BIGCHUNGUS692020 Posted November 19, 2023 Posted November 19, 2023 anyone has AAF_AutonomyEnhanced_v2.75? the ver 2.75 one
UsernameTaken666 Posted November 19, 2023 Posted November 19, 2023 9 minutes ago, BIGCHUNGUS692020 said: anyone has AAF_AutonomyEnhanced_v2.75? the ver 2.75 one ask where you got the modpack.
Chronofreeze Posted November 19, 2023 Posted November 19, 2023 4 hours ago, BIGCHUNGUS692020 said: anyone has AAF_AutonomyEnhanced_v2.75? the ver 2.75 one Ditto, looking for it for the Wasteland of Depravity Wabbajack modlist. 1
vaultbait Posted November 19, 2023 Posted November 19, 2023 21 minutes ago, Chronofreeze said: Ditto, looking for it for the Wasteland of Depravity Wabbajack modlist. Ask the modlist maintainer to update it to the current version. 1
ShadowKraz42 Posted November 19, 2023 Posted November 19, 2023 Ok, I'm confused. Read the comments made after this newest version came out and am confused AF. 1) I have SPID, is Robco Patcher still a hard req? I ask because the description says both are hard req's but the side bar (to the right) says Spell Perk Item Distributor OR Robco Patcher. Which one is correct??? 2) if I uninstall the previous version before starting a new game do I still have to edit the files?
vaultbait Posted November 19, 2023 Posted November 19, 2023 15 minutes ago, ShadowKraz42 said: 1) I have SPID, is Robco Patcher still a hard req? I ask because the description says both are hard req's but the side bar (to the right) says Spell Perk Item Distributor OR Robco Patcher. Which one is correct??? It requires one or the other depending on what options you choose in the FOMOD installer. You don't need both (but other mods you're using might require one or the other too, so it's possible you'll want both systems installed regardless). 19 minutes ago, ShadowKraz42 said: 2) if I uninstall the previous version before starting a new game do I still have to edit the files? If you use a modern mod manager, you shouldn't have to edit or delete any files, those instructions are for people who may have manually unpacked an old version which left some files behind. Uninstalling the old version in your mod manager should in theory remove any files that the old version of the mod shipped, but you can always double-check that before installing the new version.
georgechalkias Posted November 20, 2023 Posted November 20, 2023 Getting this, followed behind a "A moaning would be heard" message or something. This seems to happen a bit randomly but nothing is really happening. What gives? https://imgur.com/91CsMTp Furthermore, how do creatures have sex? I mean, there isn't creaturevcreature animations and they will attack humans on sight anyway. What's the point?
vaultbait Posted November 20, 2023 Posted November 20, 2023 12 minutes ago, georgechalkias said: Getting this, followed behind a "A moaning would be heard" message or something. This seems to happen a bit randomly but nothing is really happening. What gives? https://imgur.com/91CsMTp "SEU" refers to another mod called Sex 'Em Up, which is in no way related to Autonomy Enhanced. 13 minutes ago, georgechalkias said: Furthermore, how do creatures have sex? I mean, there isn't creaturevcreature animations and they will attack humans on sight anyway. What's the point? There are a number of (vanilla and modded) ways for creatures to remain or become non-hostile. Sure it probably doesn't happen that often in random adventuring, but what about tamed settlement creatures getting it on with human settlers? 1
georgechalkias Posted November 20, 2023 Posted November 20, 2023 46 minutes ago, vaultbait said: Sure it probably doesn't happen that often in random adventuring, but what about tamed settlement creatures getting it on with human settlers? I forgot that was a thing... I need to find out how, hah.
vaultbait Posted November 20, 2023 Posted November 20, 2023 2 minutes ago, georgechalkias said: I forgot that was a thing... I need to find out how, hah. For tame creatures in settlements, you can use the cages from the Wasteland Workshop DLC to "capture" (generate) them over time. Also, a lot of creatures, particularly insects like bloatflies, have a fairly small aggro radius, so if your AE scan radius is larger than that you can easily come across a random encounter scavver getting it on with a bug. Human captives have their own separate faction which just about everything is non-hostile towards, so that's another option. And I'm sure there are plenty of mods which screw around with factions (my Milking Human Kindness for one, has ways to make super mutants/FEV hounds/behemoths friendly to you and your followers), or maybe even just using the vanilla game Wasteland Whisperer perk to subdue a random creature could lead to it and your companion getting it on?
Boceifus Posted November 22, 2023 Posted November 22, 2023 I looked for these in the Fallout4/Data/Scripts folder under both steam and just to me sure MO2, and there is nothing even like these in the script folder to remove.: 1. everything starting with AE_. (such as AE_Player_Main.pex) 2. INVB_Overlay_Faction_Sorter.pex
vaultbait Posted November 22, 2023 Posted November 22, 2023 8 hours ago, Boceifus said: I looked for these in the Fallout4/Data/Scripts folder under both steam and just to me sure MO2, and there is nothing even like these in the script folder to remove.: 1. everything starting with AE_. (such as AE_Player_Main.pex) 2. INVB_Overlay_Faction_Sorter.pex In that case you're probably using a mod manager which cleaned those up when you uninstalled a previous version of the mod (or maybe you haven't used a previous version of the mod?). I think those instructions were meant for people who install the mod manually, without the aid of a modern mod manager.
Boceifus Posted November 23, 2023 Posted November 23, 2023 21 hours ago, vaultbait said: In that case you're probably using a mod manager which cleaned those up when you uninstalled a previous version of the mod (or maybe you haven't used a previous version of the mod?). I think those instructions were meant for people who install the mod manually, without the aid of a modern mod manager. ahh ok, thanks, just making sure I wasnt missing anything
nOm nom NOM3 Posted November 23, 2023 Posted November 23, 2023 On 11/21/2023 at 10:09 PM, Boceifus said: I looked for these in the Fallout4/Data/Scripts folder under both steam and just to me sure MO2, and there is nothing even like these in the script folder to remove.: 1. everything starting with AE_. (such as AE_Player_Main.pex) 2. INVB_Overlay_Faction_Sorter.pex I have same question. I am using MO2. I usually just install the mods along side each other and de activate the old one...
Invictusblade Posted November 24, 2023 Author Posted November 24, 2023 if you don't have the loose files then it should be fine. the problem is that AE was released with loose files and they take priority over packaged scripts. 1
ShadowKraz42 Posted November 27, 2023 Posted November 27, 2023 On 11/19/2023 at 10:14 AM, vaultbait said: It requires one or the other depending on what options you choose in the FOMOD installer. You don't need both (but other mods you're using might require one or the other too, so it's possible you'll want both systems installed regardless). If you use a modern mod manager, you shouldn't have to edit or delete any files, those instructions are for people who may have manually unpacked an old version which left some files behind. Uninstalling the old version in your mod manager should in theory remove any files that the old version of the mod shipped, but you can always double-check that before installing the new version. Thank you! Sorry I missed your reply; holiday chaos... OK, so I'll probably dl the Robco just for the future or depending on what the FOMOD options are.
ShadowKraz42 Posted November 27, 2023 Posted November 27, 2023 Not on topic but an amused observation: I'm seeing an ad for AI generated porn below and all I can think is... I'm already generating porn in FO4. ROFLMMFAO
Kaptosh Posted December 2, 2023 Posted December 2, 2023 Do i have to remove "INVB_Overlay_Faction_Sorter.pex" before installing this mod if it was added by the Random overlay framework ? First time installing. Thanks INVB for the mod, really great work.
Invictusblade Posted December 7, 2023 Author Posted December 7, 2023 On 12/2/2023 at 1:18 PM, Kaptosh said: Do i have to remove "INVB_Overlay_Faction_Sorter.pex" before installing this mod if it was added by the Random overlay framework ? First time installing. Thanks INVB for the mod, really great work. sorry for the late reply yes, because I have put that script in the ROF's BA2 and loose files will override BA2's Files (so delete the one located inside the scripts folder if you have it there) and AE uses a different version now
Invictusblade Posted December 7, 2023 Author Posted December 7, 2023 so after a recent update for ROF, I found an interesting function inside Lighthouse Papyrus Extender brief recap-> while I did make a redux version of Autonomy Enhanced, I still don't actually understand how it actually works. so after finding the function, I started thinking of ways of using it in my other mods. I 'might' recreate a different version of autonomy to be used (I haven't started planning it yet alone scripting yet) it will be located inside this mod, it will be a different method of autonomy sex (that allows me to fully understand how it works) it might be able to do things that I do not how to do in autonomy version. it may take a while. 2
Kaptosh Posted December 8, 2023 Posted December 8, 2023 (edited) On 12/7/2023 at 3:11 AM, Invictusblade said: sorry for the late reply yes, because I have put that script in the ROF's BA2 and loose files will override BA2's Files (so delete the one located inside the scripts folder if you have it there) and AE uses a different version now Thanks for the reply, I use MO2 and in my current playthrough AE(2.800) is not working for some reason, i am using it alongside ROF 2.35, is there an interference between those versions ? or it's unrelated ? I Could not find the "INVB_Overlay_Faction_Sorter.pex" as loose, it is only in the BA2 file of ROF: Spoiler Spoiler I tried all options in AE MCM and still got nothing, but what i noticed is the Nuka world setting were resetting to zero whatever the value I set for it. Should I update ROF to the current version and re-instal AE after ? Thanks for your time. Edited December 8, 2023 by Kaptosh
Invictusblade Posted December 9, 2023 Author Posted December 9, 2023 6 hours ago, Kaptosh said: Thanks for the reply, I use MO2 and in my current playthrough AE(2.800) is not working for some reason, i am using it alongside ROF 2.35, is there an interference between those versions ? or it's unrelated ? I Could not find the "INVB_Overlay_Faction_Sorter.pex" as loose, it is only in the BA2 file of ROF: Reveal hidden contents Reveal hidden contents I tried all options in AE MCM and still got nothing, but what i noticed is the Nuka world setting were resetting to zero whatever the value I set for it. Should I update ROF to the current version and re-instal AE after ? Thanks for your time. I will have a look and as I said before, if you don't have "INVB__Overlay_Faction_Sorter.pex" then don't worry. one of the problems with Autonomy is the MCM system (most use the settings system, while this one is a bit different, (I should swap it in the future))
rubber_duck Posted December 23, 2023 Posted December 23, 2023 Like @Kaptosh, Autonomy Enhanced (AE) doesn't work for me either. In fact, us two have nearly identical problem. I'm running MO2 and the only INVB_Overlay_Faction_Sorter.pex I see is the one from ROF (v2.430a). Neither of the mods (AE and ROF) seem to work. At all. When I installed AE, I selected RobCo Patcher option (though I have SPID installed as well). In AE's MCM, I've set everything for Autonomous perk and made it only so NPCs with that perk can participate in AAF scenes. In my current 15 hours of playtime, AE didn't trigger once even though I've set the chances for event much higher than they are by default (increased great majority of chances from 50% to 90%). Then there's ROF, which used to apply overlays to NPCs without any issues, but for some reason it doesn't work now. In its installation, I've selected the old way of selecting the overlays (and I didn't select the Replacer options), yet it doesn't apply anything.
georgechalkias Posted December 23, 2023 Posted December 23, 2023 Could you add a faction support for America Rising 2's Enclave? Apparently, they don't get any tattoos.
Kaptosh Posted December 26, 2023 Posted December 26, 2023 On 12/23/2023 at 11:15 PM, rubber_duck said: Like @Kaptosh, Autonomy Enhanced (AE) doesn't work for me either. In fact, us two have nearly identical problem. I'm running MO2 and the only INVB_Overlay_Faction_Sorter.pex I see is the one from ROF (v2.430a). Neither of the mods (AE and ROF) seem to work. At all. When I installed AE, I selected RobCo Patcher option (though I have SPID installed as well). In AE's MCM, I've set everything for Autonomous perk and made it only so NPCs with that perk can participate in AAF scenes. In my current 15 hours of playtime, AE didn't trigger once even though I've set the chances for event much higher than they are by default (increased great majority of chances from 50% to 90%). Then there's ROF, which used to apply overlays to NPCs without any issues, but for some reason it doesn't work now. In its installation, I've selected the old way of selecting the overlays (and I didn't select the Replacer options), yet it doesn't apply anything. I've been playing for a week now and just last night AE triggered while i was in diamond city out of no where, didn't change any settings whatsoever. Don't know if it is a script delay or something preventing it from initializing,
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