection, and (I think) a timer)

*there are serious issues with this approach but I still have no idea how to do it better (which is why I am giving it up)

 

btw here is my definition.

Subtractive = you remove content from object(Mod) *or in AE case, limit the content from being used

Additive = you add content to object(Mod)

 

 

also about my other mods, I am still somewhat working on them (but I really needed to clean up my load order so that is taking time) *such as Clothes, Weapons, and Quests mods

  • 2 weeks later...
Posted

Ok... I'm hesitant about including this in my load order. The deciding factors? 1) Can I reliably keep my player from being involved in these scenes, 2) will the scenes disrupt dialogues and NPC placement (will they wander off to have sex and not return) and, 3) will it conflict with my 'must have' mods.
I've been wanting a mod like this so that my player isn't the only one having sex but RSE seemed way too buggy from the posts about it and the comments in the Fucking Guide.

I'm downloading it to test and hoping it works out fine with my load order...

Posted
52 minutes ago, ShadowKraz42 said:

Ok... I'm hesitant about including this in my load order. The deciding factors? 1) Can I reliably keep my player from being involved in these scenes, 2) will the scenes disrupt dialogues and NPC placement (will they wander off to have sex and not return) and, 3) will it conflict with my 'must have' mods.
I've been wanting a mod like this so that my player isn't the only one having sex but RSE seemed way too buggy from the posts about it and the comments in the Fucking Guide.

I'm downloading it to test and hoping it works out fine with my load order...

I use an earlier version and it works fine. Wait a few days and an upgrade to this mod is in the works. Up to you?

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