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Posted
42 minutes ago, CharlesTheZard said:

Can someone post a detailed video on how to add custom races to AE? I'm trying to get it to work with Shark Race/Vulpine/Lupin/Proto-Argonian. I've tried following the steps in the mods description, but its a bit too vague, and I've never edited ESPs before.

AE? Isn't that skyrim? This mod is for Fallout 4.

Posted
3 hours ago, ptmc2112 said:

AE? Isn't that skyrim? This mod is for Fallout 4.

 

AE is also an abbreviation of Autonomy Enhanced, the mod for which this is the corresponding support topic, so safe to assume that's what they really meant.

Posted
5 hours ago, vaultbait said:

 

AE is also an abbreviation of Autonomy Enhanced, the mod for which this is the corresponding support topic, so safe to assume that's what they really meant.

Oh okay, good to know.

Posted

Trying to understand the perk options, though there is a little bit of an explanation through an example in the description, I am just not fully comprehending what needs to be set for better control of the autonomy.

 

I know disabled allows any NPC to have sex, but I want certain ones to not have sex.  I am a SS2 fanboy and there are certain NPCs in SS2 I just don't want having autonomous sex.

 

(for those familiar Old Paul is one of them)

 

The SEX option... Does it distribute  the have sex perks randomly?

 

The NO SEX option...  Does it distribute the No Sex perks randomly?

 

When I pick one or the other of the SEX or NO SEX perks, do I have to manually pick with the hot key NPC's  that can have or not have sex? 

 

When you have the perks on disabled (all NPC's can have sex) can you still pick NPC's and remove the ability for them to be chosen for a sex scene?

 

I ask because I have tried using all 3 settings and the only one where the NPC;s will do the deed is when the perks are disabled, I have never gotten the other 2 settings to work, with the other 2 settings, nothing ever happens, so I chalk it up as user error and not understanding how to use the other 2 options.  Can somebody explain better how to use those perks? 

Posted

Apologies if it's been asked before, or if it's really obvious as I'm a bit unwell at the moment and the obvious is flying over my head, but is there a way to essentially restart the mod? Used to see NPCs having sex relatively regularly but now for several hours on this save file, nothing happens.

Posted
27 minutes ago, Gulpathon said:

Apologies if it's been asked before, or if it's really obvious as I'm a bit unwell at the moment and the obvious is flying over my head, but is there a way to essentially restart the mod? Used to see NPCs having sex relatively regularly but now for several hours on this save file, nothing happens.

 

You could try disabling the mod in MCM, wait for a while in a chair, save, load that and enable in MCM again. Or you could try disabling in MCM, save and exit, uninstall AE, start and load your last save, save and exit again, reinstall AE, start the game and load that second save.

Posted
2 hours ago, vaultbait said:

 

You could try disabling the mod in MCM, wait for a while in a chair, save, load that and enable in MCM again. Or you could try disabling in MCM, save and exit, uninstall AE, start and load your last save, save and exit again, reinstall AE, start the game and load that second save.

Thank you, the first suggestion seems to have brought it back!

 

Side note, I see you really active in these forums and just wanted to say thanks for helping people so much.

Posted (edited)

so after @vaultbait reminded me about this mod, I decided to do a quick update before I hand it off (assuming that is still happening)

 

Changelog

I cleaned up the scripts (removed a few and combined a couple of them)

I added support for robco patcher

I added sex workers (I am not sure if this works properly) *basically you can command NPCs to become sex workers for a payment every time they have sex.

 

install instructions THIS IS IMPORTANT

go to \Fallout 4\Data\Scripts

and delete(or move) the following

1. everything starting with AE_. (such as AE_Player_Main.pex)

2. INVB_Overlay_Manager.pex

because everything required is now located inside AAF_AutonomyEnhanced - Main.ba2

 

 

then you can install the mod using a mod manager

 

let me know if there is any issues

AAF_AutonomyEnhanced_v2.800.7z

Edited by Invictusblade
Posted
41 minutes ago, Invictusblade said:

so after @vaultbait reminded me about this mod, I decided to do a quick update before I hand it off (assuming that is still happening)

 

Changelog

I cleaned up the scripts (removed a few and combined a couple of them)

I added support for robco patcher

I added sex workers (I am not sure if this works properly) *basically you can command NPCs to become sex workers for a payment every time they have sex.

 

install instructions THIS IS IMPORTANT

go to \Fallout 4\Data\Scripts

and delete(or move) the following

1. everything starting with AE_. (such as AE_Player_Main.pex)

2. INVB_Overlay_Manager.pex

because everything required is now located inside AAF_AutonomyEnhanced - Main.ba2

 

 

then you can install the mod using a mod manager

 

let me know if there is any issues

AAF_AutonomyEnhanced_v2.800.7z 68.37 kB · 2 downloads

About that handoff, SD has gone missing for 2 months!

Posted
14 hours ago, Insultedreference445 said:

I installed midsave, and it doesn't seem to be working

 

I've noticed it often doesn't start right away, usually have to travel around some, maybe sleep, etc before it begins to kick in.

Posted (edited)
On 12/6/2022 at 4:02 PM, Kupok said:

I have given up on working Bad Dog's Furry Fallout races into this.
If one else wishes to make an attempt, they may pick up this ESP and run with it. This ESP was created following the modders instructions precisely, yet the custom races remain disallowed.

FFalloutRacesForAER.esp 5.71 kB · 16 downloads

 

I know it's very late to reply now but just wanna confirm that I followed the instruction and got it to work, but for some reason I had to edit the mod itself, making a separate patch didn't work

I used version 2.60b cuz I see that later versions don't support Family Planning Enhanced mod anymore

AutonomyEnhanced_v2.60b_FPE (FF4).rar

Edited by darkside1704
attach the mod file
Posted
18 hours ago, darkside1704 said:

 

I know it's very late to reply now but just wanna confirm that I followed the instruction and got it to work, but for some reason I had to edit the mod itself, making a separate patch didn't work

I used version 2.60b cuz I see that later versions don't support Family Planning Enhanced mod anymore

AutonomyEnhanced_v2.60b_FPE (FF4).rar 43.75 kB · 0 downloads

I do know 2.75 does have some FPE integration (as it can force the npcs to use safe sex or not)

Posted

i have a problem where when the autonomy starts i do something like go into inventory and it just fucks the whole thing up and they just stand there looking at each other and i can't move except jump. it seems to be stuck thinking its in an animation cycle. is there a key to stop this?

 

  • 2 weeks later...
  • 2 weeks later...
Posted
On 8/18/2023 at 9:31 PM, Insultedreference445 said:

I'm also trying to figure out how to add a race to the mod, I followed the instructions in Xedit to add the master, but I don't know how to add values

nvm I reread the instructions and i got it figured out

  • 3 weeks later...
Posted (edited)

I have a problem with the mod, when I try to assign a key, it doesn't save my choice, it activates and deactivates at the same time.
I have tried both the horny and the normal version and none of them work correctly.

Edited by raiven1112
  • 2 weeks later...
Posted

For people using 2.75 the fomod/ModuleConfig.xml file will not install the spell perk Item Distributor file in the correct location.

Even though I was using Disable(All NPCs can have Sex) nothing occurred until I installed the file with the below change.

Not sure what this means, I assumed with Disable(All NPCs can have Sex) would means Spell Perk Item Distributor  was not needed. But I think Spell Perk Item Distributor is always needed and the perk must be distributed to characters. It is just ignored in AAF_AutonomyEnhanced, but must be there.

 

<file source="New Style\AAF_AutonomyEnhanced_DISTR.ini" destination="New Style\AAF_AutonomyEnhanced_DISTR.ini" priority="0" />

changed to

<file source="New Style\AAF_AutonomyEnhanced_DISTR.ini" destination="AAF_AutonomyEnhanced_DISTR.ini" priority="0" />

 

Without this change AAF_AutonomyEnhanced_DISTR.ini is placed under Data/New Style/ and is not found by Spell Perk Item Distributor.

 

 

Also as others have noted after a hour or so of play time things stopped. Got the location allowed notification but nothing after that. i.e. no race allowed notifications. (You need Enable Debug Notifications set to Traces and Notifications in MCM for these)

 

Looks like it stops in AE_Player_Main.psc

Maybe here as quest AE_Alias has not stopped from a previous scene. (Although quest maker from previous scene has gone)

elseif AE_DisableAE.getvalueint() == 1 && !AE_Locations_Bool.VerifyLocation() && (AE_MultipleScenes.GetValue() == 0 && !AE_Alias.IsRunning()) || AE_MultipleScenes.GetValue() == 1

 

Guess you could test by enabling Multiple Scenes.

 

 

Another option might be a timing issue.

            AE_Alias.stop()
            AE_Alias.start()

            If (AE_Alias.IsRunning())

 

I don't know anything about fallout scripting but does AE_Alias.start() take some time to "start" and so AE_Alias.IsRunning() straight after fails. I see Utility.wait(0.1) used for some other tasks. (Does not explain why things work for a hour or so, unless scripting gets slower with play time, but a load of a "stopped" save game also fails.)

 

 

Re quest not closing. Does quest marker disappearing mean AE_Alias.stop() has been called?
    If (Actor0 != PlayerREF && Actor1 != PlayerREF) && (Actor0 != None && Actor1 != None)
        If (AE_Interactions.getvalueint() == 1)
            MarkerREF.Clear()
        EndIf
        Actor0.RemoveFromFaction(AE_Friendly)
        Utility.wait(0.1)
        Actor1.RemoveFromFaction(AE_Friendly)
        Utility.wait(0.1)
        MarkerREF.Clear()
        AE_Alias.stop()
    EndIf

 

 

This was just some notes from someone with no fallout scripting knowledge in case anyone looks at this mod in the future.

 

 

As a last note, AAF_AutonomyEnhanced_v2.800.7z did not work for me. (Maybe because I installed with SPID disabled and so AAF_AutonomyEnhanced_DISTR.ini is there but commented out)

It seems to be a collection of all the code Invictusblade was working on so he could hand it over. i.e. multiple versions under 00_Backup/ folder (does not get installed by vortex and I assume MO). The used scripts are in a ba2 file. (Not clear what sources are used).

 

 

 

 

Posted (edited)

AAF_AutonomyEnhanced_v2.80 is now current version.

This patch is only for 2.75

 

Fix patch for AAF_AutonomyEnhanced_v2.75
This fixes Autonomy from stopping after a while. Also fixes quest marker and some other minor things.

 

Installation
Install Spell Perk Item Distributor (It has it's own requirements.)
Download AAF_AutonomyEnhanced_v2.75
I'm using Autonomous Perk Settings set as Disable(All NPCs can have Sex). Am very confused by spell/perk, but this works.

    Unzip to a temporary folder
    Edit AAF_AutonomyEnhanced_v2.75/fomod/ModuleConfig.xml
    Change
    <file source="New Style\AAF_AutonomyEnhanced_DISTR.ini" destination="New Style\AAF_AutonomyEnhanced_DISTR.ini" priority="0" />
    to
    <file source="New Style\AAF_AutonomyEnhanced_DISTR.ini" destination="AAF_AutonomyEnhanced_DISTR.ini" priority="0" />
    i.e. remove "New Style\" from the destination
    Rezip AAF_AutonomyEnhanced_v2.75 folder (can be a normal zip. File Manager send to compressed zip)
    Install fixed zip file with mod manager
Download attached patch AAF_AutonomyEnhanced_v2.75_PatchV7.zip (third file). First,second file are older versions of patch.
Install with mod manager. Accept overwriting of AAF_AutonomyEnhanced_v2.75 (Scripts/AE_Player_Main.pex, Scripts/Source/User/AE_Player_Main.psc)

 

Distribution

Not all Settlers seem to get the spell. No idea why! Adding 0x35DE (GenericNPCFaction) looks to fix it.

Add to Data/AAF_AutonomyEnhanced_DISTR.ini

Spell = 0x1B1A6~AAF_AutonomyEnhanced.esp|NONE|0xEAFB6,0x13746,0x35DE

 

Am very confused by spell,perk system. My assumption was Disable(All NPCs can have Sex) would not require Spell, but this did not work. Once I distributed spell, things started happening. (Could be because I had not fixed the stuck quest bugs, so was inconsistent, thus could be wrong about this.) In the end Disable(All NPCs can have Sex) with spell distribution works. It is possible you need spell on everyone and If you turn on Sex/No Sex, the perk will be added based on chance and used to override spell. Have decided not to fiddle with it.

 

Notes
DON'T enable Threesome.
Autonomy quest can hang if the actors cannot path to each other. They may teleport but sometimes don't'. A save/load will reset quest.
To enable quest marker set Autonomy Enhanced Notifications.

Only tested with Autonomous Perk Settings set as Disable(All NPCs can have Sex).

If the player is chosen as one of the actors the other actor will follow them around wanting to talk. Easy to miss. This is sort of a side scene and NPC/NPC scenes will continue to start/run/stop even if Allow Multiple Scenes disabled.

In Multiscene events quest markers will be put on all of them but removed from all of them with the first scene to finish.

If you quit the game during the animation, Autonomy will be reset and run when the save is loaded but the actors may be left nude. You will have to trade with them and reequip apparel.

Some people have reported hotkeys not saving. Don't think I have ever set a hotkey so no idea about it.

I did this on a save well into the game. So don't need a new game. Note I did not have any previous version ever installed.

 

Fixes
There were multiple ways the Autonomy quest could get stuck.

1) Quest stuck if quit the game while quest was running. (Not just the animation but whole quest).

Fixed. The quest will be reset on a game load.

2) Quest stuck if one or more of the actors was rejected due to selected races.

Fixed. Quest will be restarted.

3) Quest could be stuck with Threesome. This is a mess. Assume not completely ported yet from FP.

Fixed. Skip quest and just Reset it. Just DON'T enable Threesome.

4) Quest marker was only set if both actors were human.

Fixed. Quest marker set regardless of race. Hopefully there was not a reason for only human!

5) Quest marker was only set if Autonomy Enhanced Interactions was set.

Fixed. Quest marker set if Autonomy Enhanced Notifications on.

6) Timing issue between quest start and check if running. Not a big issue as quest would just be skipped and restarted.

Fixed. Add a wait loop for quest to start.

 

V5 patch

1) Add check if actor already in an AAF scene and skip autonomy scene if so.

2) Add AAF meta tag so only autonomy scene, not any AAF scene, end autonomy quest.

 

V7 patch

Moved quest timer start to top of quest. This fixes the "Quest will be auto reset if it has run 10 times longer than the duration" cleanup attempt added previously.

 

V8 patch

Just and cleanup of code and add more comments.

 

Compatibility

Random Overlay Framework (Also by Invictusblade) uses a script with the same name (INVB_Overlay_Faction_Sorter.pex) but with many differences so they are not compatible. The Random Overlay Framework script is in a ba2 archive so your Mod Manger won't see a conflict, but AE_AutonomyEnhanced will break Random Overlay Framework.

If you want to use both open AAF_AutonomyEnhanced.esp with FO4Edit and change ScriptName under Magic Effect -> ME_Faction_Sorter. Then rename INVB_Overlay_Faction_Sorter.psc to new name. Edit the renamed INVB_Overlay_Faction_Sorter.psc and change its name (Top line) and compile. Delete old INVB_Overlay_Faction_Sorter.psc/INVB_Overlay_Faction_Sorter.pex

 

Other things
Quest will be auto reset if it has run 10 times longer than the duration. After the other fixes I have never seen this trigger.
Hostile NPCs will not be marker as friendly during a scene. Previously hostile NPCs doing the act would be marker friendly. This was removed as there was a big chance they would not be reset back to hostile.
Quest Marker now set as soon as the Autonomy quest starts, rather than after Interaction phase.
Cleanup a few convoluted branch structures. Looks like there have been a lot of additions without a restructure.

Would like to enable/disable player being choose. Always enabled currently, guess you could fiddle with perks. I think this would need to be done in the esp. With two days experience in fallout modding, beyond my skill. (For others, the scripts are really easy. Edit psc file. (Simple script language). Install creation kit, free on steam. Gameplay -> Papyrus script manager, select script, right click compile. The esp's look much more complicated)


 

This is just some fixes. Not support for mod.

If a person takes on support, they are welcome to use this as they please.

Thanks to the original modders  and others who have supported it.

 

Added V5 of patch 23/11/11

Added V7 24/01/13

Added V8 24/01/15

USE V8 (3rd file)

 

 

AAF_AutonomyEnhanced_v2.75_PatchV2.zip

AAF_AutonomyEnhanced_v2.75_PatchV5.zip

 

AAF_AutonomyEnhanced_v2.75_PatchV8.zip

Edited by auric3
  • 2 weeks later...
Posted

Is there a way to mass add the "horny" perk to creatures, the same way you can add it to factions?

 

Like I want all the dogs to have the perk, without haveing to run around giving it to them

 

(sorry if this has aleardy been asked)

Posted (edited)
On 10/13/2023 at 7:33 AM, zing said:

Is there a way to mass add the "horny" perk to creatures, the same way you can add it to factions?

 

Like I want all the dogs to have the perk, without haveing to run around giving it to them

 

(sorry if this has aleardy been asked)

 

Not tested, so suggest you have a save you can go back to before doing this.

If your using Autonomous Perk Settings set as Disable(All NPCs can have Sex), no idea how it works with other settings, you could add to the distributor.

Add 0x1C4030 (DogFaction) and 0x6E269 (DogmeatFaction) to Data/AAF_AutonomyEnhanced_DISTR.ini

Spell = 0x1B1A6~AAF_AutonomyEnhanced.esp|NONE|0xEAFB6,0x13746,0x1C4030,0x6E269

Plus 0x35DE (GenericNPCFaction) if you have my problem of not all settlers getting spell. (See above post).

 

Note/ 0x1C4030 (DogFaction) is only Junkyard dogs, not raider or viscous dogs.

 

FYI. If you get FO4Edit you can open Fallout4.esm and expand/search in Race,Faction,NPC fields to try and find id's that you want.

 

 

Edited by auric3
Posted

Thanks but I'm using the "perk only" method because I was annoyed when nearby raiders would start doing things (even though I have hostile disbaled)

 

The dogs worked fine with the "Disable(All NPCs can have Sex)" already, so no need to for edits in that one

Posted (edited)
On 10/15/2023 at 2:18 AM, auric3 said:

 

Not tested, so suggest you have a save you can go back to before doing this.

If your using Autonomous Perk Settings set as Disable(All NPCs can have Sex), no idea how it works with other settings, you could add to the distributor.

Add 0x1C4030 (DogFaction) and 0x6E269 (DogmeatFaction) to Data/AAF_AutonomyEnhanced_DISTR.ini

Spell = 0x1B1A6~AAF_AutonomyEnhanced.esp|NONE|0xEAFB6,0x13746,0x1C4030,0x6E269

Plus 0x35DE (GenericNPCFaction) if you have my problem of not all settlers getting spell. (See above post).

 

Note/ 0x1C4030 (DogFaction) is only Junkyard dogs, not raider or viscous dogs.

 

FYI. If you get FO4Edit you can open Fallout4.esm and expand/search in Race,Faction,NPC fields to try and find id's that you want.

 

 

 

sorry to double post but  Ihad a random thought about this,

 

could I used that method to target a specif NPCs instead of NPC factions if I can find their formID?

 

 

EDIT: After reading up on how that "spell distributer" works, I managed to find a solution to what I was trying to do

 

Jst needed to use it to ditribute the perk instead of the spell

 

"Perk = 0x1EE6~AAF_AutonomyEnhanced.esp|NONE|0x1C4030,0x6E269"

 

gives all the dogs the perk, and then I did another line to get the specific NPC's I wanted (probs could do it all on one line though)

 

Edit2: Ok so it looks like it gives them all the perk, but the AE doesn't work if you give them the perk like this - absoulty nothing was happening, turned off the distributer and manually add the perk like I was doing before - instanly works again... which is a shame, thought I had it :(

 

 

Edited by zing

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